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);
295 if(reader.get_vector("background-tm", tiles)) {
296 TileMap* tilemap = new TileMap();
297 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
301 if(reader.get_vector("foreground-tm", tiles)) {
302 TileMap* tilemap = new TileMap();
303 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
307 // read reset-points (now spawn-points)
308 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
310 lisp::ListIterator iter(resetpoints);
312 if(iter.item() == "point") {
314 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
316 SpawnPoint* sp = new SpawnPoint;
319 spawnpoints.push_back(sp);
322 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
328 const lisp::Lisp* objects = reader.get_lisp("objects");
330 lisp::ListIterator iter(objects);
332 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
336 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
342 Camera* camera = new Camera(this, "Camera");
345 update_game_objects();
347 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
350 update_game_objects();
354 Sector::fix_old_tiles()
356 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
357 TileMap* solids = *i;
358 for(size_t x=0; x < solids->get_width(); ++x) {
359 for(size_t y=0; y < solids->get_height(); ++y) {
360 const Tile* tile = solids->get_tile(x, y);
361 Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
363 if(tile->getID() == 112) {
364 add_object(new InvisibleBlock(pos));
365 solids->change(x, y, 0);
366 } else if(tile->getAttributes() & Tile::COIN) {
367 add_object(new Coin(pos));
368 solids->change(x, y, 0);
369 } else if(tile->getAttributes() & Tile::FULLBOX) {
370 add_object(new BonusBlock(pos, tile->getData()));
371 solids->change(x, y, 0);
372 } else if(tile->getAttributes() & Tile::BRICK) {
373 add_object(new Brick(pos, tile->getData()));
374 solids->change(x, y, 0);
375 } else if(tile->getAttributes() & Tile::GOAL) {
376 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
377 add_object(new SequenceTrigger(pos, sequence));
378 solids->change(x, y, 0);
384 // add lights for special tiles
385 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
386 TileMap* tm = dynamic_cast<TileMap*>(*i);
388 for(size_t x=0; x < tm->get_width(); ++x) {
389 for(size_t y=0; y < tm->get_height(); ++y) {
390 const Tile* tile = tm->get_tile(x, y);
391 Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
392 Vector center(pos.x + 16, pos.y + 16);
395 if (tile->getID() == 1517) {
396 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
397 add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.9, 1.0, Color(1.0, 1.0, 0.6, 1.0)));
400 if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
401 // space lights a bit
402 if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID())
403 && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID()))
404 || ((x % 3 == 0) && (y % 3 == 0))) {
405 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
406 add_object(new PulsingLight(center, 1.0 + pseudo_rnd, 0.8, 1.0, Color(1.0, 0.3, 0.0, 1.0)));
418 Sector::write(lisp::Writer& writer)
420 writer.write_string("name", name);
421 writer.write_float("gravity", gravity);
422 writer.write_string("music", music);
425 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
427 SpawnPoint* spawn = *i;
428 writer.start_list("spawn-points");
429 writer.write_string("name", spawn->name);
430 writer.write_float("x", spawn->pos.x);
431 writer.write_float("y", spawn->pos.y);
432 writer.end_list("spawn-points");
436 for(GameObjects::iterator i = gameobjects.begin();
437 i != gameobjects.end(); ++i) {
438 Serializable* serializable = dynamic_cast<Serializable*> (*i);
440 serializable->write(writer);
445 Sector::run_script(std::istream& in, const std::string& sourcename)
447 using namespace Scripting;
449 // garbage collect thread list
450 for(ScriptList::iterator i = scripts.begin();
451 i != scripts.end(); ) {
452 HSQOBJECT& object = *i;
453 HSQUIRRELVM vm = object_to_vm(object);
455 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
456 sq_release(global_vm, &object);
