#include "app/globals.h"
#include "sector.h"
-#include "utils/lispreader.h"
+#include "player_status.h"
#include "object/gameobjs.h"
#include "object/camera.h"
#include "object/background.h"
#include "object/particlesystem.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 "gameloop.h"
#include "resources.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 "badguy/jumpy.h"
-#include "badguy/snowball.h"
-#include "badguy/bouncing_snowball.h"
-#include "badguy/flame.h"
-#include "badguy/mriceblock.h"
-#include "badguy/mrbomb.h"
-#include "badguy/dispenser.h"
#include "badguy/spike.h"
-#include "badguy/nolok_01.h"
-#include "trigger/door.h"
#include "trigger/sequence_trigger.h"
-#include "trigger/secretarea_trigger.h"
+
+//#define USE_GRID
Sector* Sector::_current = 0;
song_title = "Mortimers_chipdisko.mod";
player = new Player();
add_object(player);
+
+ grid = new CollisionGrid(32000, 32000);
}
Sector::~Sector()
update_game_objects();
assert(gameobjects_new.size() == 0);
+ delete grid;
+
for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
++i) {
delete *i;
}
GameObject*
-Sector::parse_object(const std::string& name, LispReader& reader)
+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 == "door") {
- return new Door(reader);
- } else if(name == "secretarea") {
- return new SecretAreaTrigger(reader);
- } else if(name == "platform") {
- return new Platform(reader);
- } else if(name == "jumpy" || name == "money") {
+ } else if(name == "money") { // for compatibility with old maps
return new Jumpy(reader);
- } else if(name == "snowball") {
- return new SnowBall(reader);
- } else if(name == "bouncingsnowball") {
- return new BouncingSnowball(reader);
- } else if(name == "flame") {
- return new Flame(reader);
- } else if(name == "mriceblock") {
- return new MrIceBlock(reader);
- } else if(name == "mrbomb") {
- return new MrBomb(reader);
- } else if(name == "dispenser") {
- return new Dispenser(reader);
- } else if(name == "spike") {
- return new Spike(reader);
- } else if(name == "nolok_01") {
- return new Nolok_01(reader);
- }
-
- std::cerr << "Unknown object type '" << name << "'.\n";
+ }
+
+ try {
+ return create_object(name, reader);
+ } catch(std::exception& e) {
+ std::cerr << e.what() << "\n";
+ }
+
return 0;
}
void
-Sector::parse(LispReader& lispreader)
+Sector::parse(const lisp::Lisp& sector)
{
_current = this;
- for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
- cur = lisp_cdr(cur)) {
- std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
- // FIXME: doesn't handle empty data
- lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
- LispReader reader(lisp_cdr(lisp_car(cur)));
-
+ lisp::ListIterator iter(§or);
+ while(iter.next()) {
+ const std::string& token = iter.item();
if(token == "name") {
- name = lisp_string(data);
+ iter.value()->get(name);
} else if(token == "gravity") {
- gravity = lisp_real(data);
+ iter.value()->get(gravity);
} else if(token == "music") {
- song_title = lisp_string(data);
+ iter.value()->get(song_title);
load_music();
- } else if(token == "spawn-points") {
+ } else if(token == "spawnpoint") {
+ const lisp::Lisp* spawnpoint_lisp = iter.lisp();
+
SpawnPoint* sp = new SpawnPoint;
- reader.read_string("name", sp->name);
- reader.read_float("x", sp->pos.x);
- reader.read_float("y", sp->pos.y);
+ spawnpoint_lisp->get("name", sp->name);
+ spawnpoint_lisp->get("x", sp->pos.x);
+ spawnpoint_lisp->get("y", sp->pos.y);
spawnpoints.push_back(sp);
} else {
- GameObject* object = parse_object(token, reader);
+ GameObject* object = parse_object(token, *(iter.lisp()));
if(object) {
add_object(object);
}
}
void
-Sector::parse_old_format(LispReader& reader)
+Sector::parse_old_format(const lisp::Lisp& reader)
{
_current = this;
name = "main";
- reader.read_float("gravity", gravity);
+ reader.get("gravity", gravity);
std::string backgroundimage;
- reader.read_string("background", backgroundimage);
+ reader.get("background", backgroundimage);
float bgspeed = .5;
- reader.read_float("bkgd_speed", bgspeed);
+ reader.get("bkgd_speed", bgspeed);
bgspeed /= 100;
Color bkgd_top, bkgd_bottom;
int r = 0, g = 0, b = 128;
- reader.read_int("bkgd_red_top", r);
- reader.read_int("bkgd_green_top", g);
- reader.read_int("bkgd_blue_top", b);
+ reader.get("bkgd_red_top", r);
+ reader.get("bkgd_green_top", g);
