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"
34 #include "background.h"
35 #include "particlesystem.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/platform.h"
49 #include "trigger/door.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 "trigger/sequence_trigger.h"
58 #include "trigger/secretarea_trigger.h"
60 Sector* Sector::_current = 0;
63 : gravity(10), player(0), solids(0), background(0), camera(0),
64 currentmusic(LEVEL_MUSIC)
66 song_title = "Mortimers_chipdisko.mod";
67 player = new Player();
73 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
78 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
86 Sector *Sector::create(const std::string& name, size_t width, size_t height)
88 Sector *sector = new Sector;
90 TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height);
91 TileMap *interactive = new TileMap(LAYER_TILES, true, width, height);
92 TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height);
93 sector->add_object(background);
94 sector->add_object(interactive);
95 sector->add_object(foreground);
96 sector->solids = interactive;
97 sector->camera = new Camera(sector);
98 sector->add_object(sector->camera);
99 sector->update_game_objects();
104 Sector::parseObject(const std::string& name, LispReader& reader)
106 if(name == "background") {
107 background = new Background(reader);
109 } else if(name == "camera") {
111 std::cerr << "Warning: More than 1 camera defined in sector.\n";
114 camera = new Camera(this);
115 camera->read(reader);
117 } else if(name == "tilemap") {
118 TileMap* tilemap = new TileMap(reader);
120 if(tilemap->is_solid()) {
122 std::cerr << "Warning multiple solid tilemaps in sector.\n";
129 } else if(name == "particles-snow") {
130 SnowParticleSystem* partsys = new SnowParticleSystem();
131 partsys->parse(reader);
133 } else if(name == "particles-clouds") {
134 CloudParticleSystem* partsys = new CloudParticleSystem();
135 partsys->parse(reader);
137 } else if(name == "door") {
138 return new Door(reader);
139 } else if(name == "secretarea") {
140 return new SecretAreaTrigger(reader);
141 } else if(name == "platform") {
142 return new Platform(reader);
143 } else if(name == "jumpy" || name == "money") {
144 return new Jumpy(reader);
145 } else if(name == "snowball") {
146 return new SnowBall(reader);
147 } else if(name == "bouncingsnowball") {
148 return new BouncingSnowball(reader);
149 } else if(name == "flame") {
150 return new Flame(reader);
151 } else if(name == "mriceblock") {
152 return new MrIceBlock(reader);
153 } else if(name == "mrbomb") {
154 return new MrBomb(reader);
157 else if(badguykind_from_string(name) != BAD_INVALID) {
158 return new BadGuy(badguykind_from_string(name), reader);
159 } else if(name == "trampoline") {
160 return new Trampoline(reader);
161 } else if(name == "flying-platform") {
162 return new FlyingPlatform(reader);
165 std::cerr << "Unknown object type '" << name << "'.\n";
170 Sector::parse(LispReader& lispreader)
174 for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
175 cur = lisp_cdr(cur)) {
176 std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
177 // FIXME: doesn't handle empty data
178 lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
179 LispReader reader(lisp_cdr(lisp_car(cur)));
181 if(token == "name") {
182 name = lisp_string(data);
183 } else if(token == "gravity") {
184 gravity = lisp_real(data);
185 } else if(token == "music") {
186 song_title = lisp_string(data);
188 } else if(token == "spawn-points") {
189 SpawnPoint* sp = new SpawnPoint;
190 reader.read_string("name", sp->name);
191 reader.read_float("x", sp->pos.x);
192 reader.read_float("y", sp->pos.y);
193 spawnpoints.push_back(sp);
195 GameObject* object = parseObject(token, reader);
203 std::cerr << "sector '" << name << "' does not contain a camera.\n";
204 camera = new Camera(this);
208 throw std::runtime_error("sector does not contain a solid tile layer.");
212 Sector::parse_old_format(LispReader& reader)
217 reader.read_float("gravity", gravity);
219 std::string backgroundimage;
220 reader.read_string("background", backgroundimage);
222 reader.read_float("bkgd_speed", bgspeed);
225 Color bkgd_top, bkgd_bottom;
226 int r = 0, g = 0, b = 128;
227 reader.read_int("bkgd_red_top", r);
228 reader.read_int("bkgd_green_top", g);
229 reader.read_int("bkgd_blue_top", b);
234 reader.read_int("bkgd_red_bottom", r);
235 reader.read_int("bkgd_green_bottom", g);
236 reader.read_int("bkgd_blue_bottom", b);
238 bkgd_bottom.green = g;
239 bkgd_bottom.blue = b;
241 if(backgroundimage != "") {
242 background = new Background;
243 background->set_image(backgroundimage, bgspeed);
