src/supertux/sector.cpp

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00001 //  SuperTux -  A Jump'n Run
00002 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
00003 //
00004 //  This program is free software: you can redistribute it and/or modify
00005 //  it under the terms of the GNU General Public License as published by
00006 //  the Free Software Foundation, either version 3 of the License, or
00007 //  (at your option) any later version.
00008 //
00009 //  This program is distributed in the hope that it will be useful,
00010 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
00011 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012 //  GNU General Public License for more details.
00013 //
00014 //  You should have received a copy of the GNU General Public License
00015 //  along with this program.  If not, see <http://www.gnu.org/licenses/>.
00016 
00017 #include "supertux/sector.hpp"
00018 
00019 #include <algorithm>
00020 #include <math.h>
00021 
00022 #include "audio/sound_manager.hpp"
00023 #include "badguy/jumpy.hpp"
00024 #include "lisp/list_iterator.hpp"
00025 #include "math/aatriangle.hpp"
00026 #include "object/background.hpp"
00027 #include "object/bonus_block.hpp"
00028 #include "object/brick.hpp"
00029 #include "object/bullet.hpp"
00030 #include "object/camera.hpp"
00031 #include "object/cloud_particle_system.hpp"
00032 #include "object/coin.hpp"
00033 #include "object/comet_particle_system.hpp"
00034 #include "object/display_effect.hpp"
00035 #include "object/ghost_particle_system.hpp"
00036 #include "object/gradient.hpp"
00037 #include "object/invisible_block.hpp"
00038 #include "object/particlesystem.hpp"
00039 #include "object/particlesystem_interactive.hpp"
00040 #include "object/player.hpp"
00041 #include "object/portable.hpp"
00042 #include "object/pulsing_light.hpp"
00043 #include "object/rain_particle_system.hpp"
00044 #include "object/smoke_cloud.hpp"
00045 #include "object/snow_particle_system.hpp"
00046 #include "object/text_object.hpp"
00047 #include "object/tilemap.hpp"
00048 #include "physfs/ifile_stream.hpp"
00049 #include "scripting/squirrel_util.hpp"
00050 #include "supertux/collision.hpp"
00051 #include "supertux/constants.hpp"
00052 #include "supertux/game_session.hpp"
00053 #include "supertux/globals.hpp"
00054 #include "supertux/level.hpp"
00055 #include "supertux/object_factory.hpp"
00056 #include "supertux/player_status.hpp"
00057 #include "supertux/spawn_point.hpp"
00058 #include "supertux/tile.hpp"
00059 #include "trigger/sequence_trigger.hpp"
00060 #include "util/file_system.hpp"
00061 
00062 Sector* Sector::_current = 0;
00063 
00064 bool Sector::show_collrects = false;
00065 bool Sector::draw_solids_only = false;
00066 
00067 Sector::Sector(Level* parent) :
00068   level(parent), 
00069   name(),
00070   bullets(),
00071   init_script(),
00072   gameobjects_new(),
00073   currentmusic(LEVEL_MUSIC),
00074   sector_table(),
00075   scripts(),
00076   ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ), 
00077   gameobjects(),
00078   moving_objects(),
00079   spawnpoints(),
00080   portables(),
00081   music(),
00082   gravity(10.0), 
00083   player(0), 
00084   solid_tilemaps(),
00085   camera(0), 
00086   effect(0)
00087 {
00088   add_object(new Player(GameSession::current()->get_player_status(), "Tux"));
00089   add_object(new DisplayEffect("Effect"));
00090   add_object(new TextObject("Text"));
00091 
00092   sound_manager->preload("sounds/shoot.wav");
00093 
00094   // create a new squirrel table for the sector
00095   using namespace scripting;
00096 
00097   sq_collectgarbage(global_vm);
00098 
00099   sq_newtable(global_vm);
00100   sq_pushroottable(global_vm);
00101   if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
00102     throw scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
00103 
00104   sq_resetobject(&sector_table);
00105   if(SQ_FAILED(sq_getstackobj(global_vm, -1, &sector_table)))
00106     throw scripting::SquirrelError(global_vm, "Couldn't get sector table");
00107   sq_addref(global_vm, &sector_table);
00108   sq_pop(global_vm, 1);
00109 }
00110 
00111 Sector::~Sector()
00112 {
00113   using namespace scripting;
00114 
00115   deactivate();
00116 
00117   for(ScriptList::iterator i = scripts.begin();
00118       i != scripts.end(); ++i) {
00119     HSQOBJECT& object = *i;
00120     sq_release(global_vm, &object);
00121   }
00122   sq_release(global_vm, &sector_table);
00123   sq_collectgarbage(global_vm);
00124 
00125   update_game_objects();
00126   assert(gameobjects_new.size() == 0);
00127 
00128   for(GameObjects::iterator i = gameobjects.begin();
00129       i != gameobjects.end(); ++i) {
00130     GameObject* object = *i;
00131     before_object_remove(object);
00132     object->unref();
00133   }
00134 
00135   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
00136       ++i)
00137     delete *i;
00138 }
00139 
00140 Level*
00141 Sector::get_level()
00142 {
00143   return level;
00144 }
00145 
00146 GameObject*
00147 Sector::parse_object(const std::string& name, const Reader& reader)
00148 {
00149   if(name == "camera") {
00150     Camera* camera = new Camera(this, "Camera");
00151     camera->parse(reader);
00152     return camera;
00153   } else if(name == "particles-snow") {
00154     SnowParticleSystem* partsys = new SnowParticleSystem();
00155     partsys->parse(reader);
00156     return partsys;
00157   } else if(name == "particles-rain") {
00158     RainParticleSystem* partsys = new RainParticleSystem();
00159     partsys->parse(reader);
00160     return partsys;
00161   } else if(name == "particles-comets") {
00162     CometParticleSystem* partsys = new CometParticleSystem();
00163     partsys->parse(reader);
00164     return partsys;
00165   } else if(name == "particles-ghosts") {
00166     GhostParticleSystem* partsys = new GhostParticleSystem();
00167     partsys->parse(reader);
00168     return partsys;
00169   } else if(name == "particles-clouds") {
00170     CloudParticleSystem* partsys = new CloudParticleSystem();
00171     partsys->parse(reader);
00172     return partsys;
00173   } else if(name == "money") { // for compatibility with old maps
00174     return new Jumpy(reader);
00175   } else {
00176     try {
00177       return ObjectFactory::instance().create(name, reader);
00178     } catch(std::exception& e) {
00179       log_warning << e.what() << "" << std::endl;
00180       return 0;
00181     }
00182   }
00183 }
00184 
00185 void
00186 Sector::parse(const Reader& sector)
00187 {
00188   bool has_background = false;
00189   lisp::ListIterator iter(&sector);
00190   while(iter.next()) {
00191     const std::string& token = iter.item();
00192     if(token == "name") {
00193       iter.value()->get(name);
