#include "direction.hpp"
#include "math/vector.hpp"
#include "video/drawing_context.hpp"
+#include "script_interface.hpp"
+#include "scripting/ssector.hpp"
namespace lisp {
class Lisp;
class MovingObject;
class CollisionHit;
class Level;
+class Portable;
enum MusicType {
LEVEL_MUSIC,
* This class holds a sector (a part of a level) and all the game objects in
* the sector
*/
-class Sector
+class Sector : public Scripting::SSector
{
public:
Sector(Level* parent);
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; }
void collision_tilemap(collision::Constraints* constraints,
const Vector& movement, const Rect& dest) const;
- /** Checks if at the specified rectangle are gameobjects with STATIC flag set
- * (or solid tiles from the tilemap).
- * This does not(!) include badguys or players.
+ /**
+ * 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;
+ /**
+ * 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;
+ /**
+ * 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_space(const Rect& rect) const;
+ bool is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const;
/**
* returns a list of players currently in the sector
* returns the width (in px) of a sector)
*/
float get_width() const;
-
+
/**
* returns the height (in px) of a sector)
*/
typedef std::vector<GameObject*> GameObjects;
typedef std::vector<MovingObject*> MovingObjects;
typedef std::vector<SpawnPoint*> SpawnPoints;
+ typedef std::vector<Portable*> Portables;
+
+ // --- 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 */
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
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;
};
#endif
-