// $Id$
//
// SuperTux - A Jump'n Run
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#include <config.h>
#include <memory>
#include <stdexcept>
#include <iostream>
#include <fstream>
+#include <sstream>
#include <stdexcept>
-
-#include "app/globals.h"
-#include "sector.h"
-#include "utils/lispreader.h"
-#include "gameobjs.h"
-#include "camera.h"
-#include "background.h"
-#include "particlesystem.h"
-#include "tile.h"
-#include "tilemap.h"
-#include "audio/sound_manager.h"
-#include "gameloop.h"
-#include "resources.h"
-#include "statistics.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"
+#include <float.h>
+#include <math.h>
+#include <limits>
+#include <physfs.h>
+
+#include "sector.hpp"
+#include "object/player.hpp"
+#include "object/gameobjs.hpp"
+#include "object/camera.hpp"
+#include "object/background.hpp"
+#include "object/gradient.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 "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/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"
+#include "level.hpp"
Sector* Sector::_current = 0;
-Sector::Sector()
- : gravity(10), player(0), solids(0), background(0), camera(0),
- currentmusic(LEVEL_MUSIC)
+bool Sector::show_collrects = false;
+bool Sector::draw_solids_only = false;
+
+Sector::Sector(Level* parent)
+ : level(parent), currentmusic(LEVEL_MUSIC),
+ ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10.0), player(0), camera(0)
{
- song_title = "Mortimers_chipdisko.mod";
- player = new Player();
- add_object(player);
+ 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;
+
+ sq_collectgarbage(global_vm);
+
+ sq_newtable(global_vm);
+ sq_pushroottable(global_vm);
+ if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
+ throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
+
+ sq_resetobject(§or_table);
+ if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
+ throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
+ sq_addref(global_vm, §or_table);
+ sq_pop(global_vm, 1);
}
Sector::~Sector()
{
- for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
- ++i) {
- delete *i;
+ using namespace Scripting;
+
+ deactivate();
+
+ for(ScriptList::iterator i = scripts.begin();
+ i != scripts.end(); ++i) {
+ HSQOBJECT& object = *i;
+ sq_release(global_vm, &object);
+ }
+ 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) {
+ GameObject* object = *i;
+ before_object_remove(object);
+ object->unref();
}
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
++i)
delete *i;
-
- if(_current == this)
- _current = 0;
}
-Sector *Sector::create(const std::string& name, size_t width, size_t height)
+Level*
+Sector::get_level()
{
- Sector *sector = new Sector;
- sector->name = name;
- TileMap *background = new TileMap(LAYER_BACKGROUNDTILES, false, width, height);
- TileMap *interactive = new TileMap(LAYER_TILES, true, width, height);
- TileMap *foreground = new TileMap(LAYER_FOREGROUNDTILES, false, width, height);
- sector->add_object(background);
- sector->add_object(interactive);
- sector->add_object(foreground);
- sector->solids = interactive;
- sector->camera = new Camera(sector);
- sector->add_object(sector->camera);
- sector->update_game_objects();
- return sector;
+ return level;
}
GameObject*
-Sector::parse_object(const std::string& name, LispReader& reader)
-{
- if(name == "background") {
- background = new Background(reader);
- return background;
- } else if(name == "camera") {
- if(camera) {
- std::cerr << "Warning: More than 1 camera defined in sector.\n";
- return 0;
- }
- camera = new Camera(this);
- camera->read(reader);
+Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
+{
+ if(name == "camera") {
+ Camera* camera = new Camera(this, "Camera");
+ camera->parse(reader);
return camera;
- } else if(name == "tilemap") {
- TileMap* tilemap = new TileMap(reader);
-
- if(tilemap->is_solid()) {
- if(solids) {
- std::cerr << "Warning multiple solid tilemaps in sector.\n";
- return 0;
- }
- solids = tilemap;
- fix_old_tiles();
- }
- return tilemap;
} 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-comets") {
+ CometParticleSystem* partsys = new CometParticleSystem();
+ partsys->parse(reader);
+ return partsys;
+ } else if(name == "particles-ghosts") {
+ GhostParticleSystem* partsys = new GhostParticleSystem();
+ 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);
}
-#if 0
- else if(badguykind_from_string(name) != BAD_INVALID) {
- return new BadGuy(badguykind_from_string(name), reader);
