X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=9c5ab6a7129e357ebf92c85f46948347f432bb03;hb=ba5f95533903ed6190b0fddede258c86540afffa;hp=9706bce916016555e2c320261e546d2f82055979;hpb=a8b7979d199a2165fe25533943bd8972fd81b275;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 9706bce91..9c5ab6a71 100644 --- a/src/sector.hpp +++ b/src/sector.hpp @@ -19,16 +19,14 @@ #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 "script_interface.hpp" +#include "video/color.hpp" #include "scripting/ssector.hpp" namespace lisp { @@ -39,6 +37,7 @@ namespace collision { class Constraints; } +class Vector; class Rect; class Sprite; class GameObject; @@ -52,6 +51,7 @@ class MovingObject; class CollisionHit; class Level; class Portable; +class DrawingContext; enum MusicType { LEVEL_MUSIC, @@ -60,8 +60,9 @@ 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 : public Scripting::SSector { @@ -78,7 +79,7 @@ public: /// 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(); @@ -134,20 +135,20 @@ public: void collision_tilemap(collision::Constraints* constraints, const Vector& movement, const Rect& dest) const; - /** + /** * 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; - /** - * Checks if the specified rectangle is free of both + 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_of_statics(const Rect& rect, const MovingObject* ignore_object = 0) const; - /** - * Checks if the specified rectangle is free of both + 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. @@ -192,6 +193,11 @@ public: 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; @@ -203,11 +209,6 @@ private: void try_unexpose(GameObject* object); void try_expose_me(); void try_unexpose_me(); - - /** - * Adds solid tilemaps to list, removes non-solid ones - */ - void update_solid_tilemap_list(); /** Checks for all possible collisions. And calls the collision_handlers, which the collision_objects provide for this @@ -274,8 +275,7 @@ public: // TODO make this private again // some special objects, where we need direct access // (try to avoid accessing them directly) Player* player; - std::list tilemaps; /**< list of all tilemaps in this sector */ - std::list solid_tilemaps; /**< list of tilemaps to consider for collision detection */ + std::list solid_tilemaps; Camera* camera; };