1 // SuperTux - A Jump'n Run
2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/sector.hpp"
22 #include "audio/sound_manager.hpp"
23 #include "badguy/jumpy.hpp"
24 #include "lisp/list_iterator.hpp"
25 #include "math/aatriangle.hpp"
26 #include "object/background.hpp"
27 #include "object/bonus_block.hpp"
28 #include "object/brick.hpp"
29 #include "object/bullet.hpp"
30 #include "object/camera.hpp"
31 #include "object/cloud_particle_system.hpp"
32 #include "object/coin.hpp"
33 #include "object/comet_particle_system.hpp"
34 #include "object/display_effect.hpp"
35 #include "object/ghost_particle_system.hpp"
36 #include "object/gradient.hpp"
37 #include "object/invisible_block.hpp"
38 #include "object/particlesystem.hpp"
39 #include "object/particlesystem_interactive.hpp"
40 #include "object/player.hpp"
41 #include "object/portable.hpp"
42 #include "object/pulsing_light.hpp"
43 #include "object/rain_particle_system.hpp"
44 #include "object/smoke_cloud.hpp"
45 #include "object/snow_particle_system.hpp"
46 #include "object/text_object.hpp"
47 #include "object/tilemap.hpp"
48 #include "physfs/ifile_stream.hpp"
49 #include "scripting/squirrel_util.hpp"
50 #include "supertux/collision.hpp"
51 #include "supertux/constants.hpp"
52 #include "supertux/game_session.hpp"
53 #include "supertux/globals.hpp"
54 #include "supertux/level.hpp"
55 #include "supertux/object_factory.hpp"
56 #include "supertux/player_status.hpp"
57 #include "supertux/spawn_point.hpp"
58 #include "supertux/tile.hpp"
59 #include "trigger/sequence_trigger.hpp"
60 #include "util/file_system.hpp"
62 #define DEFORM_BOTTOM AATriangle::DEFORM1
63 #define DEFORM_TOP AATriangle::DEFORM2
64 #define DEFORM_LEFT AATriangle::DEFORM3
65 #define DEFORM_RIGHT AATriangle::DEFORM4
67 Sector* Sector::_current = 0;
69 bool Sector::show_collrects = false;
70 bool Sector::draw_solids_only = false;
72 Sector::Sector(Level* parent) :
78 currentmusic(LEVEL_MUSIC),
81 ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
93 add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
94 add_object(new DisplayEffect("Effect"));
95 add_object(new TextObject("Text"));
97 sound_manager->preload("sounds/shoot.wav");
99 // create a new squirrel table for the sector
100 using namespace scripting;
102 sq_collectgarbage(global_vm);
104 sq_newtable(global_vm);
105 sq_pushroottable(global_vm);
106 if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
107 throw scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
109 sq_resetobject(§or_table);
110 if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
111 throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
112 sq_addref(global_vm, §or_table);
113 sq_pop(global_vm, 1);
118 using namespace scripting;
122 for(ScriptList::iterator i = scripts.begin();
123 i != scripts.end(); ++i) {
124 HSQOBJECT& object = *i;
125 sq_release(global_vm, &object);
127 sq_release(global_vm, §or_table);
128 sq_collectgarbage(global_vm);
130 update_game_objects();
131 assert(gameobjects_new.size() == 0);
133 for(GameObjects::iterator i = gameobjects.begin();
134 i != gameobjects.end(); ++i) {
135 GameObject* object = *i;
136 before_object_remove(object);
140 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
152 Sector::parse_object(const std::string& name, const Reader& reader)
154 if(name == "camera") {
155 Camera* camera = new Camera(this, "Camera");
156 camera->parse(reader);
158 } else if(name == "particles-snow") {
159 SnowParticleSystem* partsys = new SnowParticleSystem();
160 partsys->parse(reader);
162 } else if(name == "particles-rain") {
163 RainParticleSystem* partsys = new RainParticleSystem();
164 partsys->parse(reader);
166 } else if(name == "particles-comets") {
167 CometParticleSystem* partsys = new CometParticleSystem();
168 partsys->parse(reader);
170 } else if(name == "particles-ghosts") {
171 GhostParticleSystem* partsys = new GhostParticleSystem();
172 partsys->parse(reader);
174 } else if(name == "particles-clouds") {
175 CloudParticleSystem* partsys = new CloudParticleSystem();
176 partsys->parse(reader);
178 } else if(name == "money") { // for compatibility with old maps
179 return new Jumpy(reader);
182 return ObjectFactory::instance().create(name, reader);
183 } catch(std::exception& e) {
184 log_warning << e.what() << "" << std::endl;
191 Sector::parse(const Reader& sector)
193 bool has_background = false;
194 lisp::ListIterator iter(§or);
196 const std::string& token = iter.item();
197 if(token == "name") {
198 iter.value()->get(name);
199 } else if(token == "gravity") {
200 iter.value()->get(gravity);
201 } else if(token == "music") {
202 iter.value()->get(music);
203 } else if(token == "spawnpoint") {
204 SpawnPoint* sp = new SpawnPoint(*iter.lisp());
205 spawnpoints.push_back(sp);
206 } else if(token == "init-script") {
207 iter.value()->get(init_script);
208 } else if(token == "ambient-light") {
209 std::vector<float> vColor;
210 sector.get( "ambient-light", vColor );
211 if(vColor.size() < 3) {
212 log_warning << "(ambient-light) requires a color as argument" << std::endl;
214 ambient_light = Color( vColor );
217 GameObject* object = parse_object(token, *(iter.lisp()));
219 if(dynamic_cast<Background *>(object)) {
220 has_background = true;
221 } else if(dynamic_cast<Gradient *>(object)) {
222 has_background = true;
229 if(!has_background) {
230 Gradient* gradient = new Gradient();
231 gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
232 add_object(gradient);
235 update_game_objects();
237 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
241 log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
242 update_game_objects();
243 add_object(new Camera(this, "Camera"));
246 update_game_objects();
250 Sector::parse_old_format(const Reader& reader)
253 reader.get("gravity", gravity);
255 std::string backgroundimage;
256 if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
257 if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
258 if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
