3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2006 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.
33 #include "object/player.hpp"
34 #include "object/gameobjs.hpp"
35 #include "object/camera.hpp"
36 #include "object/background.hpp"
37 #include "object/gradient.hpp"
38 #include "object/particlesystem.hpp"
39 #include "object/particlesystem_interactive.hpp"
40 #include "object/tilemap.hpp"
41 #include "lisp/parser.hpp"
42 #include "lisp/lisp.hpp"
43 #include "lisp/writer.hpp"
44 #include "lisp/list_iterator.hpp"
46 #include "audio/sound_manager.hpp"
47 #include "game_session.hpp"
48 #include "resources.hpp"
49 #include "statistics.hpp"
50 #include "object_factory.hpp"
51 #include "collision.hpp"
52 #include "spawn_point.hpp"
53 #include "math/rect.hpp"
54 #include "math/aatriangle.hpp"
55 #include "object/coin.hpp"
56 #include "object/block.hpp"
57 #include "object/invisible_block.hpp"
58 #include "object/light.hpp"
59 #include "object/pulsing_light.hpp"
60 #include "object/bullet.hpp"
61 #include "object/text_object.hpp"
62 #include "object/portable.hpp"
63 #include "badguy/jumpy.hpp"
64 #include "trigger/sequence_trigger.hpp"
65 #include "player_status.hpp"
66 #include "scripting/squirrel_util.hpp"
67 #include "script_interface.hpp"
70 Sector* Sector::_current = 0;
72 bool Sector::show_collrects = false;
73 bool Sector::draw_solids_only = false;
75 Sector::Sector(Level* parent)
76 : level(parent), currentmusic(LEVEL_MUSIC),
77 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10), player(0), camera(0)
79 add_object(new Player(player_status, "Tux"));
80 add_object(new DisplayEffect("Effect"));
81 add_object(new TextObject("Text"));
83 // create a new squirrel table for the sector
84 using namespace Scripting;
86 sq_collectgarbage(global_vm);
88 sq_newtable(global_vm);
89 sq_pushroottable(global_vm);
90 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
91 throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
93 sq_resetobject(§or_table);
94 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
95 throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
96 sq_addref(global_vm, §or_table);
102 using namespace Scripting;
106 for(ScriptList::iterator i = scripts.begin();
107 i != scripts.end(); ++i) {
108 HSQOBJECT& object = *i;
109 sq_release(global_vm, &object);
111 sq_release(global_vm, §or_table);
112 sq_collectgarbage(global_vm);
114 update_game_objects();
115 assert(gameobjects_new.size() == 0);
117 for(GameObjects::iterator i = gameobjects.begin();
118 i != gameobjects.end(); ++i) {
119 GameObject* object = *i;
120 before_object_remove(object);
124 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
136 Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
138 if(name == "camera") {
139 Camera* camera = new Camera(this, "Camera");
140 camera->parse(reader);
142 } else if(name == "particles-snow") {
143 SnowParticleSystem* partsys = new SnowParticleSystem();
144 partsys->parse(reader);
146 } else if(name == "particles-rain") {
147 RainParticleSystem* partsys = new RainParticleSystem();
148 partsys->parse(reader);
150 } else if(name == "particles-comets") {
151 CometParticleSystem* partsys = new CometParticleSystem();
152 partsys->parse(reader);
154 } else if(name == "particles-ghosts") {
155 GhostParticleSystem* partsys = new GhostParticleSystem();
156 partsys->parse(reader);
158 } else if(name == "particles-clouds") {
159 CloudParticleSystem* partsys = new CloudParticleSystem();
160 partsys->parse(reader);
162 } else if(name == "money") { // for compatibility with old maps
163 return new Jumpy(reader);
167 return create_object(name, reader);
168 } catch(std::exception& e) {
169 log_warning << e.what() << "" << std::endl;
176 Sector::parse(const lisp::Lisp& sector)
178 lisp::ListIterator iter(§or);
180 const std::string& token = iter.item();
181 if(token == "name") {
182 iter.value()->get(name);
183 } else if(token == "gravity") {
184 iter.value()->get(gravity);
185 } else if(token == "music") {
186 iter.value()->get(music);
187 } else if(token == "spawnpoint") {
188 SpawnPoint* sp = new SpawnPoint(iter.lisp());
189 spawnpoints.push_back(sp);
190 } else if(token == "init-script") {
191 iter.value()->get(init_script);
192 } else if(token == "ambient-light") {
193 std::vector<float> vColor;
194 sector.get_vector( "ambient-light", vColor );
195 if(vColor.size() < 3) {
196 log_warning << "(ambient-light) requires a color as argument" << std::endl;
198 ambient_light = Color( vColor );
201 GameObject* object = parse_object(token, *(iter.lisp()));
