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;
61 * This class holds a sector (a part of a level) and all the game objects in
67 Sector(Level* parent);
73 /// read sector from lisp file
74 void parse(const lisp::Lisp& lisp);
75 void parse_old_format(const lisp::Lisp& lisp);
76 /// write sector to lisp file
77 void write(lisp::Writer& writer);
79 /// activates this sector (change music, intialize player class, ...)
80 void activate(const std::string& spawnpoint);
81 void activate(const Vector& player_pos);
84 void update(float elapsed_time);
85 void update_game_objects();
87 void draw(DrawingContext& context);
90 * runs a script in the context of the sector (sector_table will be the
91 * roottable of this squirrel VM)
93 HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
96 void add_object(GameObject* object);
98 void set_name(const std::string& name)
99 { this->name = name; }
100 const std::string& get_name() const
104 * tests if a given rectangle is inside the sector
105 * (a rectangle that is on top of the sector is considered inside)
107 bool inside(const Rect& rectangle) const;
109 void play_music(MusicType musictype);
110 MusicType get_music_type();
112 bool add_bullet(const Vector& pos, float xm, Direction dir);
113 bool add_smoke_cloud(const Vector& pos);
115 /** get currently activated sector. */
116 static Sector* current()
119 /** Get total number of badguys */
120 int get_total_badguys();
122 /** Get total number of GameObjects of given type */
123 template<class T> int get_total_count()
126 for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
127 if (dynamic_cast<T*>(*i)) total++;
132 void collision_tilemap(collision::Constraints* constraints,
133 const Vector& movement, const Rect& dest) const;
136 * Checks if the specified rectangle is free of (solid) tiles.
137 * Note that this does not include static objects, e.g. bonus blocks.
139 bool is_free_of_tiles(const Rect& rect) const;
141 * Checks if the specified rectangle is free of both
142 * 1.) solid tiles and
143 * 2.) MovingObjects in COLGROUP_STATIC.
144 * Note that this does not include badguys or players.
146 bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0) const;
148 * Checks if the specified rectangle is free of both
149 * 1.) solid tiles and
150 * 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
151 * This includes badguys and players.
153 bool is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const;
156 * returns a list of players currently in the sector
158 std::vector<Player*> get_players() {
159 return std::vector<Player*>(1, this->player);
162 Rect get_active_region();
165 * returns the width (in px) of a sector)
167 float get_width() const;
170 * returns the height (in px) of a sector)
172 float get_height() const;
175 * globally changes solid tilemaps' tile ids
177 void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id);
179 typedef std::vector<GameObject*> GameObjects;
180 typedef std::vector<MovingObject*> MovingObjects;
181 typedef std::vector<SpawnPoint*> SpawnPoints;
182 typedef std::vector<Portable*> Portables;
185 Level* level; /**< Parent level containing this sector */
186 uint32_t collision_tile_attributes(const Rect& dest) const;
188 void before_object_remove(GameObject* object);
189 bool before_object_add(GameObject* object);
191 void try_expose(GameObject* object);
192 void try_unexpose(GameObject* object);
194 /** Checks for all possible collisions. And calls the
195 collision_handlers, which the collision_objects provide for this
197 void handle_collisions();
200 * Does collision detection between 2 objects and does instant
201 * collision response handling in case of a collision
203 void collision_object(MovingObject* object1, MovingObject* object2) const;
206 * Does collision detection of an object against all other static
207 * objects (and the tilemap) in the level. Collision response is done
208 * for the first hit in time. (other hits get ignored, the function
209 * should be called repeatedly to resolve those)
211 * returns true if the collision detection should be aborted for this object
212 * (because of ABORT_MOVE in the collision response or no collisions)
214 void collision_static(collision::Constraints* constraints,
215 const Vector& movement, const Rect& dest, GameObject& object);
217 void collision_static_constrains(MovingObject& object);
219 GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
221 void fix_old_tiles();
223 static Sector* _current;
227 std::vector<Bullet*> bullets;
229 std::string init_script;
231 /// container for newly created objects, they'll be added in Sector::update
232 GameObjects gameobjects_new;
234 MusicType currentmusic;
236 HSQOBJECT sector_table;
238 typedef std::vector<HSQOBJECT> ScriptList;
243 public: // TODO make this private again
244 /// show collision rectangles of moving objects (for debugging)
245 static bool show_collrects;
246 static bool draw_solids_only;
248 GameObjects gameobjects;
249 MovingObjects moving_objects;
250 SpawnPoints spawnpoints;
256 // some special objects, where we need direct access
257 // (try to avoid accessing them directly)
259 std::list<TileMap*> solid_tilemaps;