259 if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
260 backgroundimage = "images/background/" + backgroundimage;
261 if (!PHYSFS_exists(backgroundimage.c_str())) {
262 log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
263 backgroundimage = "";
268 reader.get("bkgd_speed", bgspeed);
271 Color bkgd_top, bkgd_bottom;
272 int r = 0, g = 0, b = 128;
273 reader.get("bkgd_red_top", r);
274 reader.get("bkgd_green_top", g);
275 reader.get("bkgd_blue_top", b);
276 bkgd_top.red = static_cast<float> (r) / 255.0f;
277 bkgd_top.green = static_cast<float> (g) / 255.0f;
278 bkgd_top.blue = static_cast<float> (b) / 255.0f;
280 reader.get("bkgd_red_bottom", r);
281 reader.get("bkgd_green_bottom", g);
282 reader.get("bkgd_blue_bottom", b);
283 bkgd_bottom.red = static_cast<float> (r) / 255.0f;
284 bkgd_bottom.green = static_cast<float> (g) / 255.0f;
285 bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
287 if(backgroundimage != "") {
288 Background* background = new Background();
289 background->set_image(backgroundimage, bgspeed);
290 add_object(background);
292 Gradient* gradient = new Gradient();
293 gradient->set_gradient(bkgd_top, bkgd_bottom);
294 add_object(gradient);
297 std::string particlesystem;
298 reader.get("particle_system", particlesystem);
299 if(particlesystem == "clouds")
300 add_object(new CloudParticleSystem());
301 else if(particlesystem == "snow")
302 add_object(new SnowParticleSystem());
303 else if(particlesystem == "rain")
304 add_object(new RainParticleSystem());
306 Vector startpos(100, 170);
307 reader.get("start_pos_x", startpos.x);
308 reader.get("start_pos_y", startpos.y);
310 SpawnPoint* spawn = new SpawnPoint;
311 spawn->pos = startpos;
312 spawn->name = "main";
313 spawnpoints.push_back(spawn);
315 music = "chipdisko.ogg";
316 // skip reading music filename. It's all .ogg now, anyway
318 reader.get("music", music);
320 music = "music/" + music;
322 int width = 30, height = 15;
323 reader.get("width", width);
324 reader.get("height", height);
326 std::vector<unsigned int> tiles;
327 if(reader.get("interactive-tm", tiles)
328 || reader.get("tilemap", tiles)) {
329 TileMap* tilemap = new TileMap(level->get_tileset());
330 tilemap->set(width, height, tiles, LAYER_TILES, true);
332 // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
333 for(size_t x=0; x < tilemap->get_width(); ++x) {
334 for(size_t y=0; y < tilemap->get_height(); ++y) {
335 uint32_t id = tilemap->get_tile_id(x, y);
337 tilemap->change(x, y, 1311);
341 if (height < 19) tilemap->resize(width, 19);
345 if(reader.get("background-tm", tiles)) {
346 TileMap* tilemap = new TileMap(level->get_tileset());
347 tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
348 if (height < 19) tilemap->resize(width, 19);
352 if(reader.get("foreground-tm", tiles)) {
353 TileMap* tilemap = new TileMap(level->get_tileset());
354 tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
356 // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
357 if (height < 19) tilemap->resize(width, 19, 2035);
362 // read reset-points (now spawn-points)
363 const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
365 lisp::ListIterator iter(resetpoints);
367 if(iter.item() == "point") {
369 if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
371 SpawnPoint* sp = new SpawnPoint;
374 spawnpoints.push_back(sp);
377 log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
383 const lisp::Lisp* objects = reader.get_lisp("objects");
385 lisp::ListIterator iter(objects);
387 GameObject* object = parse_object(iter.item(), *(iter.lisp()));
391 log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
397 Camera* camera = new Camera(this, "Camera");
400 update_game_objects();
402 if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
405 update_game_objects();
409 Sector::fix_old_tiles()
411 for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
412 TileMap* solids = *i;
413 for(size_t x=0; x < solids->get_width(); ++x) {
414 for(size_t y=0; y < solids->get_height(); ++y) {
415 uint32_t id = solids->get_tile_id(x, y);
416 const Tile *tile = solids->get_tile(x, y);
417 Vector pos = solids->get_tile_position(x, y);
420 add_object(new InvisibleBlock(pos));
421 solids->change(x, y, 0);
422 } else if(tile->getAttributes() & Tile::COIN) {
423 add_object(new Coin(pos));
424 solids->change(x, y, 0);
425 } else if(tile->getAttributes() & Tile::FULLBOX) {
426 add_object(new BonusBlock(pos, tile->getData()));
427 solids->change(x, y, 0);
428 } else if(tile->getAttributes() & Tile::BRICK) {
429 add_object(new Brick(pos, tile->getData()));
430 solids->change(x, y, 0);
431 } else if(tile->getAttributes() & Tile::GOAL) {
432 std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
433 add_object(new SequenceTrigger(pos, sequence));
434 solids->change(x, y, 0);
440 // add lights for special tiles
441 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
442 TileMap* tm = dynamic_cast<TileMap*>(*i);
444 for(size_t x=0; x < tm->get_width(); ++x) {
445 for(size_t y=0; y < tm->get_height(); ++y) {
446 uint32_t id = tm->get_tile_id(x, y);
447 Vector pos = tm->get_tile_position(x, y);
448 Vector center = pos + Vector(16, 16);
452 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
453 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
456 if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
457 // space lights a bit
458 if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
459 && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
460 || ((x % 3 == 0) && (y % 3 == 0))) {
461 float pseudo_rnd = (float)((int)pos.x % 10) / 10;
462 add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
473 Sector::run_script(std::istream& in, const std::string& sourcename)
475 using namespace scripting;
477 // garbage collect thread list
478 for(ScriptList::iterator i = scripts.begin();
479 i != scripts.end(); ) {
480 HSQOBJECT& object = *i;
481 HSQUIRRELVM vm = object_to_vm(object);
