#include "app/globals.h"
#include "sector.h"
+#include "player_status.h"
#include "object/gameobjs.h"
#include "object/camera.h"
#include "object/background.h"
#include "statistics.h"
#include "collision_grid.h"
#include "collision_grid_iterator.h"
+#include "object_factory.h"
#include "special/collision.h"
#include "math/rectangle.h"
#include "math/aatriangle.h"
#include "object/coin.h"
#include "object/block.h"
#include "object/invisible_block.h"
-#include "object/platform.h"
#include "object/bullet.h"
-#include "object/rock.h"
#include "badguy/jumpy.h"
-#include "badguy/snowball.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/flame.h"
-#include "badguy/flyingsnowball.h"
-#include "badguy/mriceblock.h"
-#include "badguy/mrbomb.h"
-#include "badguy/dispenser.h"
#include "badguy/spike.h"
-#include "badguy/spiky.h"
-#include "badguy/nolok_01.h"
-#include "trigger/door.h"
#include "trigger/sequence_trigger.h"
-#include "trigger/secretarea_trigger.h"
-#include "gameobjs_bridge.h"
+
+//#define USE_GRID
Sector* Sector::_current = 0;
GameObject*
Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
{
- if(name == "background") {
- return new Background(reader);
- } else if(name == "camera") {
+ if(name == "camera") {
Camera* camera = new Camera(this);
camera->parse(reader);
return camera;
- } else if(name == "tilemap") {
- return new TileMap(reader);
} else if(name == "particles-snow") {
SnowParticleSystem* partsys = new SnowParticleSystem();
partsys->parse(reader);
return partsys;
+ } else if(name == "particles-rain") {
+ RainParticleSystem* partsys = new RainParticleSystem();
+ partsys->parse(reader);
+ return partsys;
} else if(name == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "secretarea") {
- return new SecretAreaTrigger(reader);
- } else if(name == "sequencetrigger") {
- return new SequenceTrigger(reader);
- } else if(is_object(name)) {
- return create_object(object_name_to_type(name), reader);
- } else
- std::cerr << "Unknown object type '" << name << "'.\n";
+ } else if(name == "money") { // for compatibility with old maps
+ return new Jumpy(reader);
+ }
+
+ try {
+ return create_object(name, reader);
+ } catch(std::exception& e) {
+ std::cerr << e.what() << "\n";
+ }
+
return 0;
}
add_object(new CloudParticleSystem());
else if(particlesystem == "snow")
add_object(new SnowParticleSystem());
+ else if(particlesystem == "rain")
+ add_object(new RainParticleSystem());
Vector startpos(100, 170);
reader.get("start_pos_x", startpos.x);
void
Sector::collision_handler()
{
-#if 0
+#ifdef USE_GRID
grid->check_collisions();
#else
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
bool
Sector::add_bullet(const Vector& pos, float xm, Direction dir)
{
+ // TODO remove this function and move these checks elsewhere...
+ static const size_t MAX_FIRE_BULLETS = 2;
+ static const size_t MAX_ICE_BULLETS = 1;
+
if(player->got_power == Player::FIRE_POWER) {
if(bullets.size() > MAX_FIRE_BULLETS-1)
return false;
Sector::get_total_badguys()
{
int total_badguys = 0;
-#if 0
- for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
- {
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
if(badguy)
total_badguys++;
- }
-#endif
+ }
+
return total_badguys;
}