X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=464a64f9cb4cda772df6e9220b8fc49eeae774c5;hb=1d16dc1efae67a26d41f302e9681e567492327c5;hp=3eb59458c6c3158447b93baa1c12507866f9e439;hpb=cf4de5d58eb99a11369c329c01bfa5abe4b0a398;p=supertux.git diff --git a/src/sector.h b/src/sector.h index 3eb59458c..464a64f9c 100644 --- a/src/sector.h +++ b/src/sector.h @@ -16,34 +16,39 @@ // 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 "direction.h" +#include "math/vector.h" +#include "audio/musicref.h" +#include "video/drawing_context.h" + +using namespace SuperTux; + +namespace SuperTux { class GameObject; -class InteractiveObject; -class Background; +class Sprite; +class Rectangle; +} +namespace lisp { +class Lisp; +class Writer; +} + class Player; class Camera; -class Trampoline; -class FlyingPlatform; class TileMap; -class Upgrade; class Bullet; -class BadGuy; -class Vector; -class LispReader; -class Tile; +class CollisionGrid; -struct SpawnPoint +class SpawnPoint { +public: std::string name; Vector pos; }; @@ -58,23 +63,31 @@ public: ~Sector(); /// read sector from lisp file - void parse(LispReader& reader); - void parse_old_format(LispReader& reader); + void parse(const lisp::Lisp& lisp); + void parse_old_format(const lisp::Lisp& lisp); /// write sector to lisp file - void write(LispWriter& writer); + void write(lisp::Writer& writer); /// activates this sector (change music, intialize player class, ...) - void activate(const std::string& spawnpoint = "main"); + void activate(const std::string& spawnpoint); + void activate(const Vector& player_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(); @@ -82,80 +95,63 @@ 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(); + + // make this private again soon + void collision_tilemap(MovingObject* object, int depth); + private: + void collision_object(MovingObject* object1, MovingObject* object2); + void load_music(); + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); static Sector* _current; std::string name; - std::string song_title; MusicRef level_song; MusicRef level_song_fast; public: + std::string song_title; float gravity; // 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 - typedef std::vector InteractiveObjects; - InteractiveObjects interactive_objects; +public: // TODO make this private again typedef std::vector GameObjects; GameObjects gameobjects; + typedef std::vector SpawnPoints; + SpawnPoints spawnpoints; + + Rectangle get_active_region(); private: - typedef std::vector SpawnPoints; - SpawnPoints spawnpoints; + void fix_old_tiles(); + + /// container for newly created objects, they'll be added in Sector::action + GameObjects gameobjects_new; + + int currentmusic; - int distro_counter; - bool counting_distros; - int currentmusic; + CollisionGrid* grid; }; #endif