- beginnings of a wingling
[supertux.git] / src / world.cpp
index 72cafc7..0c28cb0 100644 (file)
@@ -1,7 +1,9 @@
 //  $Id$
 // 
 //  SuperTux
-//  Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
+//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+//  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
 // 
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+//  02111-1307, USA.
 
+#include <iostream>
 #include <math.h>
 #include <stdlib.h>
 #include <string.h>
 #include "level.h"
 #include "tile.h"
 #include "resources.h"
+#include "gameobjs.h"
+#include "camera.h"
+#include "display_manager.h"
+#include "background.h"
+#include "tilemap.h"
 
 Surface* img_distro[4];
 
 World* World::current_ = 0;
 
-World::World(const std::string& filename)
+World::World(const std::string& filename, int level_nr)
 {
   // FIXME: Move this to action and draw and everywhere else where the
   // world calls child functions
   current_ = this;
 
-  level = new Level(filename);
-  tux.init();
-
+  tux = new Player(displaymanager);
+  add_object(tux);
+  
+  level = new Level();
+  camera = new Camera(tux, level);
+  add_object(camera);                 
+
+  if(level_nr >= 0) {
+    level->load(filename, level_nr, this);
+  } else {
+    level->load(filename, this);
+  }
+  tux->move(level->start_pos);
+  
   set_defaults();
 
-  get_level()->load_gfx();
-  activate_bad_guys();
+  level->load_gfx();
+  // add background
   activate_particle_systems();
-  get_level()->load_song();
+  background = new Background(displaymanager);
+  if(level->img_bkgd) {
+    background->set_image(level->img_bkgd, level->bkgd_speed);
+  } else {
+    background->set_gradient(level->bkgd_top, level->bkgd_bottom);
+  }
+  add_object(background);
+
+  // add tilemap
+  add_object(new TileMap(displaymanager, level));
+  level->load_song();
+
+  apply_bonuses();
 }
 
-World::World(const std::string& subset, int level_nr)
+void
+World::apply_bonuses()
 {
-  // FIXME: Move this to action and draw and everywhere else where the
-  // world calls child functions
-  current_ = this;
-
-  level = new Level(subset, level_nr);
-  tux.init();
-
-  set_defaults();
-
-  get_level()->load_gfx();
-  activate_bad_guys();
-  activate_particle_systems();
-  get_level()->load_song();
+  // Apply bonuses from former levels
+  switch (player_status.bonus)
+    {
+    case PlayerStatus::NO_BONUS:
+      break;
+                                                                                
+    case PlayerStatus::FLOWER_BONUS:
+      tux->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
+      // fall through
+                                                                                
+    case PlayerStatus::GROWUP_BONUS:
+      tux->grow();
+      break;
+    }
 }
 
 World::~World()
 {
+  for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+          i != gameobjects.end(); ++i) {
+    delete *i;
+  }
+
   delete level;
 }
 
 void
 World::set_defaults()
 {
-  // Set defaults: 
-  scroll_x = 0;
-
   player_status.score_multiplier = 1;
 
   counting_distros = false;
   distro_counter = 0;
 
   /* set current song/music */
-  set_current_music(LEVEL_MUSIC);
+  currentmusic = LEVEL_MUSIC;
 }
 
 void
-World::activate_bad_guys()
+World::add_object(GameObject* object)
 {
-  for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
-       i != level->badguy_data.end();
-       ++i)
-    {
-      add_bad_guy(i->x, i->y, i->kind);
+  // XXX hack for now until new collision code is ready
+  BadGuy* badguy = dynamic_cast<BadGuy*> (object);
+  if(badguy)
+    bad_guys.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);
+
+  gameobjects.push_back(object);
+}
+
+void
+World::parse_objects(lisp_object_t* cur)
+{
+  while(!lisp_nil_p(cur)) {
+    lisp_object_t* data = lisp_car(cur);
+    std::string object_type = lisp_symbol(lisp_car(data));
+    
+    LispReader reader(lisp_cdr(data));
+
+    if(object_type == "trampoline") {
+      add_object(new Trampoline(displaymanager, reader));
+    }
+    else if(object_type == "flying-platform") {
+      add_object(new FlyingPlatform(displaymanager, reader));
     }
+    else {
+      BadGuyKind kind = badguykind_from_string(object_type);
+      add_object(new BadGuy(displaymanager, kind, reader));
+    }
+      
+    cur = lisp_cdr(cur);
+  } 
 }
 
