X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fsector.h;h=ad735f48d0073e1c1155fb97c922f0bd3a5de067;hb=ebda3ab7ce3e30d8225228ffe8df3316b4f73645;hp=1676749786828898709f1d02def5af8950068eed;hpb=2074a5e3f8167dec24989c008ddadda14687a3a6;p=supertux.git diff --git a/src/sector.h b/src/sector.h index 167674978..ad735f48d 100644 --- a/src/sector.h +++ b/src/sector.h @@ -1,34 +1,59 @@ -#ifndef __SECTOR_H__ -#define __SECTOR_H__ +// $Id$ +// +// SuperTux - A Jump'n Run +// Copyright (C) 2004 Matthias Braun #include -#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 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, ...) */ @@ -39,102 +64,96 @@ public: ~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 BadGuys; - BadGuys badguys; - typedef std::vector Trampolines; - Trampolines trampolines; - typedef std::vector FlyingPlatforms; - FlyingPlatforms flying_platforms; - - std::vector upgrades; std::vector bullets; -public: // ugly + std::string init_script; + +public: // TODO make this private again typedef std::vector GameObjects; GameObjects gameobjects; + typedef std::vector SpawnPoints; + SpawnPoints spawnpoints; + + Rect get_active_region(); private: - typedef std::vector 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