208 update_game_objects();
210 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
214 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
215 update_game_objects();
216 add_object(new Camera(this, "Camera"));
219 update_game_objects();
223 Sector::parse_old_format(const lisp::Lisp& reader)
226 reader.get("gravity", gravity);
228 std::string backgroundimage;
229 reader.get("background", backgroundimage);
231 reader.get("bkgd_speed", bgspeed);
234 Color bkgd_top, bkgd_bottom;
235 int r = 0, g = 0, b = 128;
236 reader.get("bkgd_red_top", r);
237 reader.get("bkgd_green_top", g);
238 reader.get("bkgd_blue_top", b);
239 bkgd_top.red = static_cast<float> (r) / 255.0f;
240 bkgd_top.green = static_cast<float> (g) / 255.0f;
241 bkgd_top.blue = static_cast<float> (b) / 255.0f;
243 reader.get("bkgd_red_bottom", r);
244 reader.get("bkgd_green_bottom", g);
245 reader.get("bkgd_blue_bottom", b);
246 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
247 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
248 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
250 if(backgroundimage != "") {
251 Background* background = new Background();
252 background->set_image(
253 std::string("images/background/") + backgroundimage, bgspeed);
254 add_object(background);
256 Gradient* gradient = new Gradient();
257 gradient->set_gradient(bkgd_top, bkgd_bottom);
258 add_object(gradient);
261 std::string particlesystem;
262 reader.get("particle_system", particlesystem);
263 if(particlesystem == "clouds")
264 add_object(new CloudParticleSystem());
265 else if(particlesystem == "snow")
266 add_object(new SnowParticleSystem());
267 else if(particlesystem == "rain")
268 add_object(new RainParticleSystem());
270 Vector startpos(100, 170);
271 reader.get("start_pos_x", startpos.x);
272 reader.get("start_pos_y", startpos.y);
274 SpawnPoint* spawn = new SpawnPoint;
275 spawn->pos = startpos;
276 spawn->name = "main";
277 spawnpoints.push_back(spawn);
279 music = "chipdisko.ogg";
280 reader.get("music", music);
281 music = "music/" + music;
283 int width = 30, height = 15;
284 reader.get("width", width);
285 reader.get("height", height);
287 std::vector<unsigned int> tiles;
288 if(reader.get_vector("interactive-tm", tiles)
289 || reader.get_vector("tilemap", tiles)) {
290 TileMap* tilemap = new TileMap();
291 tilemap->set(width, height, tiles, LAYER_TILES, true);
293 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
294 for(size_t x=0; x < tilemap->get_width(); ++x) {
295 for(size_t y=0; y < tilemap->get_height(); ++y) {
296 const Tile* tile = tilemap->get_tile(x, y);
297 if(tile->getID() == 112) tilemap->change(x, y, 1311);
304 if(reader.get_vector("background-tm", tiles)) {
305 TileMap* tilemap = new TileMap();
306 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
310 if(reader.get_vector("foreground-tm", tiles)) {
311 TileMap* tilemap = new TileMap();
312 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
316 // read reset-points (now spawn-points)
317 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
319 lisp::ListIterator iter(resetpoints);
321 if(iter.item() == "point") {
323 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
325 SpawnPoint* sp = new SpawnPoint;
328 spawnpoints.push_back(sp);
331 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
337 const lisp::Lisp* objects = reader.get_lisp("objects");
339 lisp::ListIterator iter(objects);
341 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
345 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
351 Camera* camera = new Camera(this, "Camera");
354 update_game_objects();
356 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
359 update_game_objects();
363 Sector::fix_old_tiles()
365 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
366 TileMap* solids = *i;
368 for(size_t x=0; x < solids->get_width(); ++x) {
369 for(size_t y=0; y < solids->get_height(); ++y) {
370 const Tile* tile = solids->get_tile(x, y);
371 Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
373 if(tile->getID() == 112) {
374 add_object(new InvisibleBlock(pos));
375 solids->change(x, y, 0);
376 } else if(tile->getAttributes() & Tile::COIN) {
377 add_object(new Coin(pos));
378 solids->change(x, y, 0);
379 } else if(tile->getAttributes() & Tile::FULLBOX) {
380 add_object(new BonusBlock(pos, tile->getData()));
381 solids->change(x, y, 0);
382 } else if(tile->getAttributes() & Tile::BRICK) {
383 add_object(new Brick(pos, tile->getData()));
384 solids->change(x, y, 0);
385 } else if(tile->getAttributes() & Tile::GOAL) {
