void
Sector::parse(const lisp::Lisp& sector)
{
+ bool has_background = false;
lisp::ListIterator iter(§or);
while(iter.next()) {
const std::string& token = iter.item();
} else {
GameObject* object = parse_object(token, *(iter.lisp()));
if(object) {
+ if(dynamic_cast<Background *>(object)) {
+ has_background = true;
+ } else if(dynamic_cast<Gradient *>(object)) {
+ has_background = true;
+ }
add_object(object);
}
}
}
+ if(!has_background) {
+ Gradient* gradient = new Gradient();
+ gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
+ add_object(gradient);
+ }
+
update_game_objects();
if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
gameobjects.push_back(object);
}
gameobjects_new.clear();
+
+ /* update solid_tilemaps list */
+ //FIXME: this could be more efficient
+ solid_tilemaps.clear();
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ {
+ TileMap* tm = dynamic_cast<TileMap*>(*i);
+ if (!tm) continue;
+ if (tm->is_solid()) solid_tilemaps.push_back(tm);
+ }
+
}
bool
if(!collision::intersects(r1, r2))
return;
+ MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
+ CollisionHit dummy;
+ if(other != NULL && !other->collides(*object, dummy))
+ return;
+ if(moving_object != NULL && !moving_object->collides(*other, dummy))
+ return;
+
// calculate intersection
- float itop = r1.get_bottom() - r2.get_top();
+ float itop = r1.get_bottom() - r2.get_top();
float ibottom = r2.get_bottom() - r1.get_top();
- float ileft = r1.get_right() - r2.get_left();
- float iright = r2.get_right() - r1.get_left();
+ float ileft = r1.get_right() - r2.get_left();
+ float iright = r2.get_right() - r1.get_left();
if(fabsf(movement.y) > fabsf(movement.x)) {
if(ileft < SHIFT_DELTA) {
}
if(other != NULL) {
- CollisionHit dummy;
HitResponse response = other->collision(*object, dummy);
if(response == PASSTHROUGH)
return;
+
if(other->get_movement() != Vector(0, 0)) {
// TODO what todo when we collide with 2 moving objects?!?
constraints->ground_movement = other->get_movement();
Vector normal;
get_hit_normal(r1, r2, hit, normal);
+ if(!object1->collides(*object2, hit))
+ return;
+ std::swap(hit.left, hit.right);
+ std::swap(hit.top, hit.bottom);
+ if(!object2->collides(*object1, hit))
+ return;
+ std::swap(hit.left, hit.right);
+ std::swap(hit.top, hit.bottom);
+
HitResponse response1 = object1->collision(*object2, hit);
std::swap(hit.left, hit.right);
std::swap(hit.top, hit.bottom);
HitResponse response2 = object2->collision(*object1, hit);
- assert( response1 != SOLID && response1 != PASSTHROUGH );
- assert( response2 != SOLID && response2 != PASSTHROUGH );
if(response1 == CONTINUE && response2 == CONTINUE) {
normal *= (0.5 + DELTA);
object1->dest.move(-normal);
if(constraints.right < infinity) {
float width = constraints.right - constraints.left;
if(width + SHIFT_DELTA < owidth) {
+#if 0
printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
constraints.left, constraints.right);
+#endif
CollisionHit h;
h.left = true;
h.right = true;
if(constraints.bottom < infinity) {
float height = constraints.bottom - constraints.top;
if(height + SHIFT_DELTA < oheight) {
+#if 0
printf("Object %p crushed vertically...\n", &object);
+#endif
CollisionHit h;
h.top = true;
h.bottom = true;
}
}
+namespace {
+ const float MAX_SPEED = 16.0f;
+}
+
void
Sector::handle_collisions()
{
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
+ Vector mov = moving_object->get_movement();
+
+ // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
+ if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
+ moving_object->movement = mov.unit() * MAX_SPEED;
+ //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
+ }
moving_object->dest = moving_object->get_bbox();
moving_object->dest.move(moving_object->get_movement());
CollisionHit hit;
get_hit_normal(moving_object->dest, moving_object_2->dest,
hit, normal);
+ if(!moving_object->collides(*moving_object_2, hit))
+ continue;
+ if(!moving_object_2->collides(*moving_object, hit))
+ continue;
+
moving_object->collision(*moving_object_2, hit);
moving_object_2->collision(*moving_object, hit);
}
TileMap* solids = *i;
bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset()));
bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset());
- if (horizontally && vertically) return true;
+
+ if (horizontally && vertically)
+ return true;
}
return false;
}
Sector::get_width() const
{
float width = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
+ i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
- if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset());
+ if ((solids->get_width() * 32 + solids->get_x_offset()) > width) {
+ width = solids->get_width() * 32 + solids->get_x_offset();
+ }
}
+
return width;
}
Sector::get_height() const
{
float height = 0;
- for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
+ i != solid_tilemaps.end(); i++) {
TileMap* solids = *i;
- if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset());
+ if ((solids->get_height() * 32 + solids->get_y_offset()) > height) {
+ height = solids->get_height() * 32 + solids->get_y_offset();
+ }
}
+
return height;
}