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.
29 #include "app/globals.h"
31 #include "utils/lispreader.h"
32 #include "object/gameobjs.h"
33 #include "object/camera.h"
34 #include "object/background.h"
35 #include "object/particlesystem.h"
36 #include "object/tilemap.h"
38 #include "audio/sound_manager.h"
40 #include "resources.h"
41 #include "statistics.h"
42 #include "special/collision.h"
43 #include "math/rectangle.h"
44 #include "math/aatriangle.h"
45 #include "object/coin.h"
46 #include "object/block.h"
47 #include "object/invisible_block.h"
48 #include "object/invisible_tile.h"
49 #include "object/platform.h"
50 #include "object/bullet.h"
51 #include "badguy/jumpy.h"
52 #include "badguy/snowball.h"
53 #include "badguy/bouncing_snowball.h"
54 #include "badguy/flame.h"
55 #include "badguy/mriceblock.h"
56 #include "badguy/mrbomb.h"
57 #include "badguy/dispenser.h"
58 #include "badguy/spike.h"
59 #include "badguy/spiky.h"
60 #include "badguy/nolok_01.h"
61 #include "trigger/door.h"
62 #include "trigger/sequence_trigger.h"
63 #include "trigger/secretarea_trigger.h"
65 Sector* Sector::_current = 0;
68 : gravity(10), player(0), solids(0), camera(0),
69 currentmusic(LEVEL_MUSIC)
71 song_title = "Mortimers_chipdisko.mod";
72 player = new Player();
78 update_game_objects();
79 assert(gameobjects_new.size() == 0);
81 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
86 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
95 Sector::parse_object(const std::string& name, LispReader& reader)
97 if(name == "background") {
98 return new Background(reader);
99 } else if(name == "camera") {
100 Camera* camera = new Camera(this);
101 camera->parse(reader);
103 } else if(name == "tilemap") {
104 return new TileMap(reader);
105 } else if(name == "particles-snow") {
106 SnowParticleSystem* partsys = new SnowParticleSystem();
107 partsys->parse(reader);
109 } else if(name == "particles-clouds") {
110 CloudParticleSystem* partsys = new CloudParticleSystem();
111 partsys->parse(reader);
113 } else if(name == "door") {
114 return new Door(reader);
115 } else if(name == "secretarea") {
116 return new SecretAreaTrigger(reader);
117 } else if(name == "platform") {
118 return new Platform(reader);
119 } else if(name == "jumpy" || name == "money") {
120 return new Jumpy(reader);
121 } else if(name == "snowball") {
122 return new SnowBall(reader);
123 } else if(name == "bouncingsnowball") {
124 return new BouncingSnowball(reader);
125 } else if(name == "flame") {
126 return new Flame(reader);
127 } else if(name == "mriceblock") {
128 return new MrIceBlock(reader);
129 } else if(name == "mrbomb") {
130 return new MrBomb(reader);
131 } else if(name == "dispenser") {
132 return new Dispenser(reader);
133 } else if(name == "spike") {
134 return new Spike(reader);
135 } else if(name == "spiky") {
136 return new Spiky(reader);
137 } else if(name == "nolok_01") {
138 return new Nolok_01(reader);
141 std::cerr << "Unknown object type '" << name << "'.\n";
146 Sector::parse(LispReader& lispreader)
150 for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
151 cur = lisp_cdr(cur)) {
152 std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
153 // FIXME: doesn't handle empty data
154 lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
155 LispReader reader(lisp_cdr(lisp_car(cur)));
157 if(token == "name") {
158 name = lisp_string(data);
159 } else if(token == "gravity") {
160 gravity = lisp_real(data);
161 } else if(token == "music") {
162 song_title = lisp_string(data);
164 } else if(token == "spawn-points") {
165 SpawnPoint* sp = new SpawnPoint;
166 reader.read_string("name", sp->name);
167 reader.read_float("x", sp->pos.x);
168 reader.read_float("y", sp->pos.y);
169 spawnpoints.push_back(sp);
171 GameObject* object = parse_object(token, reader);
178 update_game_objects();
180 update_game_objects();
182 std::cerr << "sector '" << name << "' does not contain a camera.\n";
183 camera = new Camera(this);
187 throw std::runtime_error("sector does not contain a solid tile layer.");
191 Sector::parse_old_format(LispReader& reader)
196 reader.read_float("gravity", gravity);
198 std::string backgroundimage;
199 reader.read_string("background", backgroundimage);
201 reader.read_float("bkgd_speed", bgspeed);
204 Color bkgd_top, bkgd_bottom;
205 int r = 0, g = 0, b = 128;
206 reader.read_int("bkgd_red_top", r);
207 reader.read_int("bkgd_green_top", g);
208 reader.read_int("bkgd_blue_top", b);
213 reader.read_int("bkgd_red_bottom", r);
214 reader.read_int("bkgd_green_bottom", g);