386 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
387 add_object(new SequenceTrigger(pos, sequence));
388 solids->change(x, y, 0);
394 // add lights for special tiles
395 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
396 TileMap* tm = dynamic_cast<TileMap*>(*i);
398 for(size_t x=0; x < tm->get_width(); ++x) {
399 for(size_t y=0; y < tm->get_height(); ++y) {
400 const Tile* tile = tm->get_tile(x, y);
401 Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
402 Vector center(pos.x + 16, pos.y + 16);
405 if (tile->getID() == 1517) {
406 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
407 add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.9, 1.0, Color(1.0, 1.0, 0.6, 1.0)));
410 if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
411 // space lights a bit
412 if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID())
413 && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID()))
414 || ((x % 3 == 0) && (y % 3 == 0))) {
415 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
416 add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.8, 1.0, Color(1.0, 0.3, 0.0, 1.0)));
428 Sector::write(lisp::Writer& writer)
430 writer.write_string("name", name);
431 writer.write_float("gravity", gravity);
432 writer.write_string("music", music);
435 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
437 SpawnPoint* spawn = *i;
438 writer.start_list("spawn-points");
439 writer.write_string("name", spawn->name);
440 writer.write_float("x", spawn->pos.x);
441 writer.write_float("y", spawn->pos.y);
442 writer.end_list("spawn-points");
446 for(GameObjects::iterator i = gameobjects.begin();
447 i != gameobjects.end(); ++i) {
448 Serializable* serializable = dynamic_cast<Serializable*> (*i);
450 serializable->write(writer);
455 Sector::run_script(std::istream& in, const std::string& sourcename)
457 using namespace Scripting;
459 // garbage collect thread list
460 for(ScriptList::iterator i = scripts.begin();
461 i != scripts.end(); ) {
462 HSQOBJECT& object = *i;
463 HSQUIRRELVM vm = object_to_vm(object);
465 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
466 sq_release(global_vm, &object);
467 i = scripts.erase(i);
474 HSQOBJECT object = create_thread(global_vm);
475 scripts.push_back(object);
477 HSQUIRRELVM vm = object_to_vm(object);
479 // set sector_table as roottable for the thread
480 sq_pushobject(vm, sector_table);
483 compile_and_run(vm, in, sourcename);
489 Sector::add_object(GameObject* object)
491 // make sure the object isn't already in the list
493 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
496 assert("object already added to sector" == 0);
499 for(GameObjects::iterator i = gameobjects_new.begin();
500 i != gameobjects_new.end(); ++i) {
502 assert("object already added to sector" == 0);
508 gameobjects_new.push_back(object);
512 Sector::activate(const std::string& spawnpoint)
515 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
517 if((*i)->name == spawnpoint) {
523 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
524 if(spawnpoint != "main") {
527 activate(Vector(0, 0));
535 Sector::activate(const Vector& player_pos)
537 if(_current != this) {
539 _current->deactivate();
542 // register sectortable as sector in scripting
543 HSQUIRRELVM vm = Scripting::global_vm;
544 sq_pushroottable(vm);
545 sq_pushstring(vm, "sector", -1);
546 sq_pushobject(vm, sector_table);
547 if(SQ_FAILED(sq_createslot(vm, -3)))
548 throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
551 for(GameObjects::iterator i = gameobjects.begin();
552 i != gameobjects.end(); ++i) {
553 GameObject* object = *i;
560 // spawn smalltux below spawnpoint
561 if (!player->is_big()) {
562 player->move(player_pos + Vector(0,32));
564 player->move(player_pos);
567 // spawning tux in the ground would kill him
568 if(!is_free_of_tiles(player->get_bbox())) {
569 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
570 Vector npos = player->get_bbox().p1;
575 camera->reset(player->get_pos());
576 update_game_objects();
579 if(init_script != "") {
580 std::istringstream in(init_script);
581 run_script(in, std::string("Sector(") + name + ") - init");
591 // remove sector entry from global vm
592 HSQUIRRELVM vm = Scripting::global_vm;
593 sq_pushroottable(vm);
594 sq_pushstring(vm, "sector", -1);
595 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
596 throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
599 for(GameObjects::iterator i = gameobjects.begin();
600 i != gameobjects.end(); ++i) {
601 GameObject* object = *i;