483 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
484 sq_release(global_vm, &object);
485 i = scripts.erase(i);
492 HSQOBJECT object = create_thread(global_vm);
493 scripts.push_back(object);
495 HSQUIRRELVM vm = object_to_vm(object);
497 // set sector_table as roottable for the thread
498 sq_pushobject(vm, sector_table);
502 compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
503 } catch(std::exception& e) {
504 log_warning << "Error running script: " << e.what() << std::endl;
511 Sector::add_object(GameObject* object)
513 // make sure the object isn't already in the list
515 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
517 assert(*i != object);
519 for(GameObjects::iterator i = gameobjects_new.begin();
520 i != gameobjects_new.end(); ++i) {
521 assert(*i != object);
526 gameobjects_new.push_back(object);
530 Sector::activate(const std::string& spawnpoint)
533 for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
535 if((*i)->name == spawnpoint) {
541 log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
542 if(spawnpoint != "main") {
545 activate(Vector(0, 0));
553 Sector::activate(const Vector& player_pos)
555 if(_current != this) {
557 _current->deactivate();
560 // register sectortable as sector in scripting
561 HSQUIRRELVM vm = scripting::global_vm;
562 sq_pushroottable(vm);
563 sq_pushstring(vm, "sector", -1);
564 sq_pushobject(vm, sector_table);
565 if(SQ_FAILED(sq_createslot(vm, -3)))
566 throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
569 for(GameObjects::iterator i = gameobjects.begin();
570 i != gameobjects.end(); ++i) {
571 GameObject* object = *i;
578 // spawn smalltux below spawnpoint
579 if (!player->is_big()) {
580 player->move(player_pos + Vector(0,32));
582 player->move(player_pos);
585 // spawning tux in the ground would kill him
586 if(!is_free_of_tiles(player->get_bbox())) {
587 log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
588 Vector npos = player->get_bbox().p1;
593 camera->reset(player->get_pos());
594 update_game_objects();
596 //Run default.nut just before init script
597 //Check to see if it's in a levelset (info file)
598 std::string basedir = FileSystem::dirname(get_level()->filename);
599 if(PHYSFS_exists((basedir + "/info").c_str())) {
601 IFileStream in(basedir + "/default.nut");
602 run_script(in, "default.nut");
603 } catch(std::exception& ) {
604 // doesn't exist or erroneous; do nothing
609 if(init_script != "") {
610 std::istringstream in(init_script);
611 run_script(in, "init-script");
621 // remove sector entry from global vm
622 HSQUIRRELVM vm = scripting::global_vm;
623 sq_pushroottable(vm);
624 sq_pushstring(vm, "sector", -1);
625 if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
626 throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
629 for(GameObjects::iterator i = gameobjects.begin();
630 i != gameobjects.end(); ++i) {
631 GameObject* object = *i;
633 try_unexpose(object);
641 Sector::get_active_region()
644 camera->get_translation() - Vector(1600, 1200),
645 camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
649 Sector::update(float elapsed_time)
651 player->check_bounds();
654 for(GameObjects::iterator i = gameobjects.begin();
655 i != gameobjects.end(); ++i) {
656 GameObject* object = *i;
657 if(!object->is_valid())
660 object->update(elapsed_time);
663 /* Handle all possible collisions. */
665 update_game_objects();
669 Sector::update_game_objects()
671 /** cleanup marked objects */
672 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
673 i != gameobjects.end(); /* nothing */) {
674 GameObject* object = *i;
676 if(object->is_valid()) {
681 before_object_remove(object);
684 i = gameobjects.erase(i);
687 /* add newly created objects */
688 for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
689 i != gameobjects_new.end(); ++i)
691 GameObject* object = *i;
693 before_object_add(object);
695 gameobjects.push_back(object);
697 gameobjects_new.clear();
699 /* update solid_tilemaps list */
700 //FIXME: this could be more efficient
701 solid_tilemaps.clear();
702 for(std::vector<GameObject*>::iterator i = gameobjects.begin();
703 i != gameobjects.end(); ++i)
705 TileMap* tm = dynamic_cast<TileMap*>(*i);
707 if (tm->is_solid()) solid_tilemaps.push_back(tm);
713 Sector::before_object_add(GameObject* object)
715 Bullet* bullet = dynamic_cast<Bullet*> (object);
717 bullets.push_back(bullet);
720 MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
721 if(movingobject != NULL) {
722 moving_objects.push_back(movingobject);
725 Portable* portable = dynamic_cast<Portable*> (object);
726 if(portable != NULL) {
727 portables.push_back(portable);
730 TileMap* tilemap = dynamic_cast<TileMap*> (object);
731 if(tilemap != NULL && tilemap->is_solid()) {
732 solid_tilemaps.push_back(tilemap);
735 Camera* camera = dynamic_cast<Camera*> (object);
737 if(this->camera != 0) {
738 log_warning << "Multiple cameras added. Ignoring" << std::endl;
741 this->camera = camera;
744 Player* player = dynamic_cast<Player*> (object);
746 if(this->player != 0) {
747 log_warning << "Multiple players added. Ignoring" << std::endl;
750 this->player = player;
753 DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
755 if(this->effect != 0) {
756 log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
759 this->effect = effect;
762 if(_current == this) {
770 Sector::try_expose(GameObject* object)
772 ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
773 if(object_ != NULL) {
774 HSQUIRRELVM vm = scripting::global_vm;
775 sq_pushobject(vm, sector_table);
776 object_->expose(vm, -1);
782 Sector::try_expose_me()
784 HSQUIRRELVM vm = scripting::global_vm;
785 sq_pushobject(vm, sector_table);
786 scripting::SSector* this_ = static_cast<scripting::SSector*> (this);
787 expose_object(vm, -1, this_, "settings", false);
792 Sector::before_object_remove(GameObject* object)
794 Portable* portable = dynamic_cast<Portable*> (object);
795 if(portable != NULL) {
796 portables.erase(std::find(portables.begin(), portables.end(), portable));
