X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=9c5ab6a7129e357ebf92c85f46948347f432bb03;hb=198f758764fff064a47630b5d0f1e3d6aabe95a8;hp=7fff0f38b8b54277150d656acbace021357c5914;hpb=bdf73607f9c2d5fcb71149cf2e1966747dc36b2c;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 7fff0f38b..9c5ab6a71 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 @@ -19,21 +19,25 @@ #ifndef SUPERTUX_SECTOR_H #define SUPERTUX_SECTOR_H -#include #include +#include #include #include +#include #include "direction.hpp" -#include "script_manager.hpp" -#include "math/vector.hpp" -#include "video/drawing_context.hpp" +#include "video/color.hpp" +#include "scripting/ssector.hpp" namespace lisp { class Lisp; class Writer; } +namespace collision { +class Constraints; +} +class Vector; class Rect; class Sprite; class GameObject; @@ -41,34 +45,41 @@ class Player; class Camera; class TileMap; class Bullet; -class CollisionGrid; class ScriptInterpreter; class SpawnPoint; class MovingObject; class CollisionHit; +class Level; +class Portable; +class DrawingContext; 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 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(); + 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); /// write sector to lisp file void write(lisp::Writer& writer); - /// activates this sector (change music, intialize player class, ...) + /// activates this sector (change music, initialize player class, ...) void activate(const std::string& spawnpoint); void activate(const Vector& player_pos); void deactivate(); @@ -92,16 +103,18 @@ 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; } @@ -109,12 +122,38 @@ 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) + /** + * 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 @@ -125,11 +164,42 @@ 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; + + // --- 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(); + + /** + * set gravity throughout sector + */ + void set_gravity(float gravity); private: + Level* level; /**< Parent level containing this sector */ uint32_t collision_tile_attributes(const Rect& dest) const; void before_object_remove(GameObject* object); @@ -137,21 +207,40 @@ private: void try_expose(GameObject* object); void try_unexpose(GameObject* object); - - bool collision_static(MovingObject* object, const Vector& movement); - + 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 + */ 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; @@ -160,19 +249,25 @@ 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 +275,8 @@ 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 -