457 i = scripts.erase(i);
464 HSQOBJECT object = create_thread(global_vm);
465 scripts.push_back(object);
467 HSQUIRRELVM vm = object_to_vm(object);
469 // set sector_table as roottable for the thread
470 sq_pushobject(vm, sector_table);
473 compile_and_run(vm, in, sourcename);
479 Sector::add_object(GameObject* object)
481 // make sure the object isn't already in the list
483 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
486 assert("object already added to sector" == 0);
489 for(GameObjects::iterator i = gameobjects_new.begin();
490 i != gameobjects_new.end(); ++i) {
492 assert("object already added to sector" == 0);
498 gameobjects_new.push_back(object);
502 Sector::activate(const std::string& spawnpoint)
505 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
507 if((*i)->name == spawnpoint) {
513 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
514 if(spawnpoint != "main") {
517 activate(Vector(0, 0));
525 Sector::activate(const Vector& player_pos)
527 if(_current != this) {
529 _current->deactivate();
532 // register sectortable as sector in scripting
533 HSQUIRRELVM vm = Scripting::global_vm;
534 sq_pushroottable(vm);
535 sq_pushstring(vm, "sector", -1);
536 sq_pushobject(vm, sector_table);
537 if(SQ_FAILED(sq_createslot(vm, -3)))
538 throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
541 for(GameObjects::iterator i = gameobjects.begin();
542 i != gameobjects.end(); ++i) {
543 GameObject* object = *i;
550 // spawn smalltux below spawnpoint
551 if (!player->is_big()) {
552 player->move(player_pos + Vector(0,32));
554 player->move(player_pos);
557 // spawning tux in the ground would kill him
558 if(!is_free_of_tiles(player->get_bbox())) {
559 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
560 Vector npos = player->get_bbox().p1;
565 camera->reset(player->get_pos());
566 update_game_objects();
569 if(init_script != "") {
570 std::istringstream in(init_script);
571 run_script(in, std::string("Sector(") + name + ") - init");
581 // remove sector entry from global vm
582 HSQUIRRELVM vm = Scripting::global_vm;
583 sq_pushroottable(vm);
584 sq_pushstring(vm, "sector", -1);
585 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
586 throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
589 for(GameObjects::iterator i = gameobjects.begin();
590 i != gameobjects.end(); ++i) {
591 GameObject* object = *i;
593 try_unexpose(object);
601 Sector::get_active_region()
604 camera->get_translation() - Vector(1600, 1200),
605 camera->get_translation() + Vector(1600, 1200));
609 Sector::update(float elapsed_time)
611 player->check_bounds(camera);
614 for(GameObjects::iterator i = gameobjects.begin();
615 i != gameobjects.end(); ++i) {
616 GameObject* object = *i;
617 if(!object->is_valid())
620 object->update(elapsed_time);
623 /* Handle all possible collisions. */
625 update_game_objects();
629 Sector::update_game_objects()
631 /** cleanup marked objects */
632 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
633 i != gameobjects.end(); /* nothing */) {
634 GameObject* object = *i;
636 if(object->is_valid()) {
641 before_object_remove(object);
644 i = gameobjects.erase(i);
647 /* add newly created objects */
648 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
649 i != gameobjects_new.end(); ++i)
651 GameObject* object = *i;
653 before_object_add(object);
655 gameobjects.push_back(object);
657 gameobjects_new.clear();
661 Sector::before_object_add(GameObject* object)
663 Bullet* bullet = dynamic_cast<Bullet*> (object);
665 bullets.push_back(bullet);
668 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
669 if(movingobject != NULL) {
670 moving_objects.push_back(movingobject);
673 Portable* portable = dynamic_cast<Portable*> (object);
674 if(portable != NULL) {
675 portables.push_back(portable);
678 TileMap* tilemap = dynamic_cast<TileMap*> (object);
679 if(tilemap != NULL && tilemap->is_solid()) {
680 solid_tilemaps.push_back(tilemap);
683 Camera* camera = dynamic_cast<Camera*> (object);
685 if(this->camera != 0) {
686 log_warning << "Multiple cameras added. Ignoring" << std::endl;
689 this->camera = camera;