00194     } else if(token == "gravity") {
00195       iter.value()->get(gravity);
00196     } else if(token == "music") {
00197       iter.value()->get(music);
00198     } else if(token == "spawnpoint") {
00199       SpawnPoint* sp = new SpawnPoint(*iter.lisp());
00200       spawnpoints.push_back(sp);
00201     } else if(token == "init-script") {
00202       iter.value()->get(init_script);
00203     } else if(token == "ambient-light") {
00204       std::vector<float> vColor;
00205       sector.get( "ambient-light", vColor );
00206       if(vColor.size() < 3) {
00207         log_warning << "(ambient-light) requires a color as argument" << std::endl;
00208       } else {
00209         ambient_light = Color( vColor );
00210       }
00211     } else {
00212       GameObject* object = parse_object(token, *(iter.lisp()));
00213       if(object) {
00214         if(dynamic_cast<Background *>(object)) {
00215           has_background = true;
00216         } else if(dynamic_cast<Gradient *>(object)) {
00217           has_background = true;
00218         }
00219         add_object(object);
00220       }
00221     }
00222   }
00223 
00224   if(!has_background) {
00225     Gradient* gradient = new Gradient();
00226     gradient->set_gradient(Color(0.3, 0.4, 0.75), Color(1, 1, 1));
00227     add_object(gradient);
00228   }
00229 
00230   update_game_objects();
00231 
00232   if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
00233 
00234   fix_old_tiles();
00235   if(!camera) {
00236     log_warning << "sector '" << name << "' does not contain a camera." << std::endl;
00237     update_game_objects();
00238     add_object(new Camera(this, "Camera"));
00239   }
00240 
00241   update_game_objects();
00242 }
00243 
00244 void
00245 Sector::parse_old_format(const Reader& reader)
00246 {
00247   name = "main";
00248   reader.get("gravity", gravity);
00249 
00250   std::string backgroundimage;
00251   if (reader.get("background", backgroundimage) && (backgroundimage != "")) {
00252     if (backgroundimage == "arctis.png") backgroundimage = "arctis.jpg";
00253     if (backgroundimage == "arctis2.jpg") backgroundimage = "arctis.jpg";
00254     if (backgroundimage == "ocean.png") backgroundimage = "ocean.jpg";
00255     backgroundimage = "images/background/" + backgroundimage;
00256     if (!PHYSFS_exists(backgroundimage.c_str())) {
00257       log_warning << "Background image \"" << backgroundimage << "\" not found. Ignoring." << std::endl;
00258       backgroundimage = "";
00259     }
00260   }
00261 
00262   float bgspeed = .5;
00263   reader.get("bkgd_speed", bgspeed);
00264   bgspeed /= 100;
00265 
00266   Color bkgd_top, bkgd_bottom;
00267   int r = 0, g = 0, b = 128;
00268   reader.get("bkgd_red_top", r);
00269   reader.get("bkgd_green_top",  g);
00270   reader.get("bkgd_blue_top",  b);
00271   bkgd_top.red = static_cast<float> (r) / 255.0f;
00272   bkgd_top.green = static_cast<float> (g) / 255.0f;
00273   bkgd_top.blue = static_cast<float> (b) / 255.0f;
00274 
00275   reader.get("bkgd_red_bottom",  r);
00276   reader.get("bkgd_green_bottom", g);
00277   reader.get("bkgd_blue_bottom", b);
00278   bkgd_bottom.red = static_cast<float> (r) / 255.0f;
00279   bkgd_bottom.green = static_cast<float> (g) / 255.0f;
00280   bkgd_bottom.blue = static_cast<float> (b) / 255.0f;
00281 
00282   if(backgroundimage != "") {
00283     Background* background = new Background();
00284     background->set_image(backgroundimage, bgspeed);
00285     add_object(background);
00286   } else {
00287     Gradient* gradient = new Gradient();
00288     gradient->set_gradient(bkgd_top, bkgd_bottom);
00289     add_object(gradient);
00290   }
00291 
00292   std::string particlesystem;
00293   reader.get("particle_system", particlesystem);
00294   if(particlesystem == "clouds")
00295     add_object(new CloudParticleSystem());
00296   else if(particlesystem == "snow")
00297     add_object(new SnowParticleSystem());
00298   else if(particlesystem == "rain")
00299     add_object(new RainParticleSystem());
00300 
00301   Vector startpos(100, 170);
00302   reader.get("start_pos_x", startpos.x);
00303   reader.get("start_pos_y", startpos.y);
00304 
00305   SpawnPoint* spawn = new SpawnPoint;
00306   spawn->pos = startpos;
00307   spawn->name = "main";
00308   spawnpoints.push_back(spawn);
00309 
00310   music = "chipdisko.ogg";
00311   // skip reading music filename. It's all .ogg now, anyway
00312   /*
00313     reader.get("music", music);
00314   */
00315   music = "music/" + music;
00316 
00317   int width = 30, height = 15;
00318   reader.get("width", width);
00319   reader.get("height", height);
00320 
00321   std::vector<unsigned int> tiles;
00322   if(reader.get("interactive-tm", tiles)
00323      || reader.get("tilemap", tiles)) {
00324     TileMap* tilemap = new TileMap(level->get_tileset());
00325     tilemap->set(width, height, tiles, LAYER_TILES, true);
00326 
00327     // replace tile id 112 (old invisible tile) with 1311 (new invisible tile)
00328     for(size_t x=0; x < tilemap->get_width(); ++x) {
00329       for(size_t y=0; y < tilemap->get_height(); ++y) {
00330         uint32_t id = tilemap->get_tile_id(x, y);
00331         if(id == 112)
00332           tilemap->change(x, y, 1311);
00333       }
00334     }
00335 
00336     if (height < 19) tilemap->resize(width, 19);
00337     add_object(tilemap);
00338   }
00339 
00340   if(reader.get("background-tm", tiles)) {
00341     TileMap* tilemap = new TileMap(level->get_tileset());
00342     tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
00343     if (height < 19) tilemap->resize(width, 19);
00344     add_object(tilemap);
00345   }
00346 
00347   if(reader.get("foreground-tm", tiles)) {
00348     TileMap* tilemap = new TileMap(level->get_tileset());
00349     tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
00350 
00351     // fill additional space in foreground with tiles of ID 2035 (lightmap/black)
00352     if (height < 19) tilemap->resize(width, 19, 2035);
00353 
00354     add_object(tilemap);
00355   }
00356 
00357   // read reset-points (now spawn-points)
00358   const lisp::Lisp* resetpoints = reader.get_lisp("reset-points");
00359   if(resetpoints) {
00360     lisp::ListIterator iter(resetpoints);
00361     while(iter.next()) {
00362       if(iter.item() == "point") {
00363         Vector sp_pos;
00364         if(reader.get("x", sp_pos.x) && reader.get("y", sp_pos.y))
00365         {
00366           SpawnPoint* sp = new SpawnPoint;
00367           sp->name = "main";
00368           sp->pos = sp_pos;
00369           spawnpoints.push_back(sp);
00370         }
00371       } else {
00372         log_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
00373       }
00374     }