603 try_unexpose(object);
611 Sector::get_active_region()
614 camera->get_translation() - Vector(1600, 1200),
615 camera->get_translation() + Vector(1600, 1200));
619 bool is_tilemap_solid(const TileMap* tm) { return tm->is_solid(); }
620 bool is_tilemap_nonsolid(const TileMap* tm) { return !tm->is_solid(); }
624 Sector::update_solid_tilemap_list()
627 // remove non-solid tilemaps from list
628 solid_tilemaps.erase(std::remove_if(solid_tilemaps.begin(), solid_tilemaps.end(), is_tilemap_nonsolid), solid_tilemaps.end());
630 // if tilemaps are to be added, create new list of solid tilemaps
631 if (solid_tilemaps.size() != (unsigned int)std::count_if(tilemaps.begin(), tilemaps.end(), is_tilemap_solid)) {
632 log_debug << "Found new solid tilemaps - this is eeevil! Re-creating list of solid tilemaps." << std::endl;
633 solid_tilemaps.clear();
634 for(std::list<TileMap*>::iterator i = tilemaps.begin(); i != tilemaps.end(); i++) {
636 if (tm->is_solid()) solid_tilemaps.push_back(tm);
643 Sector::update(float elapsed_time)
645 player->check_bounds(camera);
647 // update solid_tilemaps list
648 update_solid_tilemap_list();
651 for(GameObjects::iterator i = gameobjects.begin();
652 i != gameobjects.end(); ++i) {
653 GameObject* object = *i;
654 if(!object->is_valid())
657 object->update(elapsed_time);
660 /* Handle all possible collisions. */
662 update_game_objects();
666 Sector::update_game_objects()
668 /** cleanup marked objects */
669 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
670 i != gameobjects.end(); /* nothing */) {
671 GameObject* object = *i;
673 if(object->is_valid()) {
678 before_object_remove(object);
681 i = gameobjects.erase(i);
684 /* add newly created objects */
685 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
686 i != gameobjects_new.end(); ++i)
688 GameObject* object = *i;
690 before_object_add(object);
692 gameobjects.push_back(object);
694 gameobjects_new.clear();
698 Sector::before_object_add(GameObject* object)
700 Bullet* bullet = dynamic_cast<Bullet*> (object);
702 bullets.push_back(bullet);
705 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
706 if(movingobject != NULL) {
707 moving_objects.push_back(movingobject);
710 Portable* portable = dynamic_cast<Portable*> (object);
711 if(portable != NULL) {
712 portables.push_back(portable);
715 TileMap* tilemap = dynamic_cast<TileMap*> (object);
716 if(tilemap != NULL) {
717 tilemaps.push_back(tilemap);
718 if (tilemap->is_solid()) solid_tilemaps.push_back(tilemap);
721 Camera* camera = dynamic_cast<Camera*> (object);
723 if(this->camera != 0) {
724 log_warning << "Multiple cameras added. Ignoring" << std::endl;
727 this->camera = camera;
730 Player* player = dynamic_cast<Player*> (object);
732 if(this->player != 0) {
733 log_warning << "Multiple players added. Ignoring" << std::endl;
736 this->player = player;
739 if(_current == this) {
747 Sector::try_expose(GameObject* object)
749 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
750 if(interface != NULL) {
751 HSQUIRRELVM vm = Scripting::global_vm;
752 sq_pushobject(vm, sector_table);
753 interface->expose(vm, -1);
759 Sector::try_expose_me()
761 HSQUIRRELVM vm = Scripting::global_vm;
762 sq_pushobject(vm, sector_table);
763 Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
764 expose_object(vm, -1, interface, "settings", false);
769 Sector::before_object_remove(GameObject* object)
771 Portable* portable = dynamic_cast<Portable*> (object);
772 if(portable != NULL) {
773 portables.erase(std::find(portables.begin(), portables.end(), portable));
775 TileMap* tilemap = dynamic_cast<TileMap*> (object);
776 if(tilemap != NULL) {
777 tilemaps.erase(std::find(tilemaps.begin(), tilemaps.end(), tilemap));
778 if (tilemap->is_solid()) solid_tilemaps.erase(std::find(solid_tilemaps.begin(), solid_tilemaps.end(), tilemap));
780 Bullet* bullet = dynamic_cast<Bullet*> (object);
782 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
784 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
785 if(moving_object != NULL) {
786 moving_objects.erase(
787 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
791 try_unexpose(object);
795 Sector::try_unexpose(GameObject* object)
797 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
798 if(interface != NULL) {
799 HSQUIRRELVM vm = Scripting::global_vm;
800 SQInteger oldtop = sq_gettop(vm);
801 sq_pushobject(vm, sector_table);
803 interface->unexpose(vm, -1);
804 } catch(std::exception& e) {
805 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
807 sq_settop(vm, oldtop);
