X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=5033959c1716ba729d04dc7c8a08641c9163df98;hb=a362e6fbb3f1a812b6dafb6b54e22d1532327ea2;hp=b08552dfbd6b3ce0c76b2c2f91c719bfd84a34a8;hpb=011924797f070a383d5010f53cb90b04b4c124a1;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index b08552dfb..5033959c1 100644 --- a/src/sector.hpp +++ b/src/sector.hpp @@ -19,15 +19,15 @@ #ifndef SUPERTUX_SECTOR_H #define SUPERTUX_SECTOR_H -#include #include #include #include #include +#include #include "direction.hpp" -#include "math/vector.hpp" -#include "video/drawing_context.hpp" +#include "video/color.hpp" +#include "scripting/ssector.hpp" namespace lisp { class Lisp; @@ -37,6 +37,7 @@ namespace collision { class Constraints; } +class Vector; class Rect; class Sprite; class GameObject; @@ -49,6 +50,8 @@ class SpawnPoint; class MovingObject; class CollisionHit; class Level; +class Portable; +class DrawingContext; enum MusicType { LEVEL_MUSIC, @@ -57,10 +60,11 @@ enum MusicType { }; /** - * This class holds a sector (a part of a level) and all the game objects in - * the sector + * Represents one of (potentially) multiple, separate parts of a Level. + * + * Sectors contain GameObjects, e.g. Badguys and Players. */ -class Sector +class Sector : public Scripting::SSector { public: Sector(Level* parent); @@ -107,10 +111,10 @@ public: void play_music(MusicType musictype); MusicType get_music_type(); - + bool add_bullet(const Vector& pos, float xm, Direction dir); bool add_smoke_cloud(const Vector& pos); - + /** get currently activated sector. */ static Sector* current() { return _current; } @@ -131,11 +135,25 @@ public: 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). - * This does not(!) include badguys or players. + /** + * Checks if the specified rectangle is free of (solid) tiles. + * Note that this does not include static objects, e.g. bonus blocks. + */ + bool is_free_of_tiles(const Rect& rect, const bool ignoreUnisolid = false) const; + /** + * Checks if the specified rectangle is free of both + * 1.) solid tiles and + * 2.) MovingObjects in COLGROUP_STATIC. + * Note that this does not include badguys or players. */ - bool is_free_space(const Rect& rect) const; + bool is_free_of_statics(const Rect& rect, const MovingObject* ignore_object = 0, const bool ignoreUnisolid = false) const; + /** + * Checks if the specified rectangle is free of both + * 1.) solid tiles and + * 2.) MovingObjects in COLGROUP_STATIC, COLGROUP_MOVINGSTATIC or COLGROUP_MOVING. + * This includes badguys and players. + */ + bool is_free_of_movingstatics(const Rect& rect, const MovingObject* ignore_object = 0) const; /** * returns a list of players currently in the sector @@ -147,14 +165,14 @@ public: Rect get_active_region(); /** - * returns the width (in tiles) of a sector) + * returns the width (in px) of a sector) */ - size_t get_width() const; - + float get_width() const; + /** - * returns the height (in tiles) of a sector) + * returns the height (in px) of a sector) */ - size_t get_height() const; + float get_height() const; /** * globally changes solid tilemaps' tile ids @@ -164,6 +182,16 @@ public: typedef std::vector GameObjects; typedef std::vector MovingObjects; typedef std::vector SpawnPoints; + typedef std::vector Portables; + + // --- Scripting --- + /** + * get/set color of ambient light + */ + void set_ambient_light(float red, float green, float blue); + float get_ambient_red(); + float get_ambient_green(); + float get_ambient_blue(); private: Level* level; /**< Parent level containing this sector */ @@ -174,12 +202,14 @@ private: void try_expose(GameObject* object); void try_unexpose(GameObject* object); - + void try_expose_me(); + void try_unexpose_me(); + /** 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 @@ -199,13 +229,13 @@ private: const Vector& movement, const Rect& dest, GameObject& object); void collision_static_constrains(MovingObject& object); - + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); void fix_old_tiles(); static Sector* _current; - + std::string name; std::vector bullets; @@ -214,7 +244,7 @@ private: /// container for newly created objects, they'll be added in Sector::update GameObjects gameobjects_new; - + MusicType currentmusic; HSQOBJECT sector_table; @@ -222,14 +252,17 @@ private: typedef std::vector ScriptList; ScriptList scripts; + Color ambient_light; + public: // TODO make this private again /// show collision rectangles of moving objects (for debugging) static bool show_collrects; static bool draw_solids_only; - + GameObjects gameobjects; MovingObjects moving_objects; - SpawnPoints spawnpoints; + SpawnPoints spawnpoints; + Portables portables; std::string music; float gravity; @@ -242,4 +275,3 @@ public: // TODO make this private again }; #endif -