X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=51a135b99a10e3959ab914537f4fe492662d772a;hb=e409aaf88c618c2fc47ff8f9bbe523b8f271c795;hp=a30e5d41d273e0f2a78aec7e3ec3e842ef4539ea;hpb=6f801c22d97251799740317fb1d0caf2e744b321;p=supertux.git diff --git a/src/sector.h b/src/sector.h index a30e5d41d..51a135b99 100644 --- a/src/sector.h +++ b/src/sector.h @@ -16,46 +16,36 @@ // 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 SUPERTUX_SECTOR_H #define SUPERTUX_SECTOR_H #include #include +#include "direction.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; +namespace lisp { +class Lisp; +class Writer; } -class InteractiveObject; -class Background; +class Rect; +class Sprite; +class GameObject; class Player; class Camera; -class Trampoline; -class FlyingPlatform; class TileMap; -class Upgrade; class Bullet; -class SmokeCloud; -class Particles; -class BadGuy; -class Tile; +class CollisionGrid; +class ScriptInterpreter; +class SpawnPoint; -struct SpawnPoint -{ - std::string name; - Vector pos; +enum MusicType { + LEVEL_MUSIC, + HERRING_MUSIC }; /** This class holds a sector (a part of a level) and all the game objects @@ -68,17 +58,16 @@ 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"); - /// get best spawn point - Vector get_best_spawn_point(Vector pos); + void activate(const std::string& spawnpoint); + void activate(const Vector& player_pos); - void action(float elapsed_time); + void update(float elapsed_time); void update_game_objects(); void draw(DrawingContext& context); @@ -92,10 +81,10 @@ public: { return name; } /// tests if a given rectangle is inside the sector - bool inside(const Rectangle& rectangle) const; + bool inside(const Rect& rectangle) const; - void play_music(int musictype); - int get_music_type(); + void play_music(MusicType musictype); + MusicType get_music_type(); /** Checks for all possible collisions. And calls the collision_handlers, which the collision_objects provide for this @@ -106,26 +95,27 @@ public: bool add_smoke_cloud(const Vector& pos); void add_floating_text(const Vector& pos, const std::string& text); - /** @evil@ but can#t always be avoided in current design... */ + /** get currently activated sector. */ static Sector* current() { return _current; } /** Get total number of badguys */ int get_total_badguys(); -private: + // 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, LispReader& reader); + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); static Sector* _current; std::string name; MusicRef level_song; - MusicRef level_song_fast; public: std::string song_title; @@ -134,28 +124,30 @@ public: // some special objects, where we need direct access Player* player; TileMap* solids; - Background* background; Camera* camera; private: std::vector bullets; + std::string init_script; + public: // TODO make this private again - typedef std::vector InteractiveObjects; - InteractiveObjects interactive_objects; typedef std::vector GameObjects; GameObjects gameobjects; + typedef std::vector SpawnPoints; + SpawnPoints spawnpoints; + + Rect get_active_region(); private: void fix_old_tiles(); - /// container for newly created objects, they'll be added in Sector::action + /// container for newly created objects, they'll be added in Sector::update GameObjects gameobjects_new; - - typedef std::vector SpawnPoints; - SpawnPoints spawnpoints; + + MusicType currentmusic; - int currentmusic; + CollisionGrid* grid; }; #endif