// 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 SUPERTUX_SECTOR_H
#define SUPERTUX_SECTOR_H
#include <string>
#include <vector>
+#include "direction.h"
#include "math/vector.h"
#include "audio/musicref.h"
#include "video/drawing_context.h"
-#include "defines.h"
-
-using namespace SuperTux;
-namespace SuperTux {
-class GameObject;
-class Sprite;
-class Rectangle;
-}
namespace lisp {
class Lisp;
class Writer;
}
+class Rect;
+class Sprite;
+class GameObject;
class Player;
class Camera;
class TileMap;
class Bullet;
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, ...)
*/
void write(lisp::Writer& writer);
/// activates this sector (change music, intialize player class, ...)
- void activate(const std::string& spawnpoint = "main");
- /// get best spawn point
- Vector get_best_spawn_point(Vector pos);
+ void activate(const std::string& spawnpoint);
+ void activate(const Vector& player_pos);
void action(float elapsed_time);
void update_game_objects();
{ return name; }
/// tests if a given rectangle is inside the sector
- bool inside(const Rectangle& rectangle) const;
+ bool inside(const Rect& rectangle) const;
- void play_music(int musictype);
- int get_music_type();
+ 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
bool add_smoke_cloud(const Vector& pos);
void add_floating_text(const Vector& pos, const std::string& text);
- /** @evil@ but can#t always be avoided in current design... */
+ /** @evil@ but can't always be avoided in current design... */
static Sector* current()
{ return _current; }
std::string name;
MusicRef level_song;
- MusicRef level_song_fast;
public:
std::string song_title;
private:
std::vector<Bullet*> bullets;
+ 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:
void fix_old_tiles();
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;
-
- typedef std::vector<SpawnPoint*> SpawnPoints;
- SpawnPoints spawnpoints;
-
- int currentmusic;
+
+ MusicType currentmusic;
CollisionGrid* grid;
};