 void
@@ -103,11 +175,11 @@ World::activate_particle_systems()
 {
   if (level->particle_system == "clouds")
     {
-      particle_systems.push_back(new CloudParticleSystem);
+      add_object(new CloudParticleSystem(displaymanager));
     }
   else if (level->particle_system == "snow")
     {
-      particle_systems.push_back(new SnowParticleSystem);
+      add_object(new SnowParticleSystem(displaymanager));
     }
   else if (level->particle_system != "")
     {
@@ -118,204 +190,139 @@ World::activate_particle_systems()
 void
 World::draw()
 {
-  int y,x;
-
-  /* Draw the real background */
-  if(get_level()->bkgd_image[0] != '\0')
-    {
-      int s = ((int)scroll_x / 2)%640;
-      level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
-      level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
-    }
-  else
-    {
-      drawgradient(level->bkgd_top, level->bkgd_bottom);
-    }
-    
-  /* Draw particle systems (background) */
-  std::vector<ParticleSystem*>::iterator p;
-  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
-    {
-      (*p)->draw(scroll_x, 0, 0);
-    }
-
-  /* Draw background: */
-  for (y = 0; y < 15; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
-                     level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* Draw interactive tiles: */
-  for (y = 0; y < 15; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
-                     level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* (Bouncy bricks): */
-  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
-    bouncy_bricks[i].draw();
-
-  for (unsigned int i = 0; i < bad_guys.size(); ++i)
-    bad_guys[i].draw();
-
-  tux.draw();
-
-  for (unsigned int i = 0; i < bullets.size(); ++i)
-    bullets[i].draw();
-
-  for (unsigned int i = 0; i < floating_scores.size(); ++i)
-    floating_scores[i].draw();
-
-  for (unsigned int i = 0; i < upgrades.size(); ++i)
-    upgrades[i].draw();
-
-  for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
-    bouncy_distros[i].draw();
-
-  for (unsigned int i = 0; i < broken_bricks.size(); ++i)
-    broken_bricks[i].draw();
-
-  /* Draw foreground: */
-  for (y = 0; y < 15; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
-                     level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* Draw particle systems (foreground) */
-  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
-    {
-      (*p)->draw(scroll_x, 0, 1);
-    }
+  /* Draw objects */
+  displaymanager.draw(*camera);
 }
 
 void
-World::action(double frame_ratio)
+World::action(float elapsed_time)
 {
-  tux.action(frame_ratio);
-
-  /* Handle bouncy distros: */
-  for (unsigned int i = 0; i < bouncy_distros.size(); i++)
-    bouncy_distros[i].action(frame_ratio);
-
-  /* Handle broken bricks: */
-  for (unsigned int i = 0; i < broken_bricks.size(); i++)
-    broken_bricks[i].action(frame_ratio);
-
-  /* Handle distro counting: */
-  if (counting_distros)
-    {
-      distro_counter--;
-
-      if (distro_counter <= 0)
-        counting_distros = -1;
-    }
-
-  // Handle all kinds of game objects
-  for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
-    bouncy_bricks[i].action(frame_ratio);
-  
-  for (unsigned int i = 0; i < floating_scores.size(); i++)
-    floating_scores[i].action(frame_ratio);
-
-  for (unsigned int i = 0; i < bullets.size(); ++i)
-    bullets[i].action(frame_ratio);
-  
-  for (unsigned int i = 0; i < upgrades.size(); i++)
-    upgrades[i].action(frame_ratio);
-
-  for (unsigned int i = 0; i < bad_guys.size(); i++)
-    bad_guys[i].action(frame_ratio);
-
-  /* update particle systems */
-  std::vector<ParticleSystem*>::iterator p;
-  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
-    {
-      (*p)->simulate(frame_ratio);
-    }
+  tux->check_bounds(*camera,
+      level->back_scrolling, (bool)level->hor_autoscroll_speed);
+    
+  /* update objects (don't use iterators here, because the list might change
+   * during the iteration)
+   */
+  for(size_t i = 0; i < gameobjects.size(); ++i)
+    if(gameobjects[i]->is_valid())
+      gameobjects[i]->action(elapsed_time);
 
