#include <fstream>
#include <sstream>
#include <stdexcept>
-
-#include "sector.h"
-#include "player_status.h"
-#include "object/gameobjs.h"
-#include "object/camera.h"
-#include "object/background.h"
-#include "object/particlesystem.h"
-#include "object/particlesystem_interactive.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 "game_session.h"
-#include "resources.h"
-#include "statistics.h"
-#include "collision_grid.h"
-#include "collision_grid_iterator.h"
-#include "object_factory.h"
-#include "collision.h"
-#include "spawn_point.h"
-#include "math/rect.h"
-#include "math/aatriangle.h"
-#include "object/coin.h"
-#include "object/block.h"
-#include "object/invisible_block.h"
-#include "object/bullet.h"
-#include "object/text_object.h"
-#include "badguy/jumpy.h"
-#include "badguy/spike.h"
-#include "trigger/sequence_trigger.h"
-#include "player_status.h"
-#include "scripting/script_interpreter.h"
-#include "scripting/sound.h"
-#include "scripting/scripted_object.h"
-#include "scripting/text.h"
-
-//#define USE_GRID
+#include <float.h>
+
+#include "sector.hpp"
+#include "player_status.hpp"
+#include "object/gameobjs.hpp"
+#include "object/camera.hpp"
+#include "object/background.hpp"
+#include "object/particlesystem.hpp"
+#include "object/particlesystem_interactive.hpp"
+#include "object/tilemap.hpp"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/writer.hpp"
+#include "lisp/list_iterator.hpp"
+#include "tile.hpp"
+#include "audio/sound_manager.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 "math/rect.hpp"
+#include "math/aatriangle.hpp"
+#include "object/coin.hpp"
+#include "object/block.hpp"
+#include "object/invisible_block.hpp"
+#include "object/bullet.hpp"
+#include "object/text_object.hpp"
+#include "badguy/jumpy.hpp"
+#include "trigger/sequence_trigger.hpp"
+#include "player_status.hpp"
+#include "scripting/script_interpreter.hpp"
+#include "scripting/sound.hpp"
+#include "scripting/scripted_object.hpp"
+#include "scripting/text.hpp"
Sector* Sector::_current = 0;
: gravity(10), player(0), solids(0), camera(0),
currentmusic(LEVEL_MUSIC)
{
- song_title = "Mortimers_chipdisko.mod";
- player = new Player(&player_status);
+ player = new Player(player_status);
add_object(player);
+#ifdef USE_GRID
grid = new CollisionGrid(32000, 32000);
+#else
+ grid = 0;
+#endif
}
Sector::~Sector()
} else if(token == "gravity") {
iter.value()->get(gravity);
} else if(token == "music") {
- iter.value()->get(song_title);
- load_music();
+ iter.value()->get(music);
} else if(token == "spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
}
update_game_objects();
+
+ if(!solids)
+ throw std::runtime_error("sector does not contain a solid tile layer.");
+
fix_old_tiles();
if(!camera) {
std::cerr << "sector '" << name << "' does not contain a camera.\n";
update_game_objects();
add_object(new Camera(this));
}
- if(!solids)
- throw std::runtime_error("sector does not contain a solid tile layer.");
update_game_objects();
}
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;
+ 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 = r;
- bkgd_bottom.green = g;
- bkgd_bottom.blue = 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(backgroundimage, bgspeed);
+ background->set_image(
+ std::string("images/background/") + backgroundimage, bgspeed);
add_object(background);
} else {
Background* background = new Background;
spawn->name = "main";
spawnpoints.push_back(spawn);
- song_title = "Mortimers_chipdisko.mod";
- reader.get("music", song_title);
- load_music();
+ music = "chipdisko.ogg";
+ reader.get("music", music);
+ music = "music/" + music;
- int width, height = 15;
+ int width = 30, height = 15;
reader.get("width", width);
reader.get("height", height);
add_object(camera);
update_game_objects();
+
+ if(solids == 0)
+ throw std::runtime_error("sector does not contain a solid tile layer.");
