X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=d828a41c4b3c9f3aa4cff6934fbe067b0c58efd1;hb=d62647592b4ccffa89794af6fa03faaced46999d;hp=2230eca94af681a523c101bfa91287d887bfc4de;hpb=f961e421748434e87e0c96abe6b8bc15a2c09232;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 2230eca94..d828a41c4 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -72,7 +72,7 @@ Sector::Sector() currentmusic(LEVEL_MUSIC) { song_title = "chipdisko.ogg"; - player = new Player(&player_status); + player = new Player(player_status); add_object(player); #ifdef USE_GRID @@ -170,14 +170,16 @@ 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(); } @@ -201,16 +203,16 @@ 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; @@ -243,7 +245,7 @@ Sector::parse_old_format(const lisp::Lisp& reader) song_title = "chipdisko.ogg"; reader.get("music", song_title); - int width, height = 15; + int width = 30, height = 15; reader.get("width", width); reader.get("height", height); @@ -306,10 +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 @@ -338,7 +342,7 @@ Sector::fix_old_tiles() add_object(new SequenceTrigger(pos, sequence)); solids->change(x, y, 0); } - } + } } } @@ -463,7 +467,7 @@ Sector::update(float elapsed_time) #endif /* Handle all possible collisions. */ - collision_handler(); + handle_collisions(); update_game_objects(); } @@ -471,6 +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; @@ -480,18 +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()); - } -#ifdef USE_GRID - MovingObject* movingobject = dynamic_cast (object); - if(movingobject) { - grid->remove_object(movingobject); - } -#endif delete *i; i = gameobjects.erase(i); } @@ -506,11 +522,13 @@ Sector::update_game_objects() if(bullet) bullets.push_back(bullet); -#ifdef USE_GRID 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()) { @@ -699,18 +717,87 @@ 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()) + // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* movingobject = *i; + if(movingobject->get_group() != COLGROUP_MOVING + || !movingobject->is_valid()) continue; - MovingObject* movingobject = dynamic_cast (gameobject); - if(!movingobject) + + // collision with tilemap + collision_tilemap(movingobject, 0); + + // collision with other objects + for(MovingObjects::iterator i2 = i+1; + i2 != moving_objects.end(); ++i2) { + MovingObject* movingobject2 = *i2; + if(movingobject2->get_group() != COLGROUP_STATIC + || !movingobject2->is_valid()) + continue; + + collision_object(movingobject, movingobject2); + } + } + + // part2: 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; + + 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; + + 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(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); + } + +#if 0 + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* movingobject = *i; + if(!movingobject->is_valid()) continue; if(movingobject->get_flags() & GameObject::FLAG_NO_COLLDET) { movingobject->bbox.move(movingobject->movement); @@ -723,14 +810,11 @@ Sector::collision_handler() collision_tilemap(movingobject, 0); // 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) - continue; - MovingObject* movingobject2 = dynamic_cast (other_object); - if(!movingobject2) + for(MovingObjects::iterator i2 = i+1; + i2 != moving_objects.end(); ++i2) { + MovingObject* movingobject2 = *i2; + if(!movingobject2->is_valid() + || movingobject2->get_flags() & GameObject::FLAG_NO_COLLDET) continue; collision_object(movingobject, movingobject2); @@ -740,6 +824,8 @@ Sector::collision_handler() movingobject->movement = Vector(0, 0); } #endif + +#endif } bool @@ -750,11 +836,11 @@ 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);