- } else if(name == "trampoline") {
- return new Trampoline(reader);
- } else if(name == "flying-platform") {
- return new FlyingPlatform(reader);
-#endif
- std::cerr << "Unknown object type '" << name << "'.\n";
+ try {
+ return create_object(name, reader);
+ } catch(std::exception& e) {
+ log_warning << e.what() << "" << std::endl;
+ }
+
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)));
-
+ bool has_background = false;
+ 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);
- load_music();
- } else if(token == "spawn-points") {
- SpawnPoint* sp = new SpawnPoint;
- reader.read_string("name", sp->name);
- reader.read_float("x", sp->pos.x);
- reader.read_float("y", sp->pos.y);
+ iter.value()->get(music);
+ } else if(token == "spawnpoint") {
+ SpawnPoint* sp = new SpawnPoint(iter.lisp());
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, reader);
+ 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;
+
+ fix_old_tiles();
if(!camera) {
- std::cerr << "sector '" << name << "' does not contain a camera.\n";
- camera = new Camera(this);
- add_object(camera);
+ log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
+ update_game_objects();
+ add_object(new Camera(this, "Camera"));
}
- if(!solids)
- throw std::runtime_error("sector does not contain a solid tile layer.");
+
+ update_game_objects();
}
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);
+ 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.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);
- 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);
- bkgd_bottom.red = r;
- bkgd_bottom.green = g;
- bkgd_bottom.blue = b;
-
+ reader.get("bkgd_red_top", r);
+ reader.get("bkgd_green_top", g);
+ reader.get("bkgd_blue_top", 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 = 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 = new Background;
+ Background* background = new Background();
background->set_image(backgroundimage, bgspeed);
add_object(background);
} else {
- background = new Background;
- background->set_gradient(bkgd_top, bkgd_bottom);
- add_object(background);
+ Gradient* gradient = new Gradient();
+ gradient->set_gradient(bkgd_top, bkgd_bottom);
+ add_object(gradient);
}
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;
spawn->name = "main";
spawnpoints.push_back(spawn);
- song_title = "Mortimers_chipdisko.mod";
- reader.read_string("music", song_title);
- load_music();
+ 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);
- int width, height = 15;
- reader.read_int("width", width);
- reader.read_int("height", height);
-
std::vector<unsigned int> tiles;
- if(reader.read_int_vector("interactive-tm", tiles)
- || reader.read_int_vector("tilemap", tiles)) {
- TileMap* tilemap = new TileMap();
+ if(reader.get_vector("interactive-tm", tiles)
+ || reader.get_vector("tilemap", tiles)) {
+ TileMap* tilemap = new TileMap(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_TILES, true);
- solids = tilemap;
- add_object(tilemap);
- fix_old_tiles();
+ // 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) {
+ uint32_t id = tilemap->get_tile_id(x, y);
+ if(id == 112)
+ tilemap->change(x, y, 1311);
+ }
+ }
+
+ if (height < 19) tilemap->resize(width, 19);
+ add_object(tilemap);
}
- if(reader.read_int_vector("background-tm", tiles)) {
- TileMap* tilemap = new TileMap();
+ if(reader.get_vector("background-tm", tiles)) {
+ TileMap* tilemap = new TileMap(level->get_tileset());
tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
+ if (height < 19) tilemap->resize(width, 19);
add_object(tilemap);
}
- if(reader.read_int_vector("foreground-tm", tiles)) {
- TileMap* tilemap = new TileMap();
+ if(reader.get_vector("foreground-tm", tiles)) {
+ TileMap* tilemap = new TileMap(level->get_tileset());
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);
}
// 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 {
+ log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
}
}
}
// 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 {
+ log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
}
}
}
// add a camera
- camera = new Camera(this);
+ Camera* camera = new Camera(this, "Camera");
add_object(camera);
+
+ update_game_objects();
+
+ 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->id == 112) {
- add_object(new InvisibleBlock(pos));
- solids->change(x, y, 0);
- } else if(tile->id == 295) {
- add_object(new Spike(pos, Spike::NORTH));
- solids->change(x, y, 0);
- } else if(tile->id == 296) {
