#include "util/writer_fwd.hpp"
#include "util/currenton.hpp"
#include "video/color.hpp"
+#include "object/anchor_point.hpp"
namespace collision {
class Constraints;
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);
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 Rectf& dest) const;
+ const Vector& movement, const Rectf& dest,
+ MovingObject &object) const;
/**
* Checks if the specified rectangle is free of (solid) tiles.
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);
Rectf get_active_region();
* (because of ABORT_MOVE in the collision response or no collisions)
*/
void collision_static(collision::Constraints* constraints,
- const Vector& movement, const Rectf& dest, GameObject& object);
+ const Vector& movement, const Rectf& dest, MovingObject& object);
void collision_static_constrains(MovingObject& object);