3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
31 #include "player_status.hpp"
32 #include "object/gameobjs.hpp"
33 #include "object/camera.hpp"
34 #include "object/background.hpp"
35 #include "object/particlesystem.hpp"
36 #include "object/particlesystem_interactive.hpp"
37 #include "object/tilemap.hpp"
38 #include "lisp/parser.hpp"
39 #include "lisp/lisp.hpp"
40 #include "lisp/writer.hpp"
41 #include "lisp/list_iterator.hpp"
43 #include "audio/sound_manager.hpp"
44 #include "game_session.hpp"
45 #include "resources.hpp"
46 #include "statistics.hpp"
47 #include "collision_grid.hpp"
48 #include "collision_grid_iterator.hpp"
49 #include "object_factory.hpp"
50 #include "collision.hpp"
51 #include "spawn_point.hpp"
52 #include "math/rect.hpp"
53 #include "math/aatriangle.hpp"
54 #include "object/coin.hpp"
55 #include "object/block.hpp"
56 #include "object/invisible_block.hpp"
57 #include "object/bullet.hpp"
58 #include "object/text_object.hpp"
59 #include "badguy/jumpy.hpp"
60 #include "trigger/sequence_trigger.hpp"
61 #include "player_status.hpp"
62 #include "scripting/script_interpreter.hpp"
63 #include "scripting/sound.hpp"
64 #include "scripting/scripted_object.hpp"
65 #include "scripting/text.hpp"
68 Sector* Sector::_current = 0;
71 : gravity(10), player(0), solids(0), camera(0),
72 currentmusic(LEVEL_MUSIC)
74 player = new Player(player_status);
78 grid = new CollisionGrid(32000, 32000);
86 update_game_objects();
87 assert(gameobjects_new.size() == 0);
91 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
96 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
105 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
107 if(name == "camera") {
108 Camera* camera = new Camera(this);
109 camera->parse(reader);
111 } else if(name == "particles-snow") {
112 SnowParticleSystem* partsys = new SnowParticleSystem();
113 partsys->parse(reader);
115 } else if(name == "particles-rain") {
116 RainParticleSystem* partsys = new RainParticleSystem();
117 partsys->parse(reader);
119 } else if(name == "particles-comets") {
120 CometParticleSystem* partsys = new CometParticleSystem();
121 partsys->parse(reader);
123 } else if(name == "particles-ghosts") {
124 GhostParticleSystem* partsys = new GhostParticleSystem();
125 partsys->parse(reader);
127 } else if(name == "particles-clouds") {
128 CloudParticleSystem* partsys = new CloudParticleSystem();
129 partsys->parse(reader);
131 } else if(name == "money") { // for compatibility with old maps
132 return new Jumpy(reader);
136 return create_object(name, reader);
137 } catch(std::exception& e) {
138 msg_warning(e.what() << "");
145 Sector::parse(const lisp::Lisp& sector)
149 lisp::ListIterator iter(§or);
151 const std::string& token = iter.item();
152 if(token == "name") {
153 iter.value()->get(name);
154 } else if(token == "gravity") {
155 iter.value()->get(gravity);
156 } else if(token == "music") {
157 iter.value()->get(music);
158 } else if(token == "spawnpoint") {
159 SpawnPoint* sp = new SpawnPoint(iter.lisp());
160 spawnpoints.push_back(sp);
161 } else if(token == "init-script") {
162 iter.value()->get(init_script);
164 GameObject* object = parse_object(token, *(iter.lisp()));
171 update_game_objects();
174 throw std::runtime_error("sector does not contain a solid tile layer.");
178 msg_warning("sector '" << name << "' does not contain a camera.");
179 update_game_objects();
180 add_object(new Camera(this));
183 update_game_objects();
187 Sector::parse_old_format(const lisp::Lisp& reader)
192 reader.get("gravity", gravity);
194 std::string backgroundimage;
195 reader.get("background", backgroundimage);
197 reader.get("bkgd_speed", bgspeed);
200 Color bkgd_top, bkgd_bottom;
201 int r = 0, g = 0, b = 128;
202 reader.get("bkgd_red_top", r);
203 reader.get("bkgd_green_top", g);
204 reader.get("bkgd_blue_top", b);
205 bkgd_top.red = static_cast<float> (r) / 255.0f;
206 bkgd_top.green = static_cast<float> (g) / 255.0f;
207 bkgd_top.blue = static_cast<float> (b) / 255.0f;
209 reader.get("bkgd_red_bottom", r);
210 reader.get("bkgd_green_bottom", g);
211 reader.get("bkgd_blue_bottom", b);
212 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
213 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
214 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
216 if(backgroundimage != "") {
217 Background* background = new Background;
218 background->set_image(
219 std::string("images/background/") + backgroundimage, bgspeed);
220 add_object(background);
222 Background* background = new Background;
223 background->set_gradient(bkgd_top, bkgd_bottom);
