X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=295c57dbb1f05a938beb7387487ec962dfa874a9;hb=13c6f377301f91c8d79ab768ba97b5eb771ed624;hp=53edbf4abd6f1e3c68e18f07601d757f9689e84f;hpb=626ab69641b179048b9d0fc528cd1626886fe9db;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 53edbf4ab..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 @@ -16,7 +16,6 @@ // 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 #include @@ -24,72 +23,114 @@ #include #include #include +#include #include - -#include "app/globals.h" -#include "sector.h" -#include "player_status.h" -#include "object/gameobjs.h" -#include "object/camera.h" -#include "object/background.h" -#include "object/particlesystem.h" -#include "object/tilemap.h" -#include "lisp/parser.h" -#include "lisp/lisp.h" -#include "lisp/writer.h" -#include "lisp/list_iterator.h" -#include "tile.h" -#include "audio/sound_manager.h" -#include "gameloop.h" -#include "resources.h" -#include "statistics.h" -#include "collision_grid.h" -#include "collision_grid_iterator.h" -#include "object_factory.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/bullet.h" -#include "badguy/jumpy.h" -#include "badguy/spike.h" -#include "trigger/sequence_trigger.h" - -//#define USE_GRID +#include + +#include "sector.hpp" +#include "player_status.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 "collision_grid.hpp" +#include "collision_grid_iterator.hpp" +#include "object_factory.hpp" +#include "collision.hpp" +#include "spawn_point.hpp" +#include "math/rect.hpp" +#include "math/aatriangle.hpp" +#include "object/coin.hpp" +#include "object/block.hpp" +#include "object/invisible_block.hpp" +#include "object/bullet.hpp" +#include "object/text_object.hpp" +#include "badguy/jumpy.hpp" +#include "trigger/sequence_trigger.hpp" +#include "player_status.hpp" +#include "scripting/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) { - song_title = "Mortimers_chipdisko.mod"; - player = new Player(); - add_object(player); + add_object(new Player(player_status)); + add_object(new DisplayEffect()); + add_object(new TextObject()); + +#ifdef USE_GRID + grid.reset(new CollisionGrid(32000, 32000)); +#endif + + // create a new squirrel table for the sector + using namespace Scripting; + + sq_collectgarbage(global_vm); - grid = new CollisionGrid(32000, 32000); + 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* @@ -107,6 +148,14 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader) 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); @@ -118,7 +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; @@ -126,9 +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(); @@ -137,16 +184,12 @@ Sector::parse(const lisp::Lisp& sector) } else if(token == "gravity") { iter.value()->get(gravity); } else if(token == "music") { - iter.value()->get(song_title); - load_music(); + iter.value()->get(music); } else if(token == "spawnpoint") { - const lisp::Lisp* spawnpoint_lisp = iter.lisp(); - - SpawnPoint* sp = new SpawnPoint; - spawnpoint_lisp->get("name", sp->name); - spawnpoint_lisp->get("x", sp->pos.x); - spawnpoint_lisp->get("y", sp->pos.y); + SpawnPoint* sp = new SpawnPoint(iter.lisp()); spawnpoints.push_back(sp); + } else if(token == "init-script") { + iter.value()->get(init_script); } else { GameObject* object = parse_object(token, *(iter.lisp())); if(object) { @@ -156,22 +199,23 @@ Sector::parse(const lisp::Lisp& sector) } update_game_objects(); + + if(!solids) + throw std::runtime_error("sector does not contain a solid tile layer."); + fix_old_tiles(); - update_game_objects(); 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)); } - if(!solids) - throw std::runtime_error("sector does not contain a solid tile layer."); + + update_game_objects(); } void Sector::parse_old_format(const lisp::Lisp& reader) { - _current = this; - name = "main"; reader.get("gravity", gravity); @@ -186,25 +230,26 @@ Sector::parse_old_format(const lisp::Lisp& reader) reader.get("bkgd_red_top", r); reader.get("bkgd_green_top", g); reader.get("bkgd_blue_top", b); - bkgd_top.red = r; - bkgd_top.green = g; - bkgd_top.blue = b; + bkgd_top.red = static_cast (r) / 255.0f; + bkgd_top.green = static_cast (g) / 255.0f; + bkgd_top.blue = static_cast (b) / 255.0f; reader.get("bkgd_red_bottom", r); reader.get("bkgd_green_bottom", g); reader.get("bkgd_blue_bottom", b); - bkgd_bottom.red = r; - bkgd_bottom.green = g; - bkgd_bottom.blue = b; + bkgd_bottom.red = static_cast (r) / 255.0f; + bkgd_bottom.green = static_cast (g) / 255.0f; + 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; @@ -225,11 +270,11 @@ Sector::parse_old_format(const lisp::Lisp& reader) spawn->name = "main"; spawnpoints.push_back(spawn); - song_title = "Mortimers_chipdisko.mod"; - reader.get("music", song_title); - load_music(); + music = "chipdisko.ogg"; + reader.get("music", music); + music = "music/" + music; - int width, height = 15; + int width = 30, height = 15; reader.get("width", width); reader.get("height", height); @@ -268,7 +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; } } } @@ -282,7 +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; } } } @@ -292,10 +337,12 @@ Sector::parse_old_format(const lisp::Lisp& reader) add_object(camera); update_game_objects(); + + if(solids == 0) + throw std::runtime_error("sector does not contain a solid tile layer."); + fix_old_tiles(); update_game_objects(); - if(solids == 0) - throw std::runtime_error("sector does not contain a solid tile layer."); } void @@ -310,18 +357,6 @@ Sector::fix_old_tiles() if(tile->getID() == 112) { add_object(new InvisibleBlock(pos)); solids->change(x, y, 0); - } else if(tile->getID() == 295) { - add_object(new Spike(pos, Spike::NORTH)); - solids->change(x, y, 0); - } else if(tile->getID() == 296) { - add_object(new Spike(pos, Spike::EAST)); - solids->change(x, y, 0); - } else if(tile->getID() == 297) { - add_object(new Spike(pos, Spike::SOUTH)); - solids->change(x, y, 0); - } else if(tile->getID() == 298) { - add_object(new Spike(pos, Spike::WEST)); - solids->change(x, y, 0); } else if(tile->getAttributes() & Tile::COIN) { add_object(new Coin(pos)); solids->change(x, y, 0); @@ -336,7 +371,7 @@ Sector::fix_old_tiles() add_object(new SequenceTrigger(pos, sequence)); solids->change(x, y, 0); } - } + } } } @@ -345,7 +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(); @@ -367,6 +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) { @@ -386,6 +455,7 @@ Sector::add_object(GameObject* object) } #endif + object->ref(); gameobjects_new.push_back(object); } @@ -401,7 +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 { @@ -415,40 +485,73 @@ Sector::activate(const std::string& spawnpoint) void Sector::activate(const Vector& player_pos) { - _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; - - default: - std::cerr << "Unknown bonus in PlayerStatus?!?\n"; - break; + 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 != "") { + std::istringstream in(init_script); + run_script(in, std::string("Sector(") + name + ") - init"); + } } -Rectangle +void +Sector::deactivate() +{ + 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); + } + + _current = NULL; +} + +Rect Sector::get_active_region() { - return Rectangle( + return Rect( camera->get_translation() - Vector(1600, 1200), camera->get_translation() + Vector(1600, 1200)); } void -Sector::action(float elapsed_time) +Sector::update(float elapsed_time) { player->check_bounds(camera); @@ -458,7 +561,7 @@ Sector::action(float elapsed_time) if(!object->is_valid()) continue; - object->action(elapsed_time); + object->update(elapsed_time); } #else /* update objects */ @@ -468,12 +571,12 @@ Sector::action(float elapsed_time) if(!object->is_valid()) continue; - object->action(elapsed_time); + object->update(elapsed_time); } #endif /* Handle all possible collisions. */ - collision_handler(); + handle_collisions(); update_game_objects(); } @@ -481,6 +584,30 @@ void Sector::update_game_objects() { /** cleanup marked objects */ + for(std::vector::iterator i = bullets.begin(); + i != bullets.end(); /* nothing */) { + Bullet* bullet = *i; + if(bullet->is_valid()) { + ++i; + continue; + } + + i = bullets.erase(i); + } + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); /* nothing */) { + MovingObject* moving_object = *i; + if(moving_object->is_valid()) { + ++i; + continue; + } + +#ifdef