X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=9c83a7683352bad9dc9e39d9e4094ee9f77c2b90;hb=5c14f6f384eff76491d494b4c157abf2ff776d49;hp=d911c4a4de0826116ab5d614c8452fc90f4ab0e1;hpb=951254e2bfeb3189244e25c13acefcc8eaf7b096;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index d911c4a4d..9c83a7683 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -25,46 +25,44 @@ #include #include #include - -#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/particlesystem_absolute.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 "game_session.h" -#include "resources.h" -#include "statistics.h" -#include "collision_grid.h" -#include "collision_grid_iterator.h" -#include "object_factory.h" -#include "collision.h" -#include "spawn_point.h" -#include "math/rect.h" -#include "math/aatriangle.h" -#include "object/coin.h" -#include "object/block.h" -#include "object/invisible_block.h" -#include "object/bullet.h" -#include "object/text_object.h" -#include "badguy/jumpy.h" -#include "badguy/spike.h" -#include "trigger/sequence_trigger.h" -#include "player_status.h" -#include "scripting/script_interpreter.h" -#include "scripting/sound.h" -#include "scripting/scripted_object.h" -#include "scripting/text.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/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/script_interpreter.hpp" +#include "scripting/sound.hpp" +#include "scripting/scripted_object.hpp" +#include "scripting/text.hpp" Sector* Sector::_current = 0; @@ -72,11 +70,14 @@ Sector::Sector() : gravity(10), player(0), solids(0), camera(0), currentmusic(LEVEL_MUSIC) { - song_title = "Mortimers_chipdisko.mod"; - player = new Player(&player_status); + player = new Player(player_status); add_object(player); +#ifdef USE_GRID grid = new CollisionGrid(32000, 32000); +#else + grid = 0; +#endif } Sector::~Sector() @@ -114,6 +115,14 @@ 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); @@ -144,8 +153,7 @@ 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") { SpawnPoint* sp = new SpawnPoint(iter.lisp()); spawnpoints.push_back(sp); @@ -160,14 +168,16 @@ 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(); if(!camera) { std::cerr << "sector '" << name << "' does not contain a camera.\n"; 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(); } @@ -191,20 +201,21 @@ 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->set_image( + std::string("images/background/") + backgroundimage, bgspeed); add_object(background); } else { Background* background = new Background; @@ -230,11 +241,11 @@ 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); @@ -297,10 +308,12 @@ 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 @@ -315,18 +328,6 @@ 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); @@ -341,7 +342,7 @@ Sector::fix_old_tiles() add_object(new SequenceTrigger(pos, sequence)); solids->change(x, y, 0); } - } + } } } @@ -350,7 +351,7 @@ 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(); @@ -418,19 +419,8 @@ Sector::activate(const std::string& spawnpoint) // Run init script if(init_script != "") { - try { - ScriptInterpreter* interpreter - = new ScriptInterpreter(GameSession::current()->get_working_directory()); - interpreter->register_sector(this); - std::string sourcename = std::string("Sector(") + name + ") - init"; - std::istringstream in(init_script); - interpreter->load_script(in, sourcename); - interpreter->start_script(); - add_object(interpreter); - init_script = ""; - } catch(std::exception& e) { - std::cerr << "Couldn't execute init script: " << e.what() << "\n"; - } + ScriptInterpreter::add_script_object(this, + std::string("Sector(") + name + ") - init", init_script); } } @@ -477,7 +467,7 @@ Sector::update(float elapsed_time) #endif /* Handle all possible collisions. */ - collision_handler(); + handle_collisions(); update_game_objects(); } @@ -485,6 +475,30 @@ 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; @@ -494,16 +508,6 @@ Sector::update_game_objects() continue; } - 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; i = gameobjects.erase(i); } @@ -519,8 +523,12 @@ Sector::update_game_objects() bullets.push_back(bullet); MovingObject* movingobject = dynamic_cast (object); - if(movingobject) + 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()) { @@ -551,15 +559,6 @@ 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; @@ -568,7 +567,6 @@ Sector::draw(DrawingContext& context) object->draw(context); } -#endif context.pop_transform(); } @@ -576,51 +574,43 @@ Sector::draw(DrawingContext& context) static const float DELTA = .001; void -Sector::collision_tilemap(MovingObject* object, int depth) +Sector::collision_tilemap(MovingObject* object, 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; + x1 = object->get_bbox().p1.x; x2 = object->get_bbox().p2.x + object->get_movement().x; } else { - x1 = object->get_pos().x + object->get_movement().x; + 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_pos().y; + y1 = object->get_bbox().p1.y; y2 = object->get_bbox().p2.y + object->get_movement().y; } else { - y1 = object->get_pos().y + object->get_movement().y; + y1 = object->get_bbox().p1.