X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=e155abd04b48c5c25bd403b8d66fe21e2f9aecdd;hb=ab9eab4c870195c2b60ce76b77044c35b31e8806;hp=53edbf4abd6f1e3c68e18f07601d757f9689e84f;hpb=626ab69641b179048b9d0fc528cd1626886fe9db;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 53edbf4ab..e155abd04 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 @@ -24,79 +23,117 @@ #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 + +#include "sector.hpp" +#include "object/player.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 "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 "object/portable.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), + ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), gravity(10), player(0), camera(0) { - song_title = "Mortimers_chipdisko.mod"; - player = new Player(); - add_object(player); + add_object(new Player(player_status, "Tux")); + add_object(new DisplayEffect("Effect")); + add_object(new TextObject("Text")); + + // 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* Sector::parse_object(const std::string& name, const lisp::Lisp& reader) { if(name == "camera") { - Camera* camera = new Camera(this); + Camera* camera = new Camera(this, "Camera"); camera->parse(reader); return camera; } else if(name == "particles-snow") { @@ -107,28 +144,34 @@ 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); return partsys; } else if(name == "money") { // for compatibility with old maps return new Jumpy(reader); - } + } try { return create_object(name, reader); } catch(std::exception& e) { - std::cerr << e.what() << "\n"; + log_warning << e.what() << "" << std::endl; } - + return 0; } void Sector::parse(const lisp::Lisp& sector) { - _current = this; - lisp::ListIterator iter(§or); while(iter.next()) { const std::string& token = iter.item(); @@ -137,16 +180,16 @@ 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 if(token == "ambient-light") { + std::vector vColor; + sector.get_vector( "ambient-light", vColor ); + ambient_light = Color( vColor ); } else { GameObject* object = parse_object(token, *(iter.lisp())); if(object) { @@ -156,22 +199,22 @@ Sector::parse(const lisp::Lisp& sector) } update_game_objects(); + + if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; + 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, "Camera")); } - 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 +229,26 @@ 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; @@ -225,14 +269,14 @@ 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); - + std::vector tiles; if(reader.get_vector("interactive-tm", tiles) || reader.get_vector("tilemap", tiles)) { @@ -268,7 +312,7 @@ 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; } } } @@ -282,61 +326,52 @@ 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; } } } // add a camera - Camera* camera = new Camera(this); + Camera* camera = new Camera(this, "Camera"); add_object(camera); update_game_objects(); + + if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl; + fix_old_tiles(); update_game_objects(); - if(solids == 0) - throw std::runtime_error("sector does not contain a solid tile layer."); } void Sector::fix_old_tiles() { - // hack for now... - for(size_t x=0; x < solids->get_width(); ++x) { - for(size_t y=0; y < solids->get_height(); ++y) { - const Tile* tile = solids->get_tile(x, y); - Vector pos(x*32, y*32); - - 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); - } else if(tile->getAttributes() & Tile::FULLBOX) { - add_object(new BonusBlock(pos, tile->getData())); - solids->change(x, y, 0); - } else if(tile->getAttributes() & Tile::BRICK) { - add_object(new Brick(pos, tile->getData())); - solids->change(x, y, 0); - } else if(tile->getAttributes() & Tile::GOAL) { - std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux"; - add_object(new SequenceTrigger(pos, sequence)); - solids->change(x, y, 0); + for(std::list::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + for(size_t x=0; x < solids->get_width(); ++x) { + for(size_t y=0; y < solids->get_height(); ++y) { + const Tile* tile = solids->get_tile(x, y); + Vector pos(solids->get_x_offset() + x*32, solids->get_y_offset() + y*32); + + if(tile->getID() == 112) { + add_object(new InvisibleBlock(pos)); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::COIN) { + add_object(new Coin(pos)); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::FULLBOX) { + add_object(new BonusBlock(pos, tile->getData())); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::BRICK) { + add_object(new Brick(pos, tile->getData())); + solids->change(x, y, 0); + } else if(tile->getAttributes() & Tile::GOAL) { + std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux"; + 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); } @@ -399,9 +469,9 @@ Sector::activate(const std::string& spawnpoint) sp = *i; break; } - } + } if(!sp) { - std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n"; + log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl; if(spawnpoint != "main") { activate("main"); } else { @@ -415,65 +485,88 @@ 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); -#if 0 - CollisionGridIterator iter(*grid, get_active_region()); - while(MovingObject* object = iter.next()) { - if(!object->is_valid()) - continue; - - object->action(elapsed_time); - } -#else /* update objects */ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { GameObject* object = *i; 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(); } @@ -484,23 +577,15 @@ Sector::update_game_objects() for(std::vector::iterator i = gameobjects.begin(); i != gameobjects.end(); /* nothing */) { GameObject* object = *i; - + if(object->is_valid()) { ++i; 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; + + before_object_remove(object); + + object->unref(); i = gameobjects.erase(i); } @@ -509,258 +594,641 @@ 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); - - 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) { - std::cerr << "Warning: Multiple cameras added. Ignoring."; - continue; - } - this->camera = camera; - } + before_object_add(object); gameobjects.push_back(object); } gameobjects_new.clear(); } +bool +Sector::before_object_add(GameObject* object) +{ + Bullet* bullet = dynamic_cast (object); + if(bullet != NULL) { + bullets.push_back(bullet); + } + + MovingObject* movingobject = dynamic_cast (object); + if(movingobject != NULL) { + moving_objects.push_back(movingobject); + } + + Portable* portable = dynamic_cast (object); + if(portable != NULL) { + portables.push_back(portable); + } + + TileMap* tilemap = dynamic_cast (object); + if(tilemap != NULL && tilemap->is_solid()) { + solid_tilemaps.push_back(tilemap); + } + + Camera* camera = dynamic_cast (object); + if(camera != NULL) { + if(this->camera != 0) { + log_warning << "Multiple cameras added. Ignoring" << std::endl; + return false; + } + this->camera = camera; + } + + Player* player = dynamic_cast (object); + if(player != NULL) { + if(this->player != 0) { + log_warning << "Multiple players added. Ignoring" << std::endl; + return false; + } + this->player = player; + } + + 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) +{ + Portable* portable = dynamic_cast (object); + if(portable != NULL) { + portables.erase(std::find(portables.begin(), portables.end(), portable)); + } + Bullet* bullet = dynamic_cast (object); + if(bullet != NULL) { + bullets.erase(std::find(bullets.begin(), bullets.end(), bullet)); + } + MovingObject* moving_object = dynamic_cast (object); + if(moving_object != NULL) { + moving_objects.erase( + std::find(moving_objects.begin(), moving_objects.end(), moving_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; + SQInteger 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.set_ambient_color( ambient_light ); 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; + 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(); } -static const float DELTA = .001; +/*------------------------------------------------------------------------- + * Collision Detection + *-------------------------------------------------------------------------*/ -void -Sector::collision_tilemap(MovingObject* object, int depth) +static const float SHIFT_DELTA = 7.0f; + +/** r1 is supposed to be moving, r2 a solid object */ +void check_collisions(collision::Constraints* constraints, + const Vector& movement, const Rect& r1, const Rect& r2, + GameObject* object = NULL, MovingObject* other = NULL) { - if(depth >= 4) { -#ifdef DEBUG - std::cout << "Max collision depth reached.\n"; -#endif - object->movement = Vector(0, 0); + if(!collision::intersects(r1, r2)) 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; + // calculate intersection + float itop = r1.get_bottom() - r2.get_top(); + float ibottom = r2.get_bottom() - r1.get_top(); + float ileft = r1.get_right() - r2.get_left(); + float iright = r2.get_right() - r1.get_left(); + + if(fabsf(movement.y) > fabsf(movement.x)) { + if(ileft < SHIFT_DELTA) { + constraints->right = std::min(constraints->right, r2.get_left()); + return; + } else if(iright < SHIFT_DELTA) { + constraints->left = std::max(constraints->left, r2.get_right()); + return; + } } else { - x1 = object->get_pos().x + object->get_movement().x; - x2 = object->get_bbox().p2.x; + // shiftout bottom/top + if(itop < SHIFT_DELTA) { + constraints->bottom = std::min(constraints->bottom, r2.get_top()); + return; + } else if(ibottom < SHIFT_DELTA) { + constraints->top = std::max(constraints->top, r2.get_bottom()); + return; + } + } + + if(other != NULL) { + CollisionHit dummy; + HitResponse response = other->collision(*object, dummy); + if(response == PASSTHROUGH) + return; + if(other->get_movement() != Vector(0, 0)) { + // TODO what todo when we collide with 2 moving objects?!? + constraints->ground_movement = other->get_movement(); + } } - float y1, y2; - if(object->get_movement().y >= 0) { - y1 = object->get_pos().y; - y2 = object->get_bbox().p2.y + object->get_movement().y; + + float vert_penetration = std::min(itop, ibottom); + float horiz_penetration = std::min(ileft, iright); + if(vert_penetration < horiz_penetration) { + if(itop < ibottom) { + constraints->bottom = std::min(constraints->bottom, r2.get_top()); + constraints->hit.bottom = true; + } else { + constraints->top = std::max(constraints->top, r2.get_bottom()); + constraints->hit.top = true; + } } else { - y1 = object->get_pos().