+ reader.get("bkgd_blue_top", b);
bkgd_top.red = r;
bkgd_top.green = g;
bkgd_top.blue = b;
- reader.read_int("bkgd_red_bottom", r);
- reader.read_int("bkgd_green_bottom", g);
- reader.read_int("bkgd_blue_bottom", b);
+ reader.get("bkgd_red_bottom", r);
+ reader.get("bkgd_green_bottom", g);
+ reader.get("bkgd_blue_bottom", b);
bkgd_bottom.red = r;
bkgd_bottom.green = g;
bkgd_bottom.blue = b;
}
std::string particlesystem;
- reader.read_string("particle_system", particlesystem);
+ reader.get("particle_system", particlesystem);
if(particlesystem == "clouds")
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.read_float("start_pos_x", startpos.x);
- reader.read_float("start_pos_y", startpos.y);
+ reader.get("start_pos_x", startpos.x);
+ reader.get("start_pos_y", startpos.y);
SpawnPoint* spawn = new SpawnPoint;
spawn->pos = startpos;
spawnpoints.push_back(spawn);
song_title = "Mortimers_chipdisko.mod";
- reader.read_string("music", song_title);
+ reader.get("music", song_title);
load_music();
int width, height = 15;
- reader.read_int("width", width);
- reader.read_int("height", height);
+ reader.get("width", width);
+ reader.get("height", height);
std::vector<unsigned int> tiles;
- if(reader.read_int_vector("interactive-tm", tiles)
- || reader.read_int_vector("tilemap", tiles)) {
+ if(reader.get_vector("interactive-tm", tiles)
+ || reader.get_vector("tilemap", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_TILES, true);
add_object(tilemap);
}
- if(reader.read_int_vector("background-tm", tiles)) {
+ if(reader.get_vector("background-tm", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
add_object(tilemap);
}
- if(reader.read_int_vector("foreground-tm", tiles)) {
+ if(reader.get_vector("foreground-tm", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
add_object(tilemap);
}
// read reset-points (now spawn-points)
- {
- lisp_object_t* cur = 0;
- if(reader.read_lisp("reset-points", cur)) {
- while(!lisp_nil_p(cur)) {
- lisp_object_t* data = lisp_car(cur);
- LispReader reader(lisp_cdr(data));
-
+ const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
+ if(resetpoints) {
+ lisp::ListIterator iter(resetpoints);
+ while(iter.next()) {
+ if(iter.item() == "point") {
Vector sp_pos;
- if(reader.read_float("x", sp_pos.x) && reader.read_float("y", sp_pos.y))
+ if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
{
SpawnPoint* sp = new SpawnPoint;
sp->name = "main";
sp->pos = sp_pos;
spawnpoints.push_back(sp);
}
-
- cur = lisp_cdr(cur);
+ } else {
+ std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
}
}
}
// read objects
- {
- lisp_object_t* cur = 0;
- if(reader.read_lisp("objects", cur)) {
- while(!lisp_nil_p(cur)) {
- lisp_object_t* data = lisp_car(cur);
- std::string object_type = lisp_symbol(lisp_car(data));
-
- LispReader reader(lisp_cdr(data));
-
- GameObject* object = parse_object(object_type, reader);
- if(object) {
- add_object(object);
- } else {
- std::cerr << "Unknown object '" << object_type << "' in level.\n";
- }
-
- cur = lisp_cdr(cur);
+ const lisp::Lisp* objects = reader.get_lisp("objects");
+ if(objects) {
+ lisp::ListIterator iter(objects);
+ while(iter.next()) {
+ GameObject* object = parse_object(iter.item(), *(iter.lisp()));
+ if(object) {
+ add_object(object);
+ } else {
+ std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
}
}
}
const Tile* tile = solids->get_tile(x, y);
Vector pos(x*32, y*32);
- if(tile->id == 112) {
+ if(tile->getID() == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
- } else if(tile->id == 295) {
+ } else if(tile->getID() == 295) {
add_object(new Spike(pos, Spike::NORTH));
solids->change(x, y, 0);
- } else if(tile->id == 296) {
+ } else if(tile->getID() == 296) {
add_object(new Spike(pos, Spike::EAST));
solids->change(x, y, 0);
- } else if(tile->id == 297) {
+ } else if(tile->getID() == 297) {
add_object(new Spike(pos, Spike::SOUTH));
solids->change(x, y, 0);
- } else if(tile->id == 298) {
+ } else if(tile->getID() == 298) {
add_object(new Spike(pos, Spike::WEST));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::COIN) {
+ } else if(tile->getAttributes() & Tile::COIN) {
add_object(new Coin(pos));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::FULLBOX) {
- add_object(new BonusBlock(pos, tile->data));
+ } else if(tile->getAttributes() & Tile::FULLBOX) {