00375   }
00376 
00377   // read objects
00378   const lisp::Lisp* objects = reader.get_lisp("objects");
00379   if(objects) {
00380     lisp::ListIterator iter(objects);
00381     while(iter.next()) {
00382       GameObject* object = parse_object(iter.item(), *(iter.lisp()));
00383       if(object) {
00384         add_object(object);
00385       } else {
00386         log_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
00387       }
00388     }
00389   }
00390 
00391   // add a camera
00392   Camera* camera = new Camera(this, "Camera");
00393   add_object(camera);
00394 
00395   update_game_objects();
00396 
00397   if(solid_tilemaps.size() < 1) log_warning << "sector '" << name << "' does not contain a solid tile layer." << std::endl;
00398 
00399   fix_old_tiles();
00400   update_game_objects();
00401 }
00402 
00403 void
00404 Sector::fix_old_tiles()
00405 {
00406   for(std::list<TileMap*>::iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
00407     TileMap* solids = *i;
00408     for(size_t x=0; x < solids->get_width(); ++x) {
00409       for(size_t y=0; y < solids->get_height(); ++y) {
00410         uint32_t    id   = solids->get_tile_id(x, y);
00411         const Tile *tile = solids->get_tile(x, y);
00412         Vector pos = solids->get_tile_position(x, y);
00413 
00414         if(id == 112) {
00415           add_object(new InvisibleBlock(pos));
00416           solids->change(x, y, 0);
00417         } else if(tile->getAttributes() & Tile::COIN) {
00418           add_object(new Coin(pos, solids));
00419           solids->change(x, y, 0);
00420         } else if(tile->getAttributes() & Tile::FULLBOX) {
00421           add_object(new BonusBlock(pos, tile->getData()));
00422           solids->change(x, y, 0);
00423         } else if(tile->getAttributes() & Tile::BRICK) {
00424           add_object(new Brick(pos, tile->getData()));
00425           solids->change(x, y, 0);
00426         } else if(tile->getAttributes() & Tile::GOAL) {
00427           std::string sequence = tile->getData() == 0 ? "endsequence" : "stoptux";
00428           add_object(new SequenceTrigger(pos, sequence));
00429           solids->change(x, y, 0);
00430         }
00431       }
00432     }
00433   }
00434 
00435   // add lights for special tiles
00436   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); i++) {
00437     TileMap* tm = dynamic_cast<TileMap*>(*i);
00438     if (!tm) continue;
00439     for(size_t x=0; x < tm->get_width(); ++x) {
00440       for(size_t y=0; y < tm->get_height(); ++y) {
00441         uint32_t id = tm->get_tile_id(x, y);
00442         Vector pos = tm->get_tile_position(x, y);
00443         Vector center = pos + Vector(16, 16);
00444 
00445         // torch
00446         if (id == 1517) {
00447           float pseudo_rnd = (float)((int)pos.x % 10) / 10;
00448           add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.9f, 1.0f, Color(1.0f, 1.0f, 0.6f, 1.0f)));
00449         }
00450         // lava or lavaflow
00451         if ((id == 173) || (id == 1700) || (id == 1705) || (id == 1706)) {
00452           // space lights a bit
00453           if ((((tm->get_tile_id(x-1, y)) != tm->get_tile_id(x,y))
00454                && (tm->get_tile_id(x, y-1) != tm->get_tile_id(x,y)))
00455               || ((x % 3 == 0) && (y % 3 == 0))) {
00456             float pseudo_rnd = (float)((int)pos.x % 10) / 10;
00457             add_object(new PulsingLight(center, 1.0f + pseudo_rnd, 0.8f, 1.0f, Color(1.0f, 0.3f, 0.0f, 1.0f)));
00458           }
00459         }
00460 
00461       }
00462     }
00463   }
00464 
00465 }
00466 
00467 HSQUIRRELVM
00468 Sector::run_script(std::istream& in, const std::string& sourcename)
00469 {
00470   using namespace scripting;
00471 
00472   // garbage collect thread list
00473   for(ScriptList::iterator i = scripts.begin();
00474       i != scripts.end(); ) {
00475     HSQOBJECT& object = *i;
00476     HSQUIRRELVM vm = object_to_vm(object);
00477 
00478     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
00479       sq_release(global_vm, &object);
00480       i = scripts.erase(i);
00481       continue;
00482     }
00483 
00484     ++i;
00485   }
00486 
00487   HSQOBJECT object = create_thread(global_vm);
00488   scripts.push_back(object);
00489 
00490   HSQUIRRELVM vm = object_to_vm(object);
00491 
00492   // set sector_table as roottable for the thread
00493   sq_pushobject(vm, sector_table);
00494   sq_setroottable(vm);
00495 
00496   try {
00497     compile_and_run(vm, in, "Sector " + name + " - " + sourcename);
00498   } catch(std::exception& e) {
00499     log_warning << "Error running script: " << e.what() << std::endl;
00500   }
00501 
00502   return vm;
00503 }
00504 
00505 void
00506 Sector::add_object(GameObject* object)
00507 {
00508   // make sure the object isn't already in the list
00509 #ifndef NDEBUG
00510   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
00511       ++i) {
00512     assert(*i != object);
00513   }
00514   for(GameObjects::iterator i = gameobjects_new.begin();
00515       i != gameobjects_new.end(); ++i) {
00516     assert(*i != object);
00517   }
00518 #endif
00519 
00520   object->ref();
00521   gameobjects_new.push_back(object);
00522 }
00523 
00524 void
00525 Sector::activate(const std::string& spawnpoint)
00526 {
00527   SpawnPoint* sp = 0;
00528   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
00529       ++i) {
00530     if((*i)->name == spawnpoint) {
00531       sp = *i;
00532       break;
00533     }
00534   }
00535   if(!sp) {
00536     log_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
00537     if(spawnpoint != "main") {
00538       activate("main");
00539     } else {
00540       activate(Vector(0, 0));
00541     }
00542   } else {
00543     activate(sp->pos);
00544   }
00545 }
00546 
00547 void
00548 Sector::activate(const Vector& player_pos)
00549 {
00550   if(_current != this) {
00551     if(_current != NULL)
00552       _current->deactivate();
00553     _current = this;
00554 
00555     // register sectortable as sector in scripting
00556     HSQUIRRELVM vm = scripting::global_vm;
00557     sq_pushroottable(vm);
00558     sq_pushstring(vm, "sector", -1);
00559     sq_pushobject(vm, sector_table);
00560     if(SQ_FAILED(sq_createslot(vm, -3)))
00561       throw scripting::SquirrelError(vm, "Couldn't set sector in roottable");
00562     sq_pop(vm, 1);
00563 
00564     for(GameObjects::iterator i = gameobjects.begin();
00565         i != gameobjects.end(); ++i) {
00566       GameObject* object = *i;
00567 
00568       try_expose(object);
00569     }
00570   }
00571   try_expose_me();
00572 
00573 
00574   // two-player hack: move other players to main player's position
00575   // Maybe specify 2 spawnpoints in the level?
