#include <sstream>
#include <stdexcept>
#include <float.h>
+#include <math.h>
+#include <limits>
+#include <physfs.h>
#include "sector.hpp"
-#include "player_status.hpp"
+#include "object/player.hpp"
#include "object/gameobjs.hpp"
#include "object/camera.hpp"
#include "object/background.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 "object/coin.hpp"
#include "object/block.hpp"
#include "object/invisible_block.hpp"
+#include "object/light.hpp"
+#include "object/pulsing_light.hpp"
#include "object/bullet.hpp"
#include "object/text_object.hpp"
+#include "object/portable.hpp"
#include "badguy/jumpy.hpp"
#include "trigger/sequence_trigger.hpp"
#include "player_status.hpp"
#include "scripting/squirrel_util.hpp"
#include "script_interface.hpp"
#include "log.hpp"
+#include "main.hpp"
Sector* Sector::_current = 0;
bool Sector::draw_solids_only = false;
Sector::Sector(Level* parent)
- : level(parent), currentmusic(LEVEL_MUSIC), gravity(10),
- player(0), solids(0), camera(0)
+ : level(parent), currentmusic(LEVEL_MUSIC),
+ ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10.0), player(0), camera(0)
{
- add_object(new Player(player_status));
- add_object(new DisplayEffect());
- add_object(new TextObject());
-
-#ifdef USE_GRID
- grid.reset(new CollisionGrid(32000, 32000));
-#endif
+ add_object(new Player(player_status, "Tux"));
+ add_object(new DisplayEffect("Effect"));
+ add_object(new TextObject("Text"));
// create a new squirrel table for the sector
using namespace Scripting;
Sector::~Sector()
{
using namespace Scripting;
-
+
deactivate();
for(ScriptList::iterator i = scripts.begin();
}
sq_release(global_vm, §or_table);
sq_collectgarbage(global_vm);
-
+
update_game_objects();
assert(gameobjects_new.size() == 0);
- for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
- ++i) {
- before_object_remove(*i);
- delete *i;
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ GameObject* object = *i;
+ before_object_remove(object);
+ object->unref();
}
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
{
if(name == "camera") {
- Camera* camera = new Camera(this);
+ Camera* camera = new Camera(this, "Camera");
camera->parse(reader);
return camera;
} else if(name == "particles-snow") {
return partsys;
} else if(name == "money") { // for compatibility with old maps
return new Jumpy(reader);
- }
+ }
try {
return create_object(name, reader);
} catch(std::exception& e) {
log_warning << e.what() << "" << std::endl;
}
-
+
return 0;
}
void
Sector::parse(const lisp::Lisp& sector)
-{
+{
+ bool has_background = false;
lisp::ListIterator iter(§or);
while(iter.next()) {
const std::string& token = iter.item();
spawnpoints.push_back(sp);
} else if(token == "init-script") {
iter.value()->get(init_script);
+ } else if(token == "ambient-light") {
+ std::vector<float> vColor;
+ sector.get_vector( "ambient-light", vColor );
+ if(vColor.size() < 3) {
+ log_warning << "(ambient-light) requires a color as argument" << std::endl;
+ } else {
+ ambient_light = Color( vColor );
+ }
} 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(!solids)
- throw std::runtime_error("sector does not contain a solid tile layer.");
+ if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
fix_old_tiles();
if(!camera) {
log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
update_game_objects();
- add_object(new Camera(this));
+ add_object(new Camera(this, "Camera"));
}
update_game_objects();
reader.get("gravity", gravity);
std::string backgroundimage;
- reader.get("background", backgroundimage);
+ if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
+ if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
+ if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
+ if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
+ backgroundimage = "images/background/" + backgroundimage;
+ if (!PHYSFS_exists(backgroundimage.c_str())) {
+ log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
+ backgroundimage = "";
+ }
+ }
+
float bgspeed = .5;
reader.get("bkgd_speed", bgspeed);
bgspeed /= 100;
bkgd_top.red = static_cast<float> (r) / 255.0f;
bkgd_top.green = static_cast<float> (g) / 255.0f;
bkgd_top.blue = static_cast<float> (b) / 255.0f;
-
+
reader.get("bkgd_red_bottom", r);
reader.get("bkgd_green_bottom", g);
reader.get("bkgd_blue_bottom", b);
bkgd_bottom.red = static_cast<float> (r) / 255.0f;
bkgd_bottom.green = static_cast<float> (g) / 255.0f;
bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
-
+
if(backgroundimage != "") {