798 Bullet* bullet = dynamic_cast<Bullet*> (object);
800 bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
802 MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
803 if(moving_object != NULL) {
804 moving_objects.erase(
805 std::find(moving_objects.begin(), moving_objects.end(), moving_object));
809 try_unexpose(object);
813 Sector::try_unexpose(GameObject* object)
815 ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
816 if(object_ != NULL) {
817 HSQUIRRELVM vm = scripting::global_vm;
818 SQInteger oldtop = sq_gettop(vm);
819 sq_pushobject(vm, sector_table);
821 object_->unexpose(vm, -1);
822 } catch(std::exception& e) {
823 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
825 sq_settop(vm, oldtop);
830 Sector::try_unexpose_me()
832 HSQUIRRELVM vm = scripting::global_vm;
833 SQInteger oldtop = sq_gettop(vm);
834 sq_pushobject(vm, sector_table);
836 scripting::unexpose_object(vm, -1, "settings");
837 } catch(std::exception& e) {
838 log_warning << "Couldn't unregister object: " << e.what() << std::endl;
840 sq_settop(vm, oldtop);
843 Sector::draw(DrawingContext& context)
845 context.set_ambient_color( ambient_light );
846 context.push_transform();
847 context.set_translation(camera->get_translation());
849 for(GameObjects::iterator i = gameobjects.begin();
850 i != gameobjects.end(); ++i) {
851 GameObject* object = *i;
852 if(!object->is_valid())
855 if (draw_solids_only)
857 TileMap* tm = dynamic_cast<TileMap*>(object);
858 if (tm && !tm->is_solid())
862 object->draw(context);
866 Color color(1.0f, 0.0f, 0.0f, 0.75f);
867 for(MovingObjects::iterator i = moving_objects.begin();
868 i != moving_objects.end(); ++i) {
869 MovingObject* object = *i;
870 const Rectf& rect = object->get_bbox();
872 context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
876 context.pop_transform();
879 /*-------------------------------------------------------------------------
880 * Collision Detection
881 *-------------------------------------------------------------------------*/
883 /** r1 is supposed to be moving, r2 a solid object */
884 void check_collisions(collision::Constraints* constraints,
885 const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
886 GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
888 if(!collision::intersects(obj_rect, other_rect))
891 MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
893 if(other != NULL && !other->collides(*object, dummy))
895 if(moving_object != NULL && !moving_object->collides(*other, dummy))
898 // calculate intersection
899 float itop = obj_rect.get_bottom() - other_rect.get_top();
900 float ibottom = other_rect.get_bottom() - obj_rect.get_top();
901 float ileft = obj_rect.get_right() - other_rect.get_left();
902 float iright = other_rect.get_right() - obj_rect.get_left();
904 if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
905 if(ileft < SHIFT_DELTA) {
906 constraints->constrain_right(other_rect.get_left(), other_movement.x);
908 } else if(iright < SHIFT_DELTA) {
909 constraints->constrain_left(other_rect.get_right(), other_movement.x);
913 // shiftout bottom/top
914 if(itop < SHIFT_DELTA) {
915 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
917 } else if(ibottom < SHIFT_DELTA) {
918 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
923 constraints->ground_movement += other_movement;
925 HitResponse response = other->collision(*object, dummy);
926 if(response == ABORT_MOVE)
929 if(other->get_movement() != Vector(0, 0)) {
930 // TODO what todo when we collide with 2 moving objects?!?
931 constraints->ground_movement = other->get_movement();
935 float vert_penetration = std::min(itop, ibottom);
936 float horiz_penetration = std::min(ileft, iright);
937 if(vert_penetration < horiz_penetration) {
939 constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
940 constraints->hit.bottom = true;
942 constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
943 constraints->hit.top = true;
947 constraints->constrain_right(other_rect.get_left(), other_movement.x);
948 constraints->hit.right = true;
950 constraints->constrain_left(other_rect.get_right(), other_movement.x);
951 constraints->hit.left = true;
956 /* Returns zero if a unisolid tile is non-solid due to the movement direction,
957 * non-zero if the tile is solid due to direction. */
958 int check_movement_unisolid (Vector movement, const Tile* tile)
966 #define MV_NON_SOLID 0
969 /* If the tile is not a slope, this is very easy. */
970 if ((tile->getAttributes() & Tile::SLOPE) == 0)
972 if (movement.y >= 0) /* moving down */
978 /* Initialize mv_x and mv_y. Depending on the slope the axis are inverted so
979 * that we can always use the "SOUTHEAST" case of the slope. The southeast
980 * case is the following:
986 mv_x = (double) movement.x;
987 mv_y = (double) movement.y;
989 slope_info = tile->getData();
990 switch (slope_info & AATriangle::DIRECTION_MASK)
992 case AATriangle::SOUTHEAST: /* . */
993 /* do nothing */ /* /! */
996 case AATriangle::SOUTHWEST: /* . */
997 mv_x *= (-1.0); /* !\ */
1000 case AATriangle::NORTHEAST: /* +--+ */
1001 mv_y *= (-1.0); /* \ ! */
1004 case AATriangle::NORTHWEST: /* +--+ */
1005 mv_x *= (-1.0); /* ! / */
1006 mv_y *= (-1.0); /* !/ */
1008 } /* switch (slope_info & DIRECTION_MASK) */
1010 /* Handle the easy cases first */
1011 /* If we're moving to the right and down, then the slope is solid. */
1012 if ((mv_x >= 0.0) && (mv_y >= 0.0)) /* 4th quadrant */
1014 /* If we're moving to the left and up, then the slope is not solid. */
1015 else if ((mv_x <= 0.0) && (mv_y <= 0.0)) /* 2nd quadrant */
1016 return MV_NON_SOLID;
1018 /* The pure up-down and left-right movements have already been handled. */
1019 assert (mv_x != 0.0);
1020 assert (mv_y != 0.0);
1022 /* calculate tangent of movement */
1023 mv_tan = (-1.0) * mv_y / mv_x;
1025 /* determine tangent of the slope */
1027 if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_BOTTOM)
1028 || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_TOP))
