X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=0ed2f4c173641927e7bb6ad8e9e54f8a3551302e;hb=d84d73b701cc7fa2bd74f3490b9be1bf8b6f705a;hp=d291c0a6923ff5d7205b97ab06a07ae62d6cec7a;hpb=244488950ba1c0daf20795213619c27e6963937c;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index d291c0a69..0ed2f4c17 100644 --- a/src/sector.hpp +++ b/src/sector.hpp @@ -25,7 +25,6 @@ #include #include "direction.hpp" -#include "script_manager.hpp" #include "math/vector.hpp" #include "video/drawing_context.hpp" @@ -33,6 +32,9 @@ namespace lisp { class Lisp; class Writer; } +namespace collision { +class Constraints; +} class Rect; class Sprite; @@ -41,7 +43,6 @@ class Player; class Camera; class TileMap; class Bullet; -class CollisionGrid; class ScriptInterpreter; class SpawnPoint; class MovingObject; @@ -108,8 +109,7 @@ public: 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); - + /** get currently activated sector. */ static Sector* current() { return _current; } @@ -127,10 +127,12 @@ public: return total; } - void collision_tilemap(const Rect& dest, const Vector& movement, CollisionHit& hit) const; + void collision_tilemap(collision::Constraints* constraints, + const Vector& movement, const Rect& dest) const; /** Checks if at the specified rectangle are gameobjects with STATIC flag set - * (or solid tiles from the tilemap) + * (or solid tiles from the tilemap). + * This does not(!) include badguys or players. */ bool is_free_space(const Rect& rect) const; @@ -157,14 +159,29 @@ private: void try_expose(GameObject* object); void try_unexpose(GameObject* object); - bool collision_static(MovingObject* object, const Vector& movement); - /** Checks for all possible collisions. And calls the collision_handlers, which the collision_objects provide for this case (or not). */ void handle_collisions(); - + + /** + * Does collision detection between 2 objects and does instant + * collision response handling in case of a collision + */ void collision_object(MovingObject* object1, MovingObject* object2) const; + + /** + * Does collision detection of an object against all other static + * objects (and the tilemap) in the level. Collision response is done + * for the first hit in time. (other hits get ignored, the function + * should be called repeatedly to resolve those) + * + * returns true if the collision detection should be aborted for this object + * (because of ABORT_MOVE in the collision response or no collisions) + */ + void collision_static(collision::Constraints* constraints, + const Vector& movement, const Rect& dest, GameObject& object); + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); void fix_old_tiles(); @@ -182,11 +199,10 @@ private: MusicType currentmusic; - std::auto_ptr grid; - HSQOBJECT sector_table; /// sector scripts - std::auto_ptr script_manager; + typedef std::vector ScriptList; + ScriptList scripts; public: // TODO make this private again /// show collision rectangles of moving objects (for debugging)