- add_object(new Spike(pos, Spike::EAST));
- solids->change(x, y, 0);
- } else if(tile->id == 297) {
- add_object(new Spike(pos, Spike::SOUTH));
- solids->change(x, y, 0);
- } else if(tile->id == 298) {
- add_object(new Spike(pos, Spike::WEST));
- solids->change(x, y, 0);
- } else if(tile->attributes & 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));
- solids->change(x, y, 0);
- } else if(tile->attributes & Tile::BRICK) {
- add_object(new Brick(pos, tile->data));
- solids->change(x, y, 0);
- } else if(tile->attributes & Tile::GOAL) {
- add_object(new SequenceTrigger(pos, "endsequence"));
- 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) {
+ uint32_t id = solids->get_tile_id(x, y);
+ const Tile *tile = solids->get_tile(x, y);
+ Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32);
+
+ if(id == 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) {
+ uint32_t id = tm->get_tile_id(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 (id == 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 ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
+ // space lights a bit
+ if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
+ && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
+ || ((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
-Sector::write(LispWriter& writer)
+Sector::write(lisp::Writer& writer)
{
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();
}
}
-void
-Sector::do_vertical_flip()
+HSQUIRRELVM
+Sector::run_script(std::istream& in, const std::string& sourcename)
{
- // remove or fix later
-#if 0
- for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
- {
- TileMap* tilemap = dynamic_cast<TileMap*> (*i);
- if(tilemap)
- {
- tilemap->do_vertical_flip();
- }
+ using namespace Scripting;
- BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
- badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
- Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
- if(trampoline)
- trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
- FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
- if(flying_platform)
- flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
- Door* door = dynamic_cast<Door*> (*i);
- if(door)
- door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
+ // garbage collect thread list
+ for(ScriptList::iterator i = scripts.begin();
+ i != scripts.end(); ) {
+ HSQOBJECT& object = *i;
+ HSQUIRRELVM vm = object_to_vm(object);
+
+ if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+ sq_release(global_vm, &object);
+ i = scripts.erase(i);
+ continue;
}
- for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
- ++i) {
- SpawnPoint* spawn = *i;
- spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
+ ++i;
}
-#endif
+
+ HSQOBJECT object = create_thread(global_vm);
+ scripts.push_back(object);
+
+ HSQUIRRELVM vm = object_to_vm(object);
+
+ // set sector_table as roottable for the thread
+ sq_pushobject(vm, sector_table);
+ sq_setroottable(vm);
+
+ compile_and_run(vm, in, sourcename);
+
+ return vm;
}
void
}
#endif
+ object->ref();
gameobjects_new.push_back(object);
}
void
Sector::activate(const std::string& spawnpoint)
{
- _current = this;
-
- // Apply bonuses from former levels
- switch (player_status.bonus)
- {
- case PlayerStatus::NO_BONUS:
- break;
-
- case PlayerStatus::FLOWER_BONUS:
- player->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
- // fall through
-
- case PlayerStatus::GROWUP_BONUS:
- player->grow(false);
- break;
- }
-
SpawnPoint* sp = 0;
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
++i) {
}
}
if(!sp) {
- std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+ log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
+ if(spawnpoint != "main") {
+ activate("main");
+ } else {
+ activate(Vector(0, 0));
+ }
} else {
- player->move(sp->pos);
+ activate(sp->pos);
+ }
+}
+
+void
+Sector::activate(const Vector& player_pos)
+{
+ if(_current != this) {
+ if(_current != NULL)
+ _current->deactivate();
+ _current = this;
+
+ // register sectortable as sector in scripting
+ HSQUIRRELVM vm = Scripting::global_vm;
+ sq_pushroottable(vm);
+ sq_pushstring(vm, "sector", -1);
+ sq_pushobject(vm, sector_table);
+ if(SQ_FAILED(sq_createslot(vm, -3)))
+ throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
+ sq_pop(vm, 1);
+
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ GameObject* object = *i;
+
+ 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);
}
camera->reset(player->get_pos());
+ update_game_objects();