224 add_object(background);
227 std::string particlesystem;
228 reader.get("particle_system", particlesystem);
229 if(particlesystem == "clouds")
230 add_object(new CloudParticleSystem());
231 else if(particlesystem == "snow")
232 add_object(new SnowParticleSystem());
233 else if(particlesystem == "rain")
234 add_object(new RainParticleSystem());
236 Vector startpos(100, 170);
237 reader.get("start_pos_x", startpos.x);
238 reader.get("start_pos_y", startpos.y);
240 SpawnPoint* spawn = new SpawnPoint;
241 spawn->pos = startpos;
242 spawn->name = "main";
243 spawnpoints.push_back(spawn);
245 music = "chipdisko.ogg";
246 reader.get("music", music);
247 music = "music/" + music;
249 int width = 30, height = 15;
250 reader.get("width", width);
251 reader.get("height", height);
253 std::vector<unsigned int> tiles;
254 if(reader.get_vector("interactive-tm", tiles)
255 || reader.get_vector("tilemap", tiles)) {
256 TileMap* tilemap = new TileMap();
257 tilemap->set(width, height, tiles, LAYER_TILES, true);
261 if(reader.get_vector("background-tm", tiles)) {
262 TileMap* tilemap = new TileMap();
263 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
267 if(reader.get_vector("foreground-tm", tiles)) {
268 TileMap* tilemap = new TileMap();
269 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
273 // read reset-points (now spawn-points)
274 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
276 lisp::ListIterator iter(resetpoints);
278 if(iter.item() == "point") {
280 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
282 SpawnPoint* sp = new SpawnPoint;
285 spawnpoints.push_back(sp);
288 msg_warning("Unknown token '" << iter.item() << "' in reset-points.");
294 const lisp::Lisp* objects = reader.get_lisp("objects");
296 lisp::ListIterator iter(objects);
298 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
302 msg_warning("Unknown object '" << iter.item() << "' in level.");
308 Camera* camera = new Camera(this);
311 update_game_objects();
314 throw std::runtime_error("sector does not contain a solid tile layer.");
317 update_game_objects();
321 Sector::fix_old_tiles()
324 for(size_t x=0; x < solids->get_width(); ++x) {
325 for(size_t y=0; y < solids->get_height(); ++y) {
326 const Tile* tile = solids->get_tile(x, y);
327 Vector pos(x*32, y*32);
329 if(tile->getID() == 112) {
330 add_object(new InvisibleBlock(pos));
331 solids->change(x, y, 0);
332 } else if(tile->getAttributes() & Tile::COIN) {
333 add_object(new Coin(pos));
334 solids->change(x, y, 0);
335 } else if(tile->getAttributes() & Tile::FULLBOX) {
336 add_object(new BonusBlock(pos, tile->getData()));
337 solids->change(x, y, 0);
338 } else if(tile->getAttributes() & Tile::BRICK) {
339 add_object(new Brick(pos, tile->getData()));
340 solids->change(x, y, 0);
341 } else if(tile->getAttributes() & Tile::GOAL) {
342 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
343 add_object(new SequenceTrigger(pos, sequence));
344 solids->change(x, y, 0);
351 Sector::write(lisp::Writer& writer)
353 writer.write_string("name", name);
354 writer.write_float("gravity", gravity);
355 writer.write_string("music", music);
358 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
360 SpawnPoint* spawn = *i;
361 writer.start_list("spawn-points");
362 writer.write_string("name", spawn->name);
363 writer.write_float("x", spawn->pos.x);
364 writer.write_float("y", spawn->pos.y);
365 writer.end_list("spawn-points");
369 for(GameObjects::iterator i = gameobjects.begin();
370 i != gameobjects.end(); ++i) {
371 Serializable* serializable = dynamic_cast<Serializable*> (*i);
373 serializable->write(writer);
378 Sector::add_object(GameObject* object)
380 // make sure the object isn't already in the list
382 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
385 assert("object already added to sector" == 0);
388 for(GameObjects::iterator i = gameobjects_new.begin();
389 i != gameobjects_new.end(); ++i) {
391 assert("object already added to sector" == 0);
396 gameobjects_new.push_back(object);
400 Sector::activate(const std::string& spawnpoint)
403 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
405 if((*i)->name == spawnpoint) {
411 msg_warning("Spawnpoint '" << spawnpoint << "' not found.");
412 if(spawnpoint != "main") {
415 activate(Vector(0, 0));
422 if(init_script != "") {
423 ScriptInterpreter::add_script_object(this,
424 std::string("Sector(") + name + ") - init", init_script);
429 Sector::activate(const Vector& player_pos)
433 player->move(player_pos);
434 camera->reset(player->get_pos());
438 Sector::get_active_region()
