#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 Player;
class Camera;
-class Trampoline;
-class FlyingPlatform;
class TileMap;
-class Upgrade;
class Bullet;
-class SmokeCloud;
-class Particles;
-class BadGuy;
-class Tile;
+class CollisionGrid;
-struct SpawnPoint
+class SpawnPoint
{
+public:
std::string name;
Vector pos;
};
~Sector();
/// 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();
bool add_smoke_cloud(const Vector& pos);
void add_floating_text(const Vector& pos, const std::string& text);
- /** @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::vector<Bullet*> bullets;
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;
+
+ Rectangle 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;
-
int currentmusic;
+
+ CollisionGrid* grid;
};
#endif