X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=50edf73d86e122bd20926ec3ac8e805536b02671;hb=ca86583fae991aa3280c5d70bf20dbf0504a93cb;hp=67efe384e626a7efc9f6bfded3bc136de5a68fde;hpb=acd1950b9b853d6b7c56a2cb43e77ec3147b2369;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 67efe384e..50edf73d8 100644 --- a/src/sector.hpp +++ b/src/sector.hpp @@ -1,7 +1,7 @@ // $Id$ // // SuperTux - A Jump'n Run -// Copyright (C) 2004 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -21,11 +21,11 @@ #include #include +#include #include #include #include "direction.hpp" -#include "script_manager.hpp" #include "math/vector.hpp" #include "video/drawing_context.hpp" @@ -33,6 +33,9 @@ namespace lisp { class Lisp; class Writer; } +namespace collision { +class Constraints; +} class Rect; class Sprite; @@ -41,15 +44,17 @@ class Player; class Camera; class TileMap; class Bullet; -class CollisionGrid; class ScriptInterpreter; class SpawnPoint; class MovingObject; class CollisionHit; +class Level; +class Portable; enum MusicType { LEVEL_MUSIC, - HERRING_MUSIC + HERRING_MUSIC, + HERRING_WARNING_MUSIC }; /** @@ -59,9 +64,12 @@ enum MusicType { class Sector { public: - Sector(); + Sector(Level* parent); ~Sector(); + /// get parent level + Level* get_level(); + /// read sector from lisp file void parse(const lisp::Lisp& lisp); void parse_old_format(const lisp::Lisp& lisp); @@ -92,16 +100,18 @@ public: const std::string& get_name() const { return name; } - /// tests if a given rectangle is inside the sector + /** + * tests if a given rectangle is inside the sector + * (a rectangle that is on top of the sector is considered inside) + */ bool inside(const Rect& rectangle) const; 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); - void add_floating_text(const Vector& pos, const std::string& text); - + /** get currently activated sector. */ static Sector* current() { return _current; } @@ -109,10 +119,22 @@ public: /** Get total number of badguys */ int get_total_badguys(); - void collision_tilemap(const Rect& dest, const Vector& movement, CollisionHit& hit) const; + /** Get total number of GameObjects of given type */ + template int get_total_count() + { + int total = 0; + for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end(); ++i) { + if (dynamic_cast(*i)) total++; + } + return total; + } + + 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; @@ -125,7 +147,28 @@ public: Rect get_active_region(); + /** + * returns the width (in px) of a sector) + */ + float get_width() const; + + /** + * returns the height (in px) of a sector) + */ + float get_height() const; + + /** + * globally changes solid tilemaps' tile ids + */ + void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id); + + typedef std::vector GameObjects; + typedef std::vector MovingObjects; + typedef std::vector SpawnPoints; + typedef std::vector Portables; + private: + Level* level; /**< Parent level containing this sector */ uint32_t collision_tile_attributes(const Rect& dest) const; void before_object_remove(GameObject* object); @@ -133,25 +176,38 @@ 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); + + void collision_static_constrains(MovingObject& object); + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); void fix_old_tiles(); - typedef std::vector GameObjects; - typedef std::vector MovingObjects; - typedef std::vector SpawnPoints; - static Sector* _current; - + std::string name; std::vector bullets; @@ -160,19 +216,25 @@ private: /// container for newly created objects, they'll be added in Sector::update GameObjects gameobjects_new; - - MusicType currentmusic; - std::auto_ptr grid; + MusicType currentmusic; HSQOBJECT sector_table; /// sector scripts - std::auto_ptr script_manager; + 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; @@ -180,9 +242,8 @@ public: // TODO make this private again // some special objects, where we need direct access // (try to avoid accessing them directly) Player* player; - TileMap* solids; + std::list solid_tilemaps; Camera* camera; }; #endif -