441 camera->get_translation() - Vector(1600, 1200),
442 camera->get_translation() + Vector(1600, 1200));
446 Sector::update(float elapsed_time)
448 player->check_bounds(camera);
451 CollisionGridIterator iter(*grid, get_active_region());
452 while(MovingObject* object = iter.next()) {
453 if(!object->is_valid())
456 object->update(elapsed_time);
460 for(GameObjects::iterator i = gameobjects.begin();
461 i != gameobjects.end(); ++i) {
462 GameObject* object = *i;
463 if(!object->is_valid())
466 object->update(elapsed_time);
470 /* Handle all possible collisions. */
472 update_game_objects();
476 Sector::update_game_objects()
478 /** cleanup marked objects */
479 for(std::vector<Bullet*>::iterator i = bullets.begin();
480 i != bullets.end(); /* nothing */) {
482 if(bullet->is_valid()) {
487 i = bullets.erase(i);
489 for(MovingObjects::iterator i = moving_objects.begin();
490 i != moving_objects.end(); /* nothing */) {
491 MovingObject* moving_object = *i;
492 if(moving_object->is_valid()) {
498 grid->remove_object(moving_object);
501 i = moving_objects.erase(i);
503 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
504 i != gameobjects.end(); /* nothing */) {
505 GameObject* object = *i;
507 if(object->is_valid()) {
513 i = gameobjects.erase(i);
516 /* add newly created objects */
517 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
518 i != gameobjects_new.end(); ++i)
520 GameObject* object = *i;
522 Bullet* bullet = dynamic_cast<Bullet*> (object);
524 bullets.push_back(bullet);
526 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
528 moving_objects.push_back(movingobject);
530 grid->add_object(movingobject);
534 TileMap* tilemap = dynamic_cast<TileMap*> (object);
535 if(tilemap && tilemap->is_solid()) {
539 msg_warning("Another solid tilemaps added. Ignoring");
543 Camera* camera = dynamic_cast<Camera*> (object);
545 if(this->camera != 0) {
546 msg_warning("Multiple cameras added. Ignoring");
549 this->camera = camera;
552 gameobjects.push_back(object);
554 gameobjects_new.clear();
558 Sector::draw(DrawingContext& context)
560 context.push_transform();
561 context.set_translation(camera->get_translation());
563 for(GameObjects::iterator i = gameobjects.begin();
564 i != gameobjects.end(); ++i) {
565 GameObject* object = *i;
566 if(!object->is_valid())
569 object->draw(context);
572 context.pop_transform();
575 static const float DELTA = .001;
578 Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
580 // calculate rectangle where the object will move
582 if(object->get_movement().x >= 0) {
583 x1 = object->get_bbox().p1.x;
584 x2 = object->get_bbox().p2.x + object->get_movement().x;
586 x1 = object->get_bbox().p1.x + object->get_movement().x;
587 x2 = object->get_bbox().p2.x;
590 if(object->get_movement().y >= 0) {
591 y1 = object->get_bbox().p1.y;
592 y2 = object->get_bbox().p2.y + object->get_movement().y;
594 y1 = object->get_bbox().p1.y + object->get_movement().y;
595 y2 = object->get_bbox().p2.y;
598 // test with all tiles in this rectangle
599 int starttilex = int(x1) / 32;
600 int starttiley = int(y1) / 32;
602 // the +1 is somehow needed to make characters stay on the floor
603 int max_y = int(y2+1);
605 CollisionHit temphit;
606 Rect dest = object->get_bbox();
607 dest.move(object->movement);
608 for(int x = starttilex; x*32 < max_x; ++x) {
609 for(int y = starttiley; y*32 < max_y; ++y) {
610 const Tile* tile = solids->get_tile(x, y);
613 // skip non-solid tiles
614 if(tile->getAttributes() == 0)
616 // only handle unisolid when the player is falling down and when he was
617 // above the tile before
618 if(tile->getAttributes() & Tile::UNISOLID) {
619 if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
623 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
625 Vector p1(x*32, y*32);
626 Vector p2((x+1)*32, (y+1)*32);
627 triangle = AATriangle(p1, p2, tile->getData());
629 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
631 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
635 } else { // normal rectangular tile
636 Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
637 if(Collision::rectangle_rectangle(temphit, dest,
638 object->movement, rect)) {
639 if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
649 Sector::collision_tile_attributes(MovingObject* object) const
651 /** XXX This function doesn't work correctly as it will check all tiles
652 * in the bounding box of the object movement, this might include tiles
653 * that have actually never been touched by the object
654 * (though this only occures for very fast objects...)
