X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=45a2cd53926987606318fb40710883d7983072ef;hb=2d97548e5cded4b201bbc10d6cec6232df03e9a4;hp=fea92d3e33c2fe7ac45a8a0a5412b77d0c2490b2;hpb=148cc59583752d131847829535a34ce3ad379e06;p=supertux.git diff --git a/src/sector.h b/src/sector.h index fea92d3e3..45a2cd539 100644 --- a/src/sector.h +++ b/src/sector.h @@ -16,18 +16,28 @@ // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -#ifndef __SECTOR_H__ -#define __SECTOR_H__ + +#ifndef SUPERTUX_SECTOR_H +#define SUPERTUX_SECTOR_H #include #include -#include "vector.h" -#include "badguy.h" -#include "special.h" -#include "musicref.h" -#include "screen/drawing_context.h" +#include "math/vector.h" +#include "audio/musicref.h" +#include "video/drawing_context.h" +#include "defines.h" + +using namespace SuperTux; + +namespace SuperTux { class GameObject; +class LispReader; +class LispWriter; +class Sprite; +class Rectangle; +} + class InteractiveObject; class Background; class Player; @@ -37,9 +47,9 @@ class FlyingPlatform; class TileMap; class Upgrade; class Bullet; +class SmokeCloud; +class Particles; class BadGuy; -class Vector; -class LispReader; class Tile; struct SpawnPoint @@ -65,16 +75,25 @@ public: /// activates this sector (change music, intialize player class, ...) void activate(const std::string& spawnpoint = "main"); + /// get best spawn point + Vector get_best_spawn_point(Vector pos); void action(float elapsed_time); + void update_game_objects(); + void draw(DrawingContext& context); /// adds a gameobject void add_object(GameObject* object); + void set_name(const std::string& name) + { this->name = name; } const std::string& get_name() const { return name; } + /// tests if a given rectangle is inside the sector + bool inside(const Rectangle& rectangle) const; + void play_music(int musictype); int get_music_type(); @@ -82,38 +101,24 @@ public: collision_handlers, which the collision_objects provide for this case (or not). */ void collision_handler(); - - void add_score(const Vector& pos, int s); - void add_bouncy_distro(const Vector& pos); - void add_broken_brick(const Vector& pos, Tile* tile); - void add_broken_brick_piece(const Vector& pos, - const Vector& movement, Tile* tile); - void add_bouncy_brick(const Vector& pos); - - BadGuy* add_bad_guy(float x, float y, BadGuyKind kind); - - void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind); + 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); - /** Try to grab the coin at the given coordinates */ - void trygrabdistro(const Vector& pos, int bounciness); - - /** Try to break the brick at the given coordinates */ - bool trybreakbrick(const Vector& pos, bool small); - - /** Try to get the content out of a bonus box, thus emptying it */ - void tryemptybox(const Vector& pos, Direction col_side); - - /** Try to bumb a badguy that might we walking above Tux, thus shaking - the tile which the badguy is walking on an killing him this way */ - void trybumpbadguy(const Vector& pos); - - /** @evil@ */ + /** @evil@ but can#t always be avoided in current design... */ static Sector* current() { return _current; } + /** Get total number of badguys */ + int get_total_badguys(); + private: + void collision_tilemap(MovingObject* object, int depth); + void collision_object(MovingObject* object1, MovingObject* object2); + void load_music(); + GameObject* parse_object(const std::string& name, LispReader& reader); static Sector* _current; @@ -129,33 +134,27 @@ public: // some special objects, where we need direct access Player* player; TileMap* solids; - Background* background; Camera* camera; private: - typedef std::vector BadGuys; - BadGuys badguys; - typedef std::vector Trampolines; - Trampolines trampolines; - typedef std::vector FlyingPlatforms; - FlyingPlatforms flying_platforms; - - std::vector upgrades; std::vector bullets; -public: // ugly +public: // TODO make this private again typedef std::vector InteractiveObjects; InteractiveObjects interactive_objects; typedef std::vector GameObjects; GameObjects gameobjects; private: + void fix_old_tiles(); + + /// container for newly created objects, they'll be added in Sector::action + GameObjects gameobjects_new; + typedef std::vector SpawnPoints; SpawnPoints spawnpoints; - int distro_counter; - bool counting_distros; - int currentmusic; + int currentmusic; }; #endif