+
fix_old_tiles();
update_game_objects();
- if(solids == 0)
- throw std::runtime_error("sector does not contain a solid tile layer.");
}
void
if(tile->getID() == 112) {
add_object(new InvisibleBlock(pos));
solids->change(x, y, 0);
- } else if(tile->getID() == 295) {
- add_object(new Spike(pos, Spike::NORTH));
- solids->change(x, y, 0);
- } else if(tile->getID() == 296) {
- add_object(new Spike(pos, Spike::EAST));
- solids->change(x, y, 0);
- } else if(tile->getID() == 297) {
- add_object(new Spike(pos, Spike::SOUTH));
- solids->change(x, y, 0);
- } else if(tile->getID() == 298) {
- add_object(new Spike(pos, Spike::WEST));
- solids->change(x, y, 0);
} else if(tile->getAttributes() & Tile::COIN) {
add_object(new Coin(pos));
solids->change(x, y, 0);
add_object(new SequenceTrigger(pos, sequence));
solids->change(x, y, 0);
}
- }
+ }
}
}
{
writer.write_string("name", name);
writer.write_float("gravity", gravity);
- writer.write_string("music", song_title);
+ writer.write_string("music", music);
// write spawnpoints
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
#endif
/* Handle all possible collisions. */
- collision_handler();
+ 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;
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);
}
bullets.push_back(bullet);
MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
- if(movingobject)
+ if(movingobject) {
+ moving_objects.push_back(movingobject);
+ #ifdef USE_GRID
grid->add_object(movingobject);
+#endif
+ }
TileMap* tilemap = dynamic_cast<TileMap*> (object);
if(tilemap && tilemap->is_solid()) {
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();
}
static const float DELTA = .001;
void
-Sector::collision_tilemap(MovingObject* object, int depth)
+Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const
{
- if(depth >= 4) {
-#ifdef DEBUG
- std::cout << "Max collision depth reached.\n";
-#endif
- object->movement = Vector(0, 0);
- return;
- }
-
// calculate rectangle where the object will move
float x1, x2;
if(object->get_movement().x >= 0) {
- x1 = object->get_pos().x;
+ x1 = object->get_bbox().p1.x;
x2 = object->get_bbox().p2.x + object->get_movement().x;
} else {
- x1 = object->get_pos().x + object->get_movement().x;
+ 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_pos().y;
+ y1 = object->get_bbox().p1.y;
y2 = object->get_bbox().p2.y + object->get_movement().y;
} else {
- y1 = object->get_pos().y + object->get_movement().y;
+ y1 = object->get_bbox().p1.y + object->get_movement().y;
y2 = object->get_bbox().p2.y;
}
// test with all tiles in this rectangle
- int starttilex = int(x1-1) / 32;
- int starttiley = int(y1-1) / 32;
- int max_x = int(x2+1);
+ int starttilex = int(x1) / 32;
+ int starttiley = int(y1) / 32;
+ int max_x = int(x2);
+ // the +1 is somehow needed to make characters stay on the floor
int max_y = int(y2+1);
- CollisionHit temphit, hit;
+ CollisionHit temphit;
Rect dest = object->get_bbox();
dest.move(object->movement);
- hit.time = -1; // represents an invalid value
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))
+ if(tile->getAttributes() == 0)
continue;
// only handle unisolid when the player is falling down and when he was
// above the tile before
if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {
- if(temphit.time > hit.time)
+ 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,
object->movement, rect)) {
- if(temphit.time > hit.time)
+ if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
hit = temphit;
+ }
}
}
}
}
+}
- // did we collide at all?
- if(hit.time < 0)
- return;
-
- // call collision function
- HitResponse response = object->collision(*solids, hit);
- if(response == ABORT_MOVE) {
- object->movement = Vector(0, 0);
- return;
+uint32_t
+Sector::collision_tile_attributes(MovingObject* object) 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...)