215 reader.read_int("bkgd_blue_bottom", b);
217 bkgd_bottom.green = g;
218 bkgd_bottom.blue = b;
220 if(backgroundimage != "") {
221 Background* background = new Background;
222 background->set_image(backgroundimage, bgspeed);
223 add_object(background);
225 Background* background = new Background;
226 background->set_gradient(bkgd_top, bkgd_bottom);
227 add_object(background);
230 std::string particlesystem;
231 reader.read_string("particle_system", particlesystem);
232 if(particlesystem == "clouds")
233 add_object(new CloudParticleSystem());
234 else if(particlesystem == "snow")
235 add_object(new SnowParticleSystem());
237 Vector startpos(100, 170);
238 reader.read_float("start_pos_x", startpos.x);
239 reader.read_float("start_pos_y", startpos.y);
241 SpawnPoint* spawn = new SpawnPoint;
242 spawn->pos = startpos;
243 spawn->name = "main";
244 spawnpoints.push_back(spawn);
246 song_title = "Mortimers_chipdisko.mod";
247 reader.read_string("music", song_title);
250 int width, height = 15;
251 reader.read_int("width", width);
252 reader.read_int("height", height);
254 std::vector<unsigned int> tiles;
255 if(reader.read_int_vector("interactive-tm", tiles)
256 || reader.read_int_vector("tilemap", tiles)) {
257 TileMap* tilemap = new TileMap();
258 tilemap->set(width, height, tiles, LAYER_TILES, true);
262 if(reader.read_int_vector("background-tm", tiles)) {
263 TileMap* tilemap = new TileMap();
264 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
268 if(reader.read_int_vector("foreground-tm", tiles)) {
269 TileMap* tilemap = new TileMap();
270 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
274 // read reset-points (now spawn-points)
276 lisp_object_t* cur = 0;
277 if(reader.read_lisp("reset-points", cur)) {
278 while(!lisp_nil_p(cur)) {
279 lisp_object_t* data = lisp_car(cur);
280 LispReader reader(lisp_cdr(data));
283 if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
285 SpawnPoint* sp = new SpawnPoint;
288 spawnpoints.push_back(sp);
298 lisp_object_t* cur = 0;
299 if(reader.read_lisp("objects", cur)) {
300 while(!lisp_nil_p(cur)) {
301 lisp_object_t* data = lisp_car(cur);
302 std::string object_type = lisp_symbol(lisp_car(data));
304 LispReader reader(lisp_cdr(data));
306 GameObject* object = parse_object(object_type, reader);
310 std::cerr << "Unknown object '" << object_type << "' in level.\n";
319 Camera* camera = new Camera(this);
322 update_game_objects();
324 update_game_objects();
326 throw std::runtime_error("sector does not contain a solid tile layer.");
330 Sector::fix_old_tiles()
333 for(size_t x=0; x < solids->get_width(); ++x) {
334 for(size_t y=0; y < solids->get_height(); ++y) {
335 const Tile* tile = solids->get_tile(x, y);
336 Vector pos(x*32, y*32);
338 if(tile->getID() == 112) {
339 add_object(new InvisibleBlock(pos));
340 solids->change(x, y, 0);
341 } else if(tile->getID() == 1311) {
342 add_object(new InvisibleTile(pos));
343 solids->change(x, y, 0);
344 } else if(tile->getID() == 295) {
345 add_object(new Spike(pos, Spike::NORTH));
346 solids->change(x, y, 0);
347 } else if(tile->getID() == 296) {
348 add_object(new Spike(pos, Spike::EAST));
349 solids->change(x, y, 0);
350 } else if(tile->getID() == 297) {
351 add_object(new Spike(pos, Spike::SOUTH));
352 solids->change(x, y, 0);
353 } else if(tile->getID() == 298) {
354 add_object(new Spike(pos, Spike::WEST));
355 solids->change(x, y, 0);
356 } else if(tile->getAttributes() & Tile::COIN) {
357 add_object(new Coin(pos));
358 solids->change(x, y, 0);
359 } else if(tile->getAttributes() & Tile::FULLBOX) {
360 add_object(new BonusBlock(pos, tile->getData()));
361 solids->change(x, y, 0);
362 } else if(tile->getAttributes() & Tile::BRICK) {
363 add_object(new Brick(pos, tile->getData()));
364 solids->change(x, y, 0);
365 } else if(tile->getAttributes() & Tile::GOAL) {
366 add_object(new SequenceTrigger(pos, "endsequence"));
367 solids->change(x, y, 0);
374 Sector::write(LispWriter& writer)
376 writer.write_string("name", name);
377 writer.write_float("gravity", gravity);
378 writer.write_string("music", song_title);
381 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
383 SpawnPoint* spawn = *i;
384 writer.start_list("spawn-points");
385 writer.write_string("name", spawn->name);
386 writer.write_float("x", spawn->pos.x);
387 writer.write_float("y", spawn->pos.y);
388 writer.end_list("spawn-points");
392 for(GameObjects::iterator i = gameobjects.begin();
393 i != gameobjects.end(); ++i) {
394 Serializable* serializable = dynamic_cast<Serializable*> (*i);
396 serializable->write(writer);
