-#ifndef __SECTOR_H__
-#define __SECTOR_H__
+// $Id$
+//
+// SuperTux - A Jump'n Run
+// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// 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 "vector.h"
+
+#include "math/vector.h"
#include "badguy.h"
#include "special.h"
-#include "musicref.h"
-#include "screen/drawing_context.h"
+#include "audio/musicref.h"
+#include "video/drawing_context.h"
+
+using namespace SuperTux;
+namespace SuperTux {
class GameObject;
+class LispReader;
+}
+
+class InteractiveObject;
class Background;
class Player;
class Camera;
class TileMap;
class Upgrade;
class Bullet;
+class SmokeCloud;
+class Particles;
class BadGuy;
-class Vector;
-class LispReader;
class Tile;
struct SpawnPoint
/// 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 action(float elapsed_time);
+ void update_game_objects();
+
void draw(DrawingContext& context);
/// adds a gameobject
void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
bool add_bullet(const Vector& pos, float xm, Direction dir);
+ bool add_smoke_cloud(const Vector& pos);
+ bool add_particles(const Vector& epicenter, const Vector& velocity, const Vector& acceleration, int number, Color color, int size, int life_time);
/** Try to grab the coin at the given coordinates */
void trygrabdistro(const Vector& pos, int bounciness);
the tile which the badguy is walking on an killing him this way */
void trybumpbadguy(const Vector& pos);
+ /** 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@ */
static Sector* current()
{ return _current; }
std::string name;
- std::string song_title;
MusicRef level_song;
MusicRef level_song_fast;
public:
+ std::string song_title;
float gravity;
// some special objects, where we need direct access
std::vector<Upgrade*> upgrades;
std::vector<Bullet*> bullets;
+ std::vector<SmokeCloud*> smoke_clouds;
+ std::vector<Particles*> particles;
public: // ugly
+ typedef std::vector<InteractiveObject*> InteractiveObjects;
+ InteractiveObjects interactive_objects;
typedef std::vector<GameObject*> GameObjects;
GameObjects gameobjects;
+ GameObjects gameobjects_new; // For newly created objects
private:
typedef std::vector<SpawnPoint*> SpawnPoints;