00576   for(GameObjects::iterator i = gameobjects.begin();
00577       i != gameobjects.end(); ++i) {
00578     Player* p = dynamic_cast<Player*>(*i);
00579     if (!p) continue;
00580 
00581     // spawn smalltux below spawnpoint
00582     if (!p->is_big()) {
00583       p->move(player_pos + Vector(0,32));
00584     } else {
00585       p->move(player_pos);
00586     }
00587 
00588     // spawning tux in the ground would kill him
00589     if(!is_free_of_tiles(p->get_bbox())) {
00590       log_warning << "Tried spawning Tux in solid matter. Compensating." << std::endl;
00591       Vector npos = p->get_bbox().p1;
00592       npos.y-=32;
00593       p->move(npos);
00594     }
00595   }
00596 
00597   camera->reset(player->get_pos());
00598   update_game_objects();
00599 
00600   //Run default.nut just before init script
00601   //Check to see if it's in a levelset (info file)
00602   std::string basedir = FileSystem::dirname(get_level()->filename);
00603   if(PHYSFS_exists((basedir + "/info").c_str())) {
00604     try {
00605       IFileStream in(basedir + "/default.nut");
00606       run_script(in, "default.nut");
00607     } catch(std::exception& ) {
00608       // doesn't exist or erroneous; do nothing
00609     }
00610   }
00611 
00612   // Run init script
00613   if(init_script != "") {
00614     std::istringstream in(init_script);
00615     run_script(in, "init-script");
00616   }
00617 }
00618 
00619 void
00620 Sector::deactivate()
00621 {
00622   if(_current != this)
00623     return;
00624 
00625   // remove sector entry from global vm
00626   HSQUIRRELVM vm = scripting::global_vm;
00627   sq_pushroottable(vm);
00628   sq_pushstring(vm, "sector", -1);
00629   if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
00630     throw scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
00631   sq_pop(vm, 1);
00632 
00633   for(GameObjects::iterator i = gameobjects.begin();
00634       i != gameobjects.end(); ++i) {
00635     GameObject* object = *i;
00636 
00637     try_unexpose(object);
00638   }
00639 
00640   try_unexpose_me();
00641   _current = NULL;
00642 }
00643 
00644 Rectf
00645 Sector::get_active_region()
00646 {
00647   return Rectf(
00648     camera->get_translation() - Vector(1600, 1200),
00649     camera->get_translation() + Vector(1600, 1200) + Vector(SCREEN_WIDTH,SCREEN_HEIGHT));
00650 }
00651 
00652 void
00653 Sector::update(float elapsed_time)
00654 {
00655   player->check_bounds();
00656 
00657   /* update objects */
00658   for(GameObjects::iterator i = gameobjects.begin();
00659       i != gameobjects.end(); ++i) {
00660     GameObject* object = *i;
00661     if(!object->is_valid())
00662       continue;
00663 
00664     object->update(elapsed_time);
00665   }
00666 
00667   /* Handle all possible collisions. */
00668   handle_collisions();
00669   update_game_objects();
00670 }
00671 
00672 void
00673 Sector::update_game_objects()
00674 {
00676   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
00677       i != gameobjects.end(); /* nothing */) {
00678     GameObject* object = *i;
00679 
00680     if(object->is_valid()) {
00681       ++i;
00682       continue;
00683     }
00684 
00685     before_object_remove(object);
00686 
00687     object->unref();
00688     i = gameobjects.erase(i);
00689   }
00690 
00691   /* add newly created objects */
00692   for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
00693       i != gameobjects_new.end(); ++i)
00694   {
00695     GameObject* object = *i;
00696 
00697     before_object_add(object);
00698 
00699     gameobjects.push_back(object);
00700   }
00701   gameobjects_new.clear();
00702 
00703   /* update solid_tilemaps list */
00704   //FIXME: this could be more efficient
00705   solid_tilemaps.clear();
00706   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
00707       i != gameobjects.end(); ++i)
00708   {
00709     TileMap* tm = dynamic_cast<TileMap*>(*i);
00710     if (!tm) continue;
00711     if (tm->is_solid()) solid_tilemaps.push_back(tm);
00712   }
00713 
00714 }
00715 
00716 bool
00717 Sector::before_object_add(GameObject* object)
00718 {
00719   Bullet* bullet = dynamic_cast<Bullet*> (object);
00720   if(bullet != NULL) {
00721     bullets.push_back(bullet);
00722   }
00723 
00724   MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
00725   if(movingobject != NULL) {
00726     moving_objects.push_back(movingobject);
00727   }
00728 
00729   Portable* portable = dynamic_cast<Portable*> (object);
00730   if(portable != NULL) {
00731     portables.push_back(portable);
00732   }
00733 
00734   TileMap* tilemap = dynamic_cast<TileMap*> (object);
00735   if(tilemap != NULL && tilemap->is_solid()) {
00736     solid_tilemaps.push_back(tilemap);
00737   }
00738 
00739   Camera* camera = dynamic_cast<Camera*> (object);
00740   if(camera != NULL) {
00741     if(this->camera != 0) {
00742       log_warning << "Multiple cameras added. Ignoring" << std::endl;
00743       return false;
00744     }
00745     this->camera = camera;
00746   }
00747 
00748   Player* player = dynamic_cast<Player*> (object);
00749   if(player != NULL) {
00750     if(this->player != 0) {
00751       log_warning << "Multiple players added. Ignoring" << std::endl;
00752       return false;
00753     }
00754     this->player = player;
00755   }
00756 
00757   DisplayEffect* effect = dynamic_cast<DisplayEffect*> (object);
00758   if(effect != NULL) {
00759     if(this->effect != 0) {
00760       log_warning << "Multiple DisplayEffects added. Ignoring" << std::endl;
00761       return false;
00762     }
00763     this->effect = effect;
00764   }
00765 
00766   if(_current == this) {
00767     try_expose(object);
00768   }
00769 
00770   return true;
00771 }
00772 
00773 void
00774 Sector::try_expose(GameObject* object)
00775 {
00776   ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
00777   if(object_ != NULL) {
00778     HSQUIRRELVM vm = scripting::global_vm;
00779     sq_pushobject(vm, sector_table);
00780     object_->expose(vm, -1);
00781     sq_pop(vm, 1);
00782   }
00783 }
00784 
00785 void
00786 Sector::try_expose_me()
00787 {
00788   HSQUIRRELVM vm = scripting::global_vm;
00789   sq_pushobject(vm, sector_table);
00790   scripting::SSector* this_ = static_cast<scripting::SSector*> (this);
00791   expose_object(vm, -1, this_, "settings", false);
00792   sq_pop(vm, 1);
00793 }
00794 
00795 void
00796 Sector::before_object_remove(GameObject* object)
00797 {
00798   Portable* portable = dynamic_cast<Portable*> (object);
00799   if(portable != NULL) {
00800     portables.erase(std::find(portables.begin(), portables.end(), portable));
00801   }
00802   Bullet* bullet = dynamic_cast<Bullet*> (object);
00803   if(bullet != NULL) {
00804     bullets.erase(std::find(bullets.begin(), bullets.end(), bullet));
00805   }
00806   MovingObject* moving_object = dynamic_cast<MovingObject*> (object);
00807   if(moving_object != NULL) {
00808     moving_objects.erase(
00809       std::find(moving_objects.begin(), moving_objects.end(), moving_object));
00810   }
00811 
00812   if(_current == this)
00813     try_unexpose(object);
00814 }
00815 
00816 void
00817 Sector::try_unexpose(GameObject* object)
00818 {
00819   ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
00820   if(object_ != NULL) {
00821     HSQUIRRELVM vm = scripting::global_vm;
00822     SQInteger oldtop = sq_gettop(vm);
00823     sq_pushobject(vm, sector_table);
00824     try {
00825       object_->unexpose(vm, -1);
00826     } catch(std::exception& e) {
00827       log_warning << "Couldn't unregister object: " << e.what() << std::endl;
00828     }
00829     sq_settop(vm, oldtop);
00830   }
00831 }
00832 
00833 void
