#include "util/writer_fwd.hpp"
#include "util/currenton.hpp"
#include "video/color.hpp"
+#include "object/anchor_point.hpp"
namespace collision {
class Constraints;
}
class Vector;
-class Rect;
+class Rectf;
class Sprite;
class GameObject;
class Player;
+class PlayerStatus;
class Camera;
class TileMap;
class Bullet;
/// read sector from lisp file
void parse(const Reader& lisp);
void parse_old_format(const Reader& lisp);
-
+
/// activates this sector (change music, initialize player class, ...)
void activate(const std::string& spawnpoint);
void activate(const Vector& player_pos);
* tests if a given rectangle is inside the sector
* (a rectangle that is on top of the sector is considered inside)
*/
- bool inside(const Rect& rectangle) const;
+ bool inside(const Rectf& rectangle) const;
void play_music(MusicType musictype);
MusicType get_music_type();
- bool add_bullet(const Vector& pos, float xm, Direction dir);
+ bool add_bullet(const Vector& pos, const PlayerStatus* player_status, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
/** get currently activated sector. */
}
void collision_tilemap(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest) const;
+ const Vector& movement, const Rectf& dest,
+ MovingObject &object) const;
/**
* 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 bool ignoreUnisolid = false) const;
+ bool is_free_of_tiles(const Rectf& rect, const bool ignoreUnisolid = false) 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 bool ignoreUnisolid = false) const;
+ bool is_free_of_statics(const Rectf& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) 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_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const;
+ bool is_free_of_movingstatics(const Rectf& rect, const MovingObject* ignore_object = 0) const;
/**
* returns a list of players currently in the sector
std::vector<Player*> get_players() {
return std::vector<Player*>(1, this->player);
}
+ Player *get_nearest_player (const Vector& pos);
+ Player *get_nearest_player (const Rectf& pos)
+ {
+ return (get_nearest_player (get_anchor_pos (pos, ANCHOR_MIDDLE)));
+ }
+
+ std::vector<MovingObject*> get_nearby_objects (const Vector& center, float max_distance);
- Rect get_active_region();
+ Rectf get_active_region();
/**
* returns the width (in px) of a sector)
float get_gravity() const;
private:
- uint32_t collision_tile_attributes(const Rect& dest) const;
+ uint32_t collision_tile_attributes(const Rectf& dest) const;
void before_object_remove(GameObject* object);
bool before_object_add(GameObject* object);
* (because of ABORT_MOVE in the collision response or no collisions)
*/
void collision_static(collision::Constraints* constraints,
- const Vector& movement, const Rect& dest, GameObject& object);
+ const Vector& movement, const Rectf& dest, MovingObject& object);
void collision_static_constrains(MovingObject& object);