812 Sector::try_unexpose_me()
814 HSQUIRRELVM vm = Scripting::global_vm;
815 SQInteger oldtop = sq_gettop(vm);
816 sq_pushobject(vm, sector_table);
818 Scripting::unexpose_object(vm, -1, "settings");
819 } catch(std::exception& e) {
820 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
822 sq_settop(vm, oldtop);
825 Sector::draw(DrawingContext& context)
827 context.set_ambient_color( ambient_light );
828 context.push_transform();
829 context.set_translation(camera->get_translation());
831 for(GameObjects::iterator i = gameobjects.begin();
832 i != gameobjects.end(); ++i) {
833 GameObject* object = *i;
834 if(!object->is_valid())
837 if (draw_solids_only)
839 TileMap* tm = dynamic_cast<TileMap*>(object);
840 if (tm && !tm->is_solid())
844 object->draw(context);
848 Color col(0.2, 0.2, 0.2, 0.7);
849 for(MovingObjects::iterator i = moving_objects.begin();
850 i != moving_objects.end(); ++i) {
851 MovingObject* object = *i;
852 const Rect& rect = object->get_bbox();
854 context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
858 context.pop_transform();
861 /*-------------------------------------------------------------------------
862 * Collision Detection
863 *-------------------------------------------------------------------------*/
865 static const float SHIFT_DELTA = 7.0f;
867 /** r1 is supposed to be moving, r2 a solid object */
868 void check_collisions(collision::Constraints* constraints,
869 const Vector& movement, const Rect& r1, const Rect& r2,
870 GameObject* object = NULL, MovingObject* other = NULL)
872 if(!collision::intersects(r1, r2))
875 // calculate intersection
876 float itop = r1.get_bottom() - r2.get_top();
877 float ibottom = r2.get_bottom() - r1.get_top();
878 float ileft = r1.get_right() - r2.get_left();
879 float iright = r2.get_right() - r1.get_left();
881 if(fabsf(movement.y) > fabsf(movement.x)) {
882 if(ileft < SHIFT_DELTA) {
883 constraints->right = std::min(constraints->right, r2.get_left());
885 } else if(iright < SHIFT_DELTA) {
886 constraints->left = std::max(constraints->left, r2.get_right());
890 // shiftout bottom/top
891 if(itop < SHIFT_DELTA) {
892 constraints->bottom = std::min(constraints->bottom, r2.get_top());
894 } else if(ibottom < SHIFT_DELTA) {
895 constraints->top = std::max(constraints->top, r2.get_bottom());
902 HitResponse response = other->collision(*object, dummy);
903 if(response == PASSTHROUGH)
905 if(other->get_movement() != Vector(0, 0)) {
906 // TODO what todo when we collide with 2 moving objects?!?
907 constraints->ground_movement = other->get_movement();
911 float vert_penetration = std::min(itop, ibottom);
912 float horiz_penetration = std::min(ileft, iright);
913 if(vert_penetration < horiz_penetration) {
915 constraints->bottom = std::min(constraints->bottom, r2.get_top());
916 constraints->hit.bottom = true;
918 constraints->top = std::max(constraints->top, r2.get_bottom());
919 constraints->hit.top = true;
923 constraints->right = std::min(constraints->right, r2.get_left());
924 constraints->hit.right = true;
926 constraints->left = std::max(constraints->left, r2.get_right());
927 constraints->hit.left = true;
932 static const float DELTA = .001;
935 Sector::collision_tilemap(collision::Constraints* constraints,
936 const Vector& movement, const Rect& dest) const
938 // calculate rectangle where the object will move
939 float x1 = dest.get_left();
940 float x2 = dest.get_right();
941 float y1 = dest.get_top();
942 float y2 = dest.get_bottom();
944 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
945 TileMap* solids = *i;
947 // test with all tiles in this rectangle
948 int starttilex = int(x1 - solids->get_x_offset()) / 32;
949 int starttiley = int(y1 - solids->get_y_offset()) / 32;
950 int max_x = int(x2 - solids->get_x_offset());
951 int max_y = int(y2+1 - solids->get_y_offset());
953 for(int x = starttilex; x*32 < max_x; ++x) {
954 for(int y = starttiley; y*32 < max_y; ++y) {
955 const Tile* tile = solids->get_tile(x, y);
958 // skip non-solid tiles
959 if((tile->getAttributes() & Tile::SOLID) == 0)
961 // only handle unisolid when the player is falling down and when he was
962 // above the tile before
963 if(tile->getAttributes() & Tile::UNISOLID) {
964 if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
968 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
970 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
971 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
972 triangle = AATriangle(p1, p2, tile->getData());
974 collision::rectangle_aatriangle(constraints, dest, triangle);