Background* background = new Background();
- background->set_image(
- std::string("images/background/") + backgroundimage, bgspeed);
+ background->set_image(backgroundimage, bgspeed);
add_object(background);
} else {
Gradient* gradient = new Gradient();
spawnpoints.push_back(spawn);
music = "chipdisko.ogg";
+ // skip reading music filename. It's all .ogg now, anyway
+ /*
reader.get("music", music);
+ */
music = "music/" + music;
int width = 30, height = 15;
reader.get("width", width);
reader.get("height", height);
-
+
std::vector<unsigned int> 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);
+
+ // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
+ for(size_t x=0; x < tilemap->get_width(); ++x) {
+ for(size_t y=0; y < tilemap->get_height(); ++y) {
+ const Tile* tile = tilemap->get_tile(x, y);
+ if(tile->getID() == 112) tilemap->change(x, y, 1311);
+ }
+ }
+
+ if (height < 19) tilemap->resize(width, 19);
add_object(tilemap);
}
if(reader.get_vector("background-tm", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
+ if (height < 19) tilemap->resize(width, 19);
add_object(tilemap);
}
if(reader.get_vector("foreground-tm", tiles)) {
TileMap* tilemap = new TileMap();
tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
+
+ // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
+ if (height < 19) tilemap->resize(width, 19, 2035);
+
add_object(tilemap);
}
}
// add a camera
- Camera* camera = new Camera(this);
+ Camera* camera = new Camera(this, "Camera");
add_object(camera);
update_game_objects();
- if(solids == 0)
- throw std::runtime_error("sector does not contain a solid tile layer.");
+ if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
fix_old_tiles();
update_game_objects();
void
Sector::fix_old_tiles()
{
- // hack for now...
- for(size_t x=0; x < solids->get_width(); ++x) {
- for(size_t y=0; y < solids->get_height(); ++y) {
- const Tile* tile = solids->get_tile(x, y);
- Vector pos(x*32, y*32);
-
- if(tile->getID() == 112) {
- add_object(new InvisibleBlock(pos));
- solids->change(x, y, 0);
- } else if(tile->getAttributes() & Tile::COIN) {
- add_object(new Coin(pos));
- solids->change(x, y, 0);
- } else if(tile->getAttributes() & Tile::FULLBOX) {
- add_object(new BonusBlock(pos, tile->getData()));
- solids->change(x, y, 0);
- } else if(tile->getAttributes() & Tile::BRICK) {
- add_object(new Brick(pos, tile->getData()));
- solids->change(x, y, 0);
- } 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);
+ for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+ for(size_t x=0; x < solids->get_width(); ++x) {
+ for(size_t y=0; y < solids->get_height(); ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
+
+ if(tile->getID() == 112) {
+ add_object(new InvisibleBlock(pos));
+ solids->change(x, y, 0);
+ } else if(tile->getAttributes() & Tile::COIN) {
+ add_object(new Coin(pos));
+ solids->change(x, y, 0);
+ } else if(tile->getAttributes() & Tile::FULLBOX) {
+ add_object(new BonusBlock(pos, tile->getData()));
+ solids->change(x, y, 0);
+ } else if(tile->getAttributes() & Tile::BRICK) {
+ add_object(new Brick(pos, tile->getData()));
+ solids->change(x, y, 0);
+ } 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);
+ }
}
}
}
+
+ // add lights for special tiles
+ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
+ TileMap* tm = dynamic_cast<TileMap*>(*i);
+ if (!tm) continue;
+ for(size_t x=0; x < tm->get_width(); ++x) {
+ for(size_t y=0; y < tm->get_height(); ++y) {
+ const Tile* tile = tm->get_tile(x, y);
+ Vector pos(tm->get_x_offset() + x*32, tm->get_y_offset() + y*32);
+ Vector center(pos.x + 16, pos.y + 16);
+
+ // torch
+ if (tile->getID() == 1517) {
+ float pseudo_rnd = (float)((int)pos.x % 10) / 10;
+ add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
+ }
+ // lava or lavaflow
+ if ((tile->getID() == 173) || (tile->getID() == 1700) || (tile->getID() == 1705) || (tile->getID() == 1706)) {
+ // space lights a bit
+ if (((tm->get_tile(x-1, y)->getID() != tm->get_tile(x,y)->getID())
+ && (tm->get_tile(x, y-1)->getID() != tm->get_tile(x,y)->getID()))
+ || ((x % 3 == 0) && (y % 3 == 0))) {
+ float pseudo_rnd = (float)((int)pos.x % 10) / 10;
+ add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
+ }
+ }
+
+ }
+ }
+ }
+
+
}
void
i = scripts.erase(i);
continue;
}
-
+
++i;
}
-
+
HSQOBJECT object = create_thread(global_vm);
scripts.push_back(object);
}
#endif
+ object->ref();
gameobjects_new.push_back(object);
}
sp = *i;
break;
}
- }
+ }
