// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#ifndef __SECTOR_H__
-#define __SECTOR_H__
+#ifndef SUPERTUX_SECTOR_H
+#define SUPERTUX_SECTOR_H
#include <string>
#include <vector>
-#include "vector.h"
-#include "badguy.h"
-#include "special.h"
-#include "musicref.h"
-#include "screen/drawing_context.h"
+#include "direction.h"
+#include "math/vector.h"
+#include "audio/musicref.h"
+#include "video/drawing_context.h"
+
+namespace lisp {
+class Lisp;
+class Writer;
+}
+
+class Rect;
+class Sprite;
class GameObject;
-class InteractiveObject;
-class Background;
class Player;
class Camera;
-class Trampoline;
-class FlyingPlatform;
class TileMap;
-class Upgrade;
class Bullet;
-class BadGuy;
-class Vector;
-class LispReader;
-class Tile;
+class CollisionGrid;
+class ScriptInterpreter;
-struct SpawnPoint
+class SpawnPoint
{
+public:
std::string name;
Vector pos;
};
+enum MusicType {
+ LEVEL_MUSIC,
+ HERRING_MUSIC
+};
+
/** This class holds a sector (a part of a level) and all the game objects
* (badguys, player, background, tilemap, ...)
*/
~Sector();
/// read sector from lisp file
- void parse(LispReader& reader);
- void parse_old_format(LispReader& reader);
+ void parse(const lisp::Lisp& lisp);
+ void parse_old_format(const lisp::Lisp& lisp);
/// write sector to lisp file
- void write(LispWriter& writer);
+ void write(lisp::Writer& writer);
/// activates this sector (change music, intialize player class, ...)
- void activate(const std::string& spawnpoint = "main");
+ void activate(const std::string& spawnpoint);
+ void activate(const Vector& player_pos);
void action(float elapsed_time);
+ void update_game_objects();
+
void draw(DrawingContext& context);
/// adds a gameobject
void add_object(GameObject* object);
+ void set_name(const std::string& name)
+ { this->name = name; }
const std::string& get_name() const
{ return name; }
- void play_music(int musictype);
- int get_music_type();
+ /// tests if a given rectangle is inside the sector
+ bool inside(const Rect& rectangle) const;
+
+ void play_music(MusicType musictype);
+ MusicType get_music_type();
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void collision_handler();
-
- void add_score(const Vector& pos, int s);
- void add_bouncy_distro(const Vector& pos);
- void add_broken_brick(const Vector& pos, Tile* tile);
- void add_broken_brick_piece(const Vector& pos,
- const Vector& movement, Tile* tile);
- void add_bouncy_brick(const Vector& pos);
-
- BadGuy* add_bad_guy(float x, float y, BadGuyKind kind);
-
- void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
+
bool add_bullet(const Vector& pos, float xm, Direction dir);
+ bool add_smoke_cloud(const Vector& pos);
+ void add_floating_text(const Vector& pos, const std::string& text);
- /** Try to grab the coin at the given coordinates */
- void trygrabdistro(const Vector& pos, int bounciness);
-
- /** Try to break the brick at the given coordinates */
- bool trybreakbrick(const Vector& pos, bool small);
-
- /** Try to get the content out of a bonus box, thus emptying it */
- void tryemptybox(const Vector& pos, Direction col_side);
-
- /** Try to bumb a badguy that might we walking above Tux, thus shaking
- the tile which the badguy is walking on an killing him this way */
- void trybumpbadguy(const Vector& pos);
-
- /** @evil@ */
+ /** @evil@ but can't always be avoided in current design... */
static Sector* current()
{ return _current; }
+ /** Get total number of badguys */
+ int get_total_badguys();
+
+ // make this private again soon
+ void collision_tilemap(MovingObject* object, int depth);
+
private:
+ void collision_object(MovingObject* object1, MovingObject* object2);
+
void load_music();
+ GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
static Sector* _current;
std::string name;
- std::string song_title;
MusicRef level_song;
- MusicRef level_song_fast;
public:
+ std::string song_title;
float gravity;
// some special objects, where we need direct access
Player* player;
TileMap* solids;
- Background* background;
Camera* camera;
private:
- typedef std::vector<BadGuy*> BadGuys;
- BadGuys badguys;
- typedef std::vector<Trampoline*> Trampolines;
- Trampolines trampolines;
- typedef std::vector<FlyingPlatform*> FlyingPlatforms;
- FlyingPlatforms flying_platforms;
-
- std::vector<Upgrade*> upgrades;
std::vector<Bullet*> bullets;
-public: // ugly
- typedef std::vector<InteractiveObject*> InteractiveObjects;
- InteractiveObjects interactive_objects;
+ std::string init_script;
+
+public: // TODO make this private again
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
+ typedef std::vector<SpawnPoint*> SpawnPoints;
+ SpawnPoints spawnpoints;
+
+ Rect get_active_region();
private:
- typedef std::vector<SpawnPoint*> SpawnPoints;
- SpawnPoints spawnpoints;
+ void fix_old_tiles();
+
+ /// container for newly created objects, they'll be added in Sector::action
+ GameObjects gameobjects_new;
+
+ MusicType currentmusic;
- int distro_counter;
- bool counting_distros;
- int currentmusic;
+ CollisionGrid* grid;
};
#endif