+ add_object(new BonusBlock(pos, tile->getData()));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::BRICK) {
- add_object(new Brick(pos, tile->data));
+ } else if(tile->getAttributes() & Tile::BRICK) {
+ add_object(new Brick(pos, tile->getData()));
solids->change(x, y, 0);
- } else if(tile->attributes & Tile::GOAL) {
- add_object(new SequenceTrigger(pos, "endsequence"));
+ } else if(tile->getAttributes() & Tile::GOAL) {
+ std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
+ add_object(new SequenceTrigger(pos, sequence));
solids->change(x, y, 0);
}
}
}
void
-Sector::write(LispWriter& writer)
+Sector::write(lisp::Writer& writer)
{
writer.write_string("name", name);
writer.write_float("gravity", gravity);
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)
+Rectangle
+Sector::get_active_region()
{
- 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;
+ return Rectangle(
+ camera->get_translation() - Vector(1600, 1200),
+ camera->get_translation() + Vector(1600, 1200));
}
void
Sector::action(float elapsed_time)
{
player->check_bounds(camera);
-
+
+#if 0
+ CollisionGridIterator iter(*grid, get_active_region());
+ while(MovingObject* object = iter.next()) {
+ if(!object->is_valid())
+ continue;
+
+ object->action(elapsed_time);
+ }
+#else
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
object->action(elapsed_time);
}
-
+#endif
+
/* Handle all possible collisions. */
collision_handler();
update_game_objects();
/** cleanup marked objects */
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
- if((*i)->is_valid() == false) {
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
- if(bullet) {
- bullets.erase(
- std::remove(bullets.begin(), bullets.end(), bullet),
- bullets.end());
- }
- delete *i;
- i = gameobjects.erase(i);
- } else {
+ GameObject* object = *i;
+
+ if(object->is_valid()) {
++i;
+ continue;
+ }
+
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet) {
+ bullets.erase(
+ std::remove(bullets.begin(), bullets.end(), bullet),
+ bullets.end());
+ }
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject) {
+ grid->remove_object(movingobject);
}
+ delete *i;
+ i = gameobjects.erase(i);
}
/* add newly created objects */
for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
i != gameobjects_new.end(); ++i)
{
- Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ GameObject* object = *i;
+
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
if(bullet)
bullets.push_back(bullet);
- TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject)
+ grid->add_object(movingobject);
+
+ TileMap* tilemap = dynamic_cast<TileMap*> (object);
if(tilemap && tilemap->is_solid()) {
if(solids == 0) {
solids = tilemap;
}
}
- Camera* camera = dynamic_cast<Camera*> (*i);
+ Camera* camera = dynamic_cast<Camera*> (object);
if(camera) {
if(this->camera != 0) {
std::cerr << "Warning: Multiple cameras added. Ignoring.";
this->camera = camera;
}
- gameobjects.push_back(*i);
+ gameobjects.push_back(object);
}
gameobjects_new.clear();
}
{
context.push_transform();
context.set_translation(camera->get_translation());
-
+
+#if 0
+ CollisionGridIterator iter(*grid, get_active_region());
+ while(MovingObject* object = iter.next()) {
+ if(!object->is_valid())
+ continue;
+
+ object->draw(context);
+ }
+#else
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
object->draw(context);
}
+#endif
context.pop_transform();
}
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
- if(!(tile->attributes & Tile::SOLID))
+ if(!(tile->getAttributes() & Tile::SOLID))
continue;
- if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
+ if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
continue;
- if(tile->attributes & Tile::SLOPE) { // slope tile
+ if(tile->getAttributes() & Tile::SLOPE) { // slope tile
AATriangle triangle;
Vector p1(x*32, y*32);
Vector p2((x+1)*32, (y+1)*32);
- triangle = AATriangle(p1, p2, tile->data);
+ triangle = AATriangle(p1, p2, tile->getData());
if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {
void
Sector::collision_handler()
{
+#ifdef USE_GRID
+ grid->check_collisions();
+#else
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* gameobject = *i;
movingobject->bbox.move(movingobject->get_movement());
movingobject->movement = Vector(0, 0);
}
+#endif
}
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;
}