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 max_y = int(y2+1); - - CollisionHit temphit, hit; - Rectangle 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; - if(!(tile->getAttributes() & Tile::SOLID)) - continue; - if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0) - continue; + if(ileft < iright) { + constraints->right = std::min(constraints->right, r2.get_left()); + constraints->hit.right = true; + } else { + constraints->left = std::max(constraints->left, r2.get_right()); + constraints->hit.left = true; + } + } +} + +static const float DELTA = .001; - if(tile->getAttributes() & Tile::SLOPE) { // slope tile - AATriangle triangle; - Vector p1(x*32, y*32); - Vector p2((x+1)*32, (y+1)*32); - triangle = AATriangle(p1, p2, tile->getData()); - - if(Collision::rectangle_aatriangle(temphit, dest, object->movement, - triangle)) { - 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.time > hit.time) - hit = temphit; - } +void +Sector::collision_tilemap(collision::Constraints* constraints, + const Vector& movement, const Rect& dest) const +{ + // calculate rectangle where the object will move + float x1 = dest.get_left(); + float x2 = dest.get_right(); + float y1 = dest.get_top(); + float y2 = dest.get_bottom(); + + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + + // test with all tiles in this rectangle + int starttilex = int(x1 - solids->get_x_offset()) / 32; + int starttiley = int(y1 - solids->get_y_offset()) / 32; + int max_x = int(x2 - solids->get_x_offset()); + int max_y = int(y2+1 - solids->get_y_offset()); + + 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) == 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_bottom() - movement.y - SHIFT_DELTA > y*32) + continue; + } + + if(tile->getAttributes() & Tile::SLOPE) { // slope tile + AATriangle triangle; + Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset()); + Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset()); + triangle = AATriangle(p1, p2, tile->getData()); + + collision::rectangle_aatriangle(constraints, dest, triangle); + } else { // normal rectangular tile + Rect rect(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset(), (x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset()); + check_collisions(constraints, movement, dest, rect); + } } } } +} - // 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(const Rect& dest) const +{ + float x1 = dest.p1.x; + float y1 = dest.p1.y; + float x2 = dest.p2.x; + float y2 = dest.p2.y; + + uint32_t result = 0; + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + + // test with all tiles in this rectangle + int starttilex = int(x1 - solids->get_x_offset()) / 32; + int starttiley = int(y1 - solids->get_y_offset()) / 32; + int max_x = int(x2 - solids->get_x_offset()); + int max_y = int(y2+1 - solids->get_y_offset()); + + 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(); + } + } } - if(response == FORCE_MOVE) { - return; + + return result; +} + +/** fills in CollisionHit and Normal vector of 2 intersecting rectangle */ +static void get_hit_normal(const Rect& r1, const Rect& r2, CollisionHit& hit, + Vector& normal) +{ + float itop = r1.get_bottom() - r2.get_top(); + float ibottom = r2.get_bottom() - r1.get_top(); + float ileft = r1.get_right() - r2.get_left(); + float iright = r2.get_right() - r1.get_left(); + + float vert_penetration = std::min(itop, ibottom); + float horiz_penetration = std::min(ileft, iright); + if(vert_penetration < horiz_penetration) { + if(itop < ibottom) { + hit.bottom = true; + normal.y = vert_penetration; + } else { + hit.top = true; + normal.y = -vert_penetration; + } + } else { + if(ileft < iright) { + hit.right = true; + normal.x = horiz_penetration; + } else { + hit.left = true; + normal.x = -horiz_penetration; + } } - // move out of collision and try again - object->movement += hit.normal * (hit.depth + DELTA); - collision_tilemap(object, depth+1); } void -Sector::collision_object(MovingObject* object1, MovingObject* object2) +Sector::collision_object(MovingObject* object1, MovingObject* object2) const { + using namespace collision; + + const Rect& r1 = object1->dest; + const Rect& r2 = object2->dest; + CollisionHit hit; - Rectangle dest1 = object1->get_bbox(); - dest1.move(object1->get_movement()); - Rectangle dest2 = object2->get_bbox(); - dest2.move(object2->get_movement()); + if(intersects(object1->dest, object2->dest)) { + Vector normal; + get_hit_normal(r1, r2, hit, normal); - Vector movement = object1->get_movement() - object2->get_movement(); - if(Collision::rectangle_rectangle(hit, dest1, movement, dest2)) { HitResponse response1 = object1->collision(*object2, hit); - hit.normal *= -1; + std::swap(hit.left, hit.right); + std::swap(hit.top, hit.bottom); HitResponse response2 = object2->collision(*object1, hit); - - if(response1 != CONTINUE) { - if(response1 == ABORT_MOVE) - object1->movement = Vector(0, 0); - if(response2 == CONTINUE) - 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 += -hit.normal * (hit.depth + DELTA); - } else { - object1->movement += -hit.normal * (hit.depth/2 + DELTA); - object2->movement += hit.normal * (hit.depth/2 + DELTA); + assert( response1 != SOLID && response1 != PASSTHROUGH ); + assert( response2 != SOLID && response2 != PASSTHROUGH ); + if(response1 == CONTINUE && response2 == CONTINUE) { + normal *= (0.5 + DELTA); + object1->dest.move(-normal); + object2->dest.move(normal); + } else if (response1 == CONTINUE && response2 == FORCE_MOVE) { + normal *= (1 + DELTA); + object1->dest.move(-normal); + } else if (response1 == FORCE_MOVE && response2 == CONTINUE) { + normal *= (1 + DELTA); + object2->dest.move(normal); } } } void -Sector::collision_handler() +Sector::collision_static(collision::Constraints* constraints, + const Vector& movement, const Rect& dest, + GameObject& object) { -#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()) + collision_tilemap(constraints, movement, dest); + + // collision with other (static) objects + for(MovingObjects::iterator i = moving_objects.begin(); + i != moving_objects.end(); ++i) { + MovingObject* moving_object = *i; + if(moving_object->get_group() != COLGROUP_STATIC + && moving_object->get_group() != COLGROUP_MOVING_STATIC) + continue; + if(!moving_object->is_valid()) continue; - MovingObject* movingobject = dynamic_cast (gameobject); - if(!movingobject) + + if(moving_object != &object) + check_collisions(constraints, movement, dest, moving_object->bbox, + &object, moving_object); + } +} + +void +Sector::collision_static_constrains(MovingObject& object) +{ + using namespace collision; + + Constraints constraints; + Vector movement = object.get_movement(); + Rect& dest = object.dest; + float owidth = object.get_bbox().get_width(); + float oheight = object.get_bbox().get_height(); + + for(int i = 0; i < 2; ++i) { + collision_static(&constraints, Vector(0, movement.y), dest, object); + if(!constraints.has_constraints()) + break; + + // apply calculated horizontal constraints + if(constraints.bottom < INFINITY) { + float height = constraints.bottom - constraints.top; + if(height < oheight) { + // we're crushed, but ignore this for now, we'll get this again + // later if we're really crushed or things will solve itself when + // looking at the vertical constraints + } + dest.p2.y = constraints.bottom - DELTA; + dest.p1.y = dest.p2.y - oheight; + } else if(constraints.top > -INFINITY) { + dest.p1.y = constraints.top + DELTA; + dest.p2.y = dest.p1.y + oheight; + } + } + if(constraints.has_constraints()) { + if(constraints.hit.bottom) { + dest.move(constraints.ground_movement); + } + if(constraints.hit.top || constraints.hit.bottom) { + constraints.hit.left = false; + constraints.hit.right = false; + object.collision_solid(constraints.hit); + } + } + + constraints = Constraints(); + for(int i = 0; i < 2; ++i) { + collision_static(&constraints, movement, dest, object); + if(!constraints.has_constraints()) + break; + + // apply calculated vertical constraints + if(constraints.right < INFINITY) { + float width = constraints.right - constraints.left; + if(width + SHIFT_DELTA < owidth) { + printf("Object %p crushed horizontally... L:%f R:%f\n", &object, + constraints.left, constraints.right); + CollisionHit h; + h.left = true; + h.right = true; + h.crush = true; + object.collision_solid(h); + } else { + dest.p2.x = constraints.right - DELTA; + dest.p1.x = dest.p2.x - owidth; + } + } else if(constraints.left > -INFINITY) { + dest.p1.x = constraints.left + DELTA; + dest.p2.x = dest.p1.x + owidth; + } + } + + if(constraints.has_constraints()) { + if( constraints.hit.left || constraints.hit.right + || constraints.hit.top || constraints.hit.bottom + || constraints.hit.crush ) + object.collision_solid(constraints.hit); + } + + // an extra pass to make sure we're not crushed horizontally + constraints = Constraints(); + collision_static(&constraints, movement, dest, object); + if(constraints.bottom < INFINITY) { + float height = constraints.bottom - constraints.top; + if(height + SHIFT_DELTA < oheight) { + printf("Object %p crushed vertically...