// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#ifndef SUPERTUX_SECTOR_H
#define SUPERTUX_SECTOR_H
#include <string>
#include <vector>
+#include "direction.h"
#include "math/vector.h"
#include "audio/musicref.h"
#include "video/drawing_context.h"
-#include "defines.h"
-
-using namespace SuperTux;
-namespace SuperTux {
-class GameObject;
-class LispReader;
-class LispWriter;
-class Sprite;
-class Rectangle;
+namespace lisp {
+class Lisp;
+class Writer;
}
-class InteractiveObject;
-class Background;
+class Rect;
+class Sprite;
+class GameObject;
class Player;
class Camera;
-class Trampoline;
-class FlyingPlatform;
class TileMap;
-class Upgrade;
class Bullet;
-class SmokeCloud;
-class Particles;
-class BadGuy;
-class Tile;
+class CollisionGrid;
+class ScriptInterpreter;
-struct SpawnPoint
+class SpawnPoint
{
+public:
std::string name;
Vector pos;
};
+enum MusicType {
+ LEVEL_MUSIC,
+ HERRING_MUSIC
+};
+
/** This class holds a sector (a part of a level) and all the game objects
* (badguys, player, background, tilemap, ...)
*/
Sector();
~Sector();
- /// create new sector
- static Sector *create(const std::string& name, size_t width, size_t height);
/// read sector from lisp file
- void parse(LispReader& reader);
- void parse_old_format(LispReader& reader);
+ void parse(const lisp::Lisp& lisp);
+ void parse_old_format(const lisp::Lisp& lisp);
/// write sector to lisp file
- void write(LispWriter& writer);
+ void write(lisp::Writer& writer);
/// activates this sector (change music, intialize player class, ...)
- void activate(const std::string& spawnpoint = "main");
- /// get best spawn point
- Vector get_best_spawn_point(Vector pos);
+ void activate(const std::string& spawnpoint);
+ void activate(const Vector& player_pos);
void action(float elapsed_time);
void update_game_objects();
/// adds a gameobject
void add_object(GameObject* object);
+ void set_name(const std::string& name)
+ { this->name = name; }
const std::string& get_name() const
{ return name; }
/// tests if a given rectangle is inside the sector
- bool inside(const Rectangle& rectangle) const;
+ bool inside(const Rect& rectangle) const;
- void play_music(int musictype);
- int get_music_type();
+ void play_music(MusicType musictype);
+ MusicType get_music_type();
/** Checks for all possible collisions. And calls the
collision_handlers, which the collision_objects provide for this
case (or not). */
void collision_handler();
- void add_score(const Vector& pos, int s);
-
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
void add_floating_text(const Vector& pos, const std::string& text);
- /** Flip the all the sector vertically. The purpose of this is to let
- player to play the same level in a different way :) */
- void do_vertical_flip();
-
- /** @evil@ but can#t always be avoided in current design... */
+ /** @evil@ but can't always be avoided in current design... */
static Sector* current()
{ return _current; }
/** Get total number of badguys */
int get_total_badguys();
-private:
+ // make this private again soon
void collision_tilemap(MovingObject* object, int depth);
+
+private:
void collision_object(MovingObject* object1, MovingObject* object2);
void load_music();
- GameObject* parse_object(const std::string& name, LispReader& reader);
+ GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
static Sector* _current;
std::string name;
MusicRef level_song;
- MusicRef level_song_fast;
public:
std::string song_title;
// some special objects, where we need direct access
Player* player;
TileMap* solids;
- Background* background;
Camera* camera;
private:
std::vector<Bullet*> bullets;
+ std::string init_script;
+
public: // TODO make this private again
- typedef std::vector<InteractiveObject*> InteractiveObjects;
- InteractiveObjects interactive_objects;
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
+ typedef std::vector<SpawnPoint*> SpawnPoints;
+ SpawnPoints spawnpoints;
+
+ Rect get_active_region();
private:
void fix_old_tiles();
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;
-
- typedef std::vector<SpawnPoint*> SpawnPoints;
- SpawnPoints spawnpoints;
+
+ MusicType currentmusic;
- int currentmusic;
+ CollisionGrid* grid;
};
#endif