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"
27 #include "audio/musicref.h"
28 #include "video/drawing_context.h"
31 using namespace SuperTux;
41 class InteractiveObject;
61 /** This class holds a sector (a part of a level) and all the game objects
62 * (badguys, player, background, tilemap, ...)
71 static Sector *create(const std::string& name, size_t width, size_t height);
72 /// read sector from lisp file
73 void parse(LispReader& reader);
74 void parse_old_format(LispReader& reader);
75 /// write sector to lisp file
76 void write(LispWriter& writer);
78 /// activates this sector (change music, intialize player class, ...)
79 void activate(const std::string& spawnpoint = "main");
80 /// get best spawn point
81 Vector get_best_spawn_point(Vector pos);
83 void action(float elapsed_time);
84 void update_game_objects();
86 void draw(DrawingContext& context);
89 void add_object(GameObject* object);
91 const std::string& get_name() const
94 /// tests if a given rectangle is inside the sector
95 bool inside(const Rectangle& rectangle) const;
97 void play_music(int musictype);
100 /** Checks for all possible collisions. And calls the
101 collision_handlers, which the collision_objects provide for this
103 void collision_handler();
105 void add_score(const Vector& pos, int s);
107 bool add_bullet(const Vector& pos, float xm, Direction dir);
108 bool add_smoke_cloud(const Vector& pos);
109 void add_floating_text(const Vector& pos, const std::string& text);
111 /** Flip the all the sector vertically. The purpose of this is to let
112 player to play the same level in a different way :) */
113 void do_vertical_flip();
115 /** @evil@ but can#t always be avoided in current design... */
116 static Sector* current()
119 /** Get total number of badguys */
120 int get_total_badguys();
123 void collision_tilemap(MovingObject* object, int depth);
124 void collision_object(MovingObject* object1, MovingObject* object2);
127 GameObject* parseObject(const std::string& name, LispReader& reader);
129 static Sector* _current;
134 MusicRef level_song_fast;
137 std::string song_title;
140 // some special objects, where we need direct access
143 Background* background;
147 std::vector<Bullet*> bullets;
149 public: // TODO make this private again
150 typedef std::vector<InteractiveObject*> InteractiveObjects;
151 InteractiveObjects interactive_objects;
152 typedef std::vector<GameObject*> GameObjects;
153 GameObjects gameobjects;
156 void fix_old_tiles();
158 /// container for newly created objects, they'll be added in Sector::action
159 GameObjects gameobjects_new;
161 typedef std::vector<SpawnPoint*> SpawnPoints;
162 SpawnPoints spawnpoints;