X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.h;h=5f31dc96e41ce34ea82b44ef1ec7a437a3ad9036;hb=58bf708dc9f036b2c7d8d3edfdbfa62f0da3481a;hp=467fd1db7de0ab55971999244fc7d4e8db55ede4;hpb=95ef01464dbf007c0f0d9c3d8a88a147c117385d;p=supertux.git diff --git a/src/sector.h b/src/sector.h index 467fd1db7..5f31dc96e 100644 --- a/src/sector.h +++ b/src/sector.h @@ -24,31 +24,27 @@ #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 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 { @@ -56,11 +52,6 @@ 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, ...) */ @@ -71,10 +62,10 @@ 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"); @@ -89,9 +80,14 @@ 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; + void play_music(int musictype); int get_music_type(); @@ -99,52 +95,26 @@ 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, const Vector& 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(); + // 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, const lisp::Lisp& lisp); static Sector* _current; @@ -153,8 +123,6 @@ private: MusicRef level_song; MusicRef level_song_fast; - int end_sequence_animation_type; - public: std::string song_title; float gravity; @@ -162,36 +130,29 @@ public: // some special objects, where we need direct access Player* player; TileMap* solids; - Background* background; 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 - typedef std::vector InteractiveObjects; - InteractiveObjects interactive_objects; +public: // TODO make this private again typedef std::vector GameObjects; GameObjects gameobjects; - GameObjects gameobjects_new; // For newly created objects + + Rectangle get_active_region(); 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; + + CollisionGrid* grid; }; #endif