1 // SuperTux - A Jump'n Run
2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #ifndef HEADER_SUPERTUX_SUPERTUX_SECTOR_HPP
18 #define HEADER_SUPERTUX_SUPERTUX_SECTOR_HPP
24 #include "scripting/ssector.hpp"
25 #include "supertux/direction.hpp"
26 #include "util/reader_fwd.hpp"
27 #include "util/writer_fwd.hpp"
28 #include "util/currenton.hpp"
29 #include "video/color.hpp"
44 class ScriptInterpreter;
60 * Represents one of (potentially) multiple, separate parts of a Level.
62 * Sectors contain GameObjects, e.g. Badguys and Players.
64 class Sector : public scripting::SSector,
65 public Currenton<Sector>
68 Sector(Level* parent);
74 /// read sector from lisp file
75 void parse(const Reader& lisp);
76 void parse_old_format(const Reader& lisp);
78 /// activates this sector (change music, initialize player class, ...)
79 void activate(const std::string& spawnpoint);
80 void activate(const Vector& player_pos);
83 void update(float elapsed_time);
84 void update_game_objects();
86 void draw(DrawingContext& context);
89 * runs a script in the context of the sector (sector_table will be the
90 * roottable of this squirrel VM)
92 HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
95 void add_object(GameObject* object);
97 void set_name(const std::string& name)
98 { this->name = name; }
99 const std::string& get_name() const
103 * tests if a given rectangle is inside the sector
104 * (a rectangle that is on top of the sector is considered inside)
106 bool inside(const Rectf& rectangle) const;
108 void play_music(MusicType musictype);
109 MusicType get_music_type();
111 bool add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir);
112 bool add_smoke_cloud(const Vector& pos);
114 /** get currently activated sector. */
115 static Sector* current()
118 /** Get total number of badguys */
119 int get_total_badguys();
121 /** Get total number of GameObjects of given type */
122 template<class T> int get_total_count()
125 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
126 if (dynamic_cast<T*>(*i)) total++;
131 void collision_tilemap(collision::Constraints* constraints,
132 const Vector& movement, const Rectf& dest,
133 MovingObject &object) const;
136 * Checks if the specified rectangle is free of (solid) tiles.
137 * Note that this does not include static objects, e.g. bonus blocks.
139 bool is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid = false) const;
141 * Checks if the specified rectangle is free of both
142 * 1.) solid tiles and
143 * 2.) MovingObjects in COLGROUP_STATIC.
144 * Note that this does not include badguys or players.
146 bool is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const;
148 * Checks if the specified rectangle is free of both
149 * 1.) solid tiles and
150 * 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
151 * This includes badguys and players.
153 bool is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object = 0) const;
156 * returns a list of players currently in the sector
158 std::vector<Player*> get_players() {
159 return std::vector<Player*>(1, this->player);
161 Player *get_nearest_player (const Vector& pos);
163 Rectf get_active_region();
166 * returns the width (in px) of a sector)
168 float get_width() const;
171 * returns the height (in px) of a sector)
173 float get_height() const;
176 * globally changes solid tilemaps' tile ids
178 void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id);
180 typedef std::vector<GameObject*> GameObjects;
181 typedef std::vector<MovingObject*> MovingObjects;
182 typedef std::vector<SpawnPoint*> SpawnPoints;
183 typedef std::vector<Portable*> Portables;
187 * get/set color of ambient light
189 void set_ambient_light(float red, float green, float blue);
190 float get_ambient_red();
191 float get_ambient_green();
192 float get_ambient_blue();
195 * set gravity throughout sector
197 void set_gravity(float gravity);
198 float get_gravity() const;
201 uint32_t collision_tile_attributes(const Rectf& dest) const;
203 void before_object_remove(GameObject* object);
204 bool before_object_add(GameObject* object);
206 void try_expose(GameObject* object);
207 void try_unexpose(GameObject* object);
208 void try_expose_me();
209 void try_unexpose_me();
211 /** Checks for all possible collisions. And calls the
212 collision_handlers, which the collision_objects provide for this
214 void handle_collisions();
217 * Does collision detection between 2 objects and does instant
218 * collision response handling in case of a collision
220 void collision_object(MovingObject* object1, MovingObject* object2) const;
223 * Does collision detection of an object against all other static
224 * objects (and the tilemap) in the level. Collision response is done
225 * for the first hit in time. (other hits get ignored, the function
226 * should be called repeatedly to resolve those)
228 * returns true if the collision detection should be aborted for this object
229 * (because of ABORT_MOVE in the collision response or no collisions)
231 void collision_static(collision::Constraints* constraints,
232 const Vector& movement, const Rectf& dest, MovingObject& object);
234 void collision_static_constrains(MovingObject& object);
236 GameObject* parse_object(const std::string& name, const Reader& lisp);
238 void fix_old_tiles();
241 static Sector* _current;
243 Level* level; /**< Parent level containing this sector */
247 std::vector<Bullet*> bullets;
249 std::string init_script;
251 /// container for newly created objects, they'll be added in Sector::update
252 GameObjects gameobjects_new;
254 MusicType currentmusic;
256 HSQOBJECT sector_table;
258 typedef std::vector<HSQOBJECT> ScriptList;
263 public: // TODO make this private again
264 /// show collision rectangles of moving objects (for debugging)
265 static bool show_collrects;
266 static bool draw_solids_only;
268 GameObjects gameobjects;
269 MovingObjects moving_objects;
270 SpawnPoints spawnpoints;
276 // some special objects, where we need direct access
277 // (try to avoid accessing them directly)
279 std::list<TileMap*> solid_tilemaps;
281 DisplayEffect* effect;
284 Sector(const Sector&);
285 Sector& operator=(const Sector&);