#include <string>
#include <vector>
+#include <list>
#include <memory>
#include <squirrel.h>
class MovingObject;
class CollisionHit;
class Level;
+class Portable;
enum MusicType {
LEVEL_MUSIC,
void play_music(MusicType musictype);
MusicType get_music_type();
-
+
bool add_bullet(const Vector& pos, float xm, Direction dir);
bool add_smoke_cloud(const Vector& pos);
-
+
/** get currently activated sector. */
static Sector* current()
{ return _current; }
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);
+
typedef std::vector<GameObject*> GameObjects;
typedef std::vector<MovingObject*> MovingObjects;
typedef std::vector<SpawnPoint*> SpawnPoints;
+ typedef std::vector<Portable*> Portables;
private:
Level* level; /**< Parent level containing this sector */
void try_expose(GameObject* object);
void try_unexpose(GameObject* object);
-
+
/** 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_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;
/// container for newly created objects, they'll be added in Sector::update
GameObjects gameobjects_new;
-
+
MusicType currentmusic;
HSQOBJECT sector_table;
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;
+ 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;
- TileMap* solids;
+ std::list<TileMap*> solid_tilemaps;
Camera* camera;
};
#endif
-