244 add_object(background);
246 background = new Background;
247 background->set_gradient(bkgd_top, bkgd_bottom);
248 add_object(background);
251 std::string particlesystem;
252 reader.read_string("particle_system", particlesystem);
253 if(particlesystem == "clouds")
254 add_object(new CloudParticleSystem());
255 else if(particlesystem == "snow")
256 add_object(new SnowParticleSystem());
258 Vector startpos(100, 170);
259 reader.read_float("start_pos_x", startpos.x);
260 reader.read_float("start_pos_y", startpos.y);
262 SpawnPoint* spawn = new SpawnPoint;
263 spawn->pos = startpos;
264 spawn->name = "main";
265 spawnpoints.push_back(spawn);
267 song_title = "Mortimers_chipdisko.mod";
268 reader.read_string("music", song_title);
271 int width, height = 15;
272 reader.read_int("width", width);
273 reader.read_int("height", height);
275 std::vector<unsigned int> tiles;
276 if(reader.read_int_vector("interactive-tm", tiles)
277 || reader.read_int_vector("tilemap", tiles)) {
278 TileMap* tilemap = new TileMap();
279 tilemap->set(width, height, tiles, LAYER_TILES, true);
286 if(reader.read_int_vector("background-tm", tiles)) {
287 TileMap* tilemap = new TileMap();
288 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
292 if(reader.read_int_vector("foreground-tm", tiles)) {
293 TileMap* tilemap = new TileMap();
294 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
298 // read reset-points (now spawn-points)
300 lisp_object_t* cur = 0;
301 if(reader.read_lisp("reset-points", cur)) {
302 while(!lisp_nil_p(cur)) {
303 lisp_object_t* data = lisp_car(cur);
304 LispReader reader(lisp_cdr(data));
307 if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
309 SpawnPoint* sp = new SpawnPoint;
312 spawnpoints.push_back(sp);
322 lisp_object_t* cur = 0;
323 if(reader.read_lisp("objects", cur)) {
324 while(!lisp_nil_p(cur)) {
325 lisp_object_t* data = lisp_car(cur);
326 std::string object_type = lisp_symbol(lisp_car(data));
328 LispReader reader(lisp_cdr(data));
330 GameObject* object = parseObject(object_type, reader);
334 std::cerr << "Unknown object '" << object_type << "' in level.\n";
343 camera = new Camera(this);
348 Sector::fix_old_tiles()
351 for(size_t x=0; x < solids->get_width(); ++x) {
352 for(size_t y=0; y < solids->get_height(); ++y) {
353 const Tile* tile = solids->get_tile(x, y);
354 Vector pos(x*32, y*32);
356 if(tile->id == 112) {
357 add_object(new InvisibleBlock(pos));
358 solids->change(x, y, 0);
359 } else if(tile->attributes & Tile::COIN) {
360 add_object(new Coin(pos));
361 solids->change(x, y, 0);
362 } else if(tile->attributes & Tile::FULLBOX) {
363 add_object(new BonusBlock(pos, tile->data));
364 solids->change(x, y, 0);
365 } else if(tile->attributes & Tile::BRICK) {
366 add_object(new Brick(pos, tile->data));
367 solids->change(x, y, 0);
368 } else if(tile->attributes & Tile::GOAL) {
369 add_object(new SequenceTrigger(pos, "endsequence"));
370 solids->change(x, y, 0);
377 Sector::write(LispWriter& writer)
379 writer.write_string("name", name);
380 writer.write_float("gravity", gravity);
381 writer.write_string("music", song_title);
384 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
386 SpawnPoint* spawn = *i;
387 writer.start_list("spawn-points");
388 writer.write_string("name", spawn->name);
389 writer.write_float("x", spawn->pos.x);
390 writer.write_float("y", spawn->pos.y);
391 writer.end_list("spawn-points");
395 for(GameObjects::iterator i = gameobjects.begin();
396 i != gameobjects.end(); ++i) {
397 Serializable* serializable = dynamic_cast<Serializable*> (*i);
399 serializable->write(writer);
404 Sector::do_vertical_flip()
406 // remove or fix later
408 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
410 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
413 tilemap->do_vertical_flip();
416 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
418 badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
419 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
421 trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
422 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
424 flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
425 Door* door = dynamic_cast<Door*> (*i);
427 door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
430 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
432 SpawnPoint* spawn = *i;
433 spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
439 Sector::add_object(GameObject* object)
441 // make sure the object isn't already in the list
443 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
446 assert("object already added to sector" == 0);
