- beginnings of a wingling
[supertux.git] / src / world.cpp
index 7728a2d..0c28cb0 100644 (file)
 #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();
-
-  apply_bonuses();
-
-  scrolling_timer.init(true);
-}
-
-World::World(const std::string& subset, int level_nr)
-{
-  // 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();
+  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);
 
-  get_level()->load_gfx();
-  activate_bad_guys();
-  activate_particle_systems();
-  get_level()->load_song();
+  // add tilemap
+  add_object(new TileMap(displaymanager, level));
+  level->load_song();
 
   apply_bonuses();
-
-  scrolling_timer.init(true);
 }
 
 void
@@ -87,54 +90,30 @@ World::apply_bonuses()
     {
     case PlayerStatus::NO_BONUS:
       break;
-
+                                                                                
     case PlayerStatus::FLOWER_BONUS:
-      tux.got_power = tux.FIRE_POWER;  // FIXME: add ice power to here
+      tux->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
       // fall through
-
+                                                                                
     case PlayerStatus::GROWUP_BONUS:
-      // FIXME: Move this to Player class
-      tux.size = BIG;
-      tux.base.height = 64;
-      tux.base.y -= 32;
+      tux->grow();
       break;
     }
 }
 
 World::~World()
 {
-  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
-    delete *i;
-
-  for (ParticleSystems::iterator i = particle_systems.begin();
-          i != particle_systems.end(); ++i)
-    delete *i;
-
-  for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
-       i != bouncy_distros.end(); ++i)
-    delete *i;
-  
-  for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
-       i != broken_bricks.end(); ++i)
-    delete *i;
-  
-  for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
-       i != bouncy_bricks.end(); ++i)
+  for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+          i != gameobjects.end(); ++i) {
     delete *i;
+  }
 
-  for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
-       i != floating_scores.end(); ++i)
-    delete *i;
-  
   delete level;
 }
 
 void
 World::set_defaults()
 {
-  // Set defaults: 
-  scroll_x = 0;
-
   player_status.score_multiplier = 1;
 
   counting_distros = false;
@@ -145,14 +124,50 @@ World::set_defaults()
 }
 
 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, i->stay_on_platform);
+  // 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
@@ -160,11 +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 != "")
     {
@@ -175,228 +190,71 @@ World::activate_particle_systems()
 void
 World::draw()
 {
-  int y,x;
-
-  /* Draw the real background */
-  if(level->img_bkgd)
-    {
-      int s = (int)((float)scroll_x * ((float)level->bkgd_speed/100.0f)) % screen->w;
-      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 < 16 && y < level->height; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
-                     level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* Draw interactive tiles: */
-  for (y = 0; y < 16 && y < level->height; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
-                     level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
-        }
-    }
-
-  /* (Bouncy bricks): */
-  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
-    bouncy_bricks[i]->draw();
-
-  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
-    (*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 < 16 && y < level->height; ++y)
-    {
-      for (x = 0; x < 21; ++x)
-        {
-          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
-                     level->fg_tiles[(int)y + (int)(scroll_y / 32)][(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);
-  tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
-  scrolling(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 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 (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
-    (*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 badguys
-  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
-      /* ++i handled at end of the loop */) {
-    if ((*i)->is_removable()) {
+  /** 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 =  bad_guys.erase(i);
+      i = gameobjects.erase(i);
     } else {
       ++i;
     }
   }
 }
 
-/* the space that it takes for the screen to start scrolling, regarding */
-/* screen bounds (in pixels) */
-// should be higher than screen->w/2 (320)
-#define X_SPACE (400-16)
-// should be less than screen->h/2 (240)
-#define Y_SPACE 200
-
-// the time it takes to move the camera (in ms)
-#define CHANGE_DIR_SCROLL_SPEED 2000
-
-/* This functions takes cares of the scrolling */
-void World::scrolling(double frame_ratio)
-{
-  /* Y-axis scrolling */
-
-  float tux_pos_y = tux.base.y + (tux.base.height/2);
-
-  if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
-    scroll_y = tux_pos_y - (screen->h - Y_SPACE);
-  else if (scroll_y > tux_pos_y - Y_SPACE)
-    scroll_y = tux_pos_y - Y_SPACE;
-
-  // this code prevent the screen to scroll before the start or after the level's end
-  if(scroll_y < 0)
-    scroll_y = 0;
-  if(scroll_y > level->height * 32 - screen->h)
-    scroll_y = level->height * 32 - screen->h;
-
-  /* X-axis scrolling */
-
-  /* Auto scrolling */
-  if(level->hor_autoscroll_speed)
-  {
-    scroll_x += level->hor_autoscroll_speed * frame_ratio;
-    return;
-  }
-
-
-  /* Horizontal backscrolling */
-  float tux_pos_x = tux.base.x + (tux.base.width/2);
-
-  if(tux.old_dir != tux.dir && level->back_scrolling)
-    scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
-
-  bool right = false;
-  bool left = false;
-  if (tux.physic.get_velocity_x() > 0)
-    right = true;
-  else if (tux.physic.get_velocity_x() < 0)
-    left = true;
-  else
-    {
-    if (tux.dir == RIGHT)
-      right = true;
-    else
-      left = true;
-    }
-
-  if(scrolling_timer.check())
-  {
-    float final_scroll_x;
-    if (right)
-      final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
-    else
-      final_scroll_x = tux_pos_x - X_SPACE;
-
-    scroll_x +=   (final_scroll_x - scroll_x)
-                / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
-                + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
-    // std::cerr << tux_pos_x << " " << final_scroll_x << " " << scroll_x << std::endl;
-
-  }
-  else
-  {
-    if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
-      scroll_x = tux_pos_x - (screen->w - X_SPACE);
-    else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
-      scroll_x = tux_pos_x - X_SPACE;
-  }
-
-  // this code prevent the screen to scroll before the start or after the level's end
-  if(scroll_x < 0)
-    scroll_x = 0;
-  if(scroll_x > level->width * 32 - screen->w)
-    scroll_x = level->width * 32 - screen->w;
-}
-
 void
 World::collision_handler()
 {
@@ -408,14 +266,12 @@ World::collision_handler()
           if((*j)->dying != DYING_NOT)
             continue;
           
