4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #ifndef SUPERTUX_WORLD_H
23 #define SUPERTUX_WORLD_H
31 #include "particlesystem.h"
36 /** The World class holds a level and all the game objects (badguys,
37 bouncy distros, etc) that are needed to run a game. */
41 typedef std::list<BadGuy*> BadGuys;
43 BadGuys bad_guys_to_add;
48 bool counting_distros;
51 static World* current_;
53 std::vector<BouncyDistro*> bouncy_distros;
54 std::vector<BrokenBrick*> broken_bricks;
55 std::vector<BouncyBrick*> bouncy_bricks;
56 std::vector<FloatingScore*> floating_scores;
58 std::vector<Upgrade> upgrades;
59 std::vector<Bullet> bullets;
60 typedef std::vector<ParticleSystem*> ParticleSystems;
61 ParticleSystems particle_systems;
64 static World* current() { return current_; }
65 static void set_current(World* w) { current_ = w; }
67 World(const std::string& filename);
68 World(const std::string& subset, int level_nr);
72 Level* get_level() { return level; }
73 Player* get_tux() { return &tux; }
78 void action(double frame_ratio);
79 void keep_in_bounds();
81 void play_music(int musictype);
85 /** Checks for all possible collisions. And calls the
86 collision_handlers, which the collision_objects provide for this
88 void collision_handler();
90 void activate_particle_systems();
91 void activate_bad_guys();
93 void add_score(float x, float y, int s);
94 void add_bouncy_distro(float x, float y);
95 void add_broken_brick(Tile* tile, float x, float y);
96 void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
97 void add_bouncy_brick(float x, float y);
99 BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
101 void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
102 void add_bullet(float x, float y, float xm, Direction dir);
104 /** Try to grab the coin at the given coordinates */
105 void trygrabdistro(float x, float y, int bounciness);
107 /** Try to break the brick at the given coordinates */
108 void trybreakbrick(float x, float y, bool small);
110 /** Try to get the content out of a bonus box, thus emptying it */
111 void tryemptybox(float x, float y, Direction col_side);
113 /** Try to bumb a badguy that might we walking above Tux, thus shaking
114 the tile which the badguy is walking on an killing him this way */
115 void trybumpbadguy(float x, float y);
117 /** Apply bonuses active in the player status, used to reactivate
118 bonuses from former levels */
119 void apply_bonuses();
122 /** FIMXE: Workaround for the leveleditor mainly */
123 extern World global_world;
125 #endif /*SUPERTUX_WORLD_H*/
127 /* Local Variables: */