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
28 #include "direction.hpp"
29 #include "math/vector.hpp"
30 #include "video/drawing_context.hpp"
47 class ScriptInterpreter;
60 * This class holds a sector (a part of a level) and all the game objects in
66 Sector(Level* parent);
72 /// read sector from lisp file
73 void parse(const lisp::Lisp& lisp);
74 void parse_old_format(const lisp::Lisp& lisp);
75 /// write sector to lisp file
76 void write(lisp::Writer& writer);
78 /// activates this sector (change music, intialize player class, ...)
79 void activate(const std::string& spawnpoint);
80 void activate(const Vector& player_pos);
83 void update(float elapsed_time);
84 void update_game_objects();
86 void draw(DrawingContext& context);
89 * runs a script in the context of the sector (sector_table will be the
90 * roottable of this squirrel VM)
92 HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
95 void add_object(GameObject* object);
97 void set_name(const std::string& name)
98 { this->name = name; }
99 const std::string& get_name() const
103 * tests if a given rectangle is inside the sector
104 * (a rectangle that is on top of the sector is considered inside)
106 bool inside(const Rect& rectangle) const;
108 void play_music(MusicType musictype);
109 MusicType get_music_type();
111 bool add_bullet(const Vector& pos, float xm, Direction dir);
112 bool add_smoke_cloud(const Vector& pos);
114 /** get currently activated sector. */
115 static Sector* current()
118 /** Get total number of badguys */
119 int get_total_badguys();
121 /** Get total number of GameObjects of given type */
122 template<class T> int get_total_count()
125 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
126 if (dynamic_cast<T*>(*i)) total++;
131 void collision_tilemap(collision::Constraints* constraints,
132 const Vector& movement, const Rect& dest) const;
134 /** Checks if at the specified rectangle are gameobjects with STATIC flag set
135 * (or solid tiles from the tilemap).
136 * This does not(!) include badguys or players.
138 bool is_free_space(const Rect& rect) const;
141 * returns a list of players currently in the sector
143 std::vector<Player*> get_players() {
144 return std::vector<Player*>(1, this->player);
147 Rect get_active_region();
150 * returns the width (in px) of a sector)
152 float get_width() const;
155 * returns the height (in px) of a sector)
157 float get_height() const;
160 * globally changes solid tilemaps' tile ids
162 void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id);
164 typedef std::vector<GameObject*> GameObjects;
165 typedef std::vector<MovingObject*> MovingObjects;
166 typedef std::vector<SpawnPoint*> SpawnPoints;
169 Level* level; /**< Parent level containing this sector */
170 uint32_t collision_tile_attributes(const Rect& dest) const;
172 void before_object_remove(GameObject* object);
173 bool before_object_add(GameObject* object);
175 void try_expose(GameObject* object);
176 void try_unexpose(GameObject* object);
178 /** Checks for all possible collisions. And calls the
179 collision_handlers, which the collision_objects provide for this
181 void handle_collisions();
184 * Does collision detection between 2 objects and does instant
185 * collision response handling in case of a collision
187 void collision_object(MovingObject* object1, MovingObject* object2) const;
190 * Does collision detection of an object against all other static
191 * objects (and the tilemap) in the level. Collision response is done
192 * for the first hit in time. (other hits get ignored, the function
193 * should be called repeatedly to resolve those)
195 * returns true if the collision detection should be aborted for this object
196 * (because of ABORT_MOVE in the collision response or no collisions)
198 void collision_static(collision::Constraints* constraints,
199 const Vector& movement, const Rect& dest, GameObject& object);
201 void collision_static_constrains(MovingObject& object);
203 GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
205 void fix_old_tiles();
207 static Sector* _current;
211 std::vector<Bullet*> bullets;
213 std::string init_script;
215 /// container for newly created objects, they'll be added in Sector::update
216 GameObjects gameobjects_new;
218 MusicType currentmusic;
220 HSQOBJECT sector_table;
222 typedef std::vector<HSQOBJECT> ScriptList;
225 public: // TODO make this private again
226 /// show collision rectangles of moving objects (for debugging)
227 static bool show_collrects;
228 static bool draw_solids_only;
230 GameObjects gameobjects;
231 MovingObjects moving_objects;
232 SpawnPoints spawnpoints;
237 // some special objects, where we need direct access
238 // (try to avoid accessing them directly)
240 std::list<TileMap*> solid_tilemaps;