975 } else { // normal rectangular tile
976 Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
977 check_collisions(constraints, movement, dest, rect);
985 Sector::collision_tile_attributes(const Rect& dest) const
987 float x1 = dest.p1.x;
988 float y1 = dest.p1.y;
989 float x2 = dest.p2.x;
990 float y2 = dest.p2.y;
993 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
994 TileMap* solids = *i;
996 // test with all tiles in this rectangle
997 int starttilex = int(x1 - solids->get_x_offset()) / 32;
998 int starttiley = int(y1 - solids->get_y_offset()) / 32;
999 int max_x = int(x2 - solids->get_x_offset());
1000 int max_y = int(y2+1 - solids->get_y_offset());
1002 for(int x = starttilex; x*32 < max_x; ++x) {
1003 for(int y = starttiley; y*32 < max_y; ++y) {
1004 const Tile* tile = solids->get_tile(x, y);
1007 result |= tile->getAttributes();
1015 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1016 static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
1019 float itop = r1.get_bottom() - r2.get_top();
1020 float ibottom = r2.get_bottom() - r1.get_top();
1021 float ileft = r1.get_right() - r2.get_left();
1022 float iright = r2.get_right() - r1.get_left();
1024 float vert_penetration = std::min(itop, ibottom);
1025 float horiz_penetration = std::min(ileft, iright);
1026 if(vert_penetration < horiz_penetration) {
1027 if(itop < ibottom) {
1029 normal.y = vert_penetration;
1032 normal.y = -vert_penetration;
1035 if(ileft < iright) {
1037 normal.x = horiz_penetration;
1040 normal.x = -horiz_penetration;
1046 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1048 using namespace collision;
1050 const Rect& r1 = object1->dest;
1051 const Rect& r2 = object2->dest;
1054 if(intersects(object1->dest, object2->dest)) {
1056 get_hit_normal(r1, r2, hit, normal);
1058 HitResponse response1 = object1->collision(*object2, hit);
1059 std::swap(hit.left, hit.right);
1060 std::swap(hit.top, hit.bottom);
1061 HitResponse response2 = object2->collision(*object1, hit);
1062 assert( response1 != SOLID && response1 != PASSTHROUGH );
1063 assert( response2 != SOLID && response2 != PASSTHROUGH );
1064 if(response1 == CONTINUE && response2 == CONTINUE) {
1065 normal *= (0.5 + DELTA);
1066 object1->dest.move(-normal);
1067 object2->dest.move(normal);
1068 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1069 normal *= (1 + DELTA);
1070 object1->dest.move(-normal);
1071 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1072 normal *= (1 + DELTA);
1073 object2->dest.move(normal);
1079 Sector::collision_static(collision::Constraints* constraints,
1080 const Vector& movement, const Rect& dest,
1083 collision_tilemap(constraints, movement, dest);
1085 // collision with other (static) objects
1086 for(MovingObjects::iterator i = moving_objects.begin();
1087 i != moving_objects.end(); ++i) {
1088 MovingObject* moving_object = *i;
1089 if(moving_object->get_group() != COLGROUP_STATIC
1090 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1092 if(!moving_object->is_valid())
1095 if(moving_object != &object)
1096 check_collisions(constraints, movement, dest, moving_object->bbox,
1097 &object, moving_object);
1102 Sector::collision_static_constrains(MovingObject& object)
1104 using namespace collision;
1105 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1107 Constraints constraints;
1108 Vector movement = object.get_movement();
1109 Rect& dest = object.dest;
1110 float owidth = object.get_bbox().get_width();
1111 float oheight = object.get_bbox().get_height();
1113 for(int i = 0; i < 2; ++i) {
1114 collision_static(&constraints, Vector(0, movement.y), dest, object);
1115 if(!constraints.has_constraints())
1118 // apply calculated horizontal constraints
1119 if(constraints.bottom < infinity) {
1120 float height = constraints.bottom - constraints.top;
1121 if(height < oheight) {
1122 // we're crushed, but ignore this for now, we'll get this again
1123 // later if we're really crushed or things will solve itself when
1124 // looking at the vertical constraints
1126 dest.p2.y = constraints.bottom - DELTA;
1127 dest.p1.y = dest.p2.y - oheight;
1128 } else if(constraints.top > -infinity) {
1129 dest.p1.y = constraints.top + DELTA;
1130 dest.p2.y = dest.p1.y + oheight;
1133 if(constraints.has_constraints()) {
1134 if(constraints.hit.bottom) {
1135 dest.move(constraints.ground_movement);
1137 if(constraints.hit.top || constraints.hit.bottom) {
1138 constraints.hit.left = false;
1139 constraints.hit.right = false;
1140 object.collision_solid(constraints.hit);