692 Player* player = dynamic_cast<Player*> (object);
694 if(this->player != 0) {
695 log_warning << "Multiple players added. Ignoring" << std::endl;
698 this->player = player;
701 if(_current == this) {
709 Sector::try_expose(GameObject* object)
711 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
712 if(interface != NULL) {
713 HSQUIRRELVM vm = Scripting::global_vm;
714 sq_pushobject(vm, sector_table);
715 interface->expose(vm, -1);
721 Sector::try_expose_me()
723 HSQUIRRELVM vm = Scripting::global_vm;
724 sq_pushobject(vm, sector_table);
725 Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
726 expose_object(vm, -1, interface, "settings", false);
731 Sector::before_object_remove(GameObject* object)
733 Portable* portable = dynamic_cast<Portable*> (object);
734 if(portable != NULL) {
735 portables.erase(std::find(portables.begin(), portables.end(), portable));
737 Bullet* bullet = dynamic_cast<Bullet*> (object);
739 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
741 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
742 if(moving_object != NULL) {
743 moving_objects.erase(
744 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
748 try_unexpose(object);
752 Sector::try_unexpose(GameObject* object)
754 ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
755 if(interface != NULL) {
756 HSQUIRRELVM vm = Scripting::global_vm;
757 SQInteger oldtop = sq_gettop(vm);
758 sq_pushobject(vm, sector_table);
760 interface->unexpose(vm, -1);
761 } catch(std::exception& e) {
762 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
764 sq_settop(vm, oldtop);
769 Sector::try_unexpose_me()
771 HSQUIRRELVM vm = Scripting::global_vm;
772 SQInteger oldtop = sq_gettop(vm);
773 sq_pushobject(vm, sector_table);
775 Scripting::unexpose_object(vm, -1, "settings");
776 } catch(std::exception& e) {
777 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
779 sq_settop(vm, oldtop);
782 Sector::draw(DrawingContext& context)
784 context.set_ambient_color( ambient_light );
785 context.push_transform();
786 context.set_translation(camera->get_translation());
788 for(GameObjects::iterator i = gameobjects.begin();
789 i != gameobjects.end(); ++i) {
790 GameObject* object = *i;
791 if(!object->is_valid())
794 if (draw_solids_only)
796 TileMap* tm = dynamic_cast<TileMap*>(object);
797 if (tm && !tm->is_solid())
801 object->draw(context);
805 Color col(0.2, 0.2, 0.2, 0.7);
806 for(MovingObjects::iterator i = moving_objects.begin();
807 i != moving_objects.end(); ++i) {
808 MovingObject* object = *i;
809 const Rect& rect = object->get_bbox();
811 context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
815 context.pop_transform();
818 /*-------------------------------------------------------------------------
819 * Collision Detection
820 *-------------------------------------------------------------------------*/
822 static const float SHIFT_DELTA = 7.0f;
824 /** r1 is supposed to be moving, r2 a solid object */
825 void check_collisions(collision::Constraints* constraints,
826 const Vector& movement, const Rect& r1, const Rect& r2,
827 GameObject* object = NULL, MovingObject* other = NULL)
829 if(!collision::intersects(r1, r2))
832 // calculate intersection
833 float itop = r1.get_bottom() - r2.get_top();
834 float ibottom = r2.get_bottom() - r1.get_top();
835 float ileft = r1.get_right() - r2.get_left();
836 float iright = r2.get_right() - r1.get_left();
838 if(fabsf(movement.y) > fabsf(movement.x)) {
839 if(ileft < SHIFT_DELTA) {
840 constraints->right = std::min(constraints->right, r2.get_left());
842 } else if(iright < SHIFT_DELTA) {
843 constraints->left = std::max(constraints->left, r2.get_right());
847 // shiftout bottom/top
848 if(itop < SHIFT_DELTA) {
849 constraints->bottom = std::min(constraints->bottom, r2.get_top());
851 } else if(ibottom < SHIFT_DELTA) {
852 constraints->top = std::max(constraints->top, r2.get_bottom());
859 HitResponse response = other->collision(*object, dummy);
860 if(response == PASSTHROUGH)
862 if(other->get_movement() != Vector(0, 0)) {
863 // TODO what todo when we collide with 2 moving objects?!?
