3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2006 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
27 #include "direction.hpp"
28 #include "math/vector.hpp"
29 #include "video/drawing_context.hpp"
46 class ScriptInterpreter;
59 * This class holds a sector (a part of a level) and all the game objects in
65 Sector(Level* parent);
71 /// read sector from lisp file
72 void parse(const lisp::Lisp& lisp);
73 void parse_old_format(const lisp::Lisp& lisp);
74 /// write sector to lisp file
75 void write(lisp::Writer& writer);
77 /// activates this sector (change music, intialize player class, ...)
78 void activate(const std::string& spawnpoint);
79 void activate(const Vector& player_pos);
82 void update(float elapsed_time);
83 void update_game_objects();
85 void draw(DrawingContext& context);
88 * runs a script in the context of the sector (sector_table will be the
89 * roottable of this squirrel VM)
91 HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
94 void add_object(GameObject* object);
96 void set_name(const std::string& name)
97 { this->name = name; }
98 const std::string& get_name() const
102 * tests if a given rectangle is inside the sector
103 * (a rectangle that is on top of the sector is considered inside)
105 bool inside(const Rect& rectangle) const;
107 void play_music(MusicType musictype);
108 MusicType get_music_type();
110 bool add_bullet(const Vector& pos, float xm, Direction dir);
111 bool add_smoke_cloud(const Vector& pos);
113 /** get currently activated sector. */
114 static Sector* current()
117 /** Get total number of badguys */
118 int get_total_badguys();
120 /** Get total number of GameObjects of given type */
121 template<class T> int get_total_count()
124 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
125 if (dynamic_cast<T*>(*i)) total++;
130 void collision_tilemap(collision::Constraints* constraints,
131 const Vector& movement, const Rect& dest) const;
133 /** Checks if at the specified rectangle are gameobjects with STATIC flag set
134 * (or solid tiles from the tilemap).
135 * This does not(!) include badguys or players.
137 bool is_free_space(const Rect& rect) const;
140 * returns a list of players currently in the sector
142 std::vector<Player*> get_players() {
143 return std::vector<Player*>(1, this->player);
146 Rect get_active_region();
148 typedef std::vector<GameObject*> GameObjects;
149 typedef std::vector<MovingObject*> MovingObjects;
150 typedef std::vector<SpawnPoint*> SpawnPoints;
153 Level* level; /**< Parent level containing this sector */
154 uint32_t collision_tile_attributes(const Rect& dest) const;
156 void before_object_remove(GameObject* object);
157 bool before_object_add(GameObject* object);
159 void try_expose(GameObject* object);
160 void try_unexpose(GameObject* object);
162 /** Checks for all possible collisions. And calls the
163 collision_handlers, which the collision_objects provide for this
165 void handle_collisions();
168 * Does collision detection between 2 objects and does instant
169 * collision response handling in case of a collision
171 void collision_object(MovingObject* object1, MovingObject* object2) const;
174 * Does collision detection of an object against all other static
175 * objects (and the tilemap) in the level. Collision response is done
176 * for the first hit in time. (other hits get ignored, the function
177 * should be called repeatedly to resolve those)
179 * returns true if the collision detection should be aborted for this object
180 * (because of ABORT_MOVE in the collision response or no collisions)
182 void collision_static(collision::Constraints* constraints,
183 const Vector& movement, const Rect& dest, GameObject& object);
185 GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
187 void fix_old_tiles();
189 static Sector* _current;
193 std::vector<Bullet*> bullets;
195 std::string init_script;
197 /// container for newly created objects, they'll be added in Sector::update
198 GameObjects gameobjects_new;
200 MusicType currentmusic;
202 HSQOBJECT sector_table;
204 typedef std::vector<HSQOBJECT> ScriptList;
207 public: // TODO make this private again
208 /// show collision rectangles of moving objects (for debugging)
209 static bool show_collrects;
210 static bool draw_solids_only;
212 GameObjects gameobjects;
213 MovingObjects moving_objects;
214 SpawnPoints spawnpoints;
219 // some special objects, where we need direct access
220 // (try to avoid accessing them directly)