657 // calculate rectangle where the object will move
659 if(object->get_movement().x >= 0) {
660 x1 = object->get_bbox().p1.x;
661 x2 = object->get_bbox().p2.x + object->get_movement().x;
663 x1 = object->get_bbox().p1.x + object->get_movement().x;
664 x2 = object->get_bbox().p2.x;
667 if(object->get_movement().y >= 0) {
668 y1 = object->get_bbox().p1.y;
669 y2 = object->get_bbox().p2.y + object->get_movement().y;
671 y1 = object->get_bbox().p1.y + object->get_movement().y;
672 y2 = object->get_bbox().p2.y;
675 // test with all tiles in this rectangle
676 int starttilex = int(x1-1) / 32;
677 int starttiley = int(y1-1) / 32;
678 int max_x = int(x2+1);
679 int max_y = int(y2+1);
682 for(int x = starttilex; x*32 < max_x; ++x) {
683 for(int y = starttiley; y*32 < max_y; ++y) {
684 const Tile* tile = solids->get_tile(x, y);
687 result |= tile->getAttributes();
695 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
698 Rect dest1 = object1->get_bbox();
699 dest1.move(object1->get_movement());
700 Rect dest2 = object2->get_bbox();
701 dest2.move(object2->get_movement());
703 Vector movement = object1->get_movement() - object2->get_movement();
704 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
705 HitResponse response1 = object1->collision(*object2, hit);
707 HitResponse response2 = object2->collision(*object1, hit);
709 if(response1 != CONTINUE) {
710 if(response1 == ABORT_MOVE)
711 object1->movement = Vector(0, 0);
712 if(response2 == CONTINUE)
713 object2->movement += hit.normal * (hit.depth + DELTA);
714 } else if(response2 != CONTINUE) {
715 if(response2 == ABORT_MOVE)
716 object2->movement = Vector(0, 0);
717 if(response1 == CONTINUE)
718 object1->movement += -hit.normal * (hit.depth + DELTA);
720 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
721 object2->movement += hit.normal * (hit.depth/2 + DELTA);
727 Sector::handle_collisions()
729 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
730 // we do this up to 4 times and have to sort all results for the smallest
731 // one before we can continue here
732 for(MovingObjects::iterator i = moving_objects.begin();
733 i != moving_objects.end(); ++i) {
734 MovingObject* moving_object = *i;
735 if((moving_object->get_group() != COLGROUP_MOVING
736 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
737 || !moving_object->is_valid())
741 for(int t = 0; t < 4; ++t) {
744 MovingObject* collided_with = NULL;
746 // collision with tilemap
747 collision_tilemap(moving_object, hit);
749 // collision with other objects
750 Rect dest1 = moving_object->get_bbox();
751 dest1.move(moving_object->get_movement());
752 CollisionHit temphit;
754 for(MovingObjects::iterator i2 = moving_objects.begin();
755 i2 != moving_objects.end(); ++i2) {
756 MovingObject* moving_object_2 = *i2;
757 if(moving_object_2->get_group() != COLGROUP_STATIC
758 || !moving_object_2->is_valid())
761 Rect dest2 = moving_object_2->get_bbox();
762 dest2.move(moving_object_2->get_movement());
764 = moving_object->get_movement() - moving_object_2->get_movement();
765 if(Collision::rectangle_rectangle(temphit, dest1, movement, dest2)
766 && temphit.time > hit.time) {
768 collided_with = moving_object_2;
775 // call collision callbacks
776 HitResponse response;
777 if(collided_with != 0) {
778 response = moving_object->collision(*collided_with, hit);
780 collided_with->collision(*moving_object, hit);
782 response = moving_object->collision(*solids, hit);
786 if(response == CONTINUE) {
787 moving_object->movement += -hit.normal * (hit.depth + DELTA);
788 } else if(response == ABORT_MOVE) {
789 moving_object->movement = Vector(0, 0);
791 } else { // force move
797 // part2: COLGROUP_MOVING vs tile attributes
798 for(MovingObjects::iterator i = moving_objects.begin();
799 i != moving_objects.end(); ++i) {
800 MovingObject* moving_object = *i;
801 if((moving_object->get_group() != COLGROUP_MOVING
