X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=50edf73d86e122bd20926ec3ac8e805536b02671;hb=ca86583fae991aa3280c5d70bf20dbf0504a93cb;hp=6f3b659f9b4f95267c7de4f91106b088ef39ecfe;hpb=41f23978fb35aff56d1ec8db533fcb308046cd86;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 6f3b659f9..50edf73d8 100644 --- a/src/sector.hpp +++ b/src/sector.hpp @@ -21,6 +21,7 @@ #include #include +#include #include #include @@ -32,6 +33,9 @@ namespace lisp { class Lisp; class Writer; } +namespace collision { +class Constraints; +} class Rect; class Sprite; @@ -40,12 +44,12 @@ 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, @@ -104,11 +108,10 @@ 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); - void add_floating_text(const Vector& pos, const std::string& text); - + /** get currently activated sector. */ static Sector* current() { return _current; } @@ -126,10 +129,12 @@ 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; @@ -142,9 +147,25 @@ 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 */ @@ -155,35 +176,38 @@ private: void try_expose(GameObject* object); void try_unexpose(GameObject* object); - + /** Checks for all possible collisions. And calls the collision_handlers, which the collision_objects provide for this case (or not). */ void handle_collisions(); - + /** - * Collision checks 2 objects against each other and does instant + * 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. Collisions are sorted - * and collision response against the first hit in time is done. + * 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) + * (because of ABORT_MOVE in the collision response or no collisions) */ - bool collision_static(MovingObject* object, const Vector& movement); + 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(); static Sector* _current; - + std::string name; std::vector bullets; @@ -192,24 +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 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; @@ -217,9 +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 -