#include <fstream>
#include <sstream>
#include <stdexcept>
+#include <float.h>
#include "sector.hpp"
#include "player_status.hpp"
#include "scripting/sound.hpp"
#include "scripting/scripted_object.hpp"
#include "scripting/text.hpp"
-
-//#define USE_GRID
+#include "msg.hpp"
Sector* Sector::_current = 0;
: gravity(10), player(0), solids(0), camera(0),
currentmusic(LEVEL_MUSIC)
{
- song_title = "chipdisko.ogg";
player = new Player(player_status);
add_object(player);
try {
return create_object(name, reader);
} catch(std::exception& e) {
- std::cerr << e.what() << "\n";
+ msg_warning(e.what() << "");
}
return 0;
} else if(token == "gravity") {
iter.value()->get(gravity);
} else if(token == "music") {
- iter.value()->get(song_title);
+ iter.value()->get(music);
} else if(token == "spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawnpoints.push_back(sp);
fix_old_tiles();
if(!camera) {
- std::cerr << "sector '" << name << "' does not contain a camera.\n";
+ msg_warning("sector '" << name << "' does not contain a camera.");
update_game_objects();
add_object(new Camera(this));
}
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 = "chipdisko.ogg";
- reader.get("music", song_title);
+ music = "chipdisko.ogg";
+ reader.get("music", music);
+ music = "music/" + music;
int width = 30, height = 15;
reader.get("width", width);
spawnpoints.push_back(sp);
}
} else {
- std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n";
+ msg_warning("Unknown token '" << iter.item() << "' in reset-points.");
}
}
}
if(object) {
add_object(object);
} else {
- std::cerr << "Unknown object '" << iter.item() << "' in level.\n";
+ msg_warning("Unknown object '" << iter.item() << "' in level.");
}
}
}
{
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();
}
}
if(!sp) {
- std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+ msg_warning("Spawnpoint '" << spawnpoint << "' not found.");
if(spawnpoint != "main") {
activate("main");
} else {
if(solids == 0) {
solids = tilemap;
} else {
- std::cerr << "Another solid tilemaps added. Ignoring.";
+ msg_warning("Another solid tilemaps added. Ignoring");
}
}
Camera* camera = dynamic_cast<Camera*> (object);
if(camera) {
if(this->camera != 0) {
- std::cerr << "Warning: Multiple cameras added. Ignoring.";
+ msg_warning("Multiple cameras added. Ignoring");
continue;
}
this->camera = camera;
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(const Rect& dest, const Vector& movement,
+ 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;
- x2 = object->get_bbox().p2.x + object->get_movement().x;
- } else {
- x1 = object->get_pos().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;
- y2 = object->get_bbox().p2.y + object->get_movement().y;
- } else {
- y1 = object->get_pos().y + object->get_movement().y;
- y2 = object->get_bbox().p2.y;
- }
+ float x1 = dest.get_left();
+ float x2 = dest.get_right();
+ float y1 = dest.get_top();
+ float y2 = dest.get_bottom();
// 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);
- TilemapCollisionHit temphit, hit;
- Rect dest = object->get_bbox();
- dest.move(object->movement);
- hit.tileflags = 0;
- hit.time = -1; // represents an invalid value
+ 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);
// only handle unisolid when the player is falling down and when he was
// above the tile before
if(tile->getAttributes() & Tile::UNISOLID) {
- if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
+ if(movement.y < 0 || dest.get_top() - movement.y > y*32)
continue;
}
Vector p2((x+1)*32, (y+1)*32);
triangle = AATriangle(p1, p2, tile->getData());
- if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
+ if(Collision::rectangle_aatriangle(temphit, dest, movement,
triangle)) {
- hit.tileflags |= tile->getAttributes();
if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
- temphit.tileflags = hit.tileflags;
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)) {
- hit.tileflags |= tile->getAttributes();
+ if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) {
if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) {
- temphit.tileflags = hit.tileflags;
hit = temphit;
}
}
}
}
}
+}
- // did we collide at all?
- if(hit.tileflags == 0)
- return;
+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...)
