#include "object/block.h"
#include "object/invisible_block.h"
#include "object/platform.h"
-#include "trigger/door.h"
#include "object/bullet.h"
#include "badguy/jumpy.h"
#include "badguy/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"
song_title = "Mortimers_chipdisko.mod";
player = new Player();
add_object(player);
+
+ printf("seccreated: %p.\n", this);
}
Sector::~Sector()
{
+ printf("secdel: %p.\n", this);
for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
++i) {
delete *i;
}
GameObject*
-Sector::parseObject(const std::string& name, LispReader& reader)
+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);
+ Camera* camera = new Camera(this);
+ 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;
+ return new TileMap(reader);
} else if(name == "particles-snow") {
SnowParticleSystem* partsys = new SnowParticleSystem();
partsys->parse(reader);
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) {
reader.read_float("y", sp->pos.y);
spawnpoints.push_back(sp);
} else {
- GameObject* object = parseObject(token, reader);
+ GameObject* object = parse_object(token, reader);
if(object) {
add_object(object);
}
LispReader reader(lisp_cdr(data));
- GameObject* object = parseObject(object_type, reader);
+ GameObject* object = parse_object(object_type, reader);
if(object) {
add_object(object);
} else {
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);
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 {
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
+ Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ if(bullet)
+ bullets.push_back(bullet);
+
+ TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+ if(tilemap && tilemap->is_solid()) {
+ if(solids == 0) {
+ solids = tilemap;
+ fix_old_tiles();
+ } else {
+ std::cerr << "Another solid tilemaps added. Ignoring.";
+ }
+ }
- gameobjects.push_back(*i);
+ Camera* camera = dynamic_cast<Camera*> (*i);
+ if(camera) {
+ if(this->camera != 0) {
+ std::cerr << "Warning: Multiple cameras added. Ignoring.";
+ continue;
+ }
+ this->camera = camera;
+ }
+
+ gameobjects.push_back(*i);
}
gameobjects_new.clear();
}
context.pop_transform();
}
+static const float DELTA = .001;
+
void
Sector::collision_tilemap(MovingObject* object, int depth)
{
CollisionHit temphit, hit;
Rectangle dest = object->get_bbox();
dest.move(object->movement);
- hit.depth = -1;
+ 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);
AATriangle triangle;
Vector p1(x*32, y*32);
Vector p2((x+1)*32, (y+1)*32);
- switch(tile->data) {
- case 0:
- triangle = AATriangle(p1, p2, AATriangle::SOUTHWEST);
- break;
- case 1:
- triangle = AATriangle(p1, p2, AATriangle::NORTHEAST);
- break;
- case 2:
- triangle = AATriangle(p1, p2, AATriangle::SOUTHEAST);
- break;
- case 3:
- triangle = AATriangle(p1, p2, AATriangle::NORTHWEST);
- break;
- default:
- printf("Invalid slope angle in tile %d !\n", tile->id);
- break;
- }
+ triangle = AATriangle(p1, p2, tile->data);
if(Collision::rectangle_aatriangle(temphit, dest, object->movement,
triangle)) {
- if(temphit.depth > hit.depth)
+ 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.depth > hit.depth)
+ if(temphit.time > hit.time)
hit = temphit;
}
}
}
// did we collide at all?
- if(hit.depth < 0)
+ if(hit.time < 0)
return;
// call collision function
return;
}
// move out of collision and try again
- object->movement += hit.normal * (hit.depth + .001);
+ object->movement += hit.normal * (hit.depth + DELTA);
collision_tilemap(object, depth+1);
}
Vector movement = object1->get_movement() - object2->get_movement();
if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) {
HitResponse response1 = object1->collision(*object2, hit);
- Vector hitnormal1 = hit.normal;
hit.normal *= -1;
HitResponse response2 = object2->collision(*object1, hit);
if(response1 == ABORT_MOVE)
object1->movement = Vector(0, 0);
if(response2 == CONTINUE)
- object2->movement += hit.normal * (hit.depth + .1);
+ 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 += hitnormal1 * (hit.depth + .1);
+ object1->movement += -hit.normal * (hit.depth + DELTA);
} else {
- object1->movement += hitnormal1 * (hit.depth/2 + 1);
- object2->movement += hit.normal * (hit.depth/2 + 1);
+ object1->movement += -hit.normal * (hit.depth/2 + DELTA);
+ object2->movement += hit.normal * (hit.depth/2 + DELTA);
}
}
}
for(std::vector<GameObject*>::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
GameObject* gameobject = *i;
- if(!gameobject->is_valid()
- || gameobject->get_flags() & GameObject::FLAG_NO_COLLDET)
+ if(!gameobject->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);
+ continue;
+ }
// collision with tilemap
if(! (movingobject->movement == Vector(0, 0)))