X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=f488acead1fc139eeb63d796e33bfffacbe35fcf;hb=d84d73b701cc7fa2bd74f3490b9be1bf8b6f705a;hp=0d8bcc13b05f355eda13953c3875ce597cd4f1c4;hpb=52de79ad8301a395a5a2999ecbdf31731c0b65f8;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 0d8bcc13b..f488acead 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -26,9 +26,10 @@ #include #include #include +#include #include "sector.hpp" -#include "player_status.hpp" +#include "object/player.hpp" #include "object/gameobjs.hpp" #include "object/camera.hpp" #include "object/background.hpp" @@ -45,8 +46,6 @@ #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" @@ -60,8 +59,7 @@ #include "badguy/jumpy.hpp" #include "trigger/sequence_trigger.hpp" #include "player_status.hpp" -#include "script_manager.hpp" -#include "scripting/wrapper_util.hpp" +#include "scripting/squirrel_util.hpp" #include "script_interface.hpp" #include "log.hpp" @@ -78,41 +76,45 @@ Sector::Sector(Level* parent) 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; - script_manager.reset(new ScriptManager(ScriptManager::instance)); + sq_collectgarbage(global_vm); - // create a new squirrel table for the sector - HSQUIRRELVM vm = ScriptManager::instance->get_vm(); - - sq_newtable(vm); - sq_pushroottable(vm); - if(SQ_FAILED(sq_setdelegate(vm, -2))) - throw Scripting::SquirrelError(vm, "Couldn't set sector_table delegate"); + 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(vm, -1, §or_table))) - throw Scripting::SquirrelError(vm, "Couldn't get sector table"); - sq_addref(vm, §or_table); - sq_pop(vm, 1); + 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() { - deactivate(); + using namespace Scripting; - script_manager.reset(NULL); - sq_release(ScriptManager::instance->get_vm(), §or_table); + 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); - for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); - ++i) { - before_object_remove(*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(); @@ -398,14 +400,33 @@ Sector::write(lisp::Writer& writer) HSQUIRRELVM Sector::run_script(std::istream& in, const std::string& sourcename) { - // create new thread and keep a weakref - HSQUIRRELVM vm = script_manager->create_thread(); + 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); - Scripting::compile_and_run(vm, in, sourcename); + compile_and_run(vm, in, sourcename); return vm; } @@ -429,6 +450,7 @@ Sector::add_object(GameObject* object) } #endif + object->ref(); gameobjects_new.push_back(object); } @@ -463,8 +485,8 @@ Sector::activate(const Vector& player_pos) _current->deactivate(); _current = this; - // register sectortable as current_sector in scripting - HSQUIRRELVM vm = ScriptManager::instance->get_vm(); + // register sectortable as sector in scripting + HSQUIRRELVM vm = Scripting::global_vm; sq_pushroottable(vm); sq_pushstring(vm, "sector", -1); sq_pushobject(vm, sector_table); @@ -498,7 +520,7 @@ Sector::deactivate() return; // remove sector entry from global vm - HSQUIRRELVM vm = ScriptManager::instance->get_vm(); + HSQUIRRELVM vm = Scripting::global_vm; sq_pushroottable(vm); sq_pushstring(vm, "sector", -1); if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse))) @@ -526,19 +548,8 @@ Sector::get_active_region() void Sector::update(float elapsed_time) { - script_manager->update(); - player->check_bounds(camera); -#if 0 - CollisionGridIterator iter(*grid, get_active_region()); - while(MovingObject* object = iter.next()) { - if(!object->is_valid()) - continue; - - object->update(elapsed_time); - } -#else /* update objects */ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { @@ -548,7 +559,6 @@ Sector::update(float elapsed_time) object->update(elapsed_time); } -#endif /* Handle all possible collisions. */ handle_collisions(); @@ -577,10 +587,6 @@ Sector::update_game_objects() continue; } -#ifdef USE_GRID - grid->remove_object(moving_object); -#endif - i = moving_objects.erase(i); } for(std::vector::iterator i = gameobjects.begin(); @@ -594,7 +600,7 @@ Sector::update_game_objects() before_object_remove(object); - delete *i; + object->unref(); i = gameobjects.erase(i); } @@ -621,9 +627,6 @@ Sector::before_object_add(GameObject* object) 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); @@ -665,7 +668,7 @@ Sector::try_expose(GameObject* object) { ScriptInterface* interface = dynamic_cast (object); if(interface != NULL) { - HSQUIRRELVM vm = script_manager->get_vm(); + HSQUIRRELVM vm = Scripting::global_vm; sq_pushobject(vm, sector_table); interface->expose(vm, -1); sq_pop(vm, 