X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=598842bb5530e2ae577586f85be6fff304e4cca6;hb=6e843b1780f62f45b7021bd8c38181aa211588ee;hp=bcfac4bc0d9e197e67d93367cead665be4ad170e;hpb=236df51d91f0845cd4e06b3269e262911d81f5db;p=supertux.git diff --git a/src/sector.h b/src/sector.h index bcfac4bc0..598842bb5 100644 --- a/src/sector.h +++ b/src/sector.h @@ -24,12 +24,20 @@ #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; class Background; class Player; @@ -39,9 +47,9 @@ class FlyingPlatform; class TileMap; class Upgrade; class Bullet; +class SmokeCloud; +class Particles; class BadGuy; -class Vector; -class LispReader; class Tile; struct SpawnPoint @@ -59,6 +67,8 @@ 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); @@ -67,6 +77,8 @@ 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(); @@ -79,6 +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(); @@ -86,42 +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); - - 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); - /** 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@ */ + /** @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; @@ -141,30 +144,24 @@ 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; -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; + int currentmusic; }; #endif