3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 #ifndef SUPERTUX_SECTOR_H
21 #define SUPERTUX_SECTOR_H
26 #include "math/vector.h"
28 #include "audio/musicref.h"
29 #include "video/drawing_context.h"
31 using namespace SuperTux;
39 class InteractiveObject;
59 /** This class holds a sector (a part of a level) and all the game objects
60 * (badguys, player, background, tilemap, ...)
69 static Sector *create(const std::string& name, size_t width, size_t height);
70 /// read sector from lisp file
71 void parse(LispReader& reader);
72 void parse_old_format(LispReader& reader);
73 /// write sector to lisp file
74 void write(LispWriter& writer);
76 /// activates this sector (change music, intialize player class, ...)
77 void activate(const std::string& spawnpoint = "main");
78 /// get best spawn point
79 Vector get_best_spawn_point(Vector pos);
81 void action(float elapsed_time);
82 void update_game_objects();
84 void draw(DrawingContext& context);
87 void add_object(GameObject* object);
89 const std::string& get_name() const
92 /// tests if a given rectangle is inside the sector
93 bool inside(const Rectangle& rectangle) const;
95 void play_music(int musictype);
98 /** Checks for all possible collisions. And calls the
99 collision_handlers, which the collision_objects provide for this
101 void collision_handler();
103 void add_score(const Vector& pos, int s);
105 bool add_bullet(const Vector& pos, float xm, Direction dir);
106 bool add_smoke_cloud(const Vector& pos);
107 bool add_particles(const Vector& epicenter, int min_angle, int max_angle,
108 const Vector& initial_velocity, const Vector& acceleration, int number,
109 Color color, int size, int life_time, int drawing_layer);
110 void add_floating_text(const Vector& pos, const std::string& text);
112 /** Flip the all the sector vertically. The purpose of this is to let
113 player to play the same level in a different way :) */
114 void do_vertical_flip();
116 /** @evil@ but can#t always be avoided in current design... */
117 static Sector* current()
120 /** Get total number of badguys */
121 int get_total_badguys();
124 void collision_tilemap(MovingObject* object, int depth);
125 void collision_object(MovingObject* object1, MovingObject* object2);
128 GameObject* parseObject(const std::string& name, LispReader& reader);
130 static Sector* _current;
135 MusicRef level_song_fast;
138 std::string song_title;
141 // some special objects, where we need direct access
144 Background* background;
148 std::vector<Bullet*> bullets;
150 public: // TODO make this private again
151 typedef std::vector<InteractiveObject*> InteractiveObjects;
152 InteractiveObjects interactive_objects;
153 typedef std::vector<GameObject*> GameObjects;
154 GameObjects gameobjects;
157 /// container for newly created objects, they'll be added in Sector::action
158 GameObjects gameobjects_new;
160 typedef std::vector<SpawnPoint*> SpawnPoints;
161 SpawnPoints spawnpoints;