-converted remaining classes to GameObject
[supertux.git] / src / world.cpp
index 52337be..11bc77c 100644 (file)
@@ -1,15 +1,27 @@
+//  $Id$
+// 
+//  SuperTux
+//  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>
 //
-// C Implementation: world
+//  This program is free software; you can redistribute it and/or
+//  modify it under the terms of the GNU General Public License
+//  as published by the Free Software Foundation; either version 2
+//  of the License, or (at your option) any later version.
 //
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
-//
-
+//  This program is distributed in the hope that it will be useful,
+//  but WITHOUT ANY WARRANTY; without even the implied warranty of
+//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+//  GNU General Public License for more details.
+// 
+//  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.
+
+#include <iostream>
+#include <math.h>
 #include <stdlib.h>
 #include <string.h>
 #include "globals.h"
 #include "screen.h"
 #include "defines.h"
 #include "world.h"
+#include "level.h"
 #include "tile.h"
+#include "resources.h"
+#include "gameobjs.h"
+#include "viewport.h"
+#include "display_manager.h"
+#include "background.h"
+#include "tilemap.h"
 
-texture_type img_distro[4];
+Surface* img_distro[4];
 
-World world;
+World* World::current_ = 0;
 
-World::World()
-{
-  
-}
-
-void
-World::arrays_free(void)
+World::World(const std::string& filename)
 {
-  bad_guys.clear();
-  bouncy_distros.clear();
-  broken_bricks.clear();
-  bouncy_bricks.clear();
-  floating_scores.clear();
-  upgrades.clear();
-  bullets.clear();
-  std::vector<ParticleSystem*>::iterator i;
-  for(i = particle_systems.begin(); i != particle_systems.end(); ++i) {
-    delete *i;
+  // FIXME: Move this to action and draw and everywhere else where the
+  // world calls child functions
+  current_ = this;
+
+  level = new Level();
+  level->load(filename, this);
+
+  tux = new Player(displaymanager);
+  gameobjects.push_back(tux);
+
+  set_defaults();
+
+  get_level()->load_gfx();
+  // add background
+  activate_particle_systems();
+  Background* bg = new Background(displaymanager);
+  if(level->img_bkgd) {
+    bg->set_image(level->img_bkgd, level->bkgd_speed);
+  } else {
+    bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
   }
-  particle_systems.clear();
+  gameobjects.push_back(bg);
+
+  // add tilemap
+  gameobjects.push_back(new TileMap(displaymanager, get_level()));
+  get_level()->load_song();
+
+  apply_bonuses();
+
+  scrolling_timer.init(true);
 }
 
-void
-World::draw()
+World::World(const std::string& subset, int level_nr)
 {
-  /* (Bouncy bricks): */
-  for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
-    bouncy_brick_draw(&bouncy_bricks[i]);
+  // FIXME: Move this to action and draw and everywhere else where the
+  // world calls child functions
+  current_ = this;
 
-  for (unsigned int i = 0; i < bad_guys.size(); ++i)
-    bad_guys[i].draw();
+  level = new Level();
+  level->load(subset, level_nr, this);
 
-  tux.draw();
+  tux = new Player(displaymanager);
+  gameobjects.push_back(tux);        
 
-  for (unsigned int i = 0; i < bullets.size(); ++i)
-    bullet_draw(&bullets[i]);
+  set_defaults();
 
-  for (unsigned int i = 0; i < floating_scores.size(); ++i)
-    floating_score_draw(&floating_scores[i]);
+  get_level()->load_gfx();
+  activate_particle_systems();
+  Background* bg = new Background(displaymanager);
+  if(level->img_bkgd) {
+    bg->set_image(level->img_bkgd, level->bkgd_speed);
+  } else {
+    bg->set_gradient(level->bkgd_top, level->bkgd_bottom);
+  }
+  gameobjects.push_back(bg);
+  // add tilemap
+  gameobjects.push_back(new TileMap(displaymanager, get_level()));  
+  get_level()->load_song();
 