00834 Sector::try_unexpose_me()
00835 {
00836   HSQUIRRELVM vm = scripting::global_vm;
00837   SQInteger oldtop = sq_gettop(vm);
00838   sq_pushobject(vm, sector_table);
00839   try {
00840     scripting::unexpose_object(vm, -1, "settings");
00841   } catch(std::exception& e) {
00842     log_warning << "Couldn't unregister object: " << e.what() << std::endl;
00843   }
00844   sq_settop(vm, oldtop);
00845 }
00846 void
00847 Sector::draw(DrawingContext& context)
00848 {
00849   context.set_ambient_color( ambient_light );
00850   context.push_transform();
00851   context.set_translation(camera->get_translation());
00852 
00853   for(GameObjects::iterator i = gameobjects.begin();
00854       i != gameobjects.end(); ++i) {
00855     GameObject* object = *i;
00856     if(!object->is_valid())
00857       continue;
00858 
00859     if (draw_solids_only)
00860     {
00861       TileMap* tm = dynamic_cast<TileMap*>(object);
00862       if (tm && !tm->is_solid())
00863         continue;
00864     }
00865 
00866     object->draw(context);
00867   }
00868 
00869   if(show_collrects) {
00870     Color color(1.0f, 0.0f, 0.0f, 0.75f);
00871     for(MovingObjects::iterator i = moving_objects.begin();
00872         i != moving_objects.end(); ++i) {
00873       MovingObject* object = *i;
00874       const Rectf& rect = object->get_bbox();
00875 
00876       context.draw_filled_rect(rect, color, LAYER_FOREGROUND1 + 10);
00877     }
00878   }
00879 
00880   context.pop_transform();
00881 }
00882 
00883 /*-------------------------------------------------------------------------
00884  * Collision Detection
00885  *-------------------------------------------------------------------------*/
00886 
00888 void check_collisions(collision::Constraints* constraints,
00889                       const Vector& obj_movement, const Rectf& obj_rect, const Rectf& other_rect,
00890                       GameObject* object = NULL, MovingObject* other = NULL, const Vector& other_movement = Vector(0,0))
00891 {
00892   if(!collision::intersects(obj_rect, other_rect))
00893     return;
00894 
00895   MovingObject *moving_object = dynamic_cast<MovingObject*> (object);
00896   CollisionHit dummy;
00897   if(other != NULL && !other->collides(*object, dummy))
00898     return;
00899   if(moving_object != NULL && !moving_object->collides(*other, dummy))
00900     return;
00901 
00902   // calculate intersection
00903   float itop    = obj_rect.get_bottom() - other_rect.get_top();
00904   float ibottom = other_rect.get_bottom() - obj_rect.get_top();
00905   float ileft   = obj_rect.get_right() - other_rect.get_left();
00906   float iright  = other_rect.get_right() - obj_rect.get_left();
00907 
00908   if(fabsf(obj_movement.y) > fabsf(obj_movement.x)) {
00909     if(ileft < SHIFT_DELTA) {
00910       constraints->constrain_right(other_rect.get_left(), other_movement.x);
00911       return;
00912     } else if(iright < SHIFT_DELTA) {
00913       constraints->constrain_left(other_rect.get_right(), other_movement.x);
00914       return;
00915     }
00916   } else {
00917     // shiftout bottom/top
00918     if(itop < SHIFT_DELTA) {
00919       constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
00920       return;
00921     } else if(ibottom < SHIFT_DELTA) {
00922       constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
00923       return;
00924     }
00925   }
00926 
00927   constraints->ground_movement += other_movement;
00928   if(other != NULL) {
00929     HitResponse response = other->collision(*object, dummy);
00930     if(response == ABORT_MOVE)
00931       return;
00932 
00933     if(other->get_movement() != Vector(0, 0)) {
00934       // TODO what todo when we collide with 2 moving objects?!?
00935       constraints->ground_movement = other->get_movement();
00936     }
00937   }
00938 
00939   float vert_penetration = std::min(itop, ibottom);
00940   float horiz_penetration = std::min(ileft, iright);
00941   if(vert_penetration < horiz_penetration) {
00942     if(itop < ibottom) {
00943       constraints->constrain_bottom(other_rect.get_top(), other_movement.y);
00944       constraints->hit.bottom = true;
00945     } else {
00946       constraints->constrain_top(other_rect.get_bottom(), other_movement.y);
00947       constraints->hit.top = true;
00948     }
00949   } else {
00950     if(ileft < iright) {
00951       constraints->constrain_right(other_rect.get_left(), other_movement.x);
00952       constraints->hit.right = true;
00953     } else {
00954       constraints->constrain_left(other_rect.get_right(), other_movement.x);
00955       constraints->hit.left = true;
00956     }
00957   }
00958 }
00959 
00960 void
00961 Sector::collision_tilemap(collision::Constraints* constraints,
00962                           const Vector& movement, const Rectf& dest,
00963                           MovingObject& object) const
00964 {
00965   // calculate rectangle where the object will move
00966   float x1 = dest.get_left();
00967   float x2 = dest.get_right();
00968   float y1 = dest.get_top();
00969   float y2 = dest.get_bottom();
00970 
00971   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
00972     TileMap* solids = *i;
00973 
00974     // test with all tiles in this rectangle
00975     Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
00976 
00977     for(int x = test_tiles.left; x < test_tiles.right; ++x) {
00978       for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
00979         const Tile* tile = solids->get_tile(x, y);
00980         if(!tile)
00981           continue;
00982         // skip non-solid tiles
00983         if(!tile->is_solid ())
00984           continue;
00985         Rectf tile_bbox = solids->get_tile_bbox(x, y);
00986 
00987         /* If the tile is a unisolid tile, the "is_solid()" function above
00988          * didn't do a thorough check. Calculate the position and (relative)
00989          * movement of the object and determine whether or not the tile is
00990          * solid with regard to those parameters. */
00991         if(tile->is_unisolid ()) {
00992           Vector relative_movement = movement
00993             - solids->get_movement(/* actual = */ true);
00994 
00995           if (!tile->is_solid (tile_bbox, object.get_bbox(), relative_movement))
00996             continue;
00997         } /* if (tile->is_unisolid ()) */
00998 
00999         if(tile->is_slope ()) { // slope tile
01000           AATriangle triangle;
01001           int slope_data = tile->getData();
01002           if (solids->get_drawing_effect() == VERTICAL_FLIP)
01003             slope_data = AATriangle::vertical_flip(slope_data);
01004           triangle = AATriangle(tile_bbox, slope_data);
01005 
01006           collision::rectangle_aatriangle(constraints, dest, triangle,
01007               solids->get_movement(/* actual = */ false));
01008         } else { // normal rectangular tile
01009           check_collisions(constraints, movement, dest, tile_bbox, NULL, NULL,
01010               solids->get_movement(/* actual = */ false));
01011         }
01012       }
01013     }
01014   }
01015 }
01016 
01017 uint32_t
01018 Sector::collision_tile_attributes(const Rectf& dest) const
01019 {
01020   float x1 = dest.p1.x;
01021   float y1 = dest.p1.y;
01022   float x2 = dest.p2.x;
01023   float y2 = dest.p2.y;
01024 
01025   uint32_t result = 0;
01026   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
01027     TileMap* solids = *i;
01028 
01029     // test with all tiles in this rectangle
01030     Rect test_tiles = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2));
01031     // For ice (only), add a little fudge to recognize tiles Tux is standing on.
