X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=598842bb5530e2ae577586f85be6fff304e4cca6;hb=5a542dea3c6043703683b68fcaa774f6cb0d9127;hp=9278d6eb9a2e80b72443cb4a5fef3fc9e6cfe4d3;hpb=b88f36237b1e9d3584d15a4c322bc5d49fe5d95d;p=supertux.git diff --git a/src/sector.h b/src/sector.h index 9278d6eb9..598842bb5 100644 --- a/src/sector.h +++ b/src/sector.h @@ -24,16 +24,18 @@ #include #include "math/vector.h" -#include "badguy.h" -#include "special.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; @@ -56,11 +58,6 @@ struct SpawnPoint Vector pos; }; -enum { - NONE_ENDSEQ_ANIM, - FIREWORKS_ENDSEQ_ANIM - }; - /** This class holds a sector (a part of a level) and all the game objects * (badguys, player, background, tilemap, ...) */ @@ -94,6 +91,9 @@ public: 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(); @@ -101,52 +101,30 @@ 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, bool activate); - - 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); - 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); 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); - /** 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(); - /** Get end sequence animation */ - int end_sequence_animation() - { return end_sequence_animation_type; } - - /** @evil@ */ + /** @evil@ but can#t always be avoided in current design... */ static Sector* current() { return _current; } - /** Get total number of some stuff */ + /** 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; @@ -155,8 +133,6 @@ private: MusicRef level_song; MusicRef level_song_fast; - int end_sequence_animation_type; - public: std::string song_title; float gravity; @@ -168,31 +144,23 @@ public: 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; - std::vector smoke_clouds; - std::vector particles; -public: // ugly +public: // TODO make this private again typedef std::vector InteractiveObjects; InteractiveObjects interactive_objects; typedef std::vector GameObjects; GameObjects gameobjects; - GameObjects gameobjects_new; // For newly created objects 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; };