#include <squirrel.h>
#include "direction.hpp"
-#include "script_manager.hpp"
#include "math/vector.hpp"
#include "video/drawing_context.hpp"
void collision_tilemap(const Rect& dest, const Vector& movement, CollisionHit& hit) const;
/** Checks if at the specified rectangle are gameobjects with STATIC flag set
- * (or solid tiles from the tilemap)
+ * (or solid tiles from the tilemap).
+ * This does not(!) include badguys or players.
*/
bool is_free_space(const Rect& rect) const;
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)