if(!sp) {
log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
if(spawnpoint != "main") {
try_expose(object);
}
}
+ try_expose_me();
+
+ // spawn smalltux below spawnpoint
+ if (!player->is_big()) {
+ player->move(player_pos + Vector(0,32));
+ } else {
+ player->move(player_pos);
+ }
+
+ // spawning tux in the ground would kill him
+ if(!is_free_of_tiles(player->get_bbox())) {
+ log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
+ Vector npos = player->get_bbox().p1;
+ npos.y-=32;
+ player->move(npos);
+ }
- player->move(player_pos);
camera->reset(player->get_pos());
update_game_objects();
if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
sq_pop(vm, 1);
-
+
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
-
+
try_unexpose(object);
}
+ try_unexpose_me();
_current = NULL;
}
{
return Rect(
camera->get_translation() - Vector(1600, 1200),
- camera->get_translation() + Vector(1600, 1200));
+ camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
}
void
{
player->check_bounds(camera);
-#if 0
- CollisionGridIterator iter(*grid, get_active_region());
- while(MovingObject* object = iter.next()) {
- if(!object->is_valid())
- continue;
-
- object->update(elapsed_time);
- }
-#else
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
if(!object->is_valid())
continue;
-
+
object->update(elapsed_time);
}
-#endif
-
+
/* Handle all possible collisions. */
handle_collisions();
update_game_objects();
Sector::update_game_objects()
{
/** cleanup marked objects */
- for(std::vector<Bullet*>::iterator i = bullets.begin();
- i != bullets.end(); /* nothing */) {
- Bullet* bullet = *i;
- if(bullet->is_valid()) {
- ++i;
- continue;
- }
-
- i = bullets.erase(i);
- }
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); /* nothing */) {
- MovingObject* moving_object = *i;
- if(moving_object->is_valid()) {
- ++i;
- continue;
- }
-
-#ifdef USE_GRID
- grid->remove_object(moving_object);
-#endif
-
- i = moving_objects.erase(i);
- }
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); /* nothing */) {
GameObject* object = *i;
-
+
if(object->is_valid()) {
++i;
continue;
}
before_object_remove(object);
-
- delete *i;
+
+ object->unref();
i = gameobjects.erase(i);
}
GameObject* object = *i;
before_object_add(object);
-
+
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
Sector::before_object_add(GameObject* object)
{
Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet)
+ if(bullet != NULL) {
bullets.push_back(bullet);
+ }
MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
- if(movingobject) {
+ if(movingobject != NULL) {
moving_objects.push_back(movingobject);
-#ifdef USE_GRID
- grid->add_object(movingobject);
-#endif
}
-
+
+ Portable* portable = dynamic_cast<Portable*> (object);
+ if(portable != NULL) {
+ portables.push_back(portable);
+ }
+
TileMap* tilemap = dynamic_cast<TileMap*> (object);
- if(tilemap && tilemap->is_solid()) {
- if(solids == 0) {
- solids = tilemap;
- } else {
- log_warning << "Another solid tilemaps added. Ignoring" << std::endl;
- }
+ if(tilemap != NULL && tilemap->is_solid()) {
+ solid_tilemaps.push_back(tilemap);
}
Camera* camera = dynamic_cast<Camera*> (object);
- if(camera) {
+ if(camera != NULL) {
if(this->camera != 0) {
log_warning << "Multiple cameras added. Ignoring" << std::endl;
return false;
}
Player* player = dynamic_cast<Player*> (object);
- if(player) {
+ if(player != NULL) {
if(this->player != 0) {
log_warning << "Multiple players added. Ignoring" << std::endl;
return false;
this->player = player;
}
+ UsesPhysic *physic_object = dynamic_cast<UsesPhysic *>(object);
+ if(physic_object)
+ {
+ physic_object->physic.set_gravity(gravity);
+ }
+
+
if(_current == this) {
try_expose(object);
}
-
+
return true;
}
}
void
+Sector::try_expose_me()
+{
+ HSQUIRRELVM vm = Scripting::global_vm;
+ sq_pushobject(vm, sector_table);
+ Scripting::SSector* interface = static_cast<Scripting::SSector*> (this);
+ expose_object(vm, -1, interface, "settings", false);
+ sq_pop(vm, 1);
+}
+
+void
Sector::before_object_remove(GameObject* object)
{
+ Portable* portable = dynamic_cast<Portable*> (object);
+ if(portable != NULL) {
+ portables.erase(std::find(portables.begin(), portables.end(), portable));
+ }
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet != NULL) {
+ bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
+ }
+ MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
+ if(moving_object != NULL) {
+ moving_objects.erase(