1029 slope_tan = 0.5; /* ~= 26.6 deg */
1030 else if (((slope_info & AATriangle::DEFORM_MASK) == DEFORM_LEFT)
1031 || ((slope_info & AATriangle::DEFORM_MASK) == DEFORM_RIGHT))
1032 slope_tan = 2.0; /* ~= 63.4 deg */
1035 if (mv_x > 0.0) /* 1st quadrant */
1037 assert (mv_y < 0.0);
1038 if (mv_tan <= slope_tan)
1041 return MV_NON_SOLID;
1044 else if (mv_x < 0.0) /* 3rd quadrant */
1046 assert (mv_y > 0.0);
1047 if (mv_tan >= slope_tan)
1050 return MV_NON_SOLID;
1058 } /* int check_movement_unisolid */
1060 int is_above_line (float l_x, float l_y, float m,
1061 float p_x, float p_y)
1063 float interp_y = (l_y + (m * (p_x - l_x)));
1064 if (interp_y == p_y)
1066 else if (interp_y > p_y)
1072 int is_below_line (float l_x, float l_y, float m,
1073 float p_x, float p_y)
1075 if (is_above_line (l_x, l_y, m, p_x, p_y))
1081 int check_position_unisolid (const Rectf& obj_bbox,
1082 const Rectf& tile_bbox,
1094 #define POS_NON_SOLID 0
1097 /* If this is not a slope, this is - again - easy */
1098 if ((tile->getAttributes() & Tile::SLOPE) == 0)
1100 if ((obj_bbox.get_bottom () - SHIFT_DELTA) <= tile_bbox.get_top ())
1103 return POS_NON_SOLID;
1106 /* There are 20 different cases. For each case, calculate a line that
1107 * describes the slope's surface. The line is defined by x, y, and m, the
1109 slope_info = tile->getData();
1111 & (AATriangle::DIRECTION_MASK | AATriangle::DEFORM_MASK))
1113 case AATriangle::SOUTHWEST:
1114 case AATriangle::SOUTHWEST | DEFORM_TOP:
1115 case AATriangle::SOUTHWEST | DEFORM_LEFT:
1116 case AATriangle::NORTHEAST:
1117 case AATriangle::NORTHEAST | DEFORM_TOP:
1118 case AATriangle::NORTHEAST | DEFORM_LEFT:
1119 tile_x = tile_bbox.get_left ();
1120 tile_y = tile_bbox.get_top ();
1124 case AATriangle::SOUTHEAST:
1125 case AATriangle::SOUTHEAST | DEFORM_TOP:
1126 case AATriangle::SOUTHEAST | DEFORM_RIGHT:
1127 case AATriangle::NORTHWEST:
1128 case AATriangle::NORTHWEST | DEFORM_TOP:
1129 case AATriangle::NORTHWEST | DEFORM_RIGHT:
1130 tile_x = tile_bbox.get_right ();
1131 tile_y = tile_bbox.get_top ();
1135 case AATriangle::SOUTHEAST | DEFORM_BOTTOM:
1136 case AATriangle::SOUTHEAST | DEFORM_LEFT:
1137 case AATriangle::NORTHWEST | DEFORM_BOTTOM:
1138 case AATriangle::NORTHWEST | DEFORM_LEFT:
1139 tile_x = tile_bbox.get_left ();
1140 tile_y = tile_bbox.get_bottom ();
1144 case AATriangle::SOUTHWEST | DEFORM_BOTTOM:
1145 case AATriangle::SOUTHWEST | DEFORM_RIGHT:
1146 case AATriangle::NORTHEAST | DEFORM_BOTTOM:
1147 case AATriangle::NORTHEAST | DEFORM_RIGHT:
1148 tile_x = tile_bbox.get_right ();
1149 tile_y = tile_bbox.get_bottom ();
1155 return POS_NON_SOLID;
1158 /* delta_x, delta_y: Gradient aware version of SHIFT_DELTA. Here, we set the
1159 * sign of the values only. Also, we determine here which corner of the
1160 * object's bounding box is the interesting one for us. */
1161 delta_x = 1.0 * SHIFT_DELTA;
1162 delta_y = 1.0 * SHIFT_DELTA;
1163 switch (slope_info & AATriangle::DIRECTION_MASK)
1165 case AATriangle::SOUTHWEST:
1168 obj_x = obj_bbox.get_left ();
1169 obj_y = obj_bbox.get_bottom ();
1172 case AATriangle::SOUTHEAST:
1175 obj_x = obj_bbox.get_right ();
1176 obj_y = obj_bbox.get_bottom ();
1179 case AATriangle::NORTHWEST:
1182 obj_x = obj_bbox.get_left ();
1183 obj_y = obj_bbox.get_top ();
1186 case AATriangle::NORTHEAST:
1189 obj_x = obj_bbox.get_right ();
1190 obj_y = obj_bbox.get_top ();
1194 /* Adapt the delta_x, delta_y and the gradient for the 26.6 deg and 63.4 deg
1196 switch (slope_info & AATriangle::DEFORM_MASK)
1199 delta_x *= .70710678118654752440; /* 1/sqrt(2) */
1200 delta_y *= .70710678118654752440; /* 1/sqrt(2) */
1205 delta_x *= .44721359549995793928; /* 1/sqrt(5) */
1206 delta_y *= .89442719099991587856; /* 2/sqrt(5) */
1212 delta_x *= .89442719099991587856; /* 2/sqrt(5) */
1213 delta_y *= .44721359549995793928; /* 1/sqrt(5) */
1218 /* With a south slope, check if all points are above the line. If one point
1219 * isn't, the slope is not solid. => You can pass through a south-slope from
1220 * below but not from above. */
1221 if (((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHWEST)
1222 || ((slope_info & AATriangle::DIRECTION_MASK) == AATriangle::SOUTHEAST))
1224 if (is_below_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
1225 return (POS_NON_SOLID);
1229 /* northwest or northeast. Same as above, but inverted. You can pass from top
1230 * to bottom but not vice versa. */
1233 if (is_above_line (tile_x, tile_y, gradient, obj_x + delta_x, obj_y + delta_y))
1234 return (POS_NON_SOLID);
1239 #undef POS_NON_SOLID
1241 } /* int check_position_unisolid */
1244 Sector::collision_tilemap(collision::Constraints* constraints,
1245 const Vector& movement, const Rectf& dest,
1246 MovingObject& object) const
1248 // calculate rectangle where the object will move
1249 float x1 = dest.get_left();
1250 float x2 = dest.get_right();
1251 float y1 = dest.get_top();
1252 float y2 = dest.get_bottom();
1254 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1255 TileMap* solids = *i;
1257 // test with all tiles in this rectangle
1258 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1260 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1261 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1262 const Tile* tile = solids->get_tile(x, y);
1265 // skip non-solid tiles
1266 if((tile->getAttributes() & Tile::SOLID) == 0)
1268 Rectf tile_bbox = solids->get_tile_bbox(x, y);
1270 // only handle unisolid when the player is falling down and when he was
1271 // above the tile before
1272 if(tile->getAttributes() & Tile::UNISOLID) {
1274 Vector relative_movement = movement
1275 - solids->get_movement(/* actual = */ true);
1277 /* Check if the tile is solid given the current movement. This works
1278 * for south-slopes (which are solid when moving "down") and
1279 * north-slopes (which are solid when moving "up". "up" and "down" is
1280 * in quotation marks because because the slope's gradient is taken.
