-typedef struct bouncy_distro_type /*It is easier to read the sources IMHO, if we don't write something like int a,b,c; */
- {
- int alive;
- float x;
- float y;
- float ym;
- }
-bouncy_distro_type;
-
-texture_type img_distro[4];
-
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro);
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro);
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro);
-void bouncy_distro_collision(bouncy_distro_type* pbouncy_distro, int c_object);
-
-#define BOUNCY_BRICK_MAX_OFFSET 8
-#define BOUNCY_BRICK_SPEED 4
-
-typedef struct broken_brick_type
- {
- int alive;
- float x;
- float y;
- float xm;
- float ym;
- }
-broken_brick_type;
-
-void broken_brick_action(broken_brick_type* pbroken_brick);
-void broken_brick_draw(broken_brick_type* pbroken_brick);
-
-typedef struct bouncy_brick_type
- {
- int alive;
- float x;
- float y;
- float offset;
- float offset_m;
- int shape;
- }
-bouncy_brick_type;
-
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick);
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick);
-
-typedef struct floating_score_type
- {
- int alive;
- float x;
- float y;
- int value;
- timer_type timer;
- }
-floating_score_type;
-
-void floating_score_init(floating_score_type* pfloating_score, int x, int y, int s);
-void floating_score_action(floating_score_type* pfloating_score);
-void floating_score_draw(floating_score_type* pfloating_score);
+ World(const std::string& filename);
+ World(const std::string& subset, int level_nr);
+ World();
+ ~World();
+
+ Level* get_level() { return level; }
+ Player* get_tux() { return &tux; }
+
+ void set_defaults();
+
+ void draw();
+ void action(double frame_ratio);
+
+ /** Checks for all possible collisions. And calls the
+ collision_handlers, which the collision_objects provide for this
+ case (or not). */
+ void collision_handler();
+
+ void activate_particle_systems();
+ void activate_bad_guys();
+
+ void add_score(float x, float y, int s);
+ void add_bouncy_distro(float x, float y);
+ void add_broken_brick(Tile* tile, float x, float y);
+ void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
+ void add_bouncy_brick(float x, float y);
+ void add_bad_guy(float x, float y, BadGuyKind kind);
+ void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
+ void add_bullet(float x, float y, float xm, Direction dir);
+
+ /** Try to grab the coin at the given coordinates */
+ void trygrabdistro(float x, float y, int bounciness);
+
+ /** Try to break the brick at the given coordinates */
+ void trybreakbrick(float x, float y, bool small);
+
+ /** Try to get the content out of a bonus box, thus emptying it */
+ void tryemptybox(float x, float y, Direction col_side);
+
+ /** Try to bumb a badguy that might we walking above Tux, thus shaking
+ the tile which the badguy is walking on an killing him this way */
+ void trybumpbadguy(float x, float y);
+};
+
+/** FIMXE: Workaround for the leveleditor mainly */
+extern World global_world;