+ std::find(moving_objects.begin(), moving_objects.end(), moving_object));
+ }
+
if(_current == this)
try_unexpose(object);
}
ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
if(interface != NULL) {
HSQUIRRELVM vm = Scripting::global_vm;
- int oldtop = sq_gettop(vm);
+ SQInteger oldtop = sq_gettop(vm);
sq_pushobject(vm, sector_table);
try {
interface->unexpose(vm, -1);
}
sq_settop(vm, oldtop);
}
-}
+}
void
+Sector::try_unexpose_me()
+{
+ HSQUIRRELVM vm = Scripting::global_vm;
+ SQInteger oldtop = sq_gettop(vm);
+ sq_pushobject(vm, sector_table);
+ try {
+ Scripting::unexpose_object(vm, -1, "settings");
+ } catch(std::exception& e) {
+ log_warning << "Couldn't unregister object: " << e.what() << std::endl;
+ }
+ sq_settop(vm, oldtop);
+}
+void
Sector::draw(DrawingContext& context)
{
+ context.set_ambient_color( ambient_light );
context.push_transform();
context.set_translation(camera->get_translation());
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
- GameObject* object = *i;
+ GameObject* object = *i;
if(!object->is_valid())
continue;
}
if(show_collrects) {
- Color col(0.2, 0.2, 0.2, 0.7);
+ Color col(0.2f, 0.2f, 0.2f, 0.7f);
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* object = *i;
context.pop_transform();
}
-static const float DELTA = .001;
+/*-------------------------------------------------------------------------
+ * Collision Detection
+ *-------------------------------------------------------------------------*/
+
+static const float SHIFT_DELTA = 7.0f;
+
+/** r1 is supposed to be moving, r2 a solid object */
+void check_collisions(collision::Constraints* constraints,
+ const Vector& movement, const Rect& r1, const Rect& r2,
+ GameObject* object = NULL, MovingObject* other = NULL)
+{
+ 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 ibottom = r2.get_bottom() - r1.get_top();
+ 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) {
+ constraints->right = std::min(constraints->right, r2.get_left());
+ return;
+ } else if(iright < SHIFT_DELTA) {
+ constraints->left = std::max(constraints->left, r2.get_right());
+ return;
+ }
+ } else {
+ // shiftout bottom/top
+ if(itop < SHIFT_DELTA) {
+ constraints->bottom = std::min(constraints->bottom, r2.get_top());
+ return;
+ } else if(ibottom < SHIFT_DELTA) {
+ constraints->top = std::max(constraints->top, r2.get_bottom());
+ return;
+ }
+ }
+
+ if(other != NULL) {
+ 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();
+ }
+ }
+
+ float vert_penetration = std::min(itop, ibottom);
+ float horiz_penetration = std::min(ileft, iright);
+ if(vert_penetration < horiz_penetration) {
+ if(itop < ibottom) {
+ constraints->bottom = std::min(constraints->bottom, r2.get_top());
+ constraints->hit.bottom = true;
+ } else {
+ constraints->top = std::max(constraints->top, r2.get_bottom());
+ constraints->hit.top = true;
+ }
+ } else {
+ if(ileft < iright) {
+ constraints->right = std::min(constraints->right, r2.get_left());
+ constraints->hit.right = true;
+ } else {
+ constraints->left = std::max(constraints->left, r2.get_right());
+ constraints->hit.left = true;
+ }
+ }
+}
+
+static const float DELTA = .001f;
void
-Sector::collision_tilemap(const Rect& dest, const Vector& movement,
- CollisionHit& hit) const
+Sector::collision_tilemap(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest) const
{
// calculate rectangle where the object will move
float x1 = dest.get_left();
float y1 = dest.get_top();
float y2 = dest.get_bottom();
- // test with all tiles in this rectangle
- int starttilex = int(x1) / 32;
- int starttiley = int(y1) / 32;
- int max_x = int(x2 + (1 - DELTA));
- int max_y = int(y2 + (1 - DELTA));
-
- CollisionHit temphit;
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
- const Tile* tile = solids->get_tile(x, y);
- if(!tile)
- continue;
- // skip non-solid tiles
- if(tile->getAttributes() == 0)
- continue;
- // only handle unisolid when the player is falling down and when he was
- // above the tile before
- if(tile->getAttributes() & Tile::UNISOLID) {
- if(movement.y < 0 || dest.get_top() - movement.y > y*32)
- continue;
- }
-
- 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->getData());
-
- if(Collision::rectangle_aatriangle(temphit, dest, movement,
- triangle)) {
- if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
- hit = temphit;
- }
- }
- } else { // normal rectangular tile
- Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
- if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) {