802 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
803 || !moving_object->is_valid())
806 uint32_t tile_attributes = collision_tile_attributes(moving_object);
807 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
808 moving_object->collision_tile(tile_attributes);
812 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
813 for(MovingObjects::iterator i = moving_objects.begin();
814 i != moving_objects.end(); ++i) {
815 MovingObject* moving_object = *i;
816 if(moving_object->get_group() != COLGROUP_MOVING
817 || !moving_object->is_valid())
820 for(MovingObjects::iterator i2 = moving_objects.begin();
821 i2 != moving_objects.end(); ++i2) {
822 MovingObject* moving_object_2 = *i2;
823 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
824 || !moving_object_2->is_valid())
827 collision_object(moving_object, moving_object_2);
831 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
832 for(MovingObjects::iterator i = moving_objects.begin();
833 i != moving_objects.end(); ++i) {
834 MovingObject* moving_object = *i;
836 if(moving_object->get_group() != COLGROUP_MOVING
837 || !moving_object->is_valid())
840 for(MovingObjects::iterator i2 = i+1;
841 i2 != moving_objects.end(); ++i2) {
842 MovingObject* moving_object_2 = *i2;
843 if(moving_object_2->get_group() != COLGROUP_MOVING
844 || !moving_object_2->is_valid())
847 collision_object(moving_object, moving_object_2);
851 // apply object movement
852 for(MovingObjects::iterator i = moving_objects.begin();
853 i != moving_objects.end(); ++i) {
854 MovingObject* moving_object = *i;
856 moving_object->bbox.move(moving_object->get_movement());
857 moving_object->movement = Vector(0, 0);
862 Sector::is_free_space(const Rect& rect) const
864 // test with all tiles in this rectangle
865 int starttilex = int(rect.p1.x) / 32;
866 int starttiley = int(rect.p1.y) / 32;
867 int max_x = int(rect.p2.x);
868 int max_y = int(rect.p2.y);
870 for(int x = starttilex; x*32 < max_x; ++x) {
871 for(int y = starttiley; y*32 < max_y; ++y) {
872 const Tile* tile = solids->get_tile(x, y);
875 if(tile->getAttributes() & Tile::SOLID)
880 for(MovingObjects::const_iterator i = moving_objects.begin();
881 i != moving_objects.end(); ++i) {
882 const MovingObject* moving_object = *i;
883 if(moving_object->get_group() != COLGROUP_STATIC
884 || !moving_object->is_valid())
887 if(Collision::intersects(rect, moving_object->get_bbox()))
895 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
897 // TODO remove this function and move these checks elsewhere...
898 static const size_t MAX_FIRE_BULLETS = 2;
899 static const size_t MAX_ICE_BULLETS = 1;
901 Bullet* new_bullet = 0;
902 if(player_status->bonus == FIRE_BONUS) {
903 if(bullets.size() > MAX_FIRE_BULLETS-1)
905 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
906 } else if(player_status->bonus == ICE_BONUS) {
907 if(bullets.size() > MAX_ICE_BULLETS-1)
909 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
913 add_object(new_bullet);
915 sound_manager->play("sounds/shoot.wav");
921 Sector::add_smoke_cloud(const Vector& pos)
923 add_object(new SmokeCloud(pos));
928 Sector::add_floating_text(const Vector& pos, const std::string& text)
930 add_object(new FloatingText(pos, text));
934 Sector::play_music(MusicType type)
937 switch(currentmusic) {
939 sound_manager->play_music(music);
942 sound_manager->play_music("music/salcon.ogg");
945 sound_manager->play_music("");
951 Sector::get_music_type()
957 Sector::get_total_badguys()
959 int total_badguys = 0;
960 for(GameObjects::iterator i = gameobjects.begin();
961 i != gameobjects.end(); ++i) {
962 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
963 if (badguy && badguy->countMe)
967 return total_badguys;
971 Sector::inside(const Rect& rect) const
973 if(rect.p1.x > solids->get_width() * 32
974 || rect.p1.y > solids->get_height() * 32
975 || rect.p2.x < 0 || rect.p2.y < 0)