X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=8bd89669ebc4aff483d38379c4527d1778e5ac38;hb=c62f4f7c11116b2ba6d6a9dfdb74bc7f07e840d0;hp=067e453d18c17b8a81f667c311257f7ef3dc5489;hpb=5b7f9214cb929399f1a855ef5807018a9447d510;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 067e453d1..8bd89669e 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 @@ -21,6 +21,9 @@ #include #include +#include +#include +#include #include "direction.hpp" #include "math/vector.hpp" @@ -30,6 +33,9 @@ namespace lisp { class Lisp; class Writer; } +namespace collision { +class Constraints; +} class Rect; class Sprite; @@ -38,25 +44,31 @@ class Player; class Camera; class TileMap; class Bullet; -class CollisionGrid; class ScriptInterpreter; class SpawnPoint; class MovingObject; +class CollisionHit; +class Level; enum MusicType { LEVEL_MUSIC, - HERRING_MUSIC + HERRING_MUSIC, + HERRING_WARNING_MUSIC }; -/** This class holds a sector (a part of a level) and all the game objects - * (badguys, player, background, tilemap, ...) +/** + * This class holds a sector (a part of a level) and all the game objects in + * the sector */ 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); @@ -66,12 +78,19 @@ public: /// activates this sector (change music, intialize player class, ...) void activate(const std::string& spawnpoint); void activate(const Vector& player_pos); + void deactivate(); void update(float elapsed_time); void update_game_objects(); void draw(DrawingContext& context); + /** + * runs a script in the context of the sector (sector_table will be the + * roottable of this squirrel VM) + */ + HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename); + /// adds a gameobject void add_object(GameObject* object); @@ -80,21 +99,18 @@ 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(); - - /** Checks for all possible collisions. And calls the - collision_handlers, which the collision_objects provide for this - case (or not). */ - void collision_handler(); 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; } @@ -102,50 +118,129 @@ public: /** Get total number of badguys */ int get_total_badguys(); - // make this private again soon - void collision_tilemap(MovingObject* object, int depth); + /** 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). + * This does not(!) include badguys or players. + */ + bool is_free_space(const Rect& rect) const; + + /** + * returns a list of players currently in the sector + */ + std::vector get_players() { + return std::vector(1, this->player); + } -private: - void collision_object(MovingObject* object1, MovingObject* object2); - - GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); - - static Sector* _current; - - std::string name; + Rect get_active_region(); -public: - std::string song_title; - float gravity; + /** + * returns the width (in px) of a sector) + */ + float get_width() const; - // some special objects, where we need direct access - Player* player; - TileMap* solids; - Camera* camera; - -private: - std::vector bullets; + /** + * returns the height (in px) of a sector) + */ + float get_height() const; - std::string init_script; + /** + * globally changes solid tilemaps' tile ids + */ + void change_solid_tiles(uint32_t old_tile_id, uint32_t new_tile_id); -public: // TODO make this private again typedef std::vector GameObjects; - GameObjects gameobjects; + typedef std::vector MovingObjects; typedef std::vector SpawnPoints; - SpawnPoints spawnpoints; - - Rect get_active_region(); private: + Level* level; /**< Parent level containing this sector */ + uint32_t collision_tile_attributes(const Rect& dest) const; + + void before_object_remove(GameObject* object); + bool before_object_add(GameObject* object); + + 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(); + + /** + * 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(); - + + static Sector* _current; + + std::string name; + + std::vector bullets; + + std::string init_script; + /// container for newly created objects, they'll be added in Sector::update GameObjects gameobjects_new; - + MusicType currentmusic; - CollisionGrid* grid; + 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; + + std::string music; + float gravity; + + // some special objects, where we need direct access + // (try to avoid accessing them directly) + Player* player; + std::list solid_tilemaps; + Camera* camera; }; #endif -