1281 * Also, this uses the movement relative to the tilemaps own movement
1282 * (if any). --octo */
1283 status = check_movement_unisolid (relative_movement, tile);
1284 /* If zero is returned, the unisolid tile is non-solid. */
1288 /* Check whether the object is already *in* the tile. If so, the tile
1289 * is non-solid. Otherwise, if the object is "above" (south slopes)
1290 * or "below" (north slopes), the tile will be solid. */
1291 status = check_position_unisolid (object.get_bbox(), tile_bbox, tile);
1296 if(tile->getAttributes() & Tile::SLOPE) { // slope tile
1297 AATriangle triangle;
1298 int slope_data = tile->getData();
1299 if (solids->get_drawing_effect() == VERTICAL_FLIP)
1300 slope_data = AATriangle::vertical_flip(slope_data);
1301 triangle = AATriangle(tile_bbox, slope_data);
1303 collision::rectangle_aatriangle(constraints, dest, triangle,
1304 solids->get_movement(/* actual = */ false));
1305 } else { // normal rectangular tile
1306 check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
1307 solids->get_movement(/* actual = */ false));
1315 Sector::collision_tile_attributes(const Rectf& dest) const
1317 float x1 = dest.p1.x;
1318 float y1 = dest.p1.y;
1319 float x2 = dest.p2.x;
1320 float y2 = dest.p2.y;
1322 uint32_t result = 0;
1323 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1324 TileMap* solids = *i;
1326 // test with all tiles in this rectangle
1327 Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
1328 // For ice (only), add a little fudge to recognize tiles Tux is standing on.
1329 Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
1331 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1333 for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
1334 const Tile* tile = solids->get_tile(x, y);
1337 result |= tile->getAttributes();
1339 for(; y < test_tiles_ice.bottom; ++y) {
1340 const Tile* tile = solids->get_tile(x, y);
1343 result |= (tile->getAttributes() & Tile::ICE);
1351 /** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
1352 static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
1355 float itop = r1.get_bottom() - r2.get_top();
1356 float ibottom = r2.get_bottom() - r1.get_top();
1357 float ileft = r1.get_right() - r2.get_left();
1358 float iright = r2.get_right() - r1.get_left();
1360 float vert_penetration = std::min(itop, ibottom);
1361 float horiz_penetration = std::min(ileft, iright);
1362 if(vert_penetration < horiz_penetration) {
1363 if(itop < ibottom) {
1365 normal.y = vert_penetration;
1368 normal.y = -vert_penetration;
1371 if(ileft < iright) {
1373 normal.x = horiz_penetration;
1376 normal.x = -horiz_penetration;
1382 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
1384 using namespace collision;
1386 const Rectf& r1 = object1->dest;
1387 const Rectf& r2 = object2->dest;
1390 if(intersects(object1->dest, object2->dest)) {
1392 get_hit_normal(r1, r2, hit, normal);
1394 if(!object1->collides(*object2, hit))
1396 std::swap(hit.left, hit.right);
1397 std::swap(hit.top, hit.bottom);
1398 if(!object2->collides(*object1, hit))
1400 std::swap(hit.left, hit.right);
1401 std::swap(hit.top, hit.bottom);
1403 HitResponse response1 = object1->collision(*object2, hit);
1404 std::swap(hit.left, hit.right);
1405 std::swap(hit.top, hit.bottom);
1406 HitResponse response2 = object2->collision(*object1, hit);
1407 if(response1 == CONTINUE && response2 == CONTINUE) {
1408 normal *= (0.5 + DELTA);
1409 object1->dest.move(-normal);
1410 object2->dest.move(normal);
1411 } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
1412 normal *= (1 + DELTA);
1413 object1->dest.move(-normal);
1414 } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
1415 normal *= (1 + DELTA);
1416 object2->dest.move(normal);
1422 Sector::collision_static(collision::Constraints* constraints,
1423 const Vector& movement, const Rectf& dest,
1424 MovingObject& object)
1426 collision_tilemap(constraints, movement, dest, object);
1428 // collision with other (static) objects
1429 for(MovingObjects::iterator i = moving_objects.begin();
1430 i != moving_objects.end(); ++i) {
1431 MovingObject* moving_object = *i;
1432 if(moving_object->get_group() != COLGROUP_STATIC
1433 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1435 if(!moving_object->is_valid())
1438 if(moving_object != &object)
1439 check_collisions(constraints, movement, dest, moving_object->bbox,
1440 &object, moving_object);
1445 Sector::collision_static_constrains(MovingObject& object)
1447 using namespace collision;
1448 float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
1450 Constraints constraints;
1451 Vector movement = object.get_movement();
1452 Rectf& dest = object.dest;
1453 float owidth = object.get_bbox().get_width();
1454 float oheight = object.get_bbox().get_height();
1456 for(int i = 0; i < 2; ++i) {
1457 collision_static(&constraints, Vector(0, movement.y), dest, object);
1458 if(!constraints.has_constraints())
1461 // apply calculated horizontal constraints
1462 if(constraints.get_position_bottom() < infinity) {
1463 float height = constraints.get_height ();
1464 if(height < oheight) {
1465 // we're crushed, but ignore this for now, we'll get this again
1466 // later if we're really crushed or things will solve itself when
1467 // looking at the vertical constraints
1469 dest.p2.y = constraints.get_position_bottom() - DELTA;
1470 dest.p1.y = dest.p2.y - oheight;
1471 } else if(constraints.get_position_top() > -infinity) {
1472 dest.p1.y = constraints.get_position_top() + DELTA;
1473 dest.p2.y = dest.p1.y + oheight;
1476 if(constraints.has_constraints()) {
1477 if(constraints.hit.bottom) {
1478 dest.move(constraints.ground_movement);
1480 if(constraints.hit.top || constraints.hit.bottom) {
1481 constraints.hit.left = false;
1482 constraints.hit.right = false;
1483 object.collision_solid(constraints.hit);
1487 constraints = Constraints();
1488 for(int i = 0; i < 2; ++i) {
1489 collision_static(&constraints, movement, dest, object);