01032     Rect test_tiles_ice = solids->get_tiles_overlapping(Rectf(x1, y1, x2, y2 + SHIFT_DELTA));
01033 
01034     for(int x = test_tiles.left; x < test_tiles.right; ++x) {
01035       int y;
01036       for(y = test_tiles.top; y < test_tiles.bottom; ++y) {
01037         const Tile* tile = solids->get_tile(x, y);
01038         if(!tile)
01039           continue;
01040         result |= tile->getAttributes();
01041       }
01042       for(; y < test_tiles_ice.bottom; ++y) {
01043         const Tile* tile = solids->get_tile(x, y);
01044         if(!tile)
01045           continue;
01046         result |= (tile->getAttributes() & Tile::ICE);
01047       }
01048     }
01049   }
01050 
01051   return result;
01052 }
01053 
01055 static void get_hit_normal(const Rectf& r1, const Rectf& r2, CollisionHit& hit,
01056                            Vector& normal)
01057 {
01058   float itop = r1.get_bottom() - r2.get_top();
01059   float ibottom = r2.get_bottom() - r1.get_top();
01060   float ileft = r1.get_right() - r2.get_left();
01061   float iright = r2.get_right() - r1.get_left();
01062 
01063   float vert_penetration = std::min(itop, ibottom);
01064   float horiz_penetration = std::min(ileft, iright);
01065   if(vert_penetration < horiz_penetration) {
01066     if(itop < ibottom) {
01067       hit.bottom = true;
01068       normal.y = vert_penetration;
01069     } else {
01070       hit.top = true;
01071       normal.y = -vert_penetration;
01072     }
01073   } else {
01074     if(ileft < iright) {
01075       hit.right = true;
01076       normal.x = horiz_penetration;
01077     } else {
01078       hit.left = true;
01079       normal.x = -horiz_penetration;
01080     }
01081   }
01082 }
01083 
01084 void
01085 Sector::collision_object(MovingObject* object1, MovingObject* object2) const
01086 {
01087   using namespace collision;
01088 
01089   const Rectf& r1 = object1->dest;
01090   const Rectf& r2 = object2->dest;
01091 
01092   CollisionHit hit;
01093   if(intersects(object1->dest, object2->dest)) {
01094     Vector normal;
01095     get_hit_normal(r1, r2, hit, normal);
01096 
01097     if(!object1->collides(*object2, hit))
01098       return;
01099     std::swap(hit.left, hit.right);
01100     std::swap(hit.top, hit.bottom);
01101     if(!object2->collides(*object1, hit))
01102       return;
01103     std::swap(hit.left, hit.right);
01104     std::swap(hit.top, hit.bottom);
01105 
01106     HitResponse response1 = object1->collision(*object2, hit);
01107     std::swap(hit.left, hit.right);
01108     std::swap(hit.top, hit.bottom);
01109     HitResponse response2 = object2->collision(*object1, hit);
01110     if(response1 == CONTINUE && response2 == CONTINUE) {
01111       normal *= (0.5 + DELTA);
01112       object1->dest.move(-normal);
01113       object2->dest.move(normal);
01114     } else if (response1 == CONTINUE && response2 == FORCE_MOVE) {
01115       normal *= (1 + DELTA);
01116       object1->dest.move(-normal);
01117     } else if (response1 == FORCE_MOVE && response2 == CONTINUE) {
01118       normal *= (1 + DELTA);
01119       object2->dest.move(normal);
01120     }
01121   }
01122 }
01123 
01124 void
01125 Sector::collision_static(collision::Constraints* constraints,
01126                          const Vector& movement, const Rectf& dest,
01127                          MovingObject& object)
01128 {
01129   collision_tilemap(constraints, movement, dest, object);
01130 
01131   // collision with other (static) objects
01132   for(MovingObjects::iterator i = moving_objects.begin();
01133       i != moving_objects.end(); ++i) {
01134     MovingObject* moving_object = *i;
01135     if(moving_object->get_group() != COLGROUP_STATIC
01136        && moving_object->get_group() != COLGROUP_MOVING_STATIC)
01137       continue;
01138     if(!moving_object->is_valid())
01139       continue;
01140 
01141     if(moving_object != &object)
01142       check_collisions(constraints, movement, dest, moving_object->bbox,
01143                        &object, moving_object);
01144   }
01145 }
01146 
01147 void
01148 Sector::collision_static_constrains(MovingObject& object)
01149 {
01150   using namespace collision;
01151   float infinity = (std::numeric_limits<float>::has_infinity ? std::numeric_limits<float>::infinity() : std::numeric_limits<float>::max());
01152 
01153   Constraints constraints;
01154   Vector movement = object.get_movement();
01155   Rectf& dest = object.dest;
01156 
01157   for(int i = 0; i < 2; ++i) {
01158     collision_static(&constraints, Vector(0, movement.y), dest, object);
01159     if(!constraints.has_constraints())
01160       break;
01161 
01162     // apply calculated horizontal constraints
01163     if(constraints.get_position_bottom() < infinity) {
01164       float height = constraints.get_height ();
01165       if(height < object.get_bbox().get_height()) {
01166         // we're crushed, but ignore this for now, we'll get this again
01167         // later if we're really crushed or things will solve itself when
01168         // looking at the vertical constraints
01169       }
01170       dest.p2.y = constraints.get_position_bottom() - DELTA;
01171       dest.p1.y = dest.p2.y - object.get_bbox().get_height();
01172     } else if(constraints.get_position_top() > -infinity) {
01173       dest.p1.y = constraints.get_position_top() + DELTA;
01174       dest.p2.y = dest.p1.y + object.get_bbox().get_height();
01175     }
01176   }
01177   if(constraints.has_constraints()) {
01178     if(constraints.hit.bottom) {
01179       dest.move(constraints.ground_movement);
01180     }
01181     if(constraints.hit.top || constraints.hit.bottom) {
01182       constraints.hit.left = false;
01183       constraints.hit.right = false;
01184       object.collision_solid(constraints.hit);
01185     }
01186   }
01187 
01188   constraints = Constraints();
01189   for(int i = 0; i < 2; ++i) {
01190     collision_static(&constraints, movement, dest, object);
01191     if(!constraints.has_constraints())
01192       break;
01193 
01194     // apply calculated vertical constraints
01195     float width = constraints.get_width ();
01196     if(width < infinity) {
01197       if(width + SHIFT_DELTA < object.get_bbox().get_width()) {
01198 #if 0
01199         printf("Object %p crushed horizontally... L:%f R:%f\n", &object,
01200                constraints.get_position_left(), constraints.get_position_right());
01201 #endif
01202         CollisionHit h;
01203         h.left = true;
01204         h.right = true;
01205         h.crush = true;
01206         object.collision_solid(h);
01207       } else {
01208         float xmid = constraints.get_x_midpoint ();
01209         dest.p1.x = xmid - object.get_bbox().get_width()/2;
01210         dest.p2.x = xmid + object.get_bbox().get_width()/2;
01211       }
01212     } else if(constraints.get_position_right() < infinity) {
01213       dest.p2.x = constraints.get_position_right() - DELTA;
01214       dest.p1.x = dest.p2.x - object.get_bbox().get_width();
01215     } else if(constraints.get_position_left() > -infinity) {
01216       dest.p1.x = constraints.get_position_left() + DELTA;
01217       dest.p2.x = dest.p1.x + object.get_bbox().get_width();
01218     }
01219   }
01220 
01221   if(constraints.has_constraints()) {
01222     if( constraints.hit.left || constraints.hit.right
01223         || constraints.hit.top || constraints.hit.bottom
01224         || constraints.hit.crush )
01225       object.collision_solid(constraints.hit);
01226   }
01227 
01228   // an extra pass to make sure we're not crushed horizontally
01229   constraints = Constraints();
01230   collision_static(&constraints, movement, dest, object);
01231   if(constraints.get_position_bottom() < infinity) {
01232     float height = constraints.get_height ();
01233     if(height + SHIFT_DELTA < object.get_bbox().get_height()) {
01234 #if 0
01235       printf("Object %p crushed vertically...\n", &object);
01236 #endif
01237       CollisionHit h;
01238       h.top = true;
01239       h.bottom = true;
01240       h.crush = true;
01241       object.collision_solid(h);
01242     }
01243   }
01244 }
01245 
01246 namespace {
01247 const float MAX_SPEED = 16.0f;
01248 }
01249 
01250 void
01251 Sector::handle_collisions()
01252 {
01253   using namespace collision;
01254 
01255   // calculate destination positions of the objects
01256   for(MovingObjects::iterator i = moving_objects.begin();
01257       i != moving_objects.end(); ++i) {
01258     MovingObject* moving_object = *i;
01259     Vector mov = moving_object->get_movement();
01260 
01261     // make sure movement is never faster than MAX_SPEED. Norm is pretty fat, so two addl. checks are done before.
