#include "direction.hpp"
#include "math/vector.hpp"
#include "video/drawing_context.hpp"
+#include "script_interface.hpp"
+#include "scripting/ssector.hpp"
namespace lisp {
class Lisp;
* This class holds a sector (a part of a level) and all the game objects in
* the sector
*/
-class Sector
+class Sector : public Scripting::SSector
{
public:
Sector(Level* parent);
void collision_tilemap(collision::Constraints* constraints,
const Vector& movement, const Rect& dest) const;
- /** Checks if at the specified rectangle are gameobjects with STATIC flag set
- * (or solid tiles from the tilemap).
- * This does not(!) include badguys or players.
+ /**
+ * Checks if the specified rectangle is free of (solid) tiles.
+ * Note that this does not include static objects, e.g. bonus blocks.
+ */
+ bool is_free_of_tiles(const Rect& rect) const;
+ /**
+ * Checks if the specified rectangle is free of both
+ * 1.) solid tiles and
+ * 2.) MovingObjects in COLGROUP_STATIC.
+ * Note that this does not include badguys or players.
+ */
+ bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0) const;
+ /**
+ * Checks if the specified rectangle is free of both
+ * 1.) solid tiles and
+ * 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
+ * This includes badguys and players.
*/
- bool is_free_space(const Rect& rect) const;
+ bool is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const;
/**
* returns a list of players currently in the sector
typedef std::vector<SpawnPoint*> SpawnPoints;
typedef std::vector<Portable*> Portables;
+ // --- Scripting ---
+ /**
+ * get/set color of ambient light
+ */
+ void set_ambient_light(float red, float green, float blue);
+ float get_ambient_red();
+ float get_ambient_green();
+ float get_ambient_blue();
+
private:
Level* level; /**< Parent level containing this sector */
uint32_t collision_tile_attributes(const Rect& dest) const;
void try_expose(GameObject* object);
void try_unexpose(GameObject* object);
+ void try_expose_me();
+ void try_unexpose_me();
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this