864 constraints->ground_movement = other->get_movement();
868 float vert_penetration = std::min(itop, ibottom);
869 float horiz_penetration = std::min(ileft, iright);
870 if(vert_penetration < horiz_penetration) {
872 constraints->bottom = std::min(constraints->bottom, r2.get_top());
873 constraints->hit.bottom = true;
875 constraints->top = std::max(constraints->top, r2.get_bottom());
876 constraints->hit.top = true;
880 constraints->right = std::min(constraints->right, r2.get_left());
881 constraints->hit.right = true;
883 constraints->left = std::max(constraints->left, r2.get_right());
884 constraints->hit.left = true;
889 static const float DELTA = .001;
892 Sector::collision_tilemap(collision::Constraints* constraints,
893 const Vector& movement, const Rect& dest) const
895 // calculate rectangle where the object will move
896 float x1 = dest.get_left();
897 float x2 = dest.get_right();
898 float y1 = dest.get_top();
899 float y2 = dest.get_bottom();
901 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
902 TileMap* solids = *i;
904 // test with all tiles in this rectangle
905 int starttilex = int(x1 - solids->get_x_offset()) / 32;
906 int starttiley = int(y1 - solids->get_y_offset()) / 32;
907 int max_x = int(x2 - solids->get_x_offset());
908 int max_y = int(y2+1 - solids->get_y_offset());
910 for(int x = starttilex; x*32 < max_x; ++x) {
911 for(int y = starttiley; y*32 < max_y; ++y) {
912 const Tile* tile = solids->get_tile(x, y);
915 // skip non-solid tiles
916 if((tile->getAttributes() & Tile::SOLID) == 0)
918 // only handle unisolid when the player is falling down and when he was
919 // above the tile before
920 if(tile->getAttributes() & Tile::UNISOLID) {
921 if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
925 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
927 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
928 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
929 triangle = AATriangle(p1, p2, tile->getData());
931 collision::rectangle_aatriangle(constraints, dest, triangle);
932 } else { // normal rectangular tile
933 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());
934 check_collisions(constraints, movement, dest, rect);
942 Sector::collision_tile_attributes(const Rect& dest) const
944 float x1 = dest.p1.x;
945 float y1 = dest.p1.y;
946 float x2 = dest.p2.x;
947 float y2 = dest.p2.y;
950 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
951 TileMap* solids = *i;
953 // test with all tiles in this rectangle
954 int starttilex = int(x1 - solids->get_x_offset()) / 32;
955 int starttiley = int(y1 - solids->get_y_offset()) / 32;
956 int max_x = int(x2 - solids->get_x_offset());
957 int max_y = int(y2+1 - solids->get_y_offset());
959 for(int x = starttilex; x*32 < max_x; ++x) {
960 for(int y = starttiley; y*32 < max_y; ++y) {
961 const Tile* tile = solids->get_tile(x, y);
964 result |= tile->getAttributes();
972 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
973 static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
976 float itop = r1.get_bottom() - r2.get_top();
977 float ibottom = r2.get_bottom() - r1.get_top();
978 float ileft = r1.get_right() - r2.get_left();
979 float iright = r2.get_right() - r1.get_left();
981 float vert_penetration = std::min(itop, ibottom);
982 float horiz_penetration = std::min(ileft, iright);
983 if(vert_penetration < horiz_penetration) {
986 normal.y = vert_penetration;
989 normal.y = -vert_penetration;
994 normal.x = horiz_penetration;
997 normal.x = -horiz_penetration;
1003 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1005 using namespace collision;
1007 const Rect& r1 = object1->dest;
1008 const Rect& r2 = object2->dest;
1011 if(intersects(object1->dest, object2->dest)) {
1013 get_hit_normal(r1, r2, hit, normal);
1015 HitResponse response1 = object1->collision(*object2, hit);
1016 std::swap(hit.left, hit.right);