+
+ // Run init script
+ if(init_script != "") {
+ std::istringstream in(init_script);
+ run_script(in, std::string("Sector(") + name + ") - init");
+ }
}
-Vector
-Sector::get_best_spawn_point(Vector pos)
+void
+Sector::deactivate()
{
- Vector best_reset_point = Vector(-1,-1);
+ if(_current != this)
+ return;
- 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;
+ // remove sector entry from global vm
+ HSQUIRRELVM vm = Scripting::global_vm;
+ sq_pushroottable(vm);
+ sq_pushstring(vm, "sector", -1);
+ 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);
}
- return best_reset_point;
+ try_unexpose_me();
+ _current = NULL;
+}
+
+Rect
+Sector::get_active_region()
+{
+ return Rect(
+ camera->get_translation() - Vector(1600, 1200),
+ camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
}
void
-Sector::action(float elapsed_time)
+Sector::update(float elapsed_time)
{
player->check_bounds(camera);
-
+
/* update objects */
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* object = *i;
if(!object->is_valid())
continue;
-
- object->action(elapsed_time);
+
+ object->update(elapsed_time);
}
-
+
/* Handle all possible collisions. */
- collision_handler();
-
+ handle_collisions();
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());
- }
-#if 0
- InteractiveObject* interactive_object =
- dynamic_cast<InteractiveObject*> (*i);
- if(interactive_object) {
- interactive_objects.erase(
- std::remove(interactive_objects.begin(), interactive_objects.end(),
- interactive_object), interactive_objects.end());
- }
-#endif
- delete *i;
- i = gameobjects.erase(i);
- } else {
+ GameObject* object = *i;
+
+ if(object->is_valid()) {
++i;
+ continue;
}
+
+ before_object_remove(object);
+
+ object->unref();
+ 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);
- if(bullet)
- bullets.push_back(bullet);
-#if 0
- InteractiveObject* interactive_object
- = dynamic_cast<InteractiveObject*> (*i);
- if(interactive_object)
- interactive_objects.push_back(interactive_object);
-#endif
+ GameObject* object = *i;
+
+ before_object_add(object);
- gameobjects.push_back(*i);
+ 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 != NULL) {
+ bullets.push_back(bullet);
+ }
+
+ MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+ if(movingobject != NULL) {
+ moving_objects.push_back(movingobject);
+ }
+
+ Portable* portable = dynamic_cast<Portable*> (object);
+ if(portable != NULL) {
+ portables.push_back(portable);
+ }
+
+ TileMap* tilemap = dynamic_cast<TileMap*> (object);
+ if(tilemap != NULL && tilemap->is_solid()) {
+ solid_tilemaps.push_back(tilemap);
+ }
+
+ Camera* camera = dynamic_cast<Camera*> (object);
+ if(camera != NULL) {
+ if(this->camera != 0) {
+ log_warning << "Multiple cameras added. Ignoring" << std::endl;
+ return false;
+ }
+ this->camera = camera;
+ }
+
+ Player* player = dynamic_cast<Player*> (object);
+ 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(GameObject* object)
+{
+ ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+ if(interface != NULL) {
+ HSQUIRRELVM vm = Scripting::global_vm;
+ sq_pushobject(vm, sector_table);
+ interface->expose(vm, -1);
+ sq_pop(vm, 1);
+ }
+}
+
+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);
+}
+
+void
+Sector::try_unexpose(GameObject* object)
+{
+ ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+ if(interface != NULL) {
+ HSQUIRRELVM vm = Scripting::global_vm;
+ SQInteger oldtop = sq_gettop(vm);
+ sq_pushobject(vm, sector_table);
+ try {
+ interface->unexpose(vm, -1);
+ } catch(std::exception& e) {
+ log_warning << "Couldn't unregister object: " << e.what() << std::endl;
+ }
+ 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 (draw_solids_only)
+ {
+ TileMap* tm = dynamic_cast<TileMap*>(object);
+ if (tm && !tm->is_solid())
+ continue;
+ }
+
object->draw(context);
}
+ if(show_collrects) {
+ 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;
+ const Rect& rect = object->get_bbox();
+
+ context.draw_filled_rect(rect, col, LAYER_FOREGROUND1 + 10);
+ }
+ }
+
context.pop_transform();
}
-static const float DELTA = .001;
+/*-------------------------------------------------------------------------
+ * Collision Detection
+ *-------------------------------------------------------------------------*/
-void
-Sector::collision_tilemap(MovingObject* object, int depth)
+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, const Vector& addl_ground_movement = Vector(0,0))
{
- if(depth >= 4) {
-#ifdef DEBUG