-  for (unsigned int i = 0; i < upgrades.size(); ++i)
-    upgrade_draw(&upgrades[i]);
+  apply_bonuses();
 
-  for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
-    bouncy_distro_draw(&bouncy_distros[i]);
+  scrolling_timer.init(true);
 }
 
 void
-World::action()
+World::apply_bonuses()
 {
-  /* Handle bouncy distros: */
-  for (unsigned int i = 0; i < bouncy_distros.size(); i++)
-    bouncy_distro_action(&bouncy_distros[i]);
-
-  /* Handle broken bricks: */
-  for (unsigned int i = 0; i < broken_bricks.size(); i++)
-    broken_brick_action(&broken_bricks[i]);
-
-  /* Handle distro counting: */
-  if (counting_distros)
+  // Apply bonuses from former levels
+  switch (player_status.bonus)
     {
-      distro_counter--;
-
-      if (distro_counter <= 0)
-        counting_distros = -1;
+    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;
     }
+}
 
-  // Handle all kinds of game objects
-  for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
-    bouncy_brick_action(&bouncy_bricks[i]);
-  
-  for (unsigned int i = 0; i < floating_scores.size(); i++)
-    floating_score_action(&floating_scores[i]);
+World::~World()
+{
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+    delete *i;
 
-  for (unsigned int i = 0; i < bullets.size(); ++i)
-    bullet_action(&bullets[i]);
-  
-  for (unsigned int i = 0; i < upgrades.size(); i++)
-    upgrade_action(&upgrades[i]);
+  for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+          i != gameobjects.end(); ++i) {
+    Drawable* drawable = dynamic_cast<Drawable*> (*i);
+    if(drawable)
+      displaymanager.remove_drawable(drawable);
+    delete *i;
+  }
+  bad_guys.clear();
 
-  for (unsigned int i = 0; i < bad_guys.size(); i++)
-    bad_guys[i].action();
+  delete level;
 }
 
 void
-World::add_score(float x, float y, int s)
+World::set_defaults()
 {
-  score += s;
+  // Set defaults: 
+  scroll_x = 0;
 
-  floating_score_type new_floating_score;
-  floating_score_init(&new_floating_score,x,y,s);
-  floating_scores.push_back(new_floating_score);
-}
+  player_status.score_multiplier = 1;
 
-void
-World::add_bouncy_distro(float x, float y)
-{
-  bouncy_distro_type new_bouncy_distro;
-  bouncy_distro_init(&new_bouncy_distro,x,y);
-  bouncy_distros.push_back(new_bouncy_distro);
+  counting_distros = false;
+  distro_counter = 0;
+
+  /* set current song/music */
+  currentmusic = LEVEL_MUSIC;
 }
 
 void
-World::add_broken_brick(float x, float y)
+World::add_object(GameObject* object)
 {
-  add_broken_brick_piece(x, y, -1, -4);
-  add_broken_brick_piece(x, y + 16, -1.5, -3);
-
-  add_broken_brick_piece(x + 16, y, 1, -4);
-  add_broken_brick_piece(x + 16, y + 16, 1.5, -3);
+  // 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);
+
+  gameobjects.push_back(object);
 }
 
 void
-World::add_broken_brick_piece(float x, float y, float xm, float ym)
+World::parse_objects(lisp_object_t* cur)
 {
-  broken_brick_type new_broken_brick;
-  broken_brick_init(&new_broken_brick,x,y,xm,ym);
-  broken_bricks.push_back(new_broken_brick);
+  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 {
+      BadGuyKind kind = badguykind_from_string(object_type);
+      add_object(new BadGuy(displaymanager, kind, reader));
+    }
+      
+    cur = lisp_cdr(cur);
+  } 
 }
 
 void
-World::add_bouncy_brick(float x, float y)
+World::activate_particle_systems()
 {
-  bouncy_brick_type new_bouncy_brick;
-  bouncy_brick_init(&new_bouncy_brick,x,y);
-  bouncy_bricks.push_back(new_bouncy_brick);
+  if (level->particle_system == "clouds")
+    {
+      add_object(new CloudParticleSystem(displaymanager));
+    }
+  else if (level->particle_system == "snow")
+    {
+      add_object(new SnowParticleSystem(displaymanager));
+    }
+  else if (level->particle_system != "")
+    {
+      st_abort("unknown particle system specified in level", "");
+    }
 }
 
