X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=54772212044e2d968e7c5b3d85872295754df0aa;hb=d8c232ad6ebfbe431d9bd927d6e1ee88c94abd00;hp=05595abd0b6d601b402a575062874bac8004245f;hpb=d46c78c842ab4090a3f46e560c891234167f124b;p=supertux.git diff --git a/src/sector.h b/src/sector.h index 05595abd0..547722120 100644 --- a/src/sector.h +++ b/src/sector.h @@ -16,46 +16,44 @@ // 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 "badguy.h" #include "audio/musicref.h" #include "video/drawing_context.h" -using namespace SuperTux; - -namespace SuperTux { -class GameObject; -class LispReader; -class Sprite; +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; -struct SpawnPoint +class SpawnPoint { +public: 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 * (badguys, player, background, tilemap, ...) */ @@ -65,20 +63,17 @@ public: Sector(); ~Sector(); - /// create new sector - static Sector *create(const std::string& name, size_t width, size_t height); /// 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); @@ -86,53 +81,47 @@ public: /// 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; + 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 case (or not). */ void collision_handler(); - void add_score(const Vector& pos, int s); - bool add_bullet(const Vector& pos, float xm, Direction dir); bool add_smoke_cloud(const Vector& pos); - bool add_particles(const Vector& epicenter, int min_angle, int max_angle, - const Vector& initial_velocity, const Vector& acceleration, int number, - Color color, int size, int life_time, int drawing_layer); void add_floating_text(const Vector& pos, const std::string& text); - /** Flip the all the sector vertically. The purpose of this is to let - player to play the same level in a different way :) */ - void do_vertical_flip(); - - /** @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* parseObject(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; @@ -141,26 +130,30 @@ 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: - /// container for newly created objects, they'll be added in Sector::action - GameObjects gameobjects_new; + void fix_old_tiles(); - typedef std::vector SpawnPoints; - SpawnPoints spawnpoints; + /// container for newly created objects, they'll be added in Sector::update + GameObjects gameobjects_new; + + MusicType currentmusic; - int currentmusic; + CollisionGrid* grid; }; #endif