X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=b2ee2199e8949e9b719b57dfee73732d286fc3c8;hb=d753e2c21ae6af1fb8876529695dcc7f6a46e5f0;hp=5bf497a05c8213b6b841b8c871cb8b75a8adc774;hpb=02288dc76442bd6616a200a2d22c0954d2fc8180;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 5bf497a05..b2ee2199e 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 +21,8 @@ #include #include +#include +#include #include "direction.hpp" #include "math/vector.hpp" @@ -43,21 +45,27 @@ 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); @@ -67,12 +75,19 @@ 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); @@ -81,7 +96,10 @@ 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); @@ -98,10 +116,21 @@ public: /** Get total number of badguys */ int get_total_badguys(); + /** 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(const Rect& dest, const Vector& movement, CollisionHit& hit) 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; @@ -112,56 +141,86 @@ public: return std::vector(1, this->player); } + Rect get_active_region(); + + typedef std::vector GameObjects; + typedef std::vector MovingObjects; + typedef std::vector SpawnPoints; + private: + Level* level; /**< Parent level containing this sector */ uint32_t collision_tile_attributes(const Rect& dest) const; - - bool collision_static(MovingObject* object, const Vector& movement); + + 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; - GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); + + /** + * 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) + */ + bool collision_static(MovingObject* object, const Vector& movement); + + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); + + void fix_old_tiles(); + static Sector* _current; std::string name; -public: - std::string music; - float gravity; - - // some special objects, where we need direct access - Player* player; - TileMap* solids; - Camera* camera; - -private: std::vector bullets; std::string init_script; + /// container for newly created objects, they'll be added in Sector::update + GameObjects gameobjects_new; + + MusicType currentmusic; + + std::auto_ptr grid; + + HSQOBJECT sector_table; + /// sector scripts + typedef std::vector ScriptList; + ScriptList scripts; + public: // TODO make this private again - typedef std::vector GameObjects; + /// show collision rectangles of moving objects (for debugging) + static bool show_collrects; + static bool draw_solids_only; + GameObjects gameobjects; - typedef std::vector MovingObjects; MovingObjects moving_objects; - typedef std::vector SpawnPoints; SpawnPoints spawnpoints; - Rect get_active_region(); - -private: - void fix_old_tiles(); - - /// container for newly created objects, they'll be added in Sector::update - GameObjects gameobjects_new; - - MusicType currentmusic; + std::string music; + float gravity; - CollisionGrid* grid; + // some special objects, where we need direct access + // (try to avoid accessing them directly) + Player* player; + TileMap* solids; + Camera* camera; }; #endif