 void
-World::add_bad_guy(float x, float y, BadGuyKind kind)
+World::draw()
 {
-  bad_guys.push_back(BadGuy());
-  BadGuy& new_bad_guy = bad_guys.back();
-  
-  new_bad_guy.init(x,y,kind);
+  /* Draw objects */
+  displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
+  displaymanager.draw();
 }
 
 void
-World::add_upgrade(float x, float y, int dir, int kind)
+World::action(double frame_ratio)
 {
-  upgrade_type new_upgrade;
-  upgrade_init(&new_upgrade,x,y,dir,kind);
-  upgrades.push_back(new_upgrade);
+  tux->check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
+  scrolling(frame_ratio);
+
+  /* update objects (don't use iterators here, because the list might change
+   * during the iteration)
+   */
+  for(size_t i = 0; i < gameobjects.size(); ++i)
+    gameobjects[i]->action(frame_ratio);
+
+  /* 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());
+      }
+      
+      delete *i;
+      i = gameobjects.erase(i);
+    } else {
+      ++i;
+    }
+  }
 }
 
-void 
-World::add_bullet(float x, float y, float xm, int dir)
+/* the space that it takes for the screen to start scrolling, regarding */
+/* screen bounds (in pixels) */
+// should be higher than screen->w/2 (400)
+#define X_SPACE (500-16)
+// should be less than screen->h/2 (300)
+#define Y_SPACE 250
+
+// 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)
 {
-  bullet_type new_bullet;
-  bullet_init(&new_bullet,x,y,xm,dir);
-  bullets.push_back(new_bullet);
-  
-  play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
-}
+  /* Y-axis scrolling */
+
+  float tux_pos_y = tux->base.y + (tux->base.height/2);
+
+  if(level->height > VISIBLE_TILES_Y-1 && !tux->dying)
+    {
+    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 > level->height * 32 - screen->h)
+    scroll_y = level->height * 32 - screen->h;
+  if(scroll_y < 0)
+    scroll_y = 0;
 
+  /* X-axis scrolling */
 
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
-{
-  pbouncy_distro->base.x = x;
-  pbouncy_distro->base.y = y;
-  pbouncy_distro->base.ym = -2;
+  /* 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;
+    float constant1;
+    float constant2;
+    if (right)
+      final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
+    else
+      final_scroll_x = tux_pos_x - X_SPACE;
+
+    if((tux->physic.get_velocity_x() > 0 && tux->dir == RIGHT)
+        || (tux->physic.get_velocity_x() < 0 && tux->dir == LEFT))
+    {
+      constant1 = 1.0;
+      constant2 = .4;
+    }
+    else
+    {
+      constant1 = 0.;
+      constant2 = 0.;
+    }
+    
+    float number = 2.5/(frame_ratio * CHANGE_DIR_SCROLL_SPEED/1000)*exp((CHANGE_DIR_SCROLL_SPEED-scrolling_timer.get_left())/1400.);
+    if(left) number *= -1.;
+
+    scroll_x += number
+           + constant1 * tux->physic.get_velocity_x() * frame_ratio
+           + constant2 * tux->physic.get_acceleration_x() * frame_ratio * frame_ratio;
+
+    if ((right && final_scroll_x - scroll_x < 0) || (left && final_scroll_x - scroll_x > 0))
+      scroll_x = final_scroll_x;
+    
+  }
+  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 > level->width * 32 - screen->w)
+    scroll_x = level->width * 32 - screen->w;
+  if(scroll_x < 0)
+    scroll_x = 0;
 }
 