   /* Handle all possible collisions. */
   collision_handler();
+  /** cleanup marked objects */
+  for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+      i != gameobjects.end(); /* nothing */) {
+    if((*i)->is_valid() == false) {
+      Drawable* drawable = dynamic_cast<Drawable*> (*i);
+      if(drawable)
+        displaymanager.remove_drawable(drawable);
+      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+      if(badguy) {
+        bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
+            bad_guys.end());
+      }
+      Bullet* bullet = dynamic_cast<Bullet*> (*i);
+      if(bullet) {
+        bullets.erase(
+            std::remove(bullets.begin(), bullets.end(), bullet),
+            bullets.end());
+      }
+      Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
+      if(upgrade) {
+        upgrades.erase(
+            std::remove(upgrades.begin(), upgrades.end(), upgrade),
+            upgrades.end());
+      }
+      Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+      if(trampoline) {
+        trampolines.erase(
+            std::remove(trampolines.begin(), trampolines.end(), trampoline),
+            trampolines.end());
+      }
+      FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
+      if(flying_platform) {
+        flying_platforms.erase(
+            std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
+            flying_platforms.end());
+      }
+      
+      delete *i;
+      i = gameobjects.erase(i);
+    } else {
+      ++i;
+    }
+  }
 }
 
-
 void
 World::collision_handler()
 {
   // CO_BULLET & CO_BADGUY check
   for(unsigned int i = 0; i < bullets.size(); ++i)
     {
-      for(unsigned int j = 0; j < bad_guys.size(); ++j)
+      for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
         {
-          if(bad_guys[j].dying != DYING_NOT)
+          if((*j)->dying != DYING_NOT)
             continue;
-          if(rectcollision(&bullets[i].base, &bad_guys[j].base))
+          
+          if(rectcollision(bullets[i]->base, (*j)->base))
             {
               // We have detected a collision and now call the
               // collision functions of the collided objects.
-              // collide with bad_guy first, since bullet_collision will
-              // delete the bullet
-              bad_guys[j].collision(0, CO_BULLET);
-              bullets[i].collision(CO_BADGUY);
+              (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
+              bullets[i]->collision(CO_BADGUY);
               break; // bullet is invalid now, so break
             }
         }
     }
 
   /* CO_BADGUY & CO_BADGUY check */
-  for(unsigned int i = 0; i < bad_guys.size(); ++i)
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
     {
-      if(bad_guys[i].dying != DYING_NOT)
+      if((*i)->dying != DYING_NOT)
         continue;
       
-      for(unsigned int j = i+1; j < bad_guys.size(); ++j)
+      BadGuys::iterator j = i;
+      ++j;
+      for (; j != bad_guys.end(); ++j)
         {
-          if(j == i || bad_guys[j].dying != DYING_NOT)
+          if(j == i || (*j)->dying != DYING_NOT)
             continue;
 
