#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);
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)
{
+ 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;
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()
{
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;
}