449 for(GameObjects::iterator i = gameobjects_new.begin();
450 i != gameobjects_new.end(); ++i) {
452 assert("object already added to sector" == 0);
457 gameobjects_new.push_back(object);
461 Sector::activate(const std::string& spawnpoint)
465 // Apply bonuses from former levels
466 switch (player_status.bonus)
468 case PlayerStatus::NO_BONUS:
471 case PlayerStatus::FLOWER_BONUS:
472 player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
475 case PlayerStatus::GROWUP_BONUS:
481 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
483 if((*i)->name == spawnpoint) {
489 std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
491 player->move(sp->pos);
494 camera->reset(player->get_pos());
498 Sector::get_best_spawn_point(Vector pos)
500 Vector best_reset_point = Vector(-1,-1);
502 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
504 if((*i)->name != "main")
506 if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
507 best_reset_point = (*i)->pos;
510 return best_reset_point;
514 Sector::action(float elapsed_time)
516 player->check_bounds(camera);
519 for(GameObjects::iterator i = gameobjects.begin();
520 i != gameobjects.end(); ++i) {
521 GameObject* object = *i;
522 if(!object->is_valid())
525 object->action(elapsed_time);
528 /* Handle all possible collisions. */
531 update_game_objects();
535 Sector::update_game_objects()
537 /** cleanup marked objects */
538 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
539 i != gameobjects.end(); /* nothing */) {
540 if((*i)->is_valid() == false) {
541 Bullet* bullet = dynamic_cast<Bullet*> (*i);
544 std::remove(bullets.begin(), bullets.end(), bullet),
548 InteractiveObject* interactive_object =
549 dynamic_cast<InteractiveObject*> (*i);
550 if(interactive_object) {
551 interactive_objects.erase(
552 std::remove(interactive_objects.begin(), interactive_objects.end(),
553 interactive_object), interactive_objects.end());
557 i = gameobjects.erase(i);
563 /* add newly created objects */
564 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
565 i != gameobjects_new.end(); ++i)
567 Bullet* bullet = dynamic_cast<Bullet*> (*i);
569 bullets.push_back(bullet);
571 InteractiveObject* interactive_object
572 = dynamic_cast<InteractiveObject*> (*i);
573 if(interactive_object)
574 interactive_objects.push_back(interactive_object);
577 gameobjects.push_back(*i);
579 gameobjects_new.clear();
583 Sector::draw(DrawingContext& context)
585 context.push_transform();
586 context.set_translation(camera->get_translation());
588 for(GameObjects::iterator i = gameobjects.begin();
589 i != gameobjects.end(); ++i) {
590 GameObject* object = *i;
591 if(!object->is_valid())
594 object->draw(context);
597 context.pop_transform();
601 Sector::collision_tilemap(MovingObject* object, int depth)
605 std::cout << "Max collision depth reached.\n";
607 object->movement = Vector(0, 0);
611 // calculate rectangle where the object will move
613 if(object->get_movement().x >= 0) {
614 x1 = object->get_pos().x;
615 x2 = object->get_bbox().p2.x + object->get_movement().x;
617 x1 = object->get_pos().x + object->get_movement().x;
618 x2 = object->get_bbox().p2.x;
621 if(object->get_movement().y >= 0) {
622 y1 = object->get_pos().y;
623 y2 = object->get_bbox().p2.y + object->get_movement().y;
625 y1 = object->get_pos().y + object->get_movement().y;
626 y2 = object->get_bbox().p2.y;
629 // test with all tiles in this rectangle
630 int starttilex = int(x1-1) / 32;
631 int starttiley = int(y1-1) / 32;
632 int max_x = int(x2+1);
633 int max_y = int(y2+1);
635 CollisionHit temphit, hit;
636 Rectangle dest = object->get_bbox();
637 dest.move(object->movement);
639 for(int x = starttilex; x*32 < max_x; ++x) {
640 for(int y = starttiley; y*32 < max_y; ++y) {
641 const Tile* tile = solids->get_tile(x, y);
644 if(!(tile->attributes & Tile::SOLID))
646 if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
649 if(tile->attributes & Tile::SLOPE) { // slope tile
651 Vector p1(x*32, y*32);
652 Vector p2((x+1)*32, (y+1)*32);
655 triangle = AATriangle(p1, p2, AATriangle::SOUTHWEST);
658 triangle = AATriangle(p1, p2, AATriangle::NORTHEAST);
661 triangle = AATriangle(p1, p2, AATriangle::SOUTHEAST);
664 triangle = AATriangle(p1, p2, AATriangle::NORTHWEST);
667 printf("Invalid slope angle in tile %d !\n", tile->id);
671 if(Collision::rectangle_aatriangle(temphit, dest, triangle)) {
672 if(temphit.depth > hit.depth)
675 } else { // normal rectangular tile
676 Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
677 if(Collision::rectangle_rectangle(temphit, dest, rect)) {
678 if(temphit.depth > hit.depth)
685 // did we collide at all?