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
+void
+World::collision_handler()
 {
-  pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+  // CO_BULLET & CO_BADGUY check
+  for(unsigned int i = 0; i < bullets.size(); ++i)
+    {
+      for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
+        {
+          if((*j)->dying != DYING_NOT)
+            continue;
+          
+          if(rectcollision(bullets[i]->base, (*j)->base))
+            {
+              // We have detected a collision and now call the
+              // collision functions of the collided objects.
+              (*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 (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    {
+      if((*i)->dying != DYING_NOT)
+        continue;
+      
+      BadGuys::iterator j = i;
+      ++j;
+      for (; j != bad_guys.end(); ++j)
+        {
+          if(j == i || (*j)->dying != DYING_NOT)
+            continue;
+
+          if(rectcollision((*i)->base, (*j)->base))
+            {
+              // We have detected a collision and now call the
+              // collision functions of the collided objects.
+              (*j)->collision(*i, CO_BADGUY);
+              (*i)->collision(*j, CO_BADGUY);
+            }
+        }
+    }
+
+  if(tux->dying != DYING_NOT) return;
+    
+  // CO_BADGUY & CO_PLAYER check 
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    {
+      if((*i)->dying != DYING_NOT)
+        continue;
+      
+      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 
+              < (*i)->base.y + (*i)->base.height/2
+              && !tux->invincible_timer.started())
+            {
+              (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+            }
+          else
+            {
+              tux->collision(*i, CO_BADGUY);
+              (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
+            }
+        }
+    }
 
-  pbouncy_distro->base.ym += 0.1 * frame_ratio;
+  // CO_UPGRADE & CO_PLAYER check
+  for(unsigned int i = 0; i < upgrades.size(); ++i)
+    {
+      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);
+        }
+    }
 
-  if (pbouncy_distro->base.ym >= 0)
-    world.bouncy_distros.erase(static_cast<std::vector<bouncy_distro_type>::iterator>(pbouncy_distro));
+  // 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);
+      }
+    }
+  }
 }
 
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+void
+World::add_score(const Vector& pos, int s)
 {
-  texture_draw(&img_distro[0],
-               pbouncy_distro->base.x - scroll_x,
-               pbouncy_distro->base.y);
+  player_status.score += s;
+
+  add_object(new FloatingScore(displaymanager, pos, s));
 }
 
-void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
+void
+World::add_bouncy_distro(const Vector& pos)
 {
-  pbroken_brick->base.x = x;
-  pbroken_brick->base.y = y;
-  pbroken_brick->base.xm = xm;
-  pbroken_brick->base.ym = ym;
-  timer_init(&pbroken_brick->timer, true);
-  timer_start(&pbroken_brick->timer,200);
+  add_object(new BouncyDistro(displaymanager, pos));
 }
 
-void broken_brick_action(broken_brick_type* pbroken_brick)
+void
+World::add_broken_brick(const Vector& pos, Tile* tile)
 {
-  pbroken_brick->base.x = pbroken_brick->base.x + pbroken_brick->base.xm * frame_ratio;
-  pbroken_brick->base.y = pbroken_brick->base.y + pbroken_brick->base.ym * frame_ratio;
+  add_broken_brick_piece(pos, Vector(-1, -4), tile);
+  add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
 
-  if (!timer_check(&pbroken_brick->timer))
-    world.broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
+  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 broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
+    Tile* tile)
 {
-  SDL_Rect src, dest;
-  src.x = rand() % 16;
-  src.y = rand() % 16;
-  src.w = 16;
-  src.h = 16;
-
-  dest.x = (int)(pbroken_brick->base.x - scroll_x);
-  dest.y = (int)pbroken_brick->base.y;
-  dest.w = 16;
-  dest.h = 16;
-
-  texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+  add_object(new BrokenBrick(displaymanager, tile, pos, movement));
 }
 
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
+void
+World::add_bouncy_brick(const Vector& pos)
 {
-  pbouncy_brick->base.x   = x;
-  pbouncy_brick->base.y   = y;
-  pbouncy_brick->offset   = 0;
-  pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
-  pbouncy_brick->shape    = GameSession::current()->get_level()->gettileid(x, y);
+  add_object(new BouncyBrick(displaymanager, pos));
 }
 