- if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
- hit = temphit;
- }
- }
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+
+ // test with all tiles in this rectangle
+ int starttilex = int(x1 - solids->get_x_offset()) / 32;
+ int starttiley = int(y1 - solids->get_y_offset()) / 32;
+ int max_x = int(x2 - solids->get_x_offset());
+ int max_y = int(y2+1 - solids->get_y_offset());
+
+ for(int x = starttilex; x*32 < max_x; ++x) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ // skip non-solid tiles
+ if((tile->getAttributes() & Tile::SOLID) == 0)
+ continue;
+ // only handle unisolid when the player is falling down and when he was
+ // above the tile before
+ if(tile->getAttributes() & Tile::UNISOLID) {
+ if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32)
+ continue;
+ }
+
+ if(tile->getAttributes() & Tile::SLOPE) { // slope tile
+ AATriangle triangle;
+ Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
+ Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+ triangle = AATriangle(p1, p2, tile->getData());
+
+ collision::rectangle_aatriangle(constraints, dest, triangle);
+ } else { // normal rectangular tile
+ Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+ check_collisions(constraints, movement, dest, rect);
+ }
}
}
}
uint32_t
Sector::collision_tile_attributes(const Rect& dest) const
{
- /** XXX This function doesn't work correctly as it will check all tiles
- * in the bounding box of the object movement, this might include tiles
- * that have actually never been touched by the object
- * (though this only occures for very fast objects...)
- */
-
-#if 0
- // calculate rectangle where the object will move
- float x1, x2;
- if(object->get_movement().x >= 0) {
- x1 = object->get_bbox().p1.x;
- x2 = object->get_bbox().p2.x + object->get_movement().x;
- } else {
- x1 = object->get_bbox().p1.x + object->get_movement().x;
- x2 = object->get_bbox().p2.x;
- }
- float y1, y2;
- if(object->get_movement().y >= 0) {
- y1 = object->get_bbox().p1.y;
- y2 = object->get_bbox().p2.y + object->get_movement().y;
- } else {
- y1 = object->get_bbox().p1.y + object->get_movement().y;
- y2 = object->get_bbox().p2.y;
- }
-#endif
float x1 = dest.p1.x;
float y1 = dest.p1.y;
float x2 = dest.p2.x;
float y2 = dest.p2.y;
- // test with all tiles in this rectangle
- int starttilex = int(x1) / 32;
- int starttiley = int(y1) / 32;
- int max_x = int(x2);
- int max_y = int(y2);
-
uint32_t result = 0;
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
- const Tile* tile = solids->get_tile(x, y);
- if(!tile)
- continue;
- result |= tile->getAttributes();
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+
+ // test with all tiles in this rectangle
+ int starttilex = int(x1 - solids->get_x_offset()) / 32;
+ int starttiley = int(y1 - solids->get_y_offset()) / 32;
+ int max_x = int(x2 - solids->get_x_offset());
+ int max_y = int(y2+1 - solids->get_y_offset());
+
+ for(int x = starttilex; x*32 < max_x; ++x) {
+ for(int y = starttiley; y*32 < max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile)
+ continue;
+ result |= tile->getAttributes();
+ }
}
}
return result;
}
+/** fills in CollisionHit and Normal vector of 2 intersecting rectangle */
+static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit,
+ Vector& normal)
+{
+ 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 vert_penetration = std::min(itop, ibottom);
+ float horiz_penetration = std::min(ileft, iright);
+ if(vert_penetration < horiz_penetration) {
+ if(itop < ibottom) {
+ hit.bottom = true;
+ normal.y = vert_penetration;
+ } else {
+ hit.top = true;
+ normal.y = -vert_penetration;
+ }
+ } else {
+ if(ileft < iright) {
+ hit.right = true;
+ normal.x = horiz_penetration;
+ } else {
+ hit.left = true;
+ normal.x = -horiz_penetration;
+ }
+ }
+}
+
void
Sector::collision_object(MovingObject* object1, MovingObject* object2) const
{
+ using namespace collision;
+
+ const Rect& r1 = object1->dest;
+ const Rect& r2 = object2->dest;
+
CollisionHit hit;
+ if(intersects(object1->dest, object2->dest)) {
+ 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);
- Vector movement = object1->get_movement() - object2->get_movement();
- if(Collision::rectangle_rectangle(hit, object1->dest, movement, object2->dest)) {
HitResponse response1 = object1->collision(*object2, hit);
- hit.normal *= -1;
+ std::swap(hit.left, hit.right);
+ std::swap(hit.top, hit.bottom);
HitResponse response2 = object2->collision(*object1, hit);
-
- if(response1 != CONTINUE) {