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 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); - CollisionHit temphit, hit; + CollisionHit temphit; Rect 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; // skip non-solid tiles - if(!(tile->getAttributes() & Tile::SOLID)) + if(tile->getAttributes() == 0) continue; // only handle unisolid when the player is falling down and when he was // above the tile before @@ -637,40 +627,71 @@ Sector::collision_tilemap(MovingObject* object, int depth) if(Collision::rectangle_aatriangle(temphit, dest, object->movement, triangle)) { - if(temphit.time > hit.time) + if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { hit = temphit; + } } } else { // normal rectangular tile Rect rect(x*32, y*32, (x+1)*32, (y+1)*32); if(Collision::rectangle_rectangle(temphit, dest, object->movement, rect)) { - if(temphit.time > hit.time) + if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { hit = temphit; + } } } } } +} - // 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(MovingObject* object) 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...) + */ + + // 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); + + // 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); + + uint32_t result = 0; + for(int x = starttilex; x*32 < max_x; ++x) { + for(int y = starttiley; y*32 < max_y; ++y) { + const Tile* tile = solids->get_tile(x, y); + if(!tile) + continue; + result |= tile->getAttributes(); + } + } + + return result; } void -Sector::collision_object(MovingObject* object1, MovingObject* object2) +Sector::collision_object(MovingObject* object1, MovingObject* object2) const { CollisionHit hit; Rect dest1 = object1->get_bbox(); @@ -702,47 +723,171 @@ Sector::collision_object(MovingObject* object1, MovingObject* object2) } void -Sector::collision_handler() +Sector::handle_collisions() { -#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()) - continue; - MovingObject* movingobject = dynamic_cast (gameobject); - if(!movingobject) + // 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); + + // 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; + } + } + + if(hit.time < 0) + break; + + // 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; + } + + 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; + } + } + } + + // 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); + 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.move(moving_object->get_movement()); + 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; } + } + + for(MovingObjects::const_iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + const MovingObject* moving_object = *i; + if(moving_object->get_group() != COLGROUP_STATIC + || !moving_object->is_valid()) + continue; - movingobject->bbox.move(movingobject->get_movement()); - movingobject->movement = Vector(0, 0); + if(Collision::intersects(rect, moving_object->get_bbox())) + return false; } -#endif + + return true; } bool @@ -753,11 +898,11 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir) static const size_t MAX_ICE_BULLETS = 1; Bullet* new_bullet = 0; - if(player_status.bonus == FIRE_BONUS) { + if(player_status->bonus == FIRE_BONUS) { if(bullets.size() > MAX_FIRE_BULLETS-1) return false; new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET); - } else if(player_status.bonus == ICE_BONUS) { + } else if(player_status->bonus == ICE_BONUS) { if(bullets.size() > MAX_ICE_BULLETS-1) return false; new_bullet = new Bullet(pos, xm, dir, ICE_BULLET); @@ -766,7 +911,7 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir) } add_object(new_bullet); - sound_manager->play_sound("shoot"); + sound_manager->play("sounds/shoot.wav"); return true; } @@ -785,25 +930,18 @@ Sector::add_floating_text(const Vector& pos, const std::string& text) } void -Sector::load_music() -{ - level_song = sound_manager->load_music( - get_resource_filename("/music/" + song_title)); -} - -void Sector::play_music(MusicType type) { currentmusic = type; switch(currentmusic) { case LEVEL_MUSIC: - sound_manager->play_music(level_song); + sound_manager->play_music(music); break; case HERRING_MUSIC: - sound_manager->play_music(herring_song); + sound_manager->play_music("music/salcon.ogg"); break; default: - sound_manager->halt_music(); + sound_manager->play_music(""); break; } } @@ -821,7 +959,7 @@ 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++; }