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+BadGuy*
+World::add_bad_guy(float x, float y, BadGuyKind kind)
 {
+  BadGuy* badguy = new BadGuy(displaymanager, kind, x, y);
+  add_object(badguy);
+  return badguy;
+}
 
-  pbouncy_brick->offset = (pbouncy_brick->offset +
-                           pbouncy_brick->offset_m * frame_ratio);
-
-  /* Go back down? */
-
-  if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
-    pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
-
-
-  /* Stop bouncing? */
-
-  if (pbouncy_brick->offset >= 0)
-    world.bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
+void
+World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
+{
+  add_object(new Upgrade(displaymanager, pos, dir, kind));
 }
 
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+void 
+World::add_bullet(const Vector& pos, float xm, Direction dir)
 {
-  int s;
-  SDL_Rect dest;
-  
-  if (pbouncy_brick->base.x >= scroll_x - 32 &&
-      pbouncy_brick->base.x <= scroll_x + screen->w)
+  if(tux->got_power == Player::FIRE_POWER)
     {
-      dest.x = (int)(pbouncy_brick->base.x - scroll_x);
-      dest.y = (int)pbouncy_brick->base.y;
-      dest.w = 32;
-      dest.h = 32;
-
-      Level* plevel = GameSession::current()->get_level();
-
-      // FIXME: overdrawing hack to clean the tile from the screen to
-      // paint it later at on offseted position
-      if(plevel->bkgd_image[0] == '\0')
-        {
-          fillrect(pbouncy_brick->base.x - scroll_x, pbouncy_brick->base.y,
-                   32,32, 
-                   plevel->bkgd_red, plevel->bkgd_green, plevel->bkgd_blue, 0);
-        }
-      else
-        {
-          s = (int)scroll_x / 30;
-          texture_draw_part(&img_bkgd,dest.x + s,dest.y,dest.x,dest.y,dest.w,dest.h);
-        }
-
-      drawshape(pbouncy_brick->base.x - scroll_x,
-                pbouncy_brick->base.y + pbouncy_brick->offset,
-                pbouncy_brick->shape);
+    if(bullets.size() > MAX_FIRE_BULLETS-1)
+      return;
+    }
+  else if(tux->got_power == Player::ICE_POWER)
+    {
+    if(bullets.size() > MAX_ICE_BULLETS-1)
+      return;
     }
-}
 
-void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
-{
-  pfloating_score->base.x = x;
-  pfloating_score->base.y = y - 16;
-  timer_init(&pfloating_score->timer,true);
-  timer_start(&pfloating_score->timer,1000);
-  pfloating_score->value = s;
+  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);
 }
 
-void floating_score_action(floating_score_type* pfloating_score)
+void
+World::play_music(int musictype)
 {
-  pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
-
-  if(!timer_check(&pfloating_score->timer))
-    world.floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+  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;
+  }
 }
 
-void floating_score_draw(floating_score_type* pfloating_score)
+int
+World::get_music_type()
 {
-  char str[10];
-  sprintf(str, "%d", pfloating_score->value);
-  text_draw(&gold_text, str, (int)pfloating_score->base.x + 16 - strlen(str) * 8, (int)pfloating_score->base.y, 1);
+  return currentmusic;
 }
 
 /* Break a brick: */
-void trybreakbrick(float x, float y, bool small)
+bool
+World::trybreakbrick(float x, float y, bool small)
 {
-  Level* plevel = GameSession::current()->get_level();
+  Level* plevel = get_level();
   
   Tile* tile = gettile(x, y);
   if (tile->brick)
@@ -336,21 +605,30 @@ void trybreakbrick(float x, float y, bool small)
       if (tile->data > 0)
         {
           /* Get a distro from it: */
-          world.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);
-          score = score + SCORE_DISTRO;
-          distros++;
+          player_status.score = player_status.score + SCORE_DISTRO;
+          player_status.distros++;
+          return true;
         }
       else if (!small)
         {
@@ -358,21 +636,25 @@ void trybreakbrick(float x, float y, bool small)
           plevel->change(x, y, TM_IA, tile->next_tile);
           
