// $Id$
//
// SuperTux - A Jump'n Run
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de
+// Copyright (C) 2006 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
#ifndef SUPERTUX_SECTOR_H
#define SUPERTUX_SECTOR_H
-#include <string>
#include <vector>
+#include <list>
+#include <memory>
+#include <squirrel.h>
+#include <stdint.h>
#include "direction.hpp"
-#include "math/vector.hpp"
-#include "video/drawing_context.hpp"
+#include "video/color.hpp"
+#include "scripting/ssector.hpp"
namespace lisp {
class Lisp;
class Writer;
}
+namespace collision {
+class Constraints;
+}
+class Vector;
class Rect;
class Sprite;
class GameObject;
class Camera;
class TileMap;
class Bullet;
-class CollisionGrid;
class ScriptInterpreter;
class SpawnPoint;
class MovingObject;
+class CollisionHit;
+class Level;
+class Portable;
+class DrawingContext;
enum MusicType {
LEVEL_MUSIC,
- HERRING_MUSIC
+ HERRING_MUSIC,
+ HERRING_WARNING_MUSIC
};
-/** This class holds a sector (a part of a level) and all the game objects
- * (badguys, player, background, tilemap, ...)
+/**
+ * Represents one of (potentially) multiple, separate parts of a Level.
+ *
+ * Sectors contain GameObjects, e.g. Badguys and Players.
*/
-class Sector
+class Sector : public Scripting::SSector
{
public:
- Sector();
+ Sector(Level* parent);
~Sector();
+ /// get parent level
+ Level* get_level();
+
/// read sector from lisp file
void parse(const lisp::Lisp& lisp);
void parse_old_format(const lisp::Lisp& lisp);
/// activates this sector (change music, intialize player class, ...)
void activate(const std::string& spawnpoint);
void activate(const Vector& player_pos);
+ void deactivate();
void update(float elapsed_time);
void update_game_objects();
void draw(DrawingContext& context);
+ /**
+ * runs a script in the context of the sector (sector_table will be the
+ * roottable of this squirrel VM)
+ */
+ HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
+
/// adds a gameobject
void add_object(GameObject* object);
const std::string& get_name() const
{ return name; }
- /// tests if a given rectangle is inside the sector
+ /**
+ * tests if a given rectangle is inside the sector
+ * (a rectangle that is on top of the sector is considered inside)
+ */
bool inside(const Rect& rectangle) const;
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();
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);
-
+
/** get currently activated sector. */
static Sector* current()
{ return _current; }
/** Get total number of badguys */
int get_total_badguys();
- // make this private again soon
- void collision_tilemap(MovingObject* object, int depth);
+ /** Get total number of GameObjects of given type */
+ template<class T> int get_total_count()
+ {
+ int total = 0;
+ for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) {
+ if (dynamic_cast<T*>(*i)) total++;
+ }
+ return total;
+ }
-private:
- void collision_object(MovingObject* object1, MovingObject* object2);
-
- GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
-
- static Sector* _current;
-
- std::string name;
+ void collision_tilemap(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest) const;
-public:
- std::string song_title;
- float gravity;
+ /**
+ * Checks if the specified rectangle is free of (solid) tiles.
+ * Note that this does not include static objects, e.g. bonus blocks.
+ */
+ bool is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid = false) const;
+ /**
+ * Checks if the specified rectangle is free of both
+ * 1.) solid tiles and
+ * 2.) MovingObjects in COLGROUP_STATIC.
+ * Note that this does not include badguys or players.
+ */
+ bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const;
+ /**
+ * Checks if the specified rectangle is free of both
+ * 1.) solid tiles and
+ * 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING.
+ * This includes badguys and players.
+ */
+ bool is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const;
- // some special objects, where we need direct access
- Player* player;
- TileMap* solids;
- Camera* camera;
-
-private:
- std::vector<Bullet*> bullets;
+ /**
+ * returns a list of players currently in the sector
+ */
+ std::vector<Player*> get_players() {
+ return std::vector<Player*>(1, this->player);
+ }
- std::string init_script;
+ Rect get_active_region();
+
+ /**
+ * returns the width (in px) of a sector)
+ */
+ float get_width() const;
+
+ /**
+ * returns the height (in px) of a sector)
+ */
+ float get_height() const;
+
+ /**
+ * globally changes solid tilemaps' tile ids
+ */
+ void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id);
-public: // TODO make this private again
typedef std::vector<GameObject*> GameObjects;
- GameObjects gameobjects;
+ typedef std::vector<MovingObject*> MovingObjects;
typedef std::vector<SpawnPoint*> SpawnPoints;
- SpawnPoints spawnpoints;
+ typedef std::vector<Portable*> Portables;
- Rect get_active_region();
+ // --- Scripting ---
+ /**
+ * get/set color of ambient light
+ */
+ void set_ambient_light(float red, float green, float blue);
+ float get_ambient_red();
+ float get_ambient_green();
+ float get_ambient_blue();
private:
+ Level* level; /**< Parent level containing this sector */
+ uint32_t collision_tile_attributes(const Rect& dest) const;
+
+ void before_object_remove(GameObject* object);
+ bool before_object_add(GameObject* object);
+
+ void try_expose(GameObject* object);
+ void try_unexpose(GameObject* object);
+ void try_expose_me();
+ void try_unexpose_me();
+
+ /** Checks for all possible collisions. And calls the
+ collision_handlers, which the collision_objects provide for this
+ case (or not). */
+ void handle_collisions();
+
+ /**
+ * Does collision detection between 2 objects and does instant
+ * collision response handling in case of a collision
+ */
+ void collision_object(MovingObject* object1, MovingObject* object2) const;
+
+ /**
+ * Does collision detection of an object against all other static
+ * objects (and the tilemap) in the level. Collision response is done
+ * for the first hit in time. (other hits get ignored, the function
+ * should be called repeatedly to resolve those)
+ *
+ * returns true if the collision detection should be aborted for this object
+ * (because of ABORT_MOVE in the collision response or no collisions)
+ */
+ void collision_static(collision::Constraints* constraints,
+ const Vector& movement, const Rect& dest, GameObject& object);
+
+ void collision_static_constrains(MovingObject& object);
+
+ GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
+
void fix_old_tiles();
-
+
+ static Sector* _current;
+
+ std::string name;
+
+ std::vector<Bullet*> bullets;
+
+ std::string init_script;
+
/// container for newly created objects, they'll be added in Sector::update
GameObjects gameobjects_new;
-
+
MusicType currentmusic;
- CollisionGrid* grid;
+ HSQOBJECT sector_table;
+ /// sector scripts
+ typedef std::vector<HSQOBJECT> ScriptList;
+ ScriptList scripts;
+
+ Color ambient_light;
+
+public: // TODO make this private again
+ /// show collision rectangles of moving objects (for debugging)
+ static bool show_collrects;
+ static bool draw_solids_only;
+
+ GameObjects gameobjects;
+ MovingObjects moving_objects;
+ SpawnPoints spawnpoints;
+ Portables portables;
+
+ std::string music;
+ float gravity;
+
+ // some special objects, where we need direct access
+ // (try to avoid accessing them directly)
+ Player* player;
+ std::list<TileMap*> solid_tilemaps;
+ Camera* camera;
};
#endif
-