- std::cout << "Max collision depth reached.\n";
-#endif
- object->movement = Vector(0, 0);
+ if(!collision::intersects(r1, r2))
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;
+ 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 {
- x1 = object->get_pos().x + object->get_movement().x;
- x2 = object->get_bbox().p2.x;
+ // 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;
+ }
+ }
+
+ constraints->ground_movement += addl_ground_movement;
+ 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 y1, y2;
- if(object->get_movement().y >= 0) {
- y1 = object->get_pos().y;
- y2 = object->get_bbox().p2.y + object->get_movement().y;
+
+ 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 {
- y1 = object->get_pos().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 max_y = int(y2+1);
-
- CollisionHit temphit, hit;
- Rectangle 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;
- if(!(tile->attributes & Tile::SOLID))
- continue;
- if((tile->attributes & Tile::UNISOLID) && object->movement.y < 0)
- continue;
+ 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;
+ }
+ }
+}
- if(tile->attributes & 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);
+static const float DELTA = .001f;
- if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
- triangle)) {
- if(temphit.time > hit.time)
- hit = temphit;
- }
- } else { // normal rectangular tile
- Rectangle 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)
- hit = temphit;
- }
+void
+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 x2 = dest.get_right();
+ float y1 = dest.get_top();
+ float y2 = dest.get_bottom();
+
+ 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, solids->get_movement());
+ } 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, NULL, NULL, solids->get_movement());
+ }
}
}
}
+}
- // 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(const Rect& dest) const
+{
+ float x1 = dest.p1.x;
+ float y1 = dest.p1.y;
+ float x2 = dest.p2.x;
+ float y2 = dest.p2.y;
+
+ uint32_t result = 0;
+ 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();
+ }
+ }
}
- if(response == FORCE_MOVE) {
- return;
+
+ 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;
+ }
}
- // move out of collision and try again
- object->movement += hit.normal * (hit.depth + DELTA);
- collision_tilemap(object, depth+1);
}
void
-Sector::collision_object(MovingObject* object1, MovingObject* object2)
+Sector::collision_object(MovingObject* object1, MovingObject* object2) const
{
+ using namespace collision;
+
+ const Rect& r1 = object1->dest;
+ const Rect& r2 = object2->dest;
+
CollisionHit hit;
- Rectangle dest1 = object1->get_bbox();
- dest1.move(object1->get_movement());
- Rectangle dest2 = object2->get_bbox();
- dest2.move(object2->get_movement());
+ 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, dest1, movement, dest2)) {
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->movement = Vector(0, 0);
- if(response2 == CONTINUE)
- object2->movement += hit.normal * (hit.depth + DELTA);
- } else if(response2 != CONTINUE) {
- if(response2 == ABORT_MOVE)
- object2->movement = Vector(0, 0);
- if(response1 == CONTINUE)
- object1->movement += -hit.normal * (hit.depth + DELTA);
- } else {
- object1->movement += -hit.normal * (hit.depth/2 + DELTA);
- object2->movement += 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);
}
}
}
void
-Sector::collision_handler()
+Sector::collision_static(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest,
+ GameObject& object)
{
- for(std::vector<GameObject*>::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* gameobject = *i;
- if(!gameobject->is_valid())
+ collision_tilemap(constraints, movement, dest);
+
+ // collision with other (static) objects
+ 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;
- MovingObject* movingobject = dynamic_cast<MovingObject*> (gameobject);
- if(!movingobject)
+ if(!moving_object->is_valid())
continue;
- if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) {
- movingobject->bbox.move(movingobject->movement);
- movingobject->movement = Vector(0, 0);
+
+ if(moving_object != &object)
+ check_collisions(constraints, movement, dest, moving_object->bbox,
+ &object, moving_object);
+ }
+}
+
+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);
+ }
+ }
+
+ constraints = Constraints();
+ for(int i = 0; i < 2; ++i) {
+ collision_static(&constraints, movement, dest, object);
+ if(!constraints.has_constraints())
+ break;
+