01262     if (((mov.x > MAX_SPEED * M_SQRT1_2) || (mov.y > MAX_SPEED * M_SQRT1_2)) && (mov.norm() > MAX_SPEED)) {
01263       moving_object->movement = mov.unit() * MAX_SPEED;
01264       //log_debug << "Temporarily reduced object's speed of " << mov.norm() << " to " << moving_object->movement.norm() << "." << std::endl;
01265     }
01266 
01267     moving_object->dest = moving_object->get_bbox();
01268     moving_object->dest.move(moving_object->get_movement());
01269   }
01270 
01271   // part1: COLGROUP_MOVING vs COLGROUP_STATIC and tilemap
01272   for(MovingObjects::iterator i = moving_objects.begin();
01273       i != moving_objects.end(); ++i) {
01274     MovingObject* moving_object = *i;
01275     if((moving_object->get_group() != COLGROUP_MOVING
01276         && moving_object->get_group() != COLGROUP_MOVING_STATIC
01277         && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
01278        || !moving_object->is_valid())
01279       continue;
01280 
01281     collision_static_constrains(*moving_object);
01282   }
01283 
01284   // part2: COLGROUP_MOVING vs tile attributes
01285   for(MovingObjects::iterator i = moving_objects.begin();
01286       i != moving_objects.end(); ++i) {
01287     MovingObject* moving_object = *i;
01288     if((moving_object->get_group() != COLGROUP_MOVING
01289         && moving_object->get_group() != COLGROUP_MOVING_STATIC
01290         && moving_object->get_group() != COLGROUP_MOVING_ONLY_STATIC)
01291        || !moving_object->is_valid())
01292       continue;
01293 
01294     uint32_t tile_attributes = collision_tile_attributes(moving_object->dest);
01295     if(tile_attributes >= Tile::FIRST_INTERESTING_FLAG) {
01296       moving_object->collision_tile(tile_attributes);
01297     }
01298   }
01299 
01300   // part2.5: COLGROUP_MOVING vs COLGROUP_TOUCHABLE
01301   for(MovingObjects::iterator i = moving_objects.begin();
01302       i != moving_objects.end(); ++i) {
01303     MovingObject* moving_object = *i;
01304     if((moving_object->get_group() != COLGROUP_MOVING
01305         && moving_object->get_group() != COLGROUP_MOVING_STATIC)
01306        || !moving_object->is_valid())
01307       continue;
01308 
01309     for(MovingObjects::iterator i2 = moving_objects.begin();
01310         i2 != moving_objects.end(); ++i2) {
01311       MovingObject* moving_object_2 = *i2;
01312       if(moving_object_2->get_group() != COLGROUP_TOUCHABLE
01313          || !moving_object_2->is_valid())
01314         continue;
01315 
01316       if(intersects(moving_object->dest, moving_object_2->dest)) {
01317         Vector normal;
01318         CollisionHit hit;
01319         get_hit_normal(moving_object->dest, moving_object_2->dest,
01320                        hit, normal);
01321         if(!moving_object->collides(*moving_object_2, hit))
01322           continue;
01323         if(!moving_object_2->collides(*moving_object, hit))
01324           continue;
01325 
01326         moving_object->collision(*moving_object_2, hit);
01327         moving_object_2->collision(*moving_object, hit);
01328       }
01329     }
01330   }
01331 
01332   // part3: COLGROUP_MOVING vs COLGROUP_MOVING
01333   for(MovingObjects::iterator i = moving_objects.begin();
01334       i != moving_objects.end(); ++i) {
01335     MovingObject* moving_object = *i;
01336 
01337     if((moving_object->get_group() != COLGROUP_MOVING
01338         && moving_object->get_group() != COLGROUP_MOVING_STATIC)
01339        || !moving_object->is_valid())
01340       continue;
01341 
01342     for(MovingObjects::iterator i2 = i+1;
01343         i2 != moving_objects.end(); ++i2) {
01344       MovingObject* moving_object_2 = *i2;
01345       if((moving_object_2->get_group() != COLGROUP_MOVING
01346           && moving_object_2->get_group() != COLGROUP_MOVING_STATIC)
01347          || !moving_object_2->is_valid())
01348         continue;
01349 
01350       collision_object(moving_object, moving_object_2);
01351     }
01352   }
01353 
01354   // apply object movement
01355   for(MovingObjects::iterator i = moving_objects.begin();
01356       i != moving_objects.end(); ++i) {
01357     MovingObject* moving_object = *i;
01358 
01359     moving_object->bbox = moving_object->dest;
01360     moving_object->movement = Vector(0, 0);
01361   }
01362 }
01363 
01364 bool
01365 Sector::is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid) const
01366 {
01367   using namespace collision;
01368 
01369   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
01370     TileMap* solids = *i;
01371 
01372     // test with all tiles in this rectangle
01373     Rect test_tiles = solids->get_tiles_overlapping(rect);
01374 
01375     for(int x = test_tiles.left; x < test_tiles.right; ++x) {
01376       for(int y = test_tiles.top; y < test_tiles.bottom; ++y) {
01377         const Tile* tile = solids->get_tile(x, y);
01378         if(!tile) continue;
01379         if(!(tile->getAttributes() & Tile::SOLID))
01380           continue;
01381         if(tile->is_unisolid () && ignoreUnisolid)
01382           continue;
01383         if(tile->is_slope ()) {
01384           AATriangle triangle;
01385           Rectf tbbox = solids->get_tile_bbox(x, y);
01386           triangle = AATriangle(tbbox, tile->getData());
01387           Constraints constraints;
01388           if(!collision::rectangle_aatriangle(&constraints, rect, triangle))
01389             continue;
01390         }
01391         // We have a solid tile that overlaps the given rectangle.
