#include <squirrel.h>
#include "direction.hpp"
-#include "script_manager.hpp"
#include "math/vector.hpp"
#include "video/drawing_context.hpp"
class SpawnPoint;
class MovingObject;
class CollisionHit;
+class Level;
enum MusicType {
LEVEL_MUSIC,
class Sector
{
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);
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);
/** Get total number of badguys */
int get_total_badguys();
+ /** 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;
+ }
+
void collision_tilemap(const Rect& dest, const Vector& movement, CollisionHit& hit) const;
/** Checks if at the specified rectangle are gameobjects with STATIC flag set
typedef std::vector<SpawnPoint*> SpawnPoints;
private:
+ Level* level; /**< Parent level containing this sector */
uint32_t collision_tile_attributes(const Rect& dest) const;
void before_object_remove(GameObject* object);
void try_expose(GameObject* object);
void try_unexpose(GameObject* object);
- bool collision_static(MovingObject* object, const Vector& movement);
-
/** 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)
+ */
+ bool collision_static(MovingObject* object, const Vector& movement);
+
+
GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp);
void fix_old_tiles();
HSQOBJECT sector_table;
/// sector scripts
- std::auto_ptr<ScriptManager> script_manager;
+ typedef std::vector<HSQOBJECT> ScriptList;
+ ScriptList scripts;
public: // TODO make this private again
/// show collision rectangles of moving objects (for debugging)