-          if(rectcollision(bullets[i].base, (*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
-              (*j)->collision(&bullets[i], 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
             }
         }
@@ -444,7 +300,7 @@ World::collision_handler()
         }
     }
 
-  if(tux.dying != DYING_NOT) return;
+  if(tux->dying != DYING_NOT) return;
     
   // CO_BADGUY & CO_PLAYER check 
   for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
@@ -452,21 +308,21 @@ World::collision_handler()
       if((*i)->dying != DYING_NOT)
         continue;
       
-      if(rectcollision_offset((*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 
+          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())
+              && !tux->invincible_timer.started())
             {
-              (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+              (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
             }
           else
             {
-              tux.collision(*i, CO_BADGUY);
-              (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+              tux->collision(*i, CO_BADGUY);
+              (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
             }
         }
     }
@@ -474,97 +330,129 @@ 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, COLLISION_NORMAL);
+          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 FloatingScore();
-  new_floating_score->init(x-scroll_x, y-scroll_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 BouncyDistro();
-  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 BrokenBrick();
-  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 BouncyBrick();
-  new_bouncy_brick->init(x,y);
-  bouncy_bricks.push_back(new_bouncy_brick);
+  add_object(new BouncyBrick(displaymanager, pos));
 }
 
 BadGuy*
-World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+World::add_bad_guy(float x, float y, BadGuyKind kind)
 {
-  BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
-  bad_guys.push_back(badguy);
+  BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+  add_object(badguy);
   return badguy;
 }
 
 void
-World::add_upgrade(float x, float y, Direction 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, Direction dir)
+bool
+World::add_bullet(const Vector& pos, float xm, Direction dir)
 {
-  if(tux.got_power == tux.FIRE_POWER)
+  if(tux->got_power == Player::FIRE_POWER)
     {
     if(bullets.size() > MAX_FIRE_BULLETS-1)
-      return;
+      return false;
     }
-  else if(tux.got_power == tux.ICE_POWER)
+  else if(tux->got_power == Player::ICE_POWER)
     {
     if(bullets.size() > MAX_ICE_BULLETS-1)
-      return;
+      return false;
     }
 
-  Bullet new_bullet;
-  if(tux.got_power == tux.FIRE_POWER)
-    new_bullet.init(x,y,xm,dir, FIRE_BULLET);
-  else if(tux.got_power == tux.ICE_POWER)
-    new_bullet.init(x,y,xm,dir, ICE_BULLET);
-  bullets.push_back(new_bullet);
+  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;
 }
 
 void
@@ -594,7 +482,7 @@ World::get_music_type()
 }
 
 /* Break a brick: */
-void
+bool
 World::trybreakbrick(float x, float y, bool small)
 {
   Level* plevel = get_level();
@@ -605,8 +493,8 @@ 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)
@@ -628,6 +516,7 @@ World::trybreakbrick(float x, float y, bool small)
           play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
           player_status.score = player_status.score + SCORE_DISTRO;
           player_status.distros++;
+          return true;
         }
       else if (!small)
         {
@@ -635,15 +524,19 @@ 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: */
@@ -665,34 +558,34 @@ World::tryemptybox(float x, float y, Direction 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 a fire flower upgrade!
-      if (tux.size == SMALL)     /* Tux is small, add mints! */
-        add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+      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(posx, posy, col_side, UPGRADE_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(posx, posy, col_side, UPGRADE_GROWUP);
+      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;
@@ -714,8 +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;
@@ -733,18 +626,18 @@ World::trybumpbadguy(float x, float y)
       if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
           (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
         {
-          (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
+          (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
         }
     }
 
   // 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].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+          upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
         }
     }
 }