added unstable_tile object
[supertux.git] / src / sector.cpp
index 96f7f34..53edbf4 100644 (file)
@@ -28,6 +28,7 @@
 
 #include "app/globals.h"
 #include "sector.h"
+#include "player_status.h"
 #include "object/gameobjs.h"
 #include "object/camera.h"
 #include "object/background.h"
@@ -56,6 +57,8 @@
 #include "badguy/spike.h"
 #include "trigger/sequence_trigger.h"
 
+//#define USE_GRID
+
 Sector* Sector::_current = 0;
 
 Sector::Sector()
@@ -100,6 +103,10 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
     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);
@@ -206,6 +213,8 @@ Sector::parse_old_format(const lisp::Lisp& reader)
     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);
@@ -323,7 +332,8 @@ Sector::fix_old_tiles()
         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);
       }
     }                                                   
@@ -382,11 +392,33 @@ Sector::add_object(GameObject* object)
 void
 Sector::activate(const std::string& spawnpoint)
 {
+  SpawnPoint* sp = 0;
+  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
+      ++i) {
+    if((*i)->name == spawnpoint) {
+      sp = *i;
+      break;
+    }
+  }                                                                           
+  if(!sp) {
+    std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
+  } else {
+    activate(sp->pos);
+  }
+}
+
+void
+Sector::activate(const Vector& player_pos)
+{
   _current = this;
 
   // Apply bonuses from former levels
-  switch (player_status.bonus)
-    {
+  switch (player_status.bonus) {
     case PlayerStatus::NO_BONUS:
       break;
                                                                                 
@@ -397,41 +429,16 @@ Sector::activate(const std::string& spawnpoint)
     case PlayerStatus::GROWUP_BONUS:
       player->grow(false);
       break;
-    }
 
-  SpawnPoint* sp = 0;
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    if((*i)->name == spawnpoint) {
-      sp = *i;
+    default:
+      std::cerr << "Unknown bonus in PlayerStatus?!?\n";
       break;
-    }
-  }
-  if(!sp) {
-    std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
-  } else {
-    player->move(sp->pos);
   }
 
+  player->move(player_pos);
   camera->reset(player->get_pos());
 }
 
-Vector
-Sector::get_best_spawn_point(Vector 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;
-  }
-
-  return best_reset_point;
-}
-
 Rectangle
 Sector::get_active_region()
 {
@@ -688,7 +695,7 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2)
 void
 Sector::collision_handler()
 {
-#if 0
+#ifdef USE_GRID
   grid->check_collisions();
 #else
   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
@@ -732,6 +739,10 @@ Sector::collision_handler()
 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;
@@ -820,14 +831,13 @@ int
 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;
 }