+ */
- // call collision function
- HitResponse response = object->collision(*solids, hit);
- if(response == ABORT_MOVE) {
- object->movement = Vector(0, 0);
- return;
- }
- if(response == FORCE_MOVE) {
- return;
- }
- // move out of collision and try again
- object->movement += hit.normal * (hit.depth + DELTA);
- collision_tilemap(object, depth+1);
+#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();
+ }
+ }
+
+ 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();
- dest1.move(object1->get_movement());
- Rect dest2 = object2->get_bbox();
- dest2.move(object2->get_movement());
Vector movement = object1->get_movement() - object2->get_movement();
- if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
+ if(Collision::rectangle_rectangle(hit, object1->dest, movement, object2->dest)) {
HitResponse response1 = object1->collision(*object2, hit);
hit.normal *= -1;
HitResponse response2 = object2->collision(*object1, hit);
if(response1 != CONTINUE) {
if(response1 == ABORT_MOVE)
- object1->movement = Vector(0, 0);
+ object1->dest = object1->get_bbox();
if(response2 == CONTINUE)
- object2->movement += hit.normal * (hit.depth + DELTA);
+ object2->dest.move(hit.normal * (hit.depth + DELTA));
} else if(response2 != CONTINUE) {
if(response2 == ABORT_MOVE)
- object2->movement = Vector(0, 0);
+ object2->dest = object2->get_bbox();
if(response1 == CONTINUE)
- object1->movement += -hit.normal * (hit.depth + DELTA);
+ object1->dest.move(-hit.normal * (hit.depth + DELTA));
} else {
- object1->movement += -hit.normal * (hit.depth/2 + DELTA);
- object2->movement += hit.normal * (hit.depth/2 + DELTA);
+ object1->dest.move(-hit.normal * (hit.depth/2 + DELTA));
+ object2->dest.move(hit.normal * (hit.depth/2 + DELTA));
}
}
}
+bool
+Sector::collision_static(MovingObject* object, const Vector& movement)
+{
+ GameObject* collided_with = solids;
+ CollisionHit hit;
+ hit.time = -1;
+
+ collision_tilemap(object->dest, movement, hit);
+
+ // 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())
+ continue;
+
+ Rect dest2 = moving_object_2->get_bbox();
+ // We're using the old position of the object here,
+ // this might seem a bit wrong but improves some situations
+ // like stacked boxes and badguys alot
+ //
+ dest2.move(moving_object_2->get_movement());
+ Vector rel_movement
+ = movement - moving_object_2->get_movement();
+ //Vector movement =
+
+ if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest2)
+ && temphit.time > hit.time) {
+ hit = temphit;
+ collided_with = moving_object_2;
+ }
+ }
+
+ if(hit.time < 0)
+ return true;
+
+ 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();
+ }
+ }
+
+ 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;
+ }
+
+ // force move
+ return false;
+}
+
void
Sector::handle_collisions()
{
-#ifdef USE_GRID
- grid->check_collisions();
-#else
+ // calculate destination positions of the objects
+ for(MovingObjects::iterator i = moving_objects.begin();
+ i != moving_objects.end(); ++i) {
+ MovingObject* moving_object = *i;
+
+ 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* movingobject = *i;
- if(movingobject->get_group() != COLGROUP_MOVING
- || !movingobject->is_valid())
+ MovingObject* moving_object = *i;
+ if((moving_object->get_group() != COLGROUP_MOVING
+ && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
+ || !moving_object->is_valid())
continue;
- // collision with tilemap
- collision_tilemap(movingobject, 0);
-
- // collision with other objects
- for(MovingObjects::iterator i2 = i+1;
- i2 != moving_objects.end(); ++i2) {
- MovingObject* movingobject2 = *i2;
- if(movingobject2->get_group() != COLGROUP_STATIC
- || !movingobject2->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)*/ movement);
+ 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)*/ movement);
+ 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, movement/*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, movement /*Vector(movement.x, 0)*/);
+ if(res)
+ 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;
- collision_object(movingobject, movingobject2);
+ uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
+ if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) {
+ moving_object->collision_tile(tile_attributes);
}
}
- // part2: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
+ // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
for(MovingObjects::iterator i = moving_objects.begin();
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
i != moving_objects.end(); ++i) {
MovingObject* moving_object = *i;
- moving_object->bbox.move(moving_object->get_movement());
+ moving_object->bbox = moving_object->dest;
moving_object->movement = Vector(0, 0);
}
-
-#if 0
- for(MovingObjects::iterator i = moving_objects.begin();
- i != moving_objects.end(); ++i) {
- MovingObject* movingobject = *i;
- if(!movingobject->is_valid())
- continue;
- if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
- movingobject->bbox.move(movingobject->movement);
- movingobject->movement = Vector(0, 0);
- continue;
- }
+}
- // collision with tilemap
- if(! (movingobject->movement == Vector(0, 0)))
- collision_tilemap(movingobject, 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);
- // collision with other objects
- for(MovingObjects::iterator i2 = i+1;
- i2 != moving_objects.end(); ++i2) {
- MovingObject* movingobject2 = *i2;
- if(!movingobject2->is_valid()
- || movingobject2->get_flags() & GameObject::FLAG_NO_COLLDET)
+ 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;
-
- collision_object(movingobject, movingobject2);
+ 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
-
-#endif
+
+ return true;
}
bool
currentmusic = type;
switch(currentmusic) {
case LEVEL_MUSIC:
- sound_manager->play_music(std::string("music/") + song_title);
+ sound_manager->play_music(music);
break;
case HERRING_MUSIC:
sound_manager->play_music("music/salcon.ogg");