689 // call collision function
690 HitResponse response = object->collision(*solids, hit);
691 if(response == ABORT_MOVE) {
692 object->movement = Vector(0, 0);
695 if(response == FORCE_MOVE) {
698 // move out of collision and try again
699 object->movement += hit.normal * (hit.depth + .001);
700 collision_tilemap(object, depth+1);
704 Sector::collision_object(MovingObject* object1, MovingObject* object2)
707 Rectangle dest1 = object1->get_bbox();
708 dest1.move(object1->get_movement());
709 Rectangle dest2 = object2->get_bbox();
710 dest2.move(object2->get_movement());
711 if(Collision::rectangle_rectangle(hit, dest1, dest2)) {
712 HitResponse response = object1->collision(*object2, hit);
713 if(response == ABORT_MOVE) {
714 object1->movement = Vector(0, 0);
715 } else if(response == CONTINUE) {
716 object1->movement += hit.normal * (hit.depth/2 + .001);
719 response = object2->collision(*object1, hit);
720 if(response == ABORT_MOVE) {
721 object2->movement = Vector(0, 0);
722 } else if(response == CONTINUE) {
723 object2->movement += hit.normal * (hit.depth/2 + .001);
729 Sector::collision_handler()
731 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
732 i != gameobjects.end(); ++i) {
733 GameObject* gameobject = *i;
734 if(!gameobject->is_valid()
735 || gameobject->get_flags() & GameObject::FLAG_NO_COLLDET)
737 MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
741 // collision with tilemap
742 if(! (movingobject->movement == Vector(0, 0)))
743 collision_tilemap(movingobject, 0);
745 // collision with other objects
746 for(std::vector<GameObject*>::iterator i2 = i+1;
747 i2 != gameobjects.end(); ++i2) {
748 GameObject* other_object = *i2;
749 if(!other_object->is_valid()
750 || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
752 MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
756 collision_object(movingobject, movingobject2);
759 movingobject->bbox.move(movingobject->get_movement());
760 movingobject->movement = Vector(0, 0);
765 Sector::add_score(const Vector& pos, int s)
767 global_stats.add_points(SCORE_STAT, s);
769 add_object(new FloatingText(pos, s));
773 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
775 if(player->got_power == Player::FIRE_POWER) {
776 if(bullets.size() > MAX_FIRE_BULLETS-1)
778 } else if(player->got_power == Player::ICE_POWER) {
779 if(bullets.size() > MAX_ICE_BULLETS-1)
783 Bullet* new_bullet = 0;
784 if(player->got_power == Player::FIRE_POWER)
785 new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
786 else if(player->got_power == Player::ICE_POWER)
787 new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
789 throw std::runtime_error("wrong bullet type.");
790 add_object(new_bullet);
792 SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
798 Sector::add_smoke_cloud(const Vector& pos)
800 add_object(new SmokeCloud(pos));
805 Sector::add_floating_text(const Vector& pos, const std::string& text)
807 add_object(new FloatingText(pos, text));
816 level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
818 song_path = (char *) malloc(sizeof(char) * datadir.length() +
819 strlen(song_title.c_str()) + 8 + 5);
820 song_subtitle = strdup(song_title.c_str());
821 strcpy(strstr(song_subtitle, "."), "\0");
822 sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
823 song_subtitle, strstr(song_title.c_str(), "."));
824 if(!SoundManager::get()->exists_music(song_path)) {
825 level_song_fast = level_song;
827 level_song_fast = SoundManager::get()->load_music(song_path);
834 Sector::play_music(int type)
837 switch(currentmusic) {
839 SoundManager::get()->play_music(level_song_fast);
842 SoundManager::get()->play_music(level_song);
845 SoundManager::get()->play_music(herring_song);
848 SoundManager::get()->halt_music();
854 Sector::get_music_type()
860 Sector::get_total_badguys()
862 int total_badguys = 0;
864 for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
866 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
871 return total_badguys;
875 Sector::inside(const Rectangle& rect) const
877 if(rect.p1.x > solids->get_width() * 32
878 || rect.p1.y > solids->get_height() * 32
879 || rect.p2.x < 0 || rect.p2.y < 0)