-          if(rectcollision(&bad_guys[i].base, &bad_guys[j].base))
+          if(rectcollision((*i)->base, (*j)->base))
             {
               // We have detected a collision and now call the
               // collision functions of the collided objects.
-              bad_guys[j].collision(&bad_guys[i], CO_BADGUY);
-              bad_guys[i].collision(&bad_guys[j], CO_BADGUY);
+              (*j)->collision(*i, CO_BADGUY);
+              (*i)->collision(*j, CO_BADGUY);
             }
         }
     }
 
-  if(tux.dying != DYING_NOT) return;
+  if(tux->dying != DYING_NOT) return;
     
   // CO_BADGUY & CO_PLAYER check 
-  for(unsigned int i = 0; i < bad_guys.size(); ++i)
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
     {
-      if(bad_guys[i].dying != DYING_NOT)
+      if((*i)->dying != DYING_NOT)
         continue;
       
-      if(rectcollision_offset(&bad_guys[i].base,&tux.base,0,0))
+      if(rectcollision_offset((*i)->base, tux->base, 0, 0))
         {
           // We have detected a collision and now call the collision
           // functions of the collided objects.
-          if (tux.previous_base.y < tux.base.y &&
-              tux.previous_base.y + tux.previous_base.height 
-              < bad_guys[i].base.y + bad_guys[i].base.height/2)
+          if (tux->previous_base.y < tux->base.y &&
+              tux->previous_base.y + tux->previous_base.height 
+              < (*i)->base.y + (*i)->base.height/2
+              && !tux->invincible_timer.started())
             {
-              bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+              (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
             }
           else
             {
-              tux.collision(&bad_guys[i], CO_BADGUY);
-              bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+              tux->collision(*i, CO_BADGUY);
+              (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
             }
         }
     }
@@ -323,88 +330,159 @@ World::collision_handler()
   // CO_UPGRADE & CO_PLAYER check
   for(unsigned int i = 0; i < upgrades.size(); ++i)
     {
-      if(rectcollision(&upgrades[i].base, &tux.base))
+      if(rectcollision(upgrades[i]->base, tux->base))
         {
           // We have detected a collision and now call the collision
           // functions of the collided objects.
-          upgrades[i].collision(&tux, CO_PLAYER);
+          upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
         }
     }
+
+  // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+  {
+    if (rectcollision((*i)->base, tux->base))
+    {
+      if (tux->previous_base.y < tux->base.y &&
+          tux->previous_base.y + tux->previous_base.height 
+          < (*i)->base.y + (*i)->base.height/2)
+      {
+        (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+      }
+      else if (tux->previous_base.y <= tux->base.y)
+      {
+        tux->collision(*i, CO_TRAMPOLINE);
+        (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
+      }
+    }
+  }
+
+  // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
+  for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
+  {
+    if (rectcollision((*i)->base, tux->base))
+    {
+      if (tux->previous_base.y < tux->base.y &&
+          tux->previous_base.y + tux->previous_base.height 
+          < (*i)->base.y + (*i)->base.height/2)
+      {
+        (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+        tux->collision(*i, CO_FLYING_PLATFORM);
+      }
+/*      else if (tux->previous_base.y <= tux->base.y)
+      {
+      }*/
+    }
+  }
 }
 
 void
-World::add_score(float x, float y, int s)
+World::add_score(const Vector& pos, int s)
 {
   player_status.score += s;
 
-  FloatingScore new_floating_score;
-  new_floating_score.init(x,y,s);
-  floating_scores.push_back(new_floating_score);
+  add_object(new FloatingScore(displaymanager, pos, s));
 }
 
 void
-World::add_bouncy_distro(float x, float y)
+World::add_bouncy_distro(const Vector& pos)
 {
-  BouncyDistro new_bouncy_distro;
-  new_bouncy_distro.init(x,y);
-  bouncy_distros.push_back(new_bouncy_distro);
+  add_object(new BouncyDistro(displaymanager, pos));
 }
 
 void
-World::add_broken_brick(Tile* tile, float x, float y)
+World::add_broken_brick(const Vector& pos, Tile* tile)
 {
-  add_broken_brick_piece(tile, x, y, -1, -4);
-  add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
+  add_broken_brick_piece(pos, Vector(-1, -4), tile);
+  add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
 