401 Sector::add_object(GameObject* object)
403 // make sure the object isn't already in the list
405 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
408 assert("object already added to sector" == 0);
411 for(GameObjects::iterator i = gameobjects_new.begin();
412 i != gameobjects_new.end(); ++i) {
414 assert("object already added to sector" == 0);
419 gameobjects_new.push_back(object);
423 Sector::activate(const std::string& spawnpoint)
427 // Apply bonuses from former levels
428 switch (player_status.bonus)
430 case PlayerStatus::NO_BONUS:
433 case PlayerStatus::FLOWER_BONUS:
434 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
437 case PlayerStatus::GROWUP_BONUS:
443 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
445 if((*i)->name == spawnpoint) {
451 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
453 player->move(sp->pos);
456 camera->reset(player->get_pos());
460 Sector::get_best_spawn_point(Vector pos)
462 Vector best_reset_point = Vector(-1,-1);
464 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
466 if((*i)->name != "main")
468 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
469 best_reset_point = (*i)->pos;
472 return best_reset_point;
476 Sector::action(float elapsed_time)
478 player->check_bounds(camera);
481 for(GameObjects::iterator i = gameobjects.begin();
482 i != gameobjects.end(); ++i) {
483 GameObject* object = *i;
484 if(!object->is_valid())
487 object->action(elapsed_time);
490 /* Handle all possible collisions. */
492 update_game_objects();
496 Sector::update_game_objects()
498 /** cleanup marked objects */
499 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
500 i != gameobjects.end(); /* nothing */) {
501 if((*i)->is_valid() == false) {
502 Bullet* bullet = dynamic_cast<Bullet*> (*i);
505 std::remove(bullets.begin(), bullets.end(), bullet),
509 i = gameobjects.erase(i);
515 /* add newly created objects */
516 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
517 i != gameobjects_new.end(); ++i)
519 Bullet* bullet = dynamic_cast<Bullet*> (*i);
521 bullets.push_back(bullet);
523 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
524 if(tilemap && tilemap->is_solid()) {
528 std::cerr << "Another solid tilemaps added. Ignoring.";
532 Camera* camera = dynamic_cast<Camera*> (*i);
534 if(this->camera != 0) {
535 std::cerr << "Warning: Multiple cameras added. Ignoring.";
538 this->camera = camera;
541 gameobjects.push_back(*i);
543 gameobjects_new.clear();
547 Sector::draw(DrawingContext& context)
549 context.push_transform();
550 context.set_translation(camera->get_translation());
552 for(GameObjects::iterator i = gameobjects.begin();
553 i != gameobjects.end(); ++i) {
554 GameObject* object = *i;
555 if(!object->is_valid())
558 object->draw(context);
561 context.pop_transform();
564 static const float DELTA = .001;
567 Sector::collision_tilemap(MovingObject* object, int depth)
571 std::cout << "Max collision depth reached.\n";
573 object->movement = Vector(0, 0);
577 // calculate rectangle where the object will move
579 if(object->get_movement().x >= 0) {
580 x1 = object->get_pos().x;
581 x2 = object->get_bbox().p2.x + object->get_movement().x;
583 x1 = object->get_pos().x + object->get_movement().x;
584 x2 = object->get_bbox().p2.x;
587 if(object->get_movement().y >= 0) {
588 y1 = object->get_pos().y;
589 y2 = object->get_bbox().p2.y + object->get_movement().y;
591 y1 = object->get_pos().y + object->get_movement().y;
592 y2 = object->get_bbox().p2.y;
595 // test with all tiles in this rectangle
596 int starttilex = int(x1-1) / 32;
597 int starttiley = int(y1-1) / 32;
598 int max_x = int(x2+1);
599 int max_y = int(y2+1);
601 CollisionHit temphit, hit;
602 Rectangle dest = object->get_bbox();
603 dest.move(object->movement);
604 hit.time = -1; // represents an invalid value
605 for(int x = starttilex; x*32 < max_x; ++x) {
606 for(int y = starttiley; y*32 < max_y; ++y) {
607 const Tile* tile = solids->get_tile(x, y);
610 if(!(tile->getAttributes() & Tile::SOLID))
612 if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
615 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
617 Vector p1(x*32, y*32);
618 Vector p2((x+1)*32, (y+1)*32);
619 triangle = AATriangle(p1, p2, tile->getData());
621 if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
623 if(temphit.time > hit.time)
626 } else { // normal rectangular tile
627 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
628 if(Collision::rectangle_rectangle(temphit, dest,
629 object->movement, rect)) {
630 if(temphit.time > hit.time)
637 // did we collide at all?