- if(response1 == ABORT_MOVE)
- object1->dest = object1->get_bbox();
- if(response2 == CONTINUE)
- object2->dest.move(hit.normal * (hit.depth + DELTA));
- } else if(response2 != CONTINUE) {
- if(response2 == ABORT_MOVE)
- object2->dest = object2->get_bbox();
- if(response1 == CONTINUE)
- object1->dest.move(-hit.normal * (hit.depth + DELTA));
- } else {
- object1->dest.move(-hit.normal * (hit.depth/2 + DELTA));
- object2->dest.move(hit.normal * (hit.depth/2 + DELTA));
+ if(response1 == CONTINUE && response2 == CONTINUE) {
+ normal *= (0.5 + DELTA);
+ object1->dest.move(-normal);
+ object2->dest.move(normal);
+ } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
+ normal *= (1 + DELTA);
+ object1->dest.move(-normal);
+ } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
+ normal *= (1 + DELTA);
+ object2->dest.move(normal);
}
}
}
-bool
-Sector::collision_static(MovingObject* object, const Vector& movement)
+void
+Sector::collision_static(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest,
+ GameObject& object)
{
- GameObject* collided_with = solids;
- CollisionHit hit;
- hit.time = -1;
-
- collision_tilemap(object->dest, movement, hit);
+ collision_tilemap(constraints, movement, dest);
// collision with other (static) objects
- CollisionHit temphit;
- for(MovingObjects::iterator i2 = moving_objects.begin();
- i2 != moving_objects.end(); ++i2) {
- MovingObject* moving_object_2 = *i2;
- if(moving_object_2->get_group() != COLGROUP_STATIC
- || !moving_object_2->is_valid())
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+ if(moving_object->get_group() != COLGROUP_STATIC
+ && moving_object->get_group() != COLGROUP_MOVING_STATIC)
+ continue;
+ if(!moving_object->is_valid())
continue;
-
- Rect dest = moving_object_2->dest;
- Vector rel_movement
- = movement - moving_object_2->get_movement();
+ if(moving_object != &object)
+ check_collisions(constraints, movement, dest, moving_object->bbox,
+ &object, moving_object);
+ }
+}
- if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest)
- && temphit.time > hit.time) {
- hit = temphit;
- collided_with = moving_object_2;
+void
+Sector::collision_static_constrains(MovingObject& object)
+{
+ using namespace collision;
+ float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
+
+ Constraints constraints;
+ Vector movement = object.get_movement();
+ Rect& dest = object.dest;
+ float owidth = object.get_bbox().get_width();
+ float oheight = object.get_bbox().get_height();
+
+ for(int i = 0; i < 2; ++i) {
+ collision_static(&constraints, Vector(0, movement.y), dest, object);
+ if(!constraints.has_constraints())
+ break;
+
+ // apply calculated horizontal constraints
+ if(constraints.bottom < infinity) {
+ float height = constraints.bottom - constraints.top;
+ if(height < oheight) {
+ // we're crushed, but ignore this for now, we'll get this again
+ // later if we're really crushed or things will solve itself when
+ // looking at the vertical constraints
+ }
+ dest.p2.y = constraints.bottom - DELTA;
+ dest.p1.y = dest.p2.y - oheight;
+ } else if(constraints.top > -infinity) {
+ dest.p1.y = constraints.top + DELTA;
+ dest.p2.y = dest.p1.y + oheight;
+ }
+ }
+ if(constraints.has_constraints()) {
+ if(constraints.hit.bottom) {
+ dest.move(constraints.ground_movement);
+ }
+ if(constraints.hit.top || constraints.hit.bottom) {
+ constraints.hit.left = false;
+ constraints.hit.right = false;
+ object.collision_solid(constraints.hit);
}
}
- if(hit.time < 0)
- return true;
+ constraints = Constraints();
+ for(int i = 0; i < 2; ++i) {
+ collision_static(&constraints, movement, dest, object);
+ if(!constraints.has_constraints())
+ break;
- HitResponse response = object->collision(*collided_with, hit);
- hit.normal *= -1;
- if(collided_with != solids) {
- MovingObject* moving_object = (MovingObject*) collided_with;
- HitResponse other_response = moving_object->collision(*object, hit);
- if(other_response == ABORT_MOVE) {
- moving_object->dest = moving_object->get_bbox();
- } else if(other_response == FORCE_MOVE) {
- // the static object "wins" move tux out of the collision
- object->dest.move(-hit.normal * (hit.depth + DELTA));
- return false;
- } else if(other_response == PASS_MOVEMENT) {
- object->dest.move(moving_object->get_movement());
- //object->movement += moving_object->get_movement();
+ // apply calculated vertical constraints
+ 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;
+ h.crush = true;
+ object.collision_solid(h);