USE_GRID + grid->remove_object(moving_object); +#endif + + i = moving_objects.erase(i); + } for(std::vector::iterator i = gameobjects.begin(); i != gameobjects.end(); /* nothing */) { GameObject* object = *i; @@ -489,18 +616,10 @@ Sector::update_game_objects() ++i; continue; } + + before_object_remove(object); - Bullet* bullet = dynamic_cast (object); - if(bullet) { - bullets.erase( - std::remove(bullets.begin(), bullets.end(), bullet), - bullets.end()); - } - MovingObject* movingobject = dynamic_cast (object); - if(movingobject) { - grid->remove_object(movingobject); - } - delete *i; + object->unref(); i = gameobjects.erase(i); } @@ -509,62 +628,131 @@ Sector::update_game_objects() i != gameobjects_new.end(); ++i) { GameObject* object = *i; - - Bullet* bullet = dynamic_cast (object); - if(bullet) - bullets.push_back(bullet); - MovingObject* movingobject = dynamic_cast (object); - if(movingobject) - grid->add_object(movingobject); + before_object_add(object); - TileMap* tilemap = dynamic_cast (object); - if(tilemap && tilemap->is_solid()) { - if(solids == 0) { - solids = tilemap; - } else { - std::cerr << "Another solid tilemaps added. Ignoring."; - } + 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; } + } - Camera* camera = dynamic_cast (object); - if(camera) { - if(this->camera != 0) { - std::cerr << "Warning: Multiple cameras added. Ignoring."; - continue; - } - this->camera = camera; + Camera* camera = dynamic_cast (object); + if(camera) { + if(this->camera != 0) { + log_warning << "Multiple cameras added. Ignoring" << std::endl; + return false; } + this->camera = camera; + } - gameobjects.push_back(object); + 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_new.clear(); + + if(_current == this) { + try_expose(object); + } + + 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(); 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; if(!object->is_valid()) continue; - + + if (draw_solids_only) + { + TileMap* tm = dynamic_cast(object); + if (tm && !tm->is_solid()) + continue; + } + object->draw(context); } -#endif + + 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(); } @@ -572,53 +760,36 @@ Sector::draw(DrawingContext& context) 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 max_y = int(y2+1); - - CollisionHit temphit, hit; - Rectangle dest = object->get_bbox(); - dest.move(object->movement); - hit.time = -1; // represents an invalid value + int starttilex = int(x1) / 32; + int starttiley = int(y1) / 32; + int max_x = int(x2 + (1 - DELTA)); + int max_y = int(y2 + (1 - DELTA)); + + 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); if(!tile) continue; - if(!(tile->getAttributes() & Tile::SOLID)) - continue; - if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0) + // skip non-solid tiles + if(tile->getAttributes() == 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_top() - movement.y > y*32) + continue; + } if(tile->getAttributes() & Tile::SLOPE) { // slope tile AATriangle triangle; @@ -626,141 +797,343 @@ Sector::collision_tilemap(MovingObject* object, int depth) 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) + if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { 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) + Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); + if(Collision::rectangle_rectangle(temphit, dest, movement, rect)) { + if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { hit = temphit; + } } } } } +} - // did we collide at all? - if(hit.time < 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 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; } - if(response == FORCE_MOVE) { - return; + 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; } - // move out of collision and try again - object->movement += hit.normal * (hit.depth + DELTA); - collision_tilemap(object, depth+1); +#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; - Rectangle dest1 = object1->get_bbox(); - dest1.move(object1->get_movement()); - Rectangle 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)); } } } -void -Sector::collision_handler() +bool +Sector::collision_static(MovingObject* object, const