X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;ds=sidebyside;f=src%2Fsector.cpp;h=295c57dbb1f05a938beb7387487ec962dfa874a9;hb=13c6f377301f91c8d79ab768ba97b5eb771ed624;hp=cbdc96fbab31c6c1fe08e3694f5556910b5d118f;hpb=61fefdd27bed4650cfb515f2511c4fb3de393193;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index cbdc96fba..295c57dbb 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -1,7 +1,7 @@ // $Id$ // // SuperTux - A Jump'n Run -// Copyright (C) 2004 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -32,6 +32,7 @@ #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" @@ -59,45 +60,77 @@ #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" +#include "scripting/squirrel_util.hpp" +#include "script_interface.hpp" +#include "log.hpp" Sector* Sector::_current = 0; -Sector::Sector() - : gravity(10), player(0), solids(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), gravity(10), + player(0), solids(0), camera(0) { - player = new Player(player_status); - add_object(player); + add_object(new Player(player_status)); + add_object(new DisplayEffect()); + add_object(new TextObject()); #ifdef USE_GRID - grid = new CollisionGrid(32000, 32000); -#else - grid = 0; + grid.reset(new CollisionGrid(32000, 32000)); #endif + + // 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() { + 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); - delete grid; - - for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); - ++i) { - delete *i; + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + GameObject* object = *i; + before_object_remove(object); + object->unref(); } for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end(); ++i) delete *i; - - if(_current == this) - _current = 0; +} + +Level* +Sector::get_level() +{ + return level; } GameObject* @@ -134,7 +167,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader) try { return create_object(name, reader); } catch(std::exception& e) { - std::cerr << e.what() << "\n"; + log_warning << e.what() << "" << std::endl; } return 0; @@ -142,9 +175,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader) void Sector::parse(const lisp::Lisp& sector) -{ - _current = this; - +{ lisp::ListIterator iter(§or); while(iter.next()) { const std::string& token = iter.item(); @@ -153,7 +184,7 @@ Sector::parse(const lisp::Lisp& sector) } 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); @@ -174,7 +205,7 @@ Sector::parse(const lisp::Lisp& sector) fix_old_tiles(); if(!camera) { - std::cerr << "sector '" << name << "' does not contain a camera.\n"; + log_warning << "sector '" << name << "' does not contain a camera." << std::endl; update_game_objects(); add_object(new Camera(this)); } @@ -185,8 +216,6 @@ Sector::parse(const lisp::Lisp& sector) void Sector::parse_old_format(const lisp::Lisp& reader) { - _current = this; - name = "main"; reader.get("gravity", gravity); @@ -213,13 +242,14 @@ Sector::parse_old_format(const lisp::Lisp& reader) bkgd_bottom.blue = static_cast (b) / 255.0f; if(backgroundimage != "") { - Background* background = new Background; - background->set_image(backgroundimage, bgspeed); + Background* background = new Background(); + background->set_image( + std::string("images/background/") + backgroundimage, bgspeed); add_object(background); } else { - Background* 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; @@ -240,8 +270,9 @@ Sector::parse_old_format(const lisp::Lisp& reader) 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); @@ -282,7 +313,7 @@ Sector::parse_old_format(const lisp::Lisp& reader) spawnpoints.push_back(sp); } } else { - std::cerr << "Unknown token '" << iter.item() << "' in reset-points.\n"; + log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl; } } } @@ -296,7 +327,7 @@ Sector::parse_old_format(const lisp::Lisp& reader) if(object) { add_object(object); } else { - std::cerr << "Unknown object '" << iter.item() << "' in level.\n"; + log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl; } } } @@ -349,7 +380,7 @@ 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(); @@ -371,6 +402,40 @@ Sector::write(lisp::Writer& writer) } } +HSQUIRRELVM +Sector::run_script(std::istream& in, const std::string& sourcename) +{ + using namespace Scripting; + + // 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; + } + + ++i; + } + + 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 Sector::add_object(GameObject* object) { @@ -390,6 +455,7 @@ Sector::add_object(GameObject* object) } #endif + object->ref(); gameobjects_new.push_back(object); } @@ -405,7 +471,7 @@ Sector::activate(const std::string& spawnpoint) } } if(!sp) { - std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n"; + log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl; if(spawnpoint != "main") { activate("main"); } else { @@ -414,21 +480,66 @@ Sector::activate(const std::string& spawnpoint) } else { 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); + } + } + + player->move(player_pos); + camera->reset(player->get_pos()); + update_game_objects(); // Run init script if(init_script != "") { - ScriptInterpreter::add_script_object(this, - std::string("Sector(") + name + ") - init", init_script); + std::istringstream in(init_script); + run_script(in, std::string("Sector(") + name + ") - init"); } } void -Sector::activate(const Vector& player_pos) +Sector::deactivate() { - _current = this; + if(_current != this) + return; + + // 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); + } - player->move(player_pos); - camera->reset(player->get_pos()); + _current = NULL; } Rect @@ -505,8 +616,10 @@ Sector::update_game_objects() ++i; continue; } + + before_object_remove(object); - delete *i; + object->unref(); i = gameobjects.erase(i); } @@ -515,43 +628,100 @@ Sector::update_game_objects() i != gameobjects_new.end(); ++i) { GameObject* object = *i; + + before_object_add(object); - Bullet* bullet = dynamic_cast (object); - if(bullet) - bullets.push_back(bullet); - - MovingObject* movingobject = dynamic_cast (object); - if(movingobject) { - moving_objects.push_back(movingobject); - #ifdef USE_GRID - grid->add_object(movingobject); + gameobjects.push_back(object); + } + gameobjects_new.clear(); +} + +bool +Sector::before_object_add(GameObject* object) +{ + Bullet* bullet = dynamic_cast (object); + if(bullet) + bullets.push_back(bullet); + + MovingObject* movingobject = dynamic_cast (object); + if(movingobject) { + moving_objects.push_back(movingobject); +#ifdef USE_GRID + grid->add_object(movingobject); #endif + } + + TileMap* tilemap = dynamic_cast (object); + if(tilemap && tilemap->is_solid()) { + if(solids == 0) { + solids = tilemap; + } else { + log_warning << "Another solid tilemaps added. Ignoring" << std::endl; } - - TileMap* tilemap = dynamic_cast (object); - if(tilemap && tilemap->is_solid()) { - if(solids == 0) { - solids = tilemap; - } else { - std::cerr << "Another solid tilemaps added. Ignoring."; - } + } + + Camera* camera = dynamic_cast (object); + if(camera) { + if(this->camera != 0) { + log_warning << "Multiple cameras added. Ignoring" << std::endl; + return false; } + this->camera = camera; + } - Camera* camera = dynamic_cast (object); - if(camera) { - if(this->camera != 0) { - std::cerr << "Warning: Multiple cameras added. Ignoring."; - continue; - } - this->camera = camera; + Player* player = dynamic_cast (object); + if(player) { + if(this->player != 0) { + log_warning << "Multiple players added. Ignoring" << std::endl; + return false; } + this->player = player; + } - gameobjects.push_back(object); + if(_current == this) { + try_expose(object); } - gameobjects_new.clear(); + + return true; +} + +void +Sector::try_expose(GameObject* object) +{ + ScriptInterface* interface = dynamic_cast (object); + if(interface != NULL) { + HSQUIRRELVM vm = Scripting::global_vm; + sq_pushobject(vm, sector_table); + interface->expose(vm, -1); + sq_pop(vm, 1); + } +} + +void +Sector::before_object_remove(GameObject* object) +{ + if(_current == this) + try_unexpose(object); } void +Sector::try_unexpose(GameObject* object) +{ + ScriptInterface* interface = dynamic_cast (object); + if(interface != NULL) { + HSQUIRRELVM vm = Scripting::global_vm; + int 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::draw(DrawingContext& context) { context.push_transform(); @@ -562,46 +732,50 @@ Sector::draw(DrawingContext& context) GameObject* object = *i; if(!object->is_valid()) continue; - + + if (draw_solids_only) + { + TileMap* tm = dynamic_cast(object); + if (tm && !tm->is_solid()) + continue; + } + object->draw(context); } + if(show_collrects) { + Color col(0.2, 0.2, 0.2, 0.7); + 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; void -Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const +Sector::collision_tilemap(const Rect& dest, const Vector& movement, + CollisionHit& hit) const { // 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; - } + 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) / 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); + int max_x = int(x2 + (1 - DELTA)); + int max_y = int(y2 + (1 - DELTA)); CollisionHit temphit; - Rect dest = object->get_bbox(); - dest.move(object->movement); 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); @@ -613,7 +787,7 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const // 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; } @@ -623,7 +797,7 