X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=5f31dc96e41ce34ea82b44ef1ec7a437a3ad9036;hb=4d3bd02fc76e7c0b138256af7fb2f18c56952998;hp=05595abd0b6d601b402a575062874bac8004245f;hpb=d46c78c842ab4090a3f46e560c891234167f124b;p=supertux.git diff --git a/src/sector.h b/src/sector.h index 05595abd0..5f31dc96e 100644 --- a/src/sector.h +++ b/src/sector.h @@ -24,31 +24,27 @@ #include #include "math/vector.h" -#include "badguy.h" #include "audio/musicref.h" #include "video/drawing_context.h" +#include "defines.h" using namespace SuperTux; namespace SuperTux { class GameObject; -class LispReader; class Sprite; +class Rectangle; +} +namespace lisp { +class Lisp; +class Writer; } -class InteractiveObject; -class Background; class Player; class Camera; -class Trampoline; -class FlyingPlatform; class TileMap; -class Upgrade; class Bullet; -class SmokeCloud; -class Particles; -class BadGuy; -class Tile; +class CollisionGrid; struct SpawnPoint { @@ -65,13 +61,11 @@ 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"); @@ -86,6 +80,8 @@ 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; } @@ -100,19 +96,10 @@ public: 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... */ static Sector* current() { return _current; } @@ -120,12 +107,14 @@ public: /** 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; @@ -141,19 +130,20 @@ public: // some special objects, where we need direct access Player* player; TileMap* solids; - Background* background; Camera* camera; private: std::vector bullets; public: // TODO make this private again - typedef std::vector InteractiveObjects; - InteractiveObjects interactive_objects; typedef std::vector GameObjects; GameObjects gameobjects; + Rectangle get_active_region(); + private: + void fix_old_tiles(); + /// container for newly created objects, they'll be added in Sector::action GameObjects gameobjects_new; @@ -161,6 +151,8 @@ private: SpawnPoints spawnpoints; int currentmusic; + + CollisionGrid* grid; }; #endif