+ } else {
+ dest.p2.x = constraints.right - DELTA;
+ dest.p1.x = dest.p2.x - owidth;
+ }
+ } else if(constraints.left > -infinity) {
+ dest.p1.x = constraints.left + DELTA;
+ dest.p2.x = dest.p1.x + owidth;
}
}
- if(response == CONTINUE) {
- object->dest.move(-hit.normal * (hit.depth + DELTA));
- return false;
- } else if(response == ABORT_MOVE) {
- object->dest = object->get_bbox();
- return true;
+ if(constraints.has_constraints()) {
+ if( constraints.hit.left || constraints.hit.right
+ || constraints.hit.top || constraints.hit.bottom
+ || constraints.hit.crush )
+ object.collision_solid(constraints.hit);
+ }
+
+ // an extra pass to make sure we're not crushed horizontally
+ constraints = Constraints();
+ collision_static(&constraints, movement, dest, object);
+ 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;
+ h.crush = true;
+ object.collision_solid(h);
+ }
}
-
- // force move
- return false;
+}
+
+namespace {
+ const float MAX_SPEED = 16.0f;
}
void
Sector::handle_collisions()
{
+ using namespace collision;
+
// calculate destination positions of the objects
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());
}
-
+
// part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
- // we do this up to 4 times and have to sort all results for the smallest
- // one before we can continue here
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_STATIC
&& moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
|| !moving_object->is_valid())
continue;
- Vector movement = moving_object->get_movement();
-
- // test if x or y movement is dominant
- if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) {
-
- // test in x direction first, then y direction
- moving_object->dest.move(Vector(0, -movement.y));
- for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, Vector(movement.x, 0));
- if(res)
- break;
- }
- moving_object->dest.move(Vector(0, movement.y));
- for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, Vector(0, movement.y));
- if(res)
- break;
- }
-
- } else {
-
- // test in y direction first, then x direction
- moving_object->dest.move(Vector(-movement.x, 0));
- for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, Vector(0, movement.y));
- if(res)
- break;
- }
- moving_object->dest.move(Vector(movement.x, 0));
- for(int i = 0; i < 2; ++i) {
- bool res = collision_static(moving_object, Vector(movement.x, 0));
- if(res)
- break;
- }
- }
+ collision_static_constrains(*moving_object);
}
+
// part2: COLGROUP_MOVING vs tile attributes
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_STATIC
&& moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
|| !moving_object->is_valid())
continue;
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
- if(moving_object->get_group() != COLGROUP_MOVING
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_STATIC)
|| !moving_object->is_valid())
continue;
|| !moving_object_2->is_valid())
continue;
- collision_object(moving_object, moving_object_2);
- }
+ if(intersects(moving_object->dest, moving_object_2->dest)) {
+ Vector normal;
+ 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);
+ }
+ }
}
// part3: COLGROUP_MOVING vs COLGROUP_MOVING
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
- if(moving_object->get_group() != COLGROUP_MOVING
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_STATIC)
|| !moving_object->is_valid())
continue;
for(MovingObjects::iterator i2 = i+1;
i2 != moving_objects.end(); ++i2) {
MovingObject* moving_object_2 = *i2;
- if(moving_object_2->get_group() != COLGROUP_MOVING
+ if((moving_object_2->get_group() != COLGROUP_MOVING
+ && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
|| !moving_object_2->is_valid())
continue;
collision_object(moving_object, moving_object_2);
- }
+ }
}
// apply object movement
}
bool
-Sector::is_free_space(const Rect& rect) const
+Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const
{
- // test with all tiles in this rectangle
- int starttilex = int(rect.p1.x) / 32;
- int starttiley = int(rect.p1.y) / 32;
- int max_x = int(rect.p2.x);
- int max_y = int(rect.p2.y);
-
- for(int x = starttilex; x*32 <= max_x; ++x) {
- for(int y = starttiley; y*32 <= max_y; ++y) {
- const Tile* tile = solids->get_tile(x, y);
- if(!tile)
- continue;
- if(tile->getAttributes() & Tile::SOLID)
- return false;
+ using namespace collision;
+
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+
+ // test with all tiles in this rectangle