1017 std::swap(hit.top, hit.bottom);
1018 HitResponse response2 = object2->collision(*object1, hit);
1019 assert( response1 != SOLID && response1 != PASSTHROUGH );
1020 assert( response2 != SOLID && response2 != PASSTHROUGH );
1021 if(response1 == CONTINUE && response2 == CONTINUE) {
1022 normal *= (0.5 + DELTA);
1023 object1->dest.move(-normal);
1024 object2->dest.move(normal);
1025 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1026 normal *= (1 + DELTA);
1027 object1->dest.move(-normal);
1028 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1029 normal *= (1 + DELTA);
1030 object2->dest.move(normal);
1036 Sector::collision_static(collision::Constraints* constraints,
1037 const Vector& movement, const Rect& dest,
1040 collision_tilemap(constraints, movement, dest);
1042 // collision with other (static) objects
1043 for(MovingObjects::iterator i = moving_objects.begin();
1044 i != moving_objects.end(); ++i) {
1045 MovingObject* moving_object = *i;
1046 if(moving_object->get_group() != COLGROUP_STATIC
1047 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1049 if(!moving_object->is_valid())
1052 if(moving_object != &object)
1053 check_collisions(constraints, movement, dest, moving_object->bbox,
1054 &object, moving_object);
1059 Sector::collision_static_constrains(MovingObject& object)
1061 using namespace collision;
1062 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1064 Constraints constraints;
1065 Vector movement = object.get_movement();
1066 Rect& dest = object.dest;
1067 float owidth = object.get_bbox().get_width();
1068 float oheight = object.get_bbox().get_height();
1070 for(int i = 0; i < 2; ++i) {
1071 collision_static(&constraints, Vector(0, movement.y), dest, object);
1072 if(!constraints.has_constraints())
1075 // apply calculated horizontal constraints
1076 if(constraints.bottom < infinity) {
1077 float height = constraints.bottom - constraints.top;
1078 if(height < oheight) {
1079 // we're crushed, but ignore this for now, we'll get this again
1080 // later if we're really crushed or things will solve itself when
1081 // looking at the vertical constraints
1083 dest.p2.y = constraints.bottom - DELTA;
1084 dest.p1.y = dest.p2.y - oheight;
1085 } else if(constraints.top > -infinity) {
1086 dest.p1.y = constraints.top + DELTA;
1087 dest.p2.y = dest.p1.y + oheight;
1090 if(constraints.has_constraints()) {
1091 if(constraints.hit.bottom) {
1092 dest.move(constraints.ground_movement);
1094 if(constraints.hit.top || constraints.hit.bottom) {
1095 constraints.hit.left = false;
1096 constraints.hit.right = false;
1097 object.collision_solid(constraints.hit);
1101 constraints = Constraints();
1102 for(int i = 0; i < 2; ++i) {
1103 collision_static(&constraints, movement, dest, object);
1104 if(!constraints.has_constraints())
1107 // apply calculated vertical constraints
1108 if(constraints.right < infinity) {
1109 float width = constraints.right - constraints.left;
1110 if(width + SHIFT_DELTA < owidth) {
1111 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1112 constraints.left, constraints.right);
1117 object.collision_solid(h);
1119 dest.p2.x = constraints.right - DELTA;
1120 dest.p1.x = dest.p2.x - owidth;
1122 } else if(constraints.left > -infinity) {
1123 dest.p1.x = constraints.left + DELTA;
1124 dest.p2.x = dest.p1.x + owidth;
1128 if(constraints.has_constraints()) {
1129 if( constraints.hit.left || constraints.hit.right
1130 || constraints.hit.top || constraints.hit.bottom
1131 || constraints.hit.crush )
1132 object.collision_solid(constraints.hit);
1135 // an extra pass to make sure we're not crushed horizontally
1136 constraints = Constraints();
1137 collision_static(&constraints, movement, dest, object);
1138 if(constraints.bottom < infinity) {
1139 float height = constraints.bottom - constraints.top;
1140 if(height + SHIFT_DELTA < oheight) {
1141 printf("Object %p crushed vertically...\n", &object);