1490 if(!constraints.has_constraints())
1493 // apply calculated vertical constraints
1494 float width = constraints.get_width ();
1495 if(width < infinity) {
1496 if(width + SHIFT_DELTA < owidth) {
1498 printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
1499 constraints.get_position_left(), constraints.get_position_right());
1505 object.collision_solid(h);
1507 float xmid = constraints.get_x_midpoint ();
1508 dest.p1.x = xmid - owidth/2;
1509 dest.p2.x = xmid + owidth/2;
1511 } else if(constraints.get_position_right() < infinity) {
1512 dest.p2.x = constraints.get_position_right() - DELTA;
1513 dest.p1.x = dest.p2.x - owidth;
1514 } else if(constraints.get_position_left() > -infinity) {
1515 dest.p1.x = constraints.get_position_left() + DELTA;
1516 dest.p2.x = dest.p1.x + owidth;
1520 if(constraints.has_constraints()) {
1521 if( constraints.hit.left || constraints.hit.right
1522 || constraints.hit.top || constraints.hit.bottom
1523 || constraints.hit.crush )
1524 object.collision_solid(constraints.hit);
1527 // an extra pass to make sure we're not crushed horizontally
1528 constraints = Constraints();
1529 collision_static(&constraints, movement, dest, object);
1530 if(constraints.get_position_bottom() < infinity) {
1531 float height = constraints.get_height ();
1532 if(height + SHIFT_DELTA < oheight) {
1534 printf("Object %p crushed vertically...\n", &object);
1540 object.collision_solid(h);
1546 const float MAX_SPEED = 16.0f;
1550 Sector::handle_collisions()
1552 using namespace collision;
1554 // calculate destination positions of the objects
1555 for(MovingObjects::iterator i = moving_objects.begin();
1556 i != moving_objects.end(); ++i) {
1557 MovingObject* moving_object = *i;
1558 Vector mov = moving_object->get_movement();
1560 // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
1561 if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
1562 moving_object->movement = mov.unit() * MAX_SPEED;
1563 //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
1566 moving_object->dest = moving_object->get_bbox();
1567 moving_object->dest.move(moving_object->get_movement());
1570 // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
1571 for(MovingObjects::iterator i = moving_objects.begin();
1572 i != moving_objects.end(); ++i) {
1573 MovingObject* moving_object = *i;
1574 if((moving_object->get_group() != COLGROUP_MOVING
1575 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1576 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1577 || !moving_object->is_valid())
1580 collision_static_constrains(*moving_object);
1583 // part2: COLGROUP_MOVING vs tile attributes
1584 for(MovingObjects::iterator i = moving_objects.begin();
1585 i != moving_objects.end(); ++i) {
1586 MovingObject* moving_object = *i;
1587 if((moving_object->get_group() != COLGROUP_MOVING
1588 && moving_object->get_group() != COLGROUP_MOVING_STATIC
1589 && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
1590 || !moving_object->is_valid())
1593 uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
1594 if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
1595 moving_object->collision_tile(tile_attributes);
1599 // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
1600 for(MovingObjects::iterator i = moving_objects.begin();
1601 i != moving_objects.end(); ++i) {
1602 MovingObject* moving_object = *i;
1603 if((moving_object->get_group() != COLGROUP_MOVING
1604 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1605 || !moving_object->is_valid())
1608 for(MovingObjects::iterator i2 = moving_objects.begin();
1609 i2 != moving_objects.end(); ++i2) {
1610 MovingObject* moving_object_2 = *i2;
1611 if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
1612 || !moving_object_2->is_valid())
1615 if(intersects(moving_object->dest, moving_object_2->dest)) {
1618 get_hit_normal(moving_object->dest, moving_object_2->dest,
1620 if(!moving_object->collides(*moving_object_2, hit))
1622 if(!moving_object_2->collides(*moving_object, hit))
1625 moving_object->collision(*moving_object_2, hit);
1626 moving_object_2->collision(*moving_object, hit);
1631 // part3: COLGROUP_MOVING vs COLGROUP_MOVING
1632 for(MovingObjects::iterator i = moving_objects.begin();
1633 i != moving_objects.end(); ++i) {
1634 MovingObject* moving_object = *i;
1636 if((moving_object->get_group() != COLGROUP_MOVING
1637 && moving_object->get_group() != COLGROUP_MOVING_STATIC)
1638 || !moving_object->is_valid())
1641 for(MovingObjects::iterator i2 = i+1;
1642 i2 != moving_objects.end(); ++i2) {
1643 MovingObject* moving_object_2 = *i2;
1644 if((moving_object_2->get_group() != COLGROUP_MOVING
1645 && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
1646 || !moving_object_2->is_valid())
1649 collision_object(moving_object, moving_object_2);
1653 // apply object movement
1654 for(MovingObjects::iterator i = moving_objects.begin();
1655 i != moving_objects.end(); ++i) {
1656 MovingObject* moving_object = *i;
1658 moving_object->bbox = moving_object->dest;
1659 moving_object->movement = Vector(0, 0);
1664 Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
1666 using namespace collision;
1668 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1669 TileMap* solids = *i;
1671 // test with all tiles in this rectangle
1672 Rect test_tiles = solids->get_tiles_overlapping(rect);
1674 for(int x = test_tiles.left; x < test_tiles.right; ++x) {
1675 for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
1676 const Tile* tile = solids->get_tile(x, y);
1678 if(!(tile->getAttributes() & Tile::SOLID))
1680 if((tile->getAttributes() & Tile::UNISOLID) && ignoreUnisolid)
1682 if(tile->getAttributes() & Tile::SLOPE) {
1683 AATriangle triangle;
1684 Rectf tbbox = solids->get_tile_bbox(x, y);
1685 triangle = AATriangle(tbbox, tile->getData());
1686 Constraints constraints;
1687 if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
1690 // We have a solid tile that overlaps the given rectangle.