-  add_broken_brick_piece(tile, x + 16, y, 1, -4);
-  add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
+  add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
+  add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
 }
 
 void
-World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
+World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
+    Tile* tile)
 {
-  BrokenBrick new_broken_brick;
-  new_broken_brick.init(tile, x, y, xm, ym);
-  broken_bricks.push_back(new_broken_brick);
+  add_object(new BrokenBrick(displaymanager, tile, pos, movement));
 }
 
 void
-World::add_bouncy_brick(float x, float y)
+World::add_bouncy_brick(const Vector& pos)
 {
-  BouncyBrick new_bouncy_brick;
-  new_bouncy_brick.init(x,y);
-  bouncy_bricks.push_back(new_bouncy_brick);
+  add_object(new BouncyBrick(displaymanager, pos));
 }
 
-void
+BadGuy*
 World::add_bad_guy(float x, float y, BadGuyKind kind)
 {
-  bad_guys.push_back(BadGuy());
-  BadGuy& new_bad_guy = bad_guys.back();
-  
-  new_bad_guy.init(x,y,kind);
+  BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+  add_object(badguy);
+  return badguy;
 }
 
 void
-World::add_upgrade(float x, float y, int dir, UpgradeKind kind)
+World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
 {
-  Upgrade new_upgrade;
-  new_upgrade.init(x,y,dir,kind);
-  upgrades.push_back(new_upgrade);
+  add_object(new Upgrade(displaymanager, pos, dir, kind));
 }
 
-void 
-World::add_bullet(float x, float y, float xm, int dir)
+bool
+World::add_bullet(const Vector& pos, float xm, Direction dir)
 {
-  Bullet new_bullet;
-  new_bullet.init(x,y,xm,dir);
-  bullets.push_back(new_bullet);
+  if(tux->got_power == Player::FIRE_POWER)
+    {
+    if(bullets.size() > MAX_FIRE_BULLETS-1)
+      return false;
+    }
+  else if(tux->got_power == Player::ICE_POWER)
+    {
+    if(bullets.size() > MAX_ICE_BULLETS-1)
+      return false;
+    }
+
+  Bullet* new_bullet = 0;
+  if(tux->got_power == Player::FIRE_POWER)
+    new_bullet = new Bullet(displaymanager, pos, xm, dir, FIRE_BULLET);
+  else if(tux->got_power == Player::ICE_POWER)
+    new_bullet = new Bullet(displaymanager, pos, xm, dir, ICE_BULLET);
+  else
+    st_abort("wrong bullet type.", "");
+  add_object(new_bullet);
   
   play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+
+  return true;
 }
 
-/* Break a brick: */
 void
+World::play_music(int musictype)
+{
+  currentmusic = musictype;
+  switch(currentmusic) {
+    case HURRYUP_MUSIC:
+      music_manager->play_music(get_level()->get_level_music_fast());
+      break;
+    case LEVEL_MUSIC:
+      music_manager->play_music(get_level()->get_level_music());
+      break;
+    case HERRING_MUSIC:
+      music_manager->play_music(herring_song);
+      break;
+    default:
+      music_manager->halt_music();
+      break;
+  }
+}
+
+int
+World::get_music_type()
+{
+  return currentmusic;
+}
+
+/* Break a brick: */
+bool
 World::trybreakbrick(float x, float y, bool small)
 {
   Level* plevel = get_level();
@@ -415,21 +493,30 @@ World::trybreakbrick(float x, float y, bool small)
       if (tile->data > 0)
         {
           /* Get a distro from it: */
-          add_bouncy_distro(((int)(x + 1) / 32) * 32,
-                                  (int)(y / 32) * 32);
+          add_bouncy_distro(
+              Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
 