1146 object.collision_solid(h);
1152 Sector::handle_collisions()
1154 using namespace collision;
1156 // calculate destination positions of the objects
1157 for(MovingObjects::iterator i = moving_objects.begin();
1158 i != moving_objects.end(); ++i) {
1159 MovingObject* moving_object = *i;
1161 moving_object->dest = moving_object->get_bbox();
1162 moving_object->dest.move(moving_object->get_movement());
1165 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1166 for(MovingObjects::iterator i = moving_objects.begin();
1167 i != moving_objects.end(); ++i) {
1168 MovingObject* moving_object = *i;
1169 if((moving_object->get_group() != COLGROUP_MOVING
1170 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1171 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1172 || !moving_object->is_valid())
1175 collision_static_constrains(*moving_object);
1179 // part2: COLGROUP_MOVING vs tile attributes
1180 for(MovingObjects::iterator i = moving_objects.begin();
1181 i != moving_objects.end(); ++i) {
1182 MovingObject* moving_object = *i;
1183 if((moving_object->get_group() != COLGROUP_MOVING
1184 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1185 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1186 || !moving_object->is_valid())
1189 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1190 if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
1191 moving_object->collision_tile(tile_attributes);
1195 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1196 for(MovingObjects::iterator i = moving_objects.begin();
1197 i != moving_objects.end(); ++i) {
1198 MovingObject* moving_object = *i;
1199 if((moving_object->get_group() != COLGROUP_MOVING
1200 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1201 || !moving_object->is_valid())
1204 for(MovingObjects::iterator i2 = moving_objects.begin();
1205 i2 != moving_objects.end(); ++i2) {
1206 MovingObject* moving_object_2 = *i2;
1207 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1208 || !moving_object_2->is_valid())
1211 if(intersects(moving_object->dest, moving_object_2->dest)) {
1214 get_hit_normal(moving_object->dest, moving_object_2->dest,
1216 moving_object->collision(*moving_object_2, hit);
1217 moving_object_2->collision(*moving_object, hit);
1222 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1223 for(MovingObjects::iterator i = moving_objects.begin();
1224 i != moving_objects.end(); ++i) {
1225 MovingObject* moving_object = *i;
1227 if((moving_object->get_group() != COLGROUP_MOVING
1228 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1229 || !moving_object->is_valid())
1232 for(MovingObjects::iterator i2 = i+1;
1233 i2 != moving_objects.end(); ++i2) {
1234 MovingObject* moving_object_2 = *i2;
1235 if((moving_object_2->get_group() != COLGROUP_MOVING
1236 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1237 || !moving_object_2->is_valid())
1240 collision_object(moving_object, moving_object_2);
1244 // apply object movement
1245 for(MovingObjects::iterator i = moving_objects.begin();
1246 i != moving_objects.end(); ++i) {
1247 MovingObject* moving_object = *i;
1249 moving_object->bbox = moving_object->dest;
1250 moving_object->movement = Vector(0, 0);
1255 Sector::is_free_of_tiles(const Rect& rect) const
1257 using namespace collision;
1259 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1260 TileMap* solids = *i;
1262 // test with all tiles in this rectangle
1263 int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
1264 int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
1265 int max_x = int(rect.p2.x - solids->get_x_offset());
1266 int max_y = int(rect.p2.y - solids->get_y_offset());
1268 for(int x = starttilex; x*32 <= max_x; ++x) {
1269 for(int y = starttiley; y*32 <= max_y; ++y) {
1270 const Tile* tile = solids->get_tile(x, y);
1272 if(tile->getAttributes() & Tile::SLOPE) {
1273 AATriangle triangle;