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const 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)) { if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { hit = temphit; @@ -631,8 +805,7 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const } } 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(Collision::rectangle_rectangle(temphit, dest, movement, rect)) { if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { hit = temphit; } @@ -643,14 +816,15 @@ Sector::collision_tilemap(MovingObject* object, CollisionHit& hit) const } uint32_t -Sector::collision_tile_attributes(MovingObject* object) const +Sector::collision_tile_attributes(const Rect& dest) const { /** XXX This function doesn't work correctly as it will check all tiles * in the bounding box of the object movement, this might include tiles * that have actually never been touched by the object * (though this only occures for very fast objects...) */ - + +#if 0 // calculate rectangle where the object will move float x1, x2; if(object->get_movement().x >= 0) { @@ -668,12 +842,17 @@ Sector::collision_tile_attributes(MovingObject* object) const 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(x1-1) / 32; - int starttiley = int(y1-1) / 32; - int max_x = int(x2+1); - int max_y = int(y2+1); + 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) { @@ -692,37 +871,104 @@ void 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 dest = moving_object_2->dest; + + Vector rel_movement + = movement - moving_object_2->get_movement(); + + if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest) + && 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() { + // 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 @@ -734,59 +980,39 @@ Sector::handle_collisions() || !moving_object->is_valid()) continue; - // 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; - } - } + Vector movement = moving_object->get_movement(); - if(hit.time < 0) - break; + // test if x or y movement is dominant + if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) { - // 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; + // test in x direction first, then y direction + moving_object->dest.move(Vector(0, -movement.y)); + for(int i = 0; i < 2; ++i) { + bool res = collision_static(moving_object, Vector(movement.x, 0)); + if(res) + break; } - - 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; + moving_object->dest.move(Vector(0, movement.y)); + for(int i = 0; i < 2; ++i) { + bool res = collision_static(moving_object, Vector(0, movement.y)); + if(res) + break; + } + + } else { + + // test in y direction first, then x direction + moving_object->dest.move(Vector(-movement.x, 0)); + for(int i = 0; i < 2; ++i) { + bool res = collision_static(moving_object, Vector(0, movement.y)); + if(res) + break; + } + moving_object->dest.move(Vector(movement.x, 0)); + for(int i = 0; i < 2; ++i) { + bool res = collision_static(moving_object, Vector(movement.x, 0)); + if(res) + break; } } } @@ -800,7 +1026,7 @@ Sector::handle_collisions() || !moving_object->is_valid()) continue; - uint32_t tile_attributes = collision_tile_attributes(moving_object); + uint32_t tile_attributes = collision_tile_attributes(moving_object->dest); if(tile_attributes > Tile::FIRST_INTERESTING_FLAG) { moving_object->collision_tile(tile_attributes); } @@ -850,7 +1076,7 @@ Sector::handle_collisions() 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); } } @@ -864,8 +1090,8 @@ Sector::is_free_space(const Rect& rect) const 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) { + 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; @@ -892,16 +1118,14 @@ bool Sector::add_bullet(const Vector& pos, float xm, Direction dir) { // TODO remove this function and move these checks elsewhere... - static const size_t MAX_FIRE_BULLETS = 2; - static const size_t MAX_ICE_BULLETS = 1; Bullet* new_bullet = 0; if(player_status->bonus == FIRE_BONUS) { - if(bullets.size() > MAX_FIRE_BULLETS-1) + if((int)bullets.size() >= player_status->max_fire_bullets) return false; new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET); } else if(player_status->bonus == ICE_BONUS) { - if(bullets.size() > MAX_ICE_BULLETS-1) + if((int)bullets.size() >= player_status->max_ice_bullets) return false; new_bullet = new Bullet(pos, xm, dir, ICE_BULLET); } else { @@ -933,11 +1157,14 @@ Sector::play_music(MusicType type) 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"); break; + case HERRING_WARNING_MUSIC: + sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING); + break; default: sound_manager->play_music(""); break; @@ -969,7 +1196,7 @@ 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) + || rect.p2.x < 0) return false; return true;