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.
28 #include "screen/drawing_context.h"
31 class InteractiveObject;
51 /** This class holds a sector (a part of a level) and all the game objects
52 * (badguys, player, background, tilemap, ...)
60 /// read sector from lisp file
61 void parse(LispReader& reader);
62 void parse_old_format(LispReader& reader);
63 /// write sector to lisp file
64 void write(LispWriter& writer);
66 /// activates this sector (change music, intialize player class, ...)
67 void activate(const std::string& spawnpoint = "main");
69 void action(float elapsed_time);
70 void draw(DrawingContext& context);
73 void add_object(GameObject* object);
75 const std::string& get_name() const
78 void play_music(int musictype);
81 /** Checks for all possible collisions. And calls the
82 collision_handlers, which the collision_objects provide for this
84 void collision_handler();
86 void add_score(const Vector& pos, int s);
87 void add_bouncy_distro(const Vector& pos);
88 void add_broken_brick(const Vector& pos, Tile* tile);
89 void add_broken_brick_piece(const Vector& pos,
90 const Vector& movement, Tile* tile);
91 void add_bouncy_brick(const Vector& pos);
93 BadGuy* add_bad_guy(float x, float y, BadGuyKind kind);
95 void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
96 bool add_bullet(const Vector& pos, float xm, Direction dir);
98 /** Try to grab the coin at the given coordinates */
99 void trygrabdistro(const Vector& pos, int bounciness);
101 /** Try to break the brick at the given coordinates */
102 bool trybreakbrick(const Vector& pos, bool small);
104 /** Try to get the content out of a bonus box, thus emptying it */
105 void tryemptybox(const Vector& pos, Direction col_side);
107 /** Try to bumb a badguy that might we walking above Tux, thus shaking
108 the tile which the badguy is walking on an killing him this way */
109 void trybumpbadguy(const Vector& pos);
112 static Sector* current()
118 static Sector* _current;
123 MusicRef level_song_fast;
126 std::string song_title;
129 // some special objects, where we need direct access
132 Background* background;
136 typedef std::vector<BadGuy*> BadGuys;
138 typedef std::vector<Trampoline*> Trampolines;
139 Trampolines trampolines;
140 typedef std::vector<FlyingPlatform*> FlyingPlatforms;
141 FlyingPlatforms flying_platforms;
143 std::vector<Upgrade*> upgrades;
144 std::vector<Bullet*> bullets;
147 typedef std::vector<InteractiveObject*> InteractiveObjects;
148 InteractiveObjects interactive_objects;
149 typedef std::vector<GameObject*> GameObjects;
150 GameObjects gameobjects;
153 typedef std::vector<SpawnPoint*> SpawnPoints;
154 SpawnPoints spawnpoints;
157 bool counting_distros;