1274 Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
1275 Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
1276 triangle = AATriangle(p1, p2, tile->getData());
1277 Constraints constraints;
1278 return collision::rectangle_aatriangle(&constraints, rect, triangle);
1280 if(tile->getAttributes() & Tile::SOLID) return false;
1289 Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object) const
1291 using namespace collision;
1293 if (!is_free_of_tiles(rect)) return false;
1295 for(MovingObjects::const_iterator i = moving_objects.begin();
1296 i != moving_objects.end(); ++i) {
1297 const MovingObject* moving_object = *i;
1298 if (moving_object == ignore_object) continue;
1299 if (!moving_object->is_valid()) continue;
1300 if (moving_object->get_group() == COLGROUP_STATIC) {
1301 if(intersects(rect, moving_object->get_bbox())) return false;
1309 Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
1311 using namespace collision;
1313 if (!is_free_of_tiles(rect)) return false;
1315 for(MovingObjects::const_iterator i = moving_objects.begin();
1316 i != moving_objects.end(); ++i) {
1317 const MovingObject* moving_object = *i;
1318 if (moving_object == ignore_object) continue;
1319 if (!moving_object->is_valid()) continue;
1320 if ((moving_object->get_group() == COLGROUP_MOVING)
1321 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1322 || (moving_object->get_group() == COLGROUP_STATIC)) {
1323 if(intersects(rect, moving_object->get_bbox())) return false;
1331 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
1333 // TODO remove this function and move these checks elsewhere...
1335 Bullet* new_bullet = 0;
1336 if((player_status->bonus == FIRE_BONUS &&
1337 (int)bullets.size() >= player_status->max_fire_bullets) ||
1338 (player_status->bonus == ICE_BONUS &&
1339 (int)bullets.size() >= player_status->max_ice_bullets))
1341 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1342 add_object(new_bullet);
1344 sound_manager->play("sounds/shoot.wav");
1350 Sector::add_smoke_cloud(const Vector& pos)
1352 add_object(new SmokeCloud(pos));
1357 Sector::play_music(MusicType type)
1359 currentmusic = type;
1360 switch(currentmusic) {
1362 sound_manager->play_music(music);
1365 sound_manager->play_music("music/salcon.ogg");
1367 case HERRING_WARNING_MUSIC:
1368 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1371 sound_manager->play_music("");
1377 Sector::get_music_type()
1379 return currentmusic;
1383 Sector::get_total_badguys()
1385 int total_badguys = 0;
1386 for(GameObjects::iterator i = gameobjects.begin();
1387 i != gameobjects.end(); ++i) {
1388 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1389 if (badguy && badguy->countMe)
1393 return total_badguys;
1397 Sector::inside(const Rect& rect) const
1399 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1400 TileMap* solids = *i;
1401 bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
1402 bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
1403 if (horizontally && vertically) return true;
1409 Sector::get_width() const
1412 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1413 TileMap* solids = *i;
1414 if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
1420 Sector::get_height() const
1423 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1424 TileMap* solids = *i;
1425 if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
1431 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1433 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1434 TileMap* solids = *i;
1435 solids->change_all(old_tile_id, new_tile_id);
1441 Sector::set_ambient_light(float red, float green, float blue)
1443 ambient_light.red = red;
1444 ambient_light.green = green;
1445 ambient_light.blue = blue;
1449 Sector::get_ambient_red()
1451 return ambient_light.red;
1455 Sector::get_ambient_green()
1457 return ambient_light.green;
1461 Sector::get_ambient_blue()
1463 return ambient_light.blue;