641 // call collision function
642 HitResponse response = object->collision(*solids, hit);
643 if(response == ABORT_MOVE) {
644 object->movement = Vector(0, 0);
647 if(response == FORCE_MOVE) {
650 // move out of collision and try again
651 object->movement += hit.normal * (hit.depth + DELTA);
652 collision_tilemap(object, depth+1);
656 Sector::collision_object(MovingObject* object1, MovingObject* object2)
659 Rectangle dest1 = object1->get_bbox();
660 dest1.move(object1->get_movement());
661 Rectangle dest2 = object2->get_bbox();
662 dest2.move(object2->get_movement());
664 Vector movement = object1->get_movement() - object2->get_movement();
665 if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
666 HitResponse response1 = object1->collision(*object2, hit);
668 HitResponse response2 = object2->collision(*object1, hit);
670 if(response1 != CONTINUE) {
671 if(response1 == ABORT_MOVE)
672 object1->movement = Vector(0, 0);
673 if(response2 == CONTINUE)
674 object2->movement += hit.normal * (hit.depth + DELTA);
675 } else if(response2 != CONTINUE) {
676 if(response2 == ABORT_MOVE)
677 object2->movement = Vector(0, 0);
678 if(response1 == CONTINUE)
679 object1->movement += -hit.normal * (hit.depth + DELTA);
681 object1->movement += -hit.normal * (hit.depth/2 + DELTA);
682 object2->movement += hit.normal * (hit.depth/2 + DELTA);
688 Sector::collision_handler()
690 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
691 i != gameobjects.end(); ++i) {
692 GameObject* gameobject = *i;
693 if(!gameobject->is_valid())
695 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
698 if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
699 movingobject->bbox.move(movingobject->movement);
700 movingobject->movement = Vector(0, 0);
704 // collision with tilemap
705 if(! (movingobject->movement == Vector(0, 0)))
706 collision_tilemap(movingobject, 0);
708 // collision with other objects
709 for(std::vector<GameObject*>::iterator i2 = i+1;
710 i2 != gameobjects.end(); ++i2) {
711 GameObject* other_object = *i2;
712 if(!other_object->is_valid()
713 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
715 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
719 collision_object(movingobject, movingobject2);
722 movingobject->bbox.move(movingobject->get_movement());
723 movingobject->movement = Vector(0, 0);
728 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
730 if(player->got_power == Player::FIRE_POWER) {
731 if(bullets.size() > MAX_FIRE_BULLETS-1)
733 } else if(player->got_power == Player::ICE_POWER) {
734 if(bullets.size() > MAX_ICE_BULLETS-1)
738 Bullet* new_bullet = 0;
739 if(player->got_power == Player::FIRE_POWER)
740 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
741 else if(player->got_power == Player::ICE_POWER)
742 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
744 throw std::runtime_error("wrong bullet type.");
745 add_object(new_bullet);
747 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
753 Sector::add_smoke_cloud(const Vector& pos)
755 add_object(new SmokeCloud(pos));
760 Sector::add_floating_text(const Vector& pos, const std::string& text)
762 add_object(new FloatingText(pos, text));
771 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
773 song_path = (char *) malloc(sizeof(char) * datadir.length() +
774 strlen(song_title.c_str()) + 8 + 5);
775 song_subtitle = strdup(song_title.c_str());
776 strcpy(strstr(song_subtitle, "."), "\0");
777 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
778 song_subtitle, strstr(song_title.c_str(), "."));
779 if(!SoundManager::get()->exists_music(song_path)) {
780 level_song_fast = level_song;
782 level_song_fast = SoundManager::get()->load_music(song_path);
789 Sector::play_music(int type)
792 switch(currentmusic) {
794 SoundManager::get()->play_music(level_song_fast);
797 SoundManager::get()->play_music(level_song);
800 SoundManager::get()->play_music(herring_song);
803 SoundManager::get()->halt_music();
809 Sector::get_music_type()
815 Sector::get_total_badguys()
817 int total_badguys = 0;
819 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
821 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
826 return total_badguys;
830 Sector::inside(const Rectangle& rect) const
832 if(rect.p1.x > solids->get_width() * 32
833 || rect.p1.y > solids->get_height() * 32
834 || rect.p2.x < 0 || rect.p2.y < 0)