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
{
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");
/// 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; }
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_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);
- /** 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; }
/** 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* parseObject(const std::string& name, LispReader& reader);
+ GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
static Sector* _current;
// some special objects, where we need direct access
Player* player;
TileMap* solids;
- Background* background;
Camera* camera;
private:
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;
+ Rectangle get_active_region();
+
private:
+ void fix_old_tiles();
+
/// container for newly created objects, they'll be added in Sector::action
GameObjects gameobjects_new;
SpawnPoints spawnpoints;
int currentmusic;
+
+ CollisionGrid* grid;
};
#endif