#include <sstream>
#include <stdexcept>
-#include "sector.h"
-#include "player_status.h"
-#include "object/gameobjs.h"
-#include "object/camera.h"
-#include "object/background.h"
-#include "object/particlesystem.h"
-#include "object/particlesystem_absolute.h"
-#include "object/tilemap.h"
-#include "lisp/parser.h"
-#include "lisp/lisp.h"
-#include "lisp/writer.h"
-#include "lisp/list_iterator.h"
-#include "tile.h"
-#include "audio/sound_manager.h"
-#include "game_session.h"
-#include "resources.h"
-#include "statistics.h"
-#include "collision_grid.h"
-#include "collision_grid_iterator.h"
-#include "object_factory.h"
-#include "collision.h"
-#include "spawn_point.h"
-#include "math/rect.h"
-#include "math/aatriangle.h"
-#include "object/coin.h"
-#include "object/block.h"
-#include "object/invisible_block.h"
-#include "object/bullet.h"
-#include "object/text_object.h"
-#include "badguy/jumpy.h"
-#include "badguy/spike.h"
-#include "trigger/sequence_trigger.h"
-#include "player_status.h"
-#include "scripting/script_interpreter.h"
-#include "scripting/sound.h"
-#include "scripting/scripted_object.h"
-#include "scripting/text.h"
+#include "sector.hpp"
+#include "player_status.hpp"
+#include "object/gameobjs.hpp"
+#include "object/camera.hpp"
+#include "object/background.hpp"
+#include "object/particlesystem.hpp"
+#include "object/particlesystem_interactive.hpp"
+#include "object/tilemap.hpp"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "tile.hpp"
+#include "audio/sound_manager.hpp"
+#include "game_session.hpp"
+#include "resources.hpp"
+#include "statistics.hpp"
+#include "collision_grid.hpp"
+#include "collision_grid_iterator.hpp"
+#include "object_factory.hpp"
+#include "collision.hpp"
+#include "spawn_point.hpp"
+#include "math/rect.hpp"
+#include "math/aatriangle.hpp"
+#include "object/coin.hpp"
+#include "object/block.hpp"
+#include "object/invisible_block.hpp"
+#include "object/bullet.hpp"
+#include "object/text_object.hpp"
+#include "badguy/jumpy.hpp"
+#include "badguy/spike.hpp"
+#include "trigger/sequence_trigger.hpp"
+#include "player_status.hpp"
+#include "scripting/script_interpreter.hpp"
+#include "scripting/sound.hpp"
+#include "scripting/scripted_object.hpp"
+#include "scripting/text.hpp"
//#define USE_GRID
: gravity(10), player(0), solids(0), camera(0),
currentmusic(LEVEL_MUSIC)
{
- song_title = "Mortimers_chipdisko.mod";
+ song_title = "chipdisko.ogg";
player = new Player(&player_status);
add_object(player);
+#ifdef USE_GRID
grid = new CollisionGrid(32000, 32000);
+#else
+ grid = 0;
+#endif
}
Sector::~Sector()
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
- } else if(name == "particles-ghost") {
+ } else if(name == "particles-comets") {
+ CometParticleSystem* partsys = new CometParticleSystem();
+ partsys->parse(reader);
+ return partsys;
+ } else if(name == "particles-ghosts") {
GhostParticleSystem* partsys = new GhostParticleSystem();
partsys->parse(reader);
return partsys;
iter.value()->get(gravity);
} else if(token == "music") {
iter.value()->get(song_title);
- load_music();
} else if(token == "spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
spawn->name = "main";
spawnpoints.push_back(spawn);
- song_title = "Mortimers_chipdisko.mod";
+ song_title = "chipdisko.ogg";
reader.get("music", song_title);
- load_music();
int width, height = 15;
reader.get("width", width);
std::remove(bullets.begin(), bullets.end(), bullet),
bullets.end());
}
+#ifdef USE_GRID
MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
if(movingobject) {
grid->remove_object(movingobject);
}
+#endif
delete *i;
i = gameobjects.erase(i);
}
if(bullet)
bullets.push_back(bullet);
+#ifdef USE_GRID
MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
if(movingobject)
grid->add_object(movingobject);
+#endif
TileMap* tilemap = dynamic_cast<TileMap*> (object);
if(tilemap && tilemap->is_solid()) {
}
add_object(new_bullet);
- sound_manager->play_sound("shoot");
+ sound_manager->play("sounds/shoot.wav");
return true;
}
}
void
-Sector::load_music()
-{
- level_song = sound_manager->load_music(
- get_resource_filename("/music/" + song_title));
-}
-
-void
Sector::play_music(MusicType type)
{
currentmusic = type;
switch(currentmusic) {
case LEVEL_MUSIC:
- sound_manager->play_music(level_song);
+ sound_manager->play_music(std::string("music/") + song_title);
break;
case HERRING_MUSIC:
- sound_manager->play_music(herring_song);
+ sound_manager->play_music("music/salcon.ogg");
break;
default:
- sound_manager->halt_music();
+ sound_manager->play_music("");
break;
}
}