1144 constraints = Constraints();
1145 for(int i = 0; i < 2; ++i) {
1146 collision_static(&constraints, movement, dest, object);
1147 if(!constraints.has_constraints())
1150 // apply calculated vertical constraints
1151 if(constraints.right < infinity) {
1152 float width = constraints.right - constraints.left;
1153 if(width + SHIFT_DELTA < owidth) {
1154 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1155 constraints.left, constraints.right);
1160 object.collision_solid(h);
1162 dest.p2.x = constraints.right - DELTA;
1163 dest.p1.x = dest.p2.x - owidth;
1165 } else if(constraints.left > -infinity) {
1166 dest.p1.x = constraints.left + DELTA;
1167 dest.p2.x = dest.p1.x + owidth;
1171 if(constraints.has_constraints()) {
1172 if( constraints.hit.left || constraints.hit.right
1173 || constraints.hit.top || constraints.hit.bottom
1174 || constraints.hit.crush )
1175 object.collision_solid(constraints.hit);
1178 // an extra pass to make sure we're not crushed horizontally
1179 constraints = Constraints();
1180 collision_static(&constraints, movement, dest, object);
1181 if(constraints.bottom < infinity) {
1182 float height = constraints.bottom - constraints.top;
1183 if(height + SHIFT_DELTA < oheight) {
1184 printf("Object %p crushed vertically...\n", &object);
1189 object.collision_solid(h);
1195 Sector::handle_collisions()
1197 using namespace collision;
1199 // calculate destination positions of the objects
1200 for(MovingObjects::iterator i = moving_objects.begin();
1201 i != moving_objects.end(); ++i) {
1202 MovingObject* moving_object = *i;
1204 moving_object->dest = moving_object->get_bbox();
1205 moving_object->dest.move(moving_object->get_movement());
1208 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1209 for(MovingObjects::iterator i = moving_objects.begin();
1210 i != moving_objects.end(); ++i) {
1211 MovingObject* moving_object = *i;
1212 if((moving_object->get_group() != COLGROUP_MOVING
1213 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1214 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1215 || !moving_object->is_valid())
1218 collision_static_constrains(*moving_object);
1222 // part2: COLGROUP_MOVING vs tile attributes
1223 for(MovingObjects::iterator i = moving_objects.begin();
1224 i != moving_objects.end(); ++i) {
1225 MovingObject* moving_object = *i;
1226 if((moving_object->get_group() != COLGROUP_MOVING
1227 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1228 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1229 || !moving_object->is_valid())
1232 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1233 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
1234 moving_object->collision_tile(tile_attributes);
1238 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1239 for(MovingObjects::iterator i = moving_objects.begin();
1240 i != moving_objects.end(); ++i) {
1241 MovingObject* moving_object = *i;
1242 if((moving_object->get_group() != COLGROUP_MOVING
1243 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1244 || !moving_object->is_valid())
1247 for(MovingObjects::iterator i2 = moving_objects.begin();
1248 i2 != moving_objects.end(); ++i2) {
1249 MovingObject* moving_object_2 = *i2;
1250 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1251 || !moving_object_2->is_valid())
1254 if(intersects(moving_object->dest, moving_object_2->dest)) {
1257 get_hit_normal(moving_object->dest, moving_object_2->dest,
1259 moving_object->collision(*moving_object_2, hit);
1260 moving_object_2->collision(*moving_object, hit);
1265 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1266 for(MovingObjects::iterator i = moving_objects.begin();
1267 i != moving_objects.end(); ++i) {
1268 MovingObject* moving_object = *i;
1270 if((moving_object->get_group() != COLGROUP_MOVING
1271 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1272 || !moving_object->is_valid())
1275 for(MovingObjects::iterator i2 = i+1;
1276 i2 != moving_objects.end(); ++i2) {
1277 MovingObject* moving_object_2 = *i2;
1278 if((moving_object_2->get_group() != COLGROUP_MOVING
1279 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1280 || !moving_object_2->is_valid())
1283 collision_object(moving_object, moving_object_2);
1287 // apply object movement
1288 for(MovingObjects::iterator i = moving_objects.begin();
1289 i != moving_objects.end(); ++i) {
1290 MovingObject* moving_object = *i;
1292 moving_object->bbox = moving_object->dest;
1293 moving_object->movement = Vector(0, 0);
1298 Sector::is_free_of_tiles(const Rect& rect) const
