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 "supertux/game_object_ptr.hpp"
27 #include "util/reader_fwd.hpp"
28 #include "util/writer_fwd.hpp"
29 #include "util/currenton.hpp"
30 #include "video/color.hpp"
31 #include "object/anchor_point.hpp"
46 class ScriptInterpreter;
62 * Represents one of (potentially) multiple, separate parts of a Level.
64 * Sectors contain GameObjects, e.g. Badguys and Players.
66 class Sector : public scripting::SSector,
67 public Currenton<Sector>
70 Sector(Level* parent);
76 /// read sector from lisp file
77 void parse(const Reader& lisp);
78 void parse_old_format(const Reader& lisp);
80 /// activates this sector (change music, initialize player class, ...)
81 void activate(const std::string& spawnpoint);
82 void activate(const Vector& player_pos);
85 void update(float elapsed_time);
86 void update_game_objects();
88 void draw(DrawingContext& context);
91 * runs a script in the context of the sector (sector_table will be the
92 * roottable of this squirrel VM)
94 HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
97 void add_object(GameObjectPtr object);
99 void set_name(const std::string& name_)
100 { this->name = name_; }
101 const std::string& get_name() const
105 * tests if a given rectangle is inside the sector
106 * (a rectangle that is on top of the sector is considered inside)
108 bool inside(const Rectf& rectangle) const;
110 void play_music(MusicType musictype);
111 MusicType get_music_type();
113 int get_active_bullets()
114 { return (int)bullets.size(); }
115 bool add_smoke_cloud(const Vector& pos);
117 /** get currently activated sector. */
118 static Sector* current()
121 /** Get total number of badguys */
122 int get_total_badguys();
124 /** Get total number of GameObjects of given type */
125 template<class T> int get_total_count()
128 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
129 if (dynamic_cast<T*>(i->get())) total++;
134 void collision_tilemap(collision::Constraints* constraints,
135 const Vector& movement, const Rectf& dest,
136 MovingObject &object) const;
139 * Checks if the specified rectangle is free of (solid) tiles.
140 * Note that this does not include static objects, e.g. bonus blocks.
142 bool is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid = false) const;
144 * Checks if the specified rectangle is free of both
145 * 1.) solid tiles and
146 * 2.) MovingObjects in COLGROUP_STATIC.
147 * Note that this does not include badguys or players.
149 bool is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const;
151 * Checks if the specified rectangle is free of both
152 * 1.) solid tiles and
153 * 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
154 * This includes badguys and players.
156 bool is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object = 0) const;
159 * returns a list of players currently in the sector
161 std::vector<Player*> get_players() {
162 return std::vector<Player*>(1, this->player);
164 Player *get_nearest_player (const Vector& pos);
165 Player *get_nearest_player (const Rectf& pos)
167 return (get_nearest_player (get_anchor_pos (pos, ANCHOR_MIDDLE)));
170 std::vector<MovingObject*> get_nearby_objects (const Vector& center, float max_distance);
172 Rectf get_active_region();
174 int get_foremost_layer();
177 * returns the width (in px) of a sector)
179 float get_width() const;
182 * returns the height (in px) of a sector)
184 float get_height() const;
187 * globally changes solid tilemaps' tile ids
189 void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id);
191 typedef std::vector<GameObjectPtr> GameObjects;
192 typedef std::vector<MovingObject*> MovingObjects;
193 typedef std::vector<std::shared_ptr<SpawnPoint> > SpawnPoints;
194 typedef std::vector<Portable*> Portables;
198 * get/set color of ambient light
200 void set_ambient_light(float red, float green, float blue);
201 float get_ambient_red();
202 float get_ambient_green();
203 float get_ambient_blue();
206 * set gravity throughout sector
208 void set_gravity(float gravity);
209 float get_gravity() const;
212 uint32_t collision_tile_attributes(const Rectf& dest) const;
214 void before_object_remove(GameObjectPtr object);
215 bool before_object_add(GameObjectPtr object);
217 void try_expose(GameObjectPtr object);
218 void try_unexpose(GameObjectPtr object);
219 void try_expose_me();
220 void try_unexpose_me();
222 /** Checks for all possible collisions. And calls the
223 collision_handlers, which the collision_objects provide for this
225 void handle_collisions();
228 * Does collision detection between 2 objects and does instant
229 * collision response handling in case of a collision
231 void collision_object(MovingObject* object1, MovingObject* object2) const;
234 * Does collision detection of an object against all other static
235 * objects (and the tilemap) in the level. Collision response is done
236 * for the first hit in time. (other hits get ignored, the function
237 * should be called repeatedly to resolve those)
239 * returns true if the collision detection should be aborted for this object
240 * (because of ABORT_MOVE in the collision response or no collisions)
242 void collision_static(collision::Constraints* constraints,
243 const Vector& movement, const Rectf& dest, MovingObject& object);
245 void collision_static_constrains(MovingObject& object);
247 GameObjectPtr parse_object(const std::string& name, const Reader& lisp);
249 void fix_old_tiles();
251 int calculate_foremost_layer();
254 static Sector* _current;
256 Level* level; /**< Parent level containing this sector */
260 std::vector<Bullet*> bullets;
262 std::string init_script;
264 /// container for newly created objects, they'll be added in Sector::update
265 GameObjects gameobjects_new;
267 MusicType currentmusic;
269 HSQOBJECT sector_table;
271 typedef std::vector<HSQOBJECT> ScriptList;
278 public: // TODO make this private again
279 /// show collision rectangles of moving objects (for debugging)
280 static bool show_collrects;
281 static bool draw_solids_only;
283 GameObjects gameobjects;
284 MovingObjects moving_objects;
285 SpawnPoints spawnpoints;
291 // some special objects, where we need direct access
292 // (try to avoid accessing them directly)
294 std::list<TileMap*> solid_tilemaps;
296 DisplayEffect* effect;
299 Sector(const Sector&);
300 Sector& operator=(const Sector&);