#include "lisp/list_iterator.h"
#include "tile.h"
#include "audio/sound_manager.h"
-#include "gameloop.h"
+#include "game_session.h"
#include "resources.h"
#include "statistics.h"
#include "collision_grid.h"
#include "collision_grid_iterator.h"
#include "object_factory.h"
-#include "special/collision.h"
+#include "collision.h"
#include "math/rectangle.h"
#include "math/aatriangle.h"
#include "object/coin.h"
}
add_object(new_bullet);
- SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
+ sound_manager->play_sound("shoot");
return true;
}
void
Sector::load_music()
{
- char* song_path;
- char* song_subtitle;
-
- level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
-
- song_path = (char *) malloc(sizeof(char) * datadir.length() +
- strlen(song_title.c_str()) + 8 + 5);
- song_subtitle = strdup(song_title.c_str());
- strcpy(strstr(song_subtitle, "."), "\0");
- sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
- song_subtitle, strstr(song_title.c_str(), "."));
- if(!SoundManager::get()->exists_music(song_path)) {
- level_song_fast = level_song;
- } else {
- level_song_fast = SoundManager::get()->load_music(song_path);
- }
- free(song_subtitle);
- free(song_path);
+ level_song = sound_manager->load_music(
+ get_resource_filename("/music/" + song_title));
}
void
-Sector::play_music(int type)
+Sector::play_music(MusicType type)
{
currentmusic = type;
switch(currentmusic) {
- case HURRYUP_MUSIC:
- SoundManager::get()->play_music(level_song_fast);
- break;
case LEVEL_MUSIC:
- SoundManager::get()->play_music(level_song);
+ sound_manager->play_music(level_song);
break;
case HERRING_MUSIC:
- SoundManager::get()->play_music(herring_song);
+ sound_manager->play_music(herring_song);
break;
default:
- SoundManager::get()->halt_music();
+ sound_manager->halt_music();
break;
}
}
-int
+MusicType
Sector::get_music_type()
{
return currentmusic;