#include "app/globals.h"
#include "sector.h"
+#include "player_status.h"
#include "object/gameobjs.h"
#include "object/camera.h"
#include "object/background.h"
#include "badguy/jumpy.h"
#include "badguy/spike.h"
#include "trigger/sequence_trigger.h"
+#include "player_status.h"
+
+//#define USE_GRID
Sector* Sector::_current = 0;
currentmusic(LEVEL_MUSIC)
{
song_title = "Mortimers_chipdisko.mod";
- player = new Player();
+ player = new Player(&player_status);
add_object(player);
grid = new CollisionGrid(32000, 32000);
update_game_objects();
fix_old_tiles();
- update_game_objects();
if(!camera) {
std::cerr << "sector '" << name << "' does not contain a camera.\n";
- camera = new Camera(this);
- add_object(camera);
+ update_game_objects();
+ add_object(new Camera(this));
}
if(!solids)
throw std::runtime_error("sector does not contain a solid tile layer.");
+
+ update_game_objects();
}
void
add_object(new Brick(pos, tile->getData()));
solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::GOAL) {
- add_object(new SequenceTrigger(pos, "endsequence"));
+ std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
+ add_object(new SequenceTrigger(pos, sequence));
solids->change(x, y, 0);
}
}
void
Sector::activate(const std::string& spawnpoint)
{
- _current = this;
-
- // Apply bonuses from former levels
- switch (player_status.bonus)
- {
- case PlayerStatus::NO_BONUS:
- break;
-
- case PlayerStatus::FLOWER_BONUS:
- player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
- // fall through
-
- case PlayerStatus::GROWUP_BONUS:
- player->grow(false);
- break;
- }
-
SpawnPoint* sp = 0;
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
++i) {
sp = *i;
break;
}
- }
+ }
if(!sp) {
std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+ if(spawnpoint != "main") {
+ activate("main");
+ } else {
+ activate(Vector(0, 0));
+ }
} else {
- player->move(sp->pos);
+ activate(sp->pos);
}
-
- camera->reset(player->get_pos());
}
-Vector
-Sector::get_best_spawn_point(Vector pos)
+void
+Sector::activate(const Vector& player_pos)
{
- Vector best_reset_point = Vector(-1,-1);
-
- for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
- ++i) {
- if((*i)->name != "main")
- continue;
- if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
- best_reset_point = (*i)->pos;
- }
+ _current = this;
- return best_reset_point;
+ player->move(player_pos);
+ camera->reset(player->get_pos());
}
Rectangle
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)
{
- if(player->got_power == Player::FIRE_POWER) {
+ // 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;
+
+ Bullet* new_bullet = 0;
+ if(player_status.bonus == FIRE_BONUS) {
if(bullets.size() > MAX_FIRE_BULLETS-1)
return false;
- } else if(player->got_power == Player::ICE_POWER) {
+ new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
+ } else if(player_status.bonus == ICE_BONUS) {
if(bullets.size() > MAX_ICE_BULLETS-1)
return false;
- }
-
- Bullet* new_bullet = 0;
- if(player->got_power == Player::FIRE_POWER)
- new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
- else if(player->got_power == Player::ICE_POWER)
new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
- else
- throw std::runtime_error("wrong bullet type.");
+ } else {
+ return false;
+ }
add_object(new_bullet);
SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
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;
}