#include "particlesystem.h"
#include "tile.h"
#include "tilemap.h"
-#include "music_manager.h"
+#include "sound_manager.h"
#include "gameloop.h"
#include "resources.h"
#include "interactive_object.h"
void
Sector::add_object(GameObject* object)
{
- // XXX a bit hackish, at least try to keep the number of these things down...
- BadGuy* badguy = dynamic_cast<BadGuy*> (object);
- if(badguy)
- badguys.push_back(badguy);
- Bullet* bullet = dynamic_cast<Bullet*> (object);
- if(bullet)
- bullets.push_back(bullet);
- Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
- if(upgrade)
- upgrades.push_back(upgrade);
- Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
- if(trampoline)
- trampolines.push_back(trampoline);
- FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
- if(flying_platform)
- flying_platforms.push_back(flying_platform);
- InteractiveObject* interactive_object
- = dynamic_cast<InteractiveObject*> (object);
- if(interactive_object)
- interactive_objects.push_back(interactive_object);
-
- gameobjects.push_back(object);
+ gameobjects_new.push_back(object);
}
void
++i;
}
}
+
+ /* add newly created objects */
+ for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
+ i != gameobjects_new.end(); ++i)
+ {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ badguys.push_back(badguy);
+ Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ if(bullet)
+ bullets.push_back(bullet);
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
+ if(upgrade)
+ upgrades.push_back(upgrade);
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+ if(trampoline)
+ trampolines.push_back(trampoline);
+ FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
+ if(flying_platform)
+ flying_platforms.push_back(flying_platform);
+ InteractiveObject* interactive_object
+ = dynamic_cast<InteractiveObject*> (*i);
+ if(interactive_object)
+ interactive_objects.push_back(interactive_object);
+
+ gameobjects.push_back(*i);
+ }
+ gameobjects_new.clear();
+
}
void
throw std::runtime_error("wrong bullet type.");
add_object(new_bullet);
- play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_SHOOT]);
return true;
}
Sector::trybreakbrick(const Vector& pos, bool small)
{
Tile* tile = solids->get_tile_at(pos);
+ if (!tile)
+ {
+ char errmsg[64];
+ sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
+ throw SuperTuxException(errmsg, __FILE__, __LINE__);
+ }
+
if (tile->attributes & Tile::BRICK)
{
if (tile->data > 0)
solids->change_at(pos, tile->next_tile);
}
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_DISTRO]);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
return true;
(int)(pos.y / 32) * 32), tile);
/* Get some score: */
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_BRICK]);
player_status.score = player_status.score + SCORE_BRICK;
return true;
Sector::tryemptybox(const Vector& pos, Direction col_side)
{
Tile* tile = solids->get_tile_at(pos);
+ if (!tile)
+ {
+ char errmsg[64];
+ sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
+ throw SuperTuxException(errmsg, __FILE__, __LINE__);
+ }
+
+
if (!(tile->attributes & Tile::FULLBOX))
return;
{
case 1: // Box with a distro!
add_bouncy_distro(Vector(posx, posy));
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_DISTRO]);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
break;
add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add a fireflower: */
add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_UPGRADE]);
break;
case 5: // Add an ice flower upgrade!
add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add an iceflower: */
add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_UPGRADE]);
break;
case 3: // Add a golden herring
Sector::trygrabdistro(const Vector& pos, int bounciness)
{
Tile* tile = solids->get_tile_at(pos);
+ if (!tile)
+ {
+ /*char errmsg[64];
+ sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
+ throw SuperTuxException(errmsg, __FILE__, __LINE__); */
+
+ //Bad tiles (i.e. tiles that are not defined in supertux.stgt but appear in the map) are changed to ID 0 (blank tile)
+ std::cout << "Warning: Undefined tile at " <<(int)pos.x/32 << "/" << (int)pos.y/32 << " (ID: " << (int)solids->get_tile_id_at(pos) << ")" << std::endl;
+ solids->change_at(pos,0);
+ tile = solids->get_tile_at(pos);
+ }
+
+
if (!(tile->attributes & Tile::COIN))
return;
solids->change_at(pos, tile->next_tile);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_DISTRO]);
if (bounciness == BOUNCE)
{
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
+
}
/* Try to bump a bad guy from below: */
char* song_path;
char* song_subtitle;
- level_song = music_manager->load_music(datadir + "/music/" + song_title);
+ level_song = sound_manager->load_music(datadir + "/music/" + song_title);
song_path = (char *) malloc(sizeof(char) * datadir.length() +
strlen(song_title.c_str()) + 8 + 5);
strcpy(strstr(song_subtitle, "."), "\0");
sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
song_subtitle, strstr(song_title.c_str(), "."));
- if(!music_manager->exists_music(song_path)) {
+ if(!sound_manager->exists_music(song_path)) {
level_song_fast = level_song;
} else {
- level_song_fast = music_manager->load_music(song_path);
+ level_song_fast = sound_manager->load_music(song_path);
}
free(song_subtitle);
free(song_path);
currentmusic = type;
switch(currentmusic) {
case HURRYUP_MUSIC:
- music_manager->play_music(level_song_fast);
+ sound_manager->play_music(level_song_fast);
break;
case LEVEL_MUSIC:
- music_manager->play_music(level_song);
+ sound_manager->play_music(level_song);
break;
case HERRING_MUSIC:
- music_manager->play_music(herring_song);
+ sound_manager->play_music(herring_song);
break;
default:
- music_manager->halt_music();
+ sound_manager->halt_music();
break;
}
}