Vector& movement) { -#ifdef USE_GRID - grid->check_collisions(); -#else - for(std::vector::iterator i = gameobjects.begin(); - i != gameobjects.end(); ++i) { - GameObject* gameobject = *i; - if(!gameobject->is_valid()) + 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; - MovingObject* movingobject = dynamic_cast (gameobject); - if(!movingobject) + + 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 + 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; - if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) { - movingobject->bbox.move(movingobject->movement); - movingobject->movement = Vector(0, 0); + + 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)); + 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)); + 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; + } + } + } + + // part2: COLGROUP_MOVING vs tile attributes + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; + if((moving_object->get_group() != COLGROUP_MOVING + && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC) + || !moving_object->is_valid()) continue; + + uint32_t tile_attributes = collision_tile_attributes(moving_object->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->is_valid()) + continue; - // collision with other objects - for(std::vector::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 (other_object); - if(!movingobject2) + + collision_object(moving_object, moving_object_2); + } + } + + // part3: COLGROUP_MOVING vs COLGROUP_MOVING + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; + + if(moving_object->get_group() != COLGROUP_MOVING + || !moving_object->is_valid()) + continue; + + for(MovingObjects::iterator i2 = i+1; + i2 != moving_objects.end(); ++i2) { + MovingObject* moving_object_2 = *i2; + if(moving_object_2->get_group() != COLGROUP_MOVING + || !moving_object_2->is_valid()) continue; - collision_object(movingobject, movingobject2); + collision_object(moving_object, moving_object_2); + } + } + + // apply object movement + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; + + moving_object->bbox = moving_object->dest; + moving_object->movement = Vector(0, 0); + } +} + +bool +Sector::is_free_space(const Rect& rect) const +{ + // test with all tiles in this rectangle + int starttilex = int(rect.p1.x) / 32; + int starttiley = int(rect.p1.y) / 32; + int max_x = int(rect.p2.x); + int max_y = int(rect.p2.y); + + for(int x = starttilex; x*32 <= max_x; ++x) { + for(int y = starttiley; y*32 <= max_y; ++y) { + const Tile* tile = solids->get_tile(x, y); + if(!tile) + continue; + if(tile->getAttributes() & Tile::SOLID) + return false; } + } - movingobject->bbox.move(movingobject->get_movement()); - movingobject->movement = Vector(0, 0); + 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; + + if(Collision::intersects(rect, moving_object->get_bbox())) + return false; } -#endif + + return true; } 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; - - 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) + if(player_status->bonus == FIRE_BONUS) { + if((int)bullets.size() >= player_status->max_fire_bullets) + return false; new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET); - else if(player->got_power == Player::ICE_POWER) + } else if(player_status->bonus == ICE_BONUS) { + if((int)bullets.size() >= player_status->max_ice_bullets) + return false; new_bullet = new Bullet(pos, xm, dir, ICE_BULLET); - else - throw std::runtime_error("wrong bullet type."); + } else { + return false; + } add_object(new_bullet); - SoundManager::get()->play_sound(IDToSound(SND_SHOOT)); + sound_manager->play("sounds/shoot.wav"); return true; } @@ -779,49 +1152,26 @@ Sector::add_floating_text(const Vector& pos, const std::string& text) } 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); -} - -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; @@ -834,7 +1184,7 @@ Sector::get_total_badguys() for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { BadGuy* badguy = dynamic_cast (*i); - if(badguy) + if (badguy && badguy->countMe) total_badguys++; } @@ -842,11 +1192,11 @@ Sector::get_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) + || rect.p2.x < 0) return false; return true;