1300 using namespace collision;
1302 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1303 TileMap* solids = *i;
1305 // test with all tiles in this rectangle
1306 int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
1307 int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
1308 int max_x = int(rect.p2.x - solids->get_x_offset());
1309 int max_y = int(rect.p2.y - solids->get_y_offset());
1311 for(int x = starttilex; x*32 <= max_x; ++x) {
1312 for(int y = starttiley; y*32 <= max_y; ++y) {
1313 const Tile* tile = solids->get_tile(x, y);
1315 if(tile->getAttributes() & Tile::SLOPE) {
1316 AATriangle triangle;
1317 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
1318 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
1319 triangle = AATriangle(p1, p2, tile->getData());
1320 Constraints constraints;
1321 return collision::rectangle_aatriangle(&constraints, rect, triangle);
1323 if(tile->getAttributes() & Tile::SOLID) return false;
1332 Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object) const
1334 using namespace collision;
1336 if (!is_free_of_tiles(rect)) return false;
1338 for(MovingObjects::const_iterator i = moving_objects.begin();
1339 i != moving_objects.end(); ++i) {
1340 const MovingObject* moving_object = *i;
1341 if (moving_object == ignore_object) continue;
1342 if (!moving_object->is_valid()) continue;
1343 if (moving_object->get_group() == COLGROUP_STATIC) {
1344 if(intersects(rect, moving_object->get_bbox())) return false;
1352 Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
1354 using namespace collision;
1356 if (!is_free_of_tiles(rect)) return false;
1358 for(MovingObjects::const_iterator i = moving_objects.begin();
1359 i != moving_objects.end(); ++i) {
1360 const MovingObject* moving_object = *i;
1361 if (moving_object == ignore_object) continue;
1362 if (!moving_object->is_valid()) continue;
1363 if ((moving_object->get_group() == COLGROUP_MOVING)
1364 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1365 || (moving_object->get_group() == COLGROUP_STATIC)) {
1366 if(intersects(rect, moving_object->get_bbox())) return false;
1374 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
1376 // TODO remove this function and move these checks elsewhere...
1378 Bullet* new_bullet = 0;
1379 if((player_status->bonus == FIRE_BONUS &&
1380 (int)bullets.size() >= player_status->max_fire_bullets) ||
1381 (player_status->bonus == ICE_BONUS &&
1382 (int)bullets.size() >= player_status->max_ice_bullets))
1384 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1385 add_object(new_bullet);
1387 sound_manager->play("sounds/shoot.wav");
1393 Sector::add_smoke_cloud(const Vector& pos)
1395 add_object(new SmokeCloud(pos));
1400 Sector::play_music(MusicType type)
1402 currentmusic = type;
1403 switch(currentmusic) {
1405 sound_manager->play_music(music);
1408 sound_manager->play_music("music/salcon.ogg");
1410 case HERRING_WARNING_MUSIC:
1411 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1414 sound_manager->play_music("");
1420 Sector::get_music_type()
1422 return currentmusic;
1426 Sector::get_total_badguys()
1428 int total_badguys = 0;
1429 for(GameObjects::iterator i = gameobjects.begin();
1430 i != gameobjects.end(); ++i) {
1431 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1432 if (badguy && badguy->countMe)
1436 return total_badguys;
1440 Sector::inside(const Rect& rect) const
1442 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1443 TileMap* solids = *i;
1445 bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
1446 bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
1447 if (horizontally && vertically) return true;
1453 Sector::get_width() const
1456 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1457 TileMap* solids = *i;
1459 if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
1465 Sector::get_height() const
1468 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1469 TileMap* solids = *i;
1471 if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
1477 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1479 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1480 TileMap* solids = *i;
1482 solids->change_all(old_tile_id, new_tile_id);
1488 Sector::set_ambient_light(float red, float green, float blue)
1490 ambient_light.red = red;
1491 ambient_light.green = green;
1492 ambient_light.blue = blue;
1496 Sector::get_ambient_red()
1498 return ambient_light.red;
1502 Sector::get_ambient_green()
1504 return ambient_light.green;
1508 Sector::get_ambient_blue()
1510 return ambient_light.blue;