+ int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32;
+ int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32;
+ int max_x = int(rect.p2.x - solids->get_x_offset());
+ int max_y = int(rect.p2.y - solids->get_y_offset());
+
+ for(int x = starttilex; x*32 <= max_x; ++x) {
+ for(int y = starttiley; y*32 <= max_y; ++y) {
+ const Tile* tile = solids->get_tile(x, y);
+ if(!tile) continue;
+ if(tile->getAttributes() & Tile::SLOPE) {
+ AATriangle triangle;
+ Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset());
+ Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset());
+ triangle = AATriangle(p1, p2, tile->getData());
+ Constraints constraints;
+ return collision::rectangle_aatriangle(&constraints, rect, triangle);
+ }
+ if((tile->getAttributes() & Tile::SOLID) && !ignoreUnisolid) return false;
+ if((tile->getAttributes() & Tile::SOLID) && !(tile->getAttributes() & Tile::UNISOLID)) return false;
+ }
}
}
+ return true;
+}
+
+bool
+Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
+{
+ using namespace collision;
+
+ if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
+
for(MovingObjects::const_iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
const MovingObject* moving_object = *i;
- if(moving_object->get_group() != COLGROUP_STATIC
- || !moving_object->is_valid())
- continue;
+ if (moving_object == ignore_object) continue;
+ if (!moving_object->is_valid()) continue;
+ if (moving_object->get_group() == COLGROUP_STATIC) {
+ if(intersects(rect, moving_object->get_bbox())) return false;
+ }
+ }
- if(Collision::intersects(rect, moving_object->get_bbox()))
- return false;
+ return true;
+}
+
+bool
+Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
+{
+ using namespace collision;
+
+ if (!is_free_of_tiles(rect)) return false;
+
+ for(MovingObjects::const_iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ const MovingObject* moving_object = *i;
+ if (moving_object == ignore_object) continue;
+ if (!moving_object->is_valid()) continue;
+ if ((moving_object->get_group() == COLGROUP_MOVING)
+ || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
+ || (moving_object->get_group() == COLGROUP_STATIC)) {
+ if(intersects(rect, moving_object->get_bbox())) return false;
+ }
}
return true;
// TODO remove this function and move these checks elsewhere...
Bullet* new_bullet = 0;
- if(player_status->bonus == FIRE_BONUS) {
- if((int)bullets.size() >= player_status->max_fire_bullets)
- return false;
- new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
- } else if(player_status->bonus == ICE_BONUS) {
- if((int)bullets.size() >= player_status->max_ice_bullets)
- return false;
- new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
- } else {
+ if((player_status->bonus == FIRE_BONUS &&
+ (int)bullets.size() >= player_status->max_fire_bullets) ||
+ (player_status->bonus == ICE_BONUS &&
+ (int)bullets.size() >= player_status->max_ice_bullets))
return false;
- }
+ new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
add_object(new_bullet);
sound_manager->play("sounds/shoot.wav");
}
void
-Sector::add_floating_text(const Vector& pos, const std::string& text)
-{
- add_object(new FloatingText(pos, text));
-}
-
-void
Sector::play_music(MusicType type)
{
currentmusic = type;
bool
Sector::inside(const Rect& rect) const
{
- if(rect.p1.x > solids->get_width() * 32
- || rect.p1.y > solids->get_height() * 32
- || rect.p2.x < 0)
- return false;
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ 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());
- return true;
+ if (horizontally && vertically)
+ return true;
+ }
+ return false;
+}
+
+float
+Sector::get_width() const
+{
+ float width = 0;
+ 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();
+ }
+ }
+
+ return width;
+}
+
+float
+Sector::get_height() const
+{
+ float height = 0;
+ 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();
+ }
+ }
+
+ return height;
+}
+
+void
+Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
+{
+ for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
+ TileMap* solids = *i;
+ solids->change_all(old_tile_id, new_tile_id);
+ }
+}
+
+
+void
+Sector::set_ambient_light(float red, float green, float blue)
+{
+ ambient_light.red = red;
+ ambient_light.green = green;
+ ambient_light.blue = blue;
+}
+
+float
+Sector::get_ambient_red()
+{
+ return ambient_light.red;
+}
+
+float
+Sector::get_ambient_green()
+{
+ return ambient_light.green;
+}
+
+float
+Sector::get_ambient_blue()
+{
+ return ambient_light.blue;
}