+          // TODO: don't handle this in a global way but per-tile...
           if (!counting_distros)
             {
               counting_distros = true;
-              distro_counter = 50;
+              distro_counter = 5;
+            }
+          else
+            {
+              distro_counter--;
             }
 
           if (distro_counter <= 0)
-            plevel->change(x, y, TM_IA, tile->next_tile);
+            {
+              counting_distros = false;
+              plevel->change(x, y, TM_IA, tile->next_tile);
+            }
 
           play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
           player_status.score = player_status.score + SCORE_DISTRO;
           player_status.distros++;
+          return true;
         }
       else if (!small)
         {
@@ -437,20 +524,24 @@ World::trybreakbrick(float x, float y, bool small)
           plevel->change(x, y, TM_IA, tile->next_tile);
           
           /* Replace it with broken bits: */
-          add_broken_brick(tile, 
+          add_broken_brick(Vector(
                                  ((int)(x + 1) / 32) * 32,
-                                 (int)(y / 32) * 32);
+                                 (int)(y / 32) * 32), tile);
           
           /* Get some score: */
           play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
           player_status.score = player_status.score + SCORE_BRICK;
+          
+          return true;
         }
     }
+
+  return false;
 }
 
 /* Empty a box: */
 void
-World::tryemptybox(float x, float y, int col_side)
+World::tryemptybox(float x, float y, Direction col_side)
 {
   Tile* tile = gettile(x,y);
   if (!tile->fullbox)
@@ -467,26 +558,34 @@ World::tryemptybox(float x, float y, int col_side)
   switch(tile->data)
     {
     case 1: // Box with a distro!
-      add_bouncy_distro(posx, posy);
+      add_bouncy_distro(Vector(posx, posy));
       play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
       player_status.score = player_status.score + SCORE_DISTRO;
       player_status.distros++;
       break;
 
-    case 2: // Add an upgrade!
-      if (tux.size == SMALL)     /* Tux is small, add mints! */
-        add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+    case 2: // Add a fire flower upgrade!
+      if (tux->size == SMALL)     /* Tux is small, add mints! */
+        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);
+      break;
+    
+    case 5: // Add an ice flower upgrade!
+      if (tux->size == SMALL)     /* Tux is small, add mints! */
+        add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
       else     /* Tux is big, add an iceflower: */
-        add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
+        add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
       play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
       break;
 
     case 3: // Add a golden herring
-      add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
+      add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
       break;
 
     case 4: // Add a 1up extra
-      add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+      add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
       break;
     default:
       break;
@@ -508,8 +607,8 @@ World::trygrabdistro(float x, float y, int bounciness)
 
       if (bounciness == BOUNCE)
         {
-          add_bouncy_distro(((int)(x + 1) / 32) * 32,
-                                  (int)(y / 32) * 32);
+          add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
+                                  (int)(y / 32) * 32));
         }
 
       player_status.score = player_status.score + SCORE_DISTRO;
@@ -521,27 +620,24 @@ World::trygrabdistro(float x, float y, int bounciness)
 void
 World::trybumpbadguy(float x, float y)
 {
-  /* Bad guys: */
-  for (unsigned int i = 0; i < bad_guys.size(); i++)
+  // Bad guys: 
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
     {
-      if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
-          bad_guys[i].base.y >= y - 16 && bad_guys[i].base.y <= y + 16)
+      if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
+          (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
         {
-          bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+          (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
         }
     }
 
-
-  /* Upgrades: */
+  // Upgrades:
   for (unsigned int i = 0; i < upgrades.size(); i++)
     {
-      if (upgrades[i].base.height == 32 &&
-          upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
-          upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
+      if (upgrades[i]->base.height == 32 &&
+          upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
+          upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
         {
-          upgrades[i].base.xm = -upgrades[i].base.xm;
-          upgrades[i].base.ym = -8;
-          play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+          upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
         }
     }
 }