X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.hpp;h=b2ee2199e8949e9b719b57dfee73732d286fc3c8;hb=d753e2c21ae6af1fb8876529695dcc7f6a46e5f0;hp=9b72e7d1ffeb950941b31926cd9e5f347f61fe98;hpb=c0fed8bdef7dbc9540b476fd28949ebad7d3c2ba;p=supertux.git diff --git a/src/sector.hpp b/src/sector.hpp index 9b72e7d1f..b2ee2199e 100644 --- a/src/sector.hpp +++ b/src/sector.hpp @@ -25,7 +25,6 @@ #include #include "direction.hpp" -#include "script_manager.hpp" #include "math/vector.hpp" #include "video/drawing_context.hpp" @@ -46,6 +45,7 @@ class ScriptInterpreter; class SpawnPoint; class MovingObject; class CollisionHit; +class Level; enum MusicType { LEVEL_MUSIC, @@ -60,9 +60,12 @@ enum MusicType { 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); @@ -113,10 +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; @@ -134,6 +148,7 @@ public: typedef std::vector SpawnPoints; private: + Level* level; /**< Parent level containing this sector */ uint32_t collision_tile_attributes(const Rect& dest) const; void before_object_remove(GameObject* object); @@ -142,14 +157,29 @@ private: void try_expose(GameObject* object); void try_unexpose(GameObject* object); - bool collision_static(MovingObject* object, const Vector& movement); - /** 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) + */ + bool collision_static(MovingObject* object, const Vector& movement); + + GameObject* parse_object(const std::string& name, const lisp::Lisp& lisp); void fix_old_tiles(); @@ -171,7 +201,8 @@ private: HSQOBJECT sector_table; /// sector scripts - std::auto_ptr script_manager; + typedef std::vector ScriptList; + ScriptList scripts; public: // TODO make this private again /// show collision rectangles of moving objects (for debugging)