+ */
+
+ // 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;
}
- if(response == FORCE_MOVE) {
- return;
+
+ // test with all tiles in this rectangle
+ int starttilex = int(x1-1) / 32;
+ int starttiley = int(y1-1) / 32;
+ int max_x = int(x2+1);
+ int max_y = int(y2+1);
+
+ 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();
+ }
}
- // move out of collision and try again
- object->movement += hit.normal * (hit.depth + DELTA);
- collision_tilemap(object, depth+1);
+
+ return result;
}
void
-Sector::collision_object(MovingObject* object1, MovingObject* object2)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
{
CollisionHit hit;
Rect dest1 = object1->get_bbox();
}
void
-Sector::collision_handler()
+Sector::handle_collisions()
{
-#ifdef USE_GRID
- grid->check_collisions();
-#else
- for(std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* gameobject = *i;
- if(!gameobject->is_valid())
+ // 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_ONLY_STATIC)
+ || !moving_object->is_valid())
continue;
- MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
- if(!movingobject)
- continue;
- if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
- movingobject->bbox.move(movingobject->movement);
- movingobject->movement = Vector(0, 0);
+
+ // up to 4 tries
+ for(int t = 0; t < 4; ++t) {
+ CollisionHit hit;
+ hit.time = -1;
+ MovingObject* collided_with = NULL;
+
+ // collision with tilemap
+ collision_tilemap(moving_object, hit);
+
+ // collision with other objects
+ Rect dest1 = moving_object->get_bbox();
+ dest1.move(moving_object->get_movement());
+ 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())
+ continue;
+
+ Rect dest2 = moving_object_2->get_bbox();
+ dest2.move(moving_object_2->get_movement());
+ Vector movement
+ = moving_object->get_movement() - moving_object_2->get_movement();
+ if(Collision::rectangle_rectangle(temphit, dest1, movement, dest2)
+ && temphit.time > hit.time) {
+ hit = temphit;
+ collided_with = moving_object_2;
+ }
+ }
+
+ if(hit.time < 0)
+ break;
+
+ // call collision callbacks
+ HitResponse response;
+ if(collided_with != 0) {
+ response = moving_object->collision(*collided_with, hit);
+ hit.normal *= -1;
+ collided_with->collision(*moving_object, hit);
+ } else {
+ response = moving_object->collision(*solids, hit);
+ hit.normal *= -1;
+ }
+
+ if(response == CONTINUE) {
+ moving_object->movement += -hit.normal * (hit.depth + DELTA);
+ } else if(response == ABORT_MOVE) {
+ moving_object->movement = Vector(0, 0);
+ break;
+ } else { // force move
+ break;
+ }
+ }
+ }
+
+ // 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_ONLY_STATIC)
+ || !moving_object->is_valid())
continue;
+
+ uint32_t tile_attributes = collision_tile_attributes(moving_object);
+ if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+ moving_object->collision_tile(tile_attributes);
}
+ }
- // collision with tilemap
- if(! (movingobject->movement == Vector(0, 0)))
- collision_tilemap(movingobject, 0);
+ // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
+ 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->is_valid())
+ continue;
- // collision with other objects
- for(std::vector<GameObject*>::iterator i2 = i+1;
- i2 != gameobjects.end(); ++i2) {
- GameObject* other_object = *i2;
- if(!other_object->is_valid()
- || other_object->get_flags() & GameObject::FLAG_NO_COLLDET)
+ for(MovingObjects::iterator i2 = moving_objects.begin();
+ i2 != moving_objects.end(); ++i2) {
+ MovingObject* moving_object_2 = *i2;
+ if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
+ || !moving_object_2->is_valid())
continue;
- MovingObject* movingobject2 = dynamic_cast<MovingObject*> (other_object);
- if(!movingobject2)
+
+ collision_object(moving_object, moving_object_2);
+ }
+ }
+
+ // part3: COLGROUP_MOVING vs COLGROUP_MOVING
+ 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->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
+ || !moving_object_2->is_valid())
continue;
- collision_object(movingobject, movingobject2);
+ collision_object(moving_object, moving_object_2);
+ }
+ }
+
+ // apply object movement
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+
+ moving_object->bbox.move(moving_object->get_movement());
+ moving_object->movement = Vector(0, 0);
+ }
+}
+
+bool
+Sector::is_free_space(const Rect& rect) 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;
}
+ }
+
+ 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;
- movingobject->bbox.move(movingobject->get_movement());
- movingobject->movement = Vector(0, 0);
+ if(Collision::intersects(rect, moving_object->get_bbox()))
+ return false;
}
-#endif
+
+ return true;
}
bool
static const size_t MAX_ICE_BULLETS = 1;
Bullet* new_bullet = 0;
- if(player_status.bonus == FIRE_BONUS) {
+ if(player_status->bonus == FIRE_BONUS) {
if(bullets.size() > MAX_FIRE_BULLETS-1)
return false;
new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
- } else if(player_status.bonus == ICE_BONUS) {
+ } else if(player_status->bonus == ICE_BONUS) {
if(bullets.size() > MAX_ICE_BULLETS-1)
return false;
new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
}
add_object(new_bullet);
- sound_manager->play_sound("shoot");
+ sound_manager->play("sounds/shoot.wav");
return true;
}
}
void
-Sector::load_music()
-{
- level_song = sound_manager->load_music(
- get_resource_filename("/music/" + song_title));
-}
-
-void
Sector::play_music(MusicType type)
{
currentmusic = type;
switch(currentmusic) {
case LEVEL_MUSIC:
- sound_manager->play_music(level_song);
+ sound_manager->play_music(music);
break;
case HERRING_MUSIC:
- sound_manager->play_music(herring_song);
+ sound_manager->play_music("music/salcon.ogg");
break;
default:
- sound_manager->halt_music();
+ sound_manager->play_music("");
break;
}
}