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.
19 #ifndef SUPERTUX_SECTOR_H
20 #define SUPERTUX_SECTOR_H
25 #include "direction.h"
26 #include "math/vector.h"
27 #include "audio/musicref.h"
28 #include "video/drawing_context.h"
30 using namespace SuperTux;
60 /** This class holds a sector (a part of a level) and all the game objects
61 * (badguys, player, background, tilemap, ...)
69 /// read sector from lisp file
70 void parse(const lisp::Lisp& lisp);
71 void parse_old_format(const lisp::Lisp& lisp);
72 /// write sector to lisp file
73 void write(lisp::Writer& writer);
75 /// activates this sector (change music, intialize player class, ...)
76 void activate(const std::string& spawnpoint);
77 void activate(const Vector& player_pos);
79 void action(float elapsed_time);
80 void update_game_objects();
82 void draw(DrawingContext& context);
85 void add_object(GameObject* object);
87 void set_name(const std::string& name)
88 { this->name = name; }
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(MusicType musictype);
96 MusicType get_music_type();
98 /** Checks for all possible collisions. And calls the
99 collision_handlers, which the collision_objects provide for this
101 void collision_handler();
103 bool add_bullet(const Vector& pos, float xm, Direction dir);
104 bool add_smoke_cloud(const Vector& pos);
105 void add_floating_text(const Vector& pos, const std::string& text);
107 /** @evil@ but can't always be avoided in current design... */
108 static Sector* current()
111 /** Get total number of badguys */
112 int get_total_badguys();
114 // make this private again soon
115 void collision_tilemap(MovingObject* object, int depth);
118 void collision_object(MovingObject* object1, MovingObject* object2);
121 GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
123 static Sector* _current;
130 std::string song_title;
133 // some special objects, where we need direct access
139 std::vector<Bullet*> bullets;
141 public: // TODO make this private again
142 typedef std::vector<GameObject*> GameObjects;
143 GameObjects gameobjects;
144 typedef std::vector<SpawnPoint*> SpawnPoints;
145 SpawnPoints spawnpoints;
147 Rectangle get_active_region();
150 void fix_old_tiles();
152 /// container for newly created objects, they'll be added in Sector::action
153 GameObjects gameobjects_new;
155 MusicType currentmusic;