\n", &object); + CollisionHit h; + h.top = true; + h.bottom = true; + h.crush = true; + object.collision_solid(h); + } + } +} + +void +Sector::handle_collisions() +{ + using namespace collision; + + // 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 + 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_STATIC + && 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); + + collision_static_constrains(*moving_object); + } + + + // 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_STATIC + && 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->get_group() != COLGROUP_MOVING_STATIC) + || !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) + + if(intersects(moving_object->dest, moving_object_2->dest)) { + Vector normal; + CollisionHit hit; + get_hit_normal(moving_object->dest, moving_object_2->dest, + hit, normal); + moving_object->collision(*moving_object_2, hit); + moving_object_2->collision(*moving_object, hit); + } + } + } + + // 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->get_group() != COLGROUP_MOVING_STATIC) + || !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->get_group() != COLGROUP_MOVING_STATIC) + || !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; - movingobject->bbox.move(movingobject->get_movement()); - movingobject->movement = Vector(0, 0); + moving_object->bbox = moving_object->dest; + moving_object->movement = Vector(0, 0); } -#endif } bool -Sector::add_bullet(const Vector& pos, float xm, Direction dir) +Sector::is_free_space(const Rect& rect) const { - // 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) + using namespace collision; + + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + + // test with all tiles in this rectangle + int starttilex = int(rect.p1.x - solids->get_x_offset()) / 32; + int starttiley = int(rect.p1.y - solids->get_y_offset()) / 32; + int max_x = int(rect.p2.x - solids->get_x_offset()); + int max_y = int(rect.p2.y - solids->get_y_offset()); + + 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::SLOPE) { + AATriangle triangle; + Vector p1(x*32 + solids->get_x_offset(), y*32 + solids->get_y_offset()); + Vector p2((x+1)*32 + solids->get_x_offset(), (y+1)*32 + solids->get_y_offset()); + triangle = AATriangle(p1, p2, tile->getData()); + Constraints constraints; + return collision::rectangle_aatriangle(&constraints, rect, triangle); + } + 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; + + if(intersects(rect, moving_object->get_bbox())) return false; } - + + return true; +} + +bool +Sector::add_bullet(const Vector& pos, float xm, Direction dir) +{ + // TODO remove this function and move these checks elsewhere... + Bullet* new_bullet = 0; - if(player->got_power == Player::FIRE_POWER) - new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET); - else if(player->got_power == Player::ICE_POWER) - new_bullet = new Bullet(pos, xm, dir, ICE_BULLET); - else - throw std::runtime_error("wrong bullet type."); + if((int)bullets.size() >= player_status->max_fire_bullets) + return false; + new_bullet = new Bullet(pos, xm, dir); add_object(new_bullet); - SoundManager::get()->play_sound(IDToSound(SND_SHOOT)); + sound_manager->play("sounds/shoot.wav"); return true; } @@ -773,55 +1241,26 @@ Sector::add_smoke_cloud(const Vector& pos) } void -Sector::add_floating_text(const Vector& pos, const std::string& text) -{ - add_object(new FloatingText(pos, 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 +1273,7 @@ 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++; } @@ -842,12 +1281,44 @@ 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) - return false; + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + bool horizontally = ((rect.p2.x >= 0 + solids->get_x_offset()) && (rect.p1.x <= solids->get_width() * 32 + solids->get_x_offset())); + bool vertically = (rect.p1.y <= solids->get_height() * 32 + solids->get_y_offset()); + if (horizontally && vertically) return true; + } + return false; +} - return true; +float +Sector::get_width() const +{ + float width = 0; + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + if ((solids->get_width() * 32 + solids->get_x_offset()) > width) width = (solids->get_width() * 32 + solids->get_x_offset()); + } + return width; +} + +float +Sector::get_height() const +{ + float height = 0; + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + if ((solids->get_height() * 32 + solids->get_y_offset()) > height) height = (solids->get_height() * 32 + solids->get_y_offset()); + } + return height; +} + +void +Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id) +{ + for(std::list::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) { + TileMap* solids = *i; + solids->change_all(old_tile_id, new_tile_id); + } }