01392         return false;
01393       }
01394     }
01395   }
01396 
01397   return true;
01398 }
01399 
01400 bool
01401 Sector::is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object, const bool ignoreUnisolid) const
01402 {
01403   using namespace collision;
01404 
01405   if (!is_free_of_tiles(rect, ignoreUnisolid)) return false;
01406 
01407   for(MovingObjects::const_iterator i = moving_objects.begin();
01408       i != moving_objects.end(); ++i) {
01409     const MovingObject* moving_object = *i;
01410     if (moving_object == ignore_object) continue;
01411     if (!moving_object->is_valid()) continue;
01412     if (moving_object->get_group() == COLGROUP_STATIC) {
01413       if(intersects(rect, moving_object->get_bbox())) return false;
01414     }
01415   }
01416 
01417   return true;
01418 }
01419 
01420 bool
01421 Sector::is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object) const
01422 {
01423   using namespace collision;
01424 
01425   if (!is_free_of_tiles(rect)) return false;
01426 
01427   for(MovingObjects::const_iterator i = moving_objects.begin();
01428       i != moving_objects.end(); ++i) {
01429     const MovingObject* moving_object = *i;
01430     if (moving_object == ignore_object) continue;
01431     if (!moving_object->is_valid()) continue;
01432     if ((moving_object->get_group() == COLGROUP_MOVING)
01433         || (moving_object->get_group() == COLGROUP_MOVING_STATIC)
01434         || (moving_object->get_group() == COLGROUP_STATIC)) {
01435       if(intersects(rect, moving_object->get_bbox())) return false;
01436     }
01437   }
01438 
01439   return true;
01440 }
01441 
01442 bool
01443 Sector::add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir)
01444 {
01445   // TODO remove this function and move these checks elsewhere...
01446 
01447   Bullet* new_bullet = 0;
01448   if((player_status->bonus == FIRE_BONUS &&
01449       (int)bullets.size() >= player_status->max_fire_bullets) ||
01450      (player_status->bonus == ICE_BONUS &&
01451       (int)bullets.size() >= player_status->max_ice_bullets))
01452     return false;
01453   new_bullet = new Bullet(pos, xm, dir, player_status->bonus);
01454   add_object(new_bullet);
01455 
01456   sound_manager->play("sounds/shoot.wav");
01457 
01458   return true;
01459 }
01460 
01461 bool
01462 Sector::add_smoke_cloud(const Vector& pos)
01463 {
01464   add_object(new SmokeCloud(pos));
01465   return true;
01466 }
01467 
01468 void
01469 Sector::play_music(MusicType type)
01470 {
01471   currentmusic = type;
01472   switch(currentmusic) {
01473     case LEVEL_MUSIC:
01474       sound_manager->play_music(music);
01475       break;
01476     case HERRING_MUSIC:
01477       sound_manager->play_music("music/invincible.ogg");
01478       break;
01479     case HERRING_WARNING_MUSIC:
01480       sound_manager->stop_music(TUX_INVINCIBLE_TIME_WARNING);
01481       break;
01482     default:
01483       sound_manager->play_music("");
01484       break;
01485   }
01486 }
01487 
01488 MusicType
01489 Sector::get_music_type()
01490 {
01491   return currentmusic;
01492 }
01493 
01494 int
01495 Sector::get_total_badguys()
01496 {
01497   int total_badguys = 0;
01498   for(GameObjects::iterator i = gameobjects.begin();
01499       i != gameobjects.end(); ++i) {
01500     BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
01501     if (badguy && badguy->countMe)
01502       total_badguys++;
01503   }
01504 
01505   return total_badguys;
01506 }
01507 
01508 bool
01509 Sector::inside(const Rectf& rect) const
01510 {
01511   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
01512     TileMap* solids = *i;
01513 
01514     Rectf bbox = solids->get_bbox();
01515     bbox.p1.y = -INFINITY; // pretend the tilemap extends infinitely far upwards
01516 
01517     if (bbox.contains(rect))
01518       return true;
01519   }
01520   return false;
01521 }
01522 
01523 float
01524 Sector::get_width() const
01525 {
01526   float width = 0;
01527   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
01528       i != solid_tilemaps.end(); i++) {
01529     TileMap* solids = *i;
01530     width = std::max(width, solids->get_bbox().get_right());
01531   }
01532 
01533   return width;
01534 }
01535 
01536 float
01537 Sector::get_height() const
01538 {
01539   float height = 0;
01540   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin();
01541       i != solid_tilemaps.end(); i++) {
01542     TileMap* solids = *i;
01543     height = std::max(height, solids->get_bbox().get_bottom());
01544   }
01545 
01546   return height;
01547 }
01548 
01549 void
01550 Sector::change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id)
01551 {
01552   for(std::list<TileMap*>::const_iterator i = solid_tilemaps.begin(); i != solid_tilemaps.end(); i++) {
01553     TileMap* solids = *i;
01554     solids->change_all(old_tile_id, new_tile_id);
01555   }
01556 }
01557 
01558 void
01559 Sector::set_ambient_light(float red, float green, float blue)
01560 {
01561   ambient_light.red = red;
01562   ambient_light.green = green;
01563   ambient_light.blue = blue;
01564 }
01565 
01566 float
01567 Sector::get_ambient_red()
01568 {
01569   return ambient_light.red;
01570 }
01571 
01572 float
01573 Sector::get_ambient_green()
01574 {
01575   return ambient_light.green;
01576 }
01577 
01578 float
01579 Sector::get_ambient_blue()
01580 {
01581   return ambient_light.blue;
01582 }
01583 
01584 void
01585 Sector::set_gravity(float gravity)
01586 {
01587   log_warning << "Changing a Sector's gravitational constant might have unforeseen side-effects" << std::endl;
01588   this->gravity = gravity;
01589 }
01590 
01591 float
01592 Sector::get_gravity() const
01593 {
01594   return gravity;
01595 }
01596 
01597 Player*
01598 Sector::get_nearest_player (const Vector& pos)
01599 {
01600   Player *nearest_player = NULL;
01601   float nearest_dist = std::numeric_limits<float>::max();
01602 
01603   std::vector<Player*> players = Sector::current()->get_players();
01604   for (std::vector<Player*>::iterator playerIter = players.begin();
01605       playerIter != players.end();
01606       ++playerIter)
01607   {
01608     Player *this_player = *playerIter;
01609     if (this_player->is_dying() || this_player->is_dead())
01610       continue;
01611 
01612     float this_dist = this_player->get_bbox ().distance(pos);
01613 
01614     if (this_dist < nearest_dist) {
01615       nearest_player = this_player;
01616       nearest_dist = this_dist;
01617     }
01618   }
01619 
01620   return nearest_player;
01621 } /* Player *get_nearest_player */
01622 
01623 std::vector<MovingObject*>
01624 Sector::get_nearby_objects (const Vector& center, float max_distance)
01625 {
01626   std::vector<MovingObject*> ret;
01627   std::vector<Player*> players = Sector::current()->get_players();
01628 
01629   for (size_t i = 0; i < players.size (); i++) {
01630     float distance = players[i]->get_bbox ().distance (center);
01631     if (distance <= max_distance)
01632       ret.push_back (players[i]);
01633   }
01634 
01635   for (size_t i = 0; i < moving_objects.size (); i++) {
01636     float distance = moving_objects[i]->get_bbox ().distance (center);
01637     if (distance <= max_distance)
01638       ret.push_back (moving_objects[i]);
01639   }
01640 
01641   return (ret);
01642 }
01643 
01644 /* vim: set sw=2 sts=2 et : */
01645 /* EOF */

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