1700 Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
1702 using namespace collision;
1704 if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
1706 for(MovingObjects::const_iterator i = moving_objects.begin();
1707 i != moving_objects.end(); ++i) {
1708 const MovingObject* moving_object = *i;
1709 if (moving_object == ignore_object) continue;
1710 if (!moving_object->is_valid()) continue;
1711 if (moving_object->get_group() == COLGROUP_STATIC) {
1712 if(intersects(rect, moving_object->get_bbox())) return false;
1720 Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
1722 using namespace collision;
1724 if (!is_free_of_tiles(rect)) return false;
1726 for(MovingObjects::const_iterator i = moving_objects.begin();
1727 i != moving_objects.end(); ++i) {
1728 const MovingObject* moving_object = *i;
1729 if (moving_object == ignore_object) continue;
1730 if (!moving_object->is_valid()) continue;
1731 if ((moving_object->get_group() == COLGROUP_MOVING)
1732 || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
1733 || (moving_object->get_group() == COLGROUP_STATIC)) {
1734 if(intersects(rect, moving_object->get_bbox())) return false;
1742 Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
1744 // TODO remove this function and move these checks elsewhere...
1746 Bullet* new_bullet = 0;
1747 if((player_status->bonus == FIRE_BONUS &&
1748 (int)bullets.size() >= player_status->max_fire_bullets) ||
1749 (player_status->bonus == ICE_BONUS &&
1750 (int)bullets.size() >= player_status->max_ice_bullets))
1752 new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
1753 add_object(new_bullet);
1755 sound_manager->play("sounds/shoot.wav");
1761 Sector::add_smoke_cloud(const Vector& pos)
1763 add_object(new SmokeCloud(pos));
1768 Sector::play_music(MusicType type)
1770 currentmusic = type;
1771 switch(currentmusic) {
1773 sound_manager->play_music(music);
1776 sound_manager->play_music("music/invincible.ogg");
1778 case HERRING_WARNING_MUSIC:
1779 sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
1782 sound_manager->play_music("");
1788 Sector::get_music_type()
1790 return currentmusic;
1794 Sector::get_total_badguys()
1796 int total_badguys = 0;
1797 for(GameObjects::iterator i = gameobjects.begin();
1798 i != gameobjects.end(); ++i) {
1799 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
1800 if (badguy && badguy->countMe)
1804 return total_badguys;
1808 Sector::inside(const Rectf& rect) const
1810 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1811 TileMap* solids = *i;
1813 Rectf bbox = solids->get_bbox();
1814 bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
1816 if (bbox.contains(rect))
1823 Sector::get_width() const
1826 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1827 i != solid_tilemaps.end(); i++) {
1828 TileMap* solids = *i;
1829 width = std::max(width, solids->get_bbox().get_right());
1836 Sector::get_height() const
1839 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
1840 i != solid_tilemaps.end(); i++) {
1841 TileMap* solids = *i;
1842 height = std::max(height, solids->get_bbox().get_bottom());
1849 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
1851 for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
1852 TileMap* solids = *i;
1853 solids->change_all(old_tile_id, new_tile_id);
1858 Sector::set_ambient_light(float red, float green, float blue)
1860 ambient_light.red = red;
1861 ambient_light.green = green;
1862 ambient_light.blue = blue;
1866 Sector::get_ambient_red()
1868 return ambient_light.red;
1872 Sector::get_ambient_green()
1874 return ambient_light.green;
1878 Sector::get_ambient_blue()
1880 return ambient_light.blue;
1884 Sector::set_gravity(float gravity)
1886 log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
1887 this->gravity = gravity;
1891 Sector::get_gravity() const
1897 Sector::get_nearest_player (const Vector& pos)
1899 Player *nearest_player;
1902 nearest_player = NULL;
1904 std::vector<Player*> players = Sector::current()->get_players();
1905 for (std::vector<Player*>::iterator playerIter = players.begin();
1906 playerIter != players.end();
1909 Player *this_player = *playerIter;
1914 if (this_player->is_dying() || this_player->is_dead())
1917 x_dist = fabs ((this_player->get_pos ().x) - pos.x);
1918 y_dist = fabs ((this_player->get_pos ().y) - pos.y);
1919 this_dist = sqrtf (x_dist*x_dist + y_dist*y_dist);
1921 if ((nearest_player == NULL) || (nearest_dist > this_dist)) {
1922 nearest_player = this_player;
1923 nearest_dist = this_dist;
1927 return (nearest_player);
1928 } /* Player *get_nearest_player */
1930 /* vim: set sw=2 sts=2 et : */