           /* Replace it with broken bits: */
-          world.add_broken_brick(((int)(x + 1) / 32) * 32,
-                           (int)(y / 32) * 32);
+          add_broken_brick(Vector(
+                                 ((int)(x + 1) / 32) * 32,
+                                 (int)(y / 32) * 32), tile);
           
           /* Get some score: */
           play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
-          score = score + SCORE_BRICK;
+          player_status.score = player_status.score + SCORE_BRICK;
+          
+          return true;
         }
     }
+
+  return false;
 }
 
 /* Empty a box: */
-void tryemptybox(float x, float y, int col_side)
+void
+World::tryemptybox(float x, float y, Direction col_side)
 {
-  Level* plevel = GameSession::current()->get_level();
-
   Tile* tile = gettile(x,y);
   if (!tile->fullbox)
     return;
@@ -383,79 +665,91 @@ void tryemptybox(float x, float y, int col_side)
   else
     col_side = LEFT;
 
+  int posx = ((int)(x+1) / 32) * 32;
+  int posy = (int)(y/32) * 32 - 32;
   switch(tile->data)
     {
-    case 1: //'A':      /* Box with a distro! */
-      world.add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
+    case 1: // Box with a distro!
+      add_bouncy_distro(Vector(posx, posy));
       play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
-      score = score + SCORE_DISTRO;
-      distros++;
+      player_status.score = player_status.score + SCORE_DISTRO;
+      player_status.distros++;
       break;
 
-    case 2: // 'B':      /* Add an upgrade! */
-      if (tux.size == SMALL)     /* Tux is small, add mints! */
-        world.add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
-      else     /* Tux is big, add coffee: */
-        world.add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
+    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(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
+      play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+      break;
+
+    case 3: // Add a golden herring
+      add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
+      break;
 
-    case 3:// '!':     /* Add a golden herring */
-      world.add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
+    case 4: // Add a 1up extra
+      add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
       break;
     default:
       break;
     }
 
   /* Empty the box: */
-  plevel->change(x, y, TM_IA, tile->next_tile);
+  level->change(x, y, TM_IA, tile->next_tile);
 }
 
 /* Try to grab a distro: */
-void trygrabdistro(float x, float y, int bounciness)
+void
+World::trygrabdistro(float x, float y, int bounciness)
 {
-  Level* plevel = GameSession::current()->get_level();
   Tile* tile = gettile(x, y);
   if (tile && tile->distro)
     {
-      plevel->change(x, y, TM_IA, tile->next_tile);
+      level->change(x, y, TM_IA, tile->next_tile);
       play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
 
       if (bounciness == BOUNCE)
         {
-          world.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));
         }
 
-      score = score + SCORE_DISTRO;
-      distros++;
+      player_status.score = player_status.score + SCORE_DISTRO;
+      player_status.distros++;
     }
 }
 
 /* Try to bump a bad guy from below: */
-void trybumpbadguy(float x, float y)
+void
+World::trybumpbadguy(float x, float y)
 {
-  /* Bad guys: */
-  for (unsigned int i = 0; i < world.bad_guys.size(); i++)
+  // Bad guys: 
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
     {
-      if (world.bad_guys[i].base.x >= x - 32 && world.bad_guys[i].base.x <= x + 32 &&
-          world.bad_guys[i].base.y >= y - 16 && world.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)
         {
-          world.bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+          (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
         }
     }
 
-
-  /* Upgrades: */
-  for (unsigned int i = 0; i < world.upgrades.size(); i++)
+  // Upgrades:
+  for (unsigned int i = 0; i < upgrades.size(); i++)
     {
-      if (world.upgrades[i].base.height == 32 &&
-          world.upgrades[i].base.x >= x - 32 && world.upgrades[i].base.x <= x + 32 &&
-          world.upgrades[i].base.y >= y - 16 && world.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)
         {
-          world.upgrades[i].base.xm = -world.upgrades[i].base.xm;
-          world.upgrades[i].base.ym = -8;
-          play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+          upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
         }
     }
 }