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
30 #include "screen/drawing_context.h"
33 class InteractiveObject;
53 /** This class holds a sector (a part of a level) and all the game objects
54 * (badguys, player, background, tilemap, ...)
62 /// read sector from lisp file
63 void parse(LispReader& reader);
64 void parse_old_format(LispReader& reader);
65 /// write sector to lisp file
66 void write(LispWriter& writer);
68 /// activates this sector (change music, intialize player class, ...)
69 void activate(const std::string& spawnpoint = "main");
71 void action(float elapsed_time);
72 void update_game_objects();
74 void draw(DrawingContext& context);
77 void add_object(GameObject* object);
79 const std::string& get_name() const
82 void play_music(int musictype);
85 /** Checks for all possible collisions. And calls the
86 collision_handlers, which the collision_objects provide for this
88 void collision_handler();
90 void add_score(const Vector& pos, int s);
91 void add_bouncy_distro(const Vector& pos);
92 void add_broken_brick(const Vector& pos, Tile* tile);
93 void add_broken_brick_piece(const Vector& pos,
94 const Vector& movement, Tile* tile);
95 void add_bouncy_brick(const Vector& pos);
97 BadGuy* add_bad_guy(float x, float y, BadGuyKind kind);
99 void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
100 bool add_bullet(const Vector& pos, float xm, Direction dir);
102 /** Try to grab the coin at the given coordinates */
103 void trygrabdistro(const Vector& pos, int bounciness);
105 /** Try to break the brick at the given coordinates */
106 bool trybreakbrick(const Vector& pos, bool small);
108 /** Try to get the content out of a bonus box, thus emptying it */
109 void tryemptybox(const Vector& pos, Direction col_side);
111 /** Try to bumb a badguy that might we walking above Tux, thus shaking
112 the tile which the badguy is walking on an killing him this way */
113 void trybumpbadguy(const Vector& pos);
116 static Sector* current()
122 static Sector* _current;
127 MusicRef level_song_fast;
130 std::string song_title;
133 // some special objects, where we need direct access
136 Background* background;
140 typedef std::vector<BadGuy*> BadGuys;
142 typedef std::vector<Trampoline*> Trampolines;
143 Trampolines trampolines;
144 typedef std::vector<FlyingPlatform*> FlyingPlatforms;
145 FlyingPlatforms flying_platforms;
147 std::vector<Upgrade*> upgrades;
148 std::vector<Bullet*> bullets;
151 typedef std::vector<InteractiveObject*> InteractiveObjects;
152 InteractiveObjects interactive_objects;
153 typedef std::vector<GameObject*> GameObjects;
154 GameObjects gameobjects;
155 GameObjects gameobjects_new; // For newly created objects
158 typedef std::vector<SpawnPoint*> SpawnPoints;
159 SpawnPoints spawnpoints;
162 bool counting_distros;