1); @@ -684,8 +687,8 @@ Sector::try_unexpose(GameObject* object) { ScriptInterface* interface = dynamic_cast (object); if(interface != NULL) { - HSQUIRRELVM vm = script_manager->get_vm(); - int oldtop = sq_gettop(vm); + HSQUIRRELVM vm = Scripting::global_vm; + SQInteger oldtop = sq_gettop(vm); sq_pushobject(vm, sector_table); try { interface->unexpose(vm, -1); @@ -732,11 +735,82 @@ Sector::draw(DrawingContext& context) context.pop_transform(); } +/*------------------------------------------------------------------------- + * Collision Detection + *-------------------------------------------------------------------------*/ + +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(!collision::intersects(r1, r2)) + return; + + // 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 { + // 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 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 { + 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; void -Sector::collision_tilemap(const Rect& dest, const Vector& movement, - CollisionHit& hit) const +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(); @@ -747,22 +821,21 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, // test with all tiles in this rectangle int starttilex = int(x1) / 32; int starttiley = int(y1) / 32; - int max_x = int(x2 + (1 - DELTA)); - int max_y = int(y2 + (1 - DELTA)); + int max_x = int(x2); + int max_y = int(y2+1); - 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; // skip non-solid tiles - if(tile->getAttributes() == 0) + 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_top() - movement.y > y*32) + if(movement.y <= 0 || dest.get_bottom() - movement.y - SHIFT_DELTA > y*32) continue; } @@ -772,19 +845,10 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, Vector p2((x+1)*32, (y+1)*32); triangle = AATriangle(p1, p2, tile->getData()); - if(Collision::rectangle_aatriangle(temphit, dest, movement, - triangle)) { - if(temphit.time > hit.time && (tile->getAttributes() & Tile::SOLID)) { - hit = temphit; - } - } + collision::rectangle_aatriangle(constraints, dest, triangle); } else { // normal rectangular tile 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; - } - } + check_collisions(constraints, movement, dest, rect); } } } @@ -793,31 +857,6 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, 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...) - */ - -#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; - } - 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; - } -#endif float x1 = dest.p1.x; float y1 = dest.p1.y; float x2 = dest.p2.x; @@ -842,99 +881,86 @@ Sector::collision_tile_attributes(const Rect& dest) const 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; + } + } +} + void Sector::collision_object(MovingObject* object1, MovingObject* object2) const { + using namespace collision; + + const Rect& r1 = object1->dest; + const Rect& r2 = object2->dest; + CollisionHit hit; + 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, object1->dest, movement, object2->dest)) { 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->dest = object1->get_bbox(); - if(response2 == CONTINUE) - object2->dest.move(hit.normal * (hit.depth + DELTA)); - } else if(response2 != CONTINUE) { - if(response2 == ABORT_MOVE) - object2->dest = object2->get_bbox(); - if(response1 == CONTINUE) - object1->dest.move(-hit.normal * (hit.depth + DELTA)); - } else { - object1->dest.move(-hit.normal * (hit.depth/2 + DELTA)); - object2->dest.move(hit.normal * (hit.depth/2 + DELTA)); + if(response1 == CONTINUE || response2 == CONTINUE) { + normal *= (0.5 + DELTA); + object1->dest.move(-normal); + object2->dest.move(normal); } } } -bool -Sector::collision_static(MovingObject* object, const Vector& movement) +void +Sector::collision_static(collision::Constraints* constraints, + const Vector& movement, const Rect& dest, + GameObject& object) { - GameObject* collided_with = solids; - CollisionHit hit; - hit.time = -1; - - collision_tilemap(object->dest, movement, hit); + collision_tilemap(constraints, movement, dest); // 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()) + 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->is_valid()) continue; - - Rect dest = moving_object_2->dest; - - Vector rel_movement - = movement - moving_object_2->get_movement(); - - if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest) - && temphit.time > hit.time) { - hit = temphit; - collided_with = moving_object_2; - } - } - - if(hit.time < 0) - return true; - - HitResponse response = object->collision(*collided_with, hit); - hit.normal *= -1; - if(collided_with != solids) { - MovingObject* moving_object = (MovingObject*) collided_with; - HitResponse other_response = moving_object->collision(*object, hit); - if(other_response == ABORT_MOVE) { - moving_object->dest = moving_object->get_bbox(); - } else if(other_response == FORCE_MOVE) { - // the static object "wins" move tux out of the collision - object->dest.move(-hit.normal * (hit.depth + DELTA)); - return false; - } else if(other_response == PASS_MOVEMENT) { - object->dest.move(moving_object->get_movement()); - //object->movement += moving_object->get_movement(); - } - } - - if(response == CONTINUE) { - object->dest.move(-hit.normal * (hit.depth + DELTA)); - return false; - } else if(response == ABORT_MOVE) { - object->dest = object->get_bbox(); - return true; - } - // force move - return false; + check_collisions(constraints, movement, dest, moving_object->dest, + &object, moving_object); + } } 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) { @@ -945,8 +971,6 @@ Sector::handle_collisions() } // 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; @@ -955,39 +979,90 @@ Sector::handle_collisions() || !moving_object->is_valid()) continue; + Constraints constraints; 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; + Rect& dest = moving_object->dest; + float owidth = moving_object->get_bbox().get_width(); + float oheight = moving_object->get_bbox().get_height(); + + for(int i = 0; i < 2; ++i) { + collision_static(&constraints, Vector(0, movement.y), dest, *moving_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; } - 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; + } + if(constraints.has_constraints()) { + if(constraints.hit.bottom) { + dest.move(constraints.ground_movement); } - - } else { + if(constraints.hit.top || constraints.hit.bottom) { + constraints.hit.left = false; + constraints.hit.right = false; + moving_object->collision_solid(constraints.hit); + } + } - // 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; + constraints = Constraints(); + for(int i = 0; i < 2; ++i) { + collision_static(&constraints, movement, dest, *moving_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", moving_object, + constraints.left, constraints.right); + CollisionHit h; + h.left = true; + h.right = true; + h.crush = true; + moving_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; } - 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; + } + + if(constraints.has_constraints()) { + if( constraints.hit.left || constraints.hit.right + || constraints.hit.top || constraints.hit.bottom + || constraints.hit.crush ) + moving_object->collision_solid(constraints.hit); + //else printf("Wayne?\n"); + } + + // an extra pass to make sure we're not crushed horizontally + constraints = Constraints(); + collision_static(&constraints, movement, dest, *moving_object); + if(constraints.bottom < INFINITY) { + float height = constraints.bottom - constraints.top; + if(height + SHIFT_DELTA < oheight) { + printf("Object %p crushed vertically...\n", moving_object); + CollisionHit h; + h.top = true; + h.bottom = true; + h.crush = true; + moving_object->collision_solid(h); } } } @@ -1022,7 +1097,14 @@ Sector::handle_collisions() || !moving_object_2->is_valid()) continue; - collision_object(moving_object, moving_object_2); + 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); + } } } @@ -1059,14 +1141,16 @@ Sector::handle_collisions() bool Sector::is_free_space(const Rect& rect) const { + using namespace collision; + // 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) { + 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; @@ -1082,7 +1166,7 @@ Sector::is_free_space(const Rect& rect) const || !moving_object->is_valid()) continue; - if(Collision::intersects(rect, moving_object->get_bbox())) + if(intersects(rect, moving_object->get_bbox())) return false; } @@ -1095,17 +1179,9 @@ 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_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_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 { + if((int)bullets.size() >= player_status->max_fire_bullets) return false; - } + new_bullet = new Bullet(pos, xm, dir); add_object(new_bullet); sound_manager->play("sounds/shoot.wav"); @@ -1121,12 +1197,6 @@ 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::play_music(MusicType type) { currentmusic = type;