+ // 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(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);
+ }
+ }
+}
+
+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
+ 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;
+
+ 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;
+
+ uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
+ 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->get_group() != COLGROUP_MOVING_STATIC)
+ || !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)
+
+ 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
+ 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->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->get_group() != COLGROUP_MOVING_STATIC)
+ || !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;
- movingobject->bbox.move(movingobject->get_movement());
- movingobject->movement = Vector(0, 0);
+ moving_object->bbox = moving_object->dest;
+ moving_object->movement = Vector(0, 0);
}
}
-void
-Sector::add_score(const Vector& pos, int s)
+bool
+Sector::is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid) const
{
- global_stats.add_points(SCORE_STAT, s);
-
- add_object(new FloatingText(pos, s));
+ 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::add_bullet(const Vector& pos, float xm, Direction dir)
+Sector::is_free_of_statics(const Rect& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
{
- if(player->got_power == Player::FIRE_POWER) {
- if(bullets.size() > MAX_FIRE_BULLETS-1)
- return false;
- } else if(player->got_power == Player::ICE_POWER) {
- if(bullets.size() > MAX_ICE_BULLETS-1)
- return false;
- }
-
- Bullet* new_bullet = 0;
- if(player->got_power == Player::FIRE_POWER)
- new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
- else if(player->got_power == Player::ICE_POWER)
- new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
- else
- throw std::runtime_error("wrong bullet type.");
- add_object(new_bullet);
+ using namespace collision;
- SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
+ 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 == 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;
+ }
+ }
return true;
}
bool
-Sector::add_smoke_cloud(const Vector& pos)
+Sector::is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object) const
{
- add_object(new SmokeCloud(pos));
+ 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;
}
-void
-Sector::add_floating_text(const Vector& pos, const std::string& text)
+bool
+Sector::add_bullet(const Vector& pos, float xm, Direction dir)
{
- add_object(new FloatingText(pos, text));
+ // TODO remove this function and move these checks elsewhere...
+
+ Bullet* new_bullet = 0;
+ 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");
+
+ return true;
}
-void
-Sector::load_music()
-{
- char* song_path;
- char* song_subtitle;
-
- level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
-
- song_path = (char *) malloc(sizeof(char) * datadir.length() +
- strlen(song_title.c_str()) + 8 + 5);
- song_subtitle = strdup(song_title.c_str());
- strcpy(strstr(song_subtitle, "."), "\0");
- sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
- song_subtitle, strstr(song_title.c_str(), "."));
- if(!SoundManager::get()->exists_music(song_path)) {
- level_song_fast = level_song;
- } else {
- level_song_fast = SoundManager::get()->load_music(song_path);
- }
- free(song_subtitle);
- free(song_path);
+bool
+Sector::add_smoke_cloud(const Vector& pos)
+{
+ add_object(new SmokeCloud(pos));
+ return true;
}
void
-Sector::play_music(int type)
+Sector::play_music(MusicType type)
{
currentmusic = type;
switch(currentmusic) {
- case HURRYUP_MUSIC:
- SoundManager::get()->play_music(level_song_fast);
- break;
case LEVEL_MUSIC:
- SoundManager::get()->play_music(level_song);
+ sound_manager->play_music(music);
break;
case HERRING_MUSIC:
- SoundManager::get()->play_music(herring_song);
+ sound_manager->play_music("music/salcon.ogg");
+ break;
+ case HERRING_WARNING_MUSIC:
+ sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
break;
default:
- SoundManager::get()->halt_music();
+ sound_manager->play_music("");
break;
}
}
-int
+MusicType
Sector::get_music_type()
{
return currentmusic;
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)
+ if (badguy && badguy->countMe)
total_badguys++;
- }
-#endif
+ }
+
return total_badguys;
}
bool
-Sector::inside(const Rectangle& rect) const
+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 || rect.p2.y < 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;
}