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move over rewritten lispreader from tuxkart (with additional fixes), generalized...
[supertux.git]
/
src
/
sector.h
diff --git
a/src/sector.h
b/src/sector.h
index
05595ab
..
ee08514
100644
(file)
--- a/
src/sector.h
+++ b/
src/sector.h
@@
-24,16
+24,20
@@
#include <vector>
#include "math/vector.h"
#include <vector>
#include "math/vector.h"
-#include "badguy.h"
#include "audio/musicref.h"
#include "video/drawing_context.h"
#include "audio/musicref.h"
#include "video/drawing_context.h"
+#include "defines.h"
using namespace SuperTux;
namespace SuperTux {
class GameObject;
using namespace SuperTux;
namespace SuperTux {
class GameObject;
-class LispReader;
class Sprite;
class Sprite;
+class Rectangle;
+}
+namespace lisp {
+class Lisp;
+class Writer;
}
class InteractiveObject;
}
class InteractiveObject;
@@
-65,13
+69,11
@@
public:
Sector();
~Sector();
Sector();
~Sector();
- /// create new sector
- static Sector *create(const std::string& name, size_t width, size_t height);
/// read sector from lisp file
/// 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
/// write sector to lisp file
- void write(
Lisp
Writer& writer);
+ void write(
lisp::
Writer& writer);
/// activates this sector (change music, intialize player class, ...)
void activate(const std::string& spawnpoint = "main");
/// activates this sector (change music, intialize player class, ...)
void activate(const std::string& spawnpoint = "main");
@@
-86,6
+88,8
@@
public:
/// adds a gameobject
void add_object(GameObject* object);
/// 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; }
const std::string& get_name() const
{ return name; }
@@
-100,19
+104,10
@@
public:
case (or not). */
void collision_handler();
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);
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
- bool add_particles(const Vector& epicenter, int min_angle, int max_angle,
- const Vector& initial_velocity, const Vector& acceleration, int number,
- Color color, int size, int life_time, int drawing_layer);
void add_floating_text(const Vector& pos, const std::string& text);
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... */
static Sector* current()
{ return _current; }
/** @evil@ but can#t always be avoided in current design... */
static Sector* current()
{ return _current; }
@@
-125,7
+120,7
@@
private:
void collision_object(MovingObject* object1, MovingObject* object2);
void load_music();
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;
static Sector* _current;
@@
-141,7
+136,6
@@
public:
// some special objects, where we need direct access
Player* player;
TileMap* solids;
// some special objects, where we need direct access
Player* player;
TileMap* solids;
- Background* background;
Camera* camera;
private:
Camera* camera;
private:
@@
-154,6
+148,8
@@
public: // TODO make this private again
GameObjects gameobjects;
private:
GameObjects gameobjects;
private:
+ void fix_old_tiles();
+
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;