Just added a missing header.
[supertux.git] / src / world.cpp
index 632800a..16f70af 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
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2004
-//
-// Copyright: See COPYING file that comes with this distribution
-//
+//  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.
 //
+//  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];
 
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y)
+World* World::current_ = 0;
+
+World::World(const std::string& filename)
 {
-  pbouncy_distro->base.x = x;
-  pbouncy_distro->base.y = y;
-  pbouncy_distro->base.ym = -2;
+  // FIXME: Move this to action and draw and everywhere else where the
+  // world calls child functions
+  current_ = this;
+
+  level = new Level(filename);
+  tux.init();
+
+  set_defaults();
+
+  get_level()->load_gfx();
+  activate_bad_guys();
+  // 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);
+  }
+  gameobjects.push_back(bg);
+
+  // add tilemap
+  gameobjects.push_back(new TileMap(displaymanager, get_level()));
+  activate_objects();
+  get_level()->load_song();
+
+  apply_bonuses();
+
+  scrolling_timer.init(true);
 }
 
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro)
+World::World(const std::string& subset, int level_nr)
 {
-      pbouncy_distro->base.y = pbouncy_distro->base.y + pbouncy_distro->base.ym * frame_ratio;
+  // 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();
 
-      pbouncy_distro->base.ym += 0.1 * frame_ratio;
+  get_level()->load_gfx();
+  activate_bad_guys();
+  activate_objects();
+  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();
 
-      if (pbouncy_distro->base.ym >= 0)
-       bouncy_distros.erase(static_cast<std::vector<bouncy_distro_type>::iterator>(pbouncy_distro));
+  apply_bonuses();
+
+  scrolling_timer.init(true);
 }
 
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro)
+void
+World::apply_bonuses()
 {
-      texture_draw(&img_distro[0],
-                   pbouncy_distro->base.x - scroll_x,
-                   pbouncy_distro->base.y);
+  // Apply bonuses from former levels
+  switch (player_status.bonus)
+    {
+    case PlayerStatus::NO_BONUS:
+      break;
+
+    case PlayerStatus::FLOWER_BONUS:
+      tux.got_power = tux.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;
+      break;
+    }
 }
 
-void broken_brick_init(broken_brick_type* pbroken_brick, float x, float y, float xm, float ym)
+World::~World()
 {
-  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);
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    delete *i;
+
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+    delete *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;
+  }
+
+  delete level;
 }
 
-void broken_brick_action(broken_brick_type* pbroken_brick)
+void
+World::set_defaults()
 {
-      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;
+  // Set defaults: 
+  scroll_x = 0;
+
+  player_status.score_multiplier = 1;
 
-      if (!timer_check(&pbroken_brick->timer))
-        broken_bricks.erase(static_cast<std::vector<broken_brick_type>::iterator>(pbroken_brick));
+  counting_distros = false;
+  distro_counter = 0;
+
+  /* set current song/music */
+  currentmusic = LEVEL_MUSIC;
 }
 
-void broken_brick_draw(broken_brick_type* pbroken_brick)
+void
+World::activate_bad_guys()
 {
-SDL_Rect src, dest;
-      src.x = rand() % 16;
-      src.y = rand() % 16;
-      src.w = 16;
-      src.h = 16;
+  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);
+    }
+}
 
-      dest.x = (int)(pbroken_brick->base.x - scroll_x);
-      dest.y = (int)pbroken_brick->base.y;
-      dest.w = 16;
-      dest.h = 16;
+void
+World::activate_objects()
+{
+  for (std::vector< ObjectData<TrampolineData> >::iterator i = level->trampoline_data.begin();
+       i != level->trampoline_data.end();
+       ++i)
+  {
+    add_object<Trampoline, ObjectData<TrampolineData> >(*i);
+  }
+}
 
-      texture_draw_part(&img_brick[0],src.x,src.y,dest.x,dest.y,dest.w,dest.h);
+void
+World::activate_particle_systems()
+{
+  if (level->particle_system == "clouds")
+    {
+      gameobjects.push_back(new CloudParticleSystem(displaymanager));
+    }
+  else if (level->particle_system == "snow")
+    {
+      gameobjects.push_back(new SnowParticleSystem(displaymanager));
+    }
+  else if (level->particle_system != "")
+    {
+      st_abort("unknown particle system specified in level", "");
+    }
 }
 
-void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y)
+void
+World::draw()
 {
-  pbouncy_brick->base.x = x;
-  pbouncy_brick->base.y = y;
-  pbouncy_brick->offset = 0;
-  pbouncy_brick->offset_m = -BOUNCY_BRICK_SPEED;
-  pbouncy_brick->shape = shape(x, y);
+  /* Draw objects */
+  displaymanager.get_viewport().set_translation(Vector(scroll_x, scroll_y));
+  displaymanager.draw();
+  
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    (*i)->draw();
+
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+    (*i)->draw();
+
+  tux.draw();
+
+  for (unsigned int i = 0; i < bullets.size(); ++i)
+    bullets[i].draw();
+
+  for (unsigned int i = 0; i < upgrades.size(); ++i)
+    upgrades[i].draw();
 }
 
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick)
+void
+World::action(double frame_ratio)
 {
+  tux.action(frame_ratio);
+  tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
+  scrolling(frame_ratio);
 
-      pbouncy_brick->offset = (pbouncy_brick->offset +
-                               pbouncy_brick->offset_m * 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);
 
-      /* Go back down? */
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    (*i)->action(frame_ratio);
 
-      if (pbouncy_brick->offset < -BOUNCY_BRICK_MAX_OFFSET)
-        pbouncy_brick->offset_m = BOUNCY_BRICK_SPEED;
+  for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+     (*i)->action(frame_ratio);
 
+  /* update objects */
+  for(std::vector<_GameObject*>::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i)
+    (*i)->action(frame_ratio);
 
-      /* Stop bouncing? */
+  /* 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()) {
+      delete *i;
+      i =  bad_guys.erase(i);
+    } else {
+      ++i;
+    }
+  }
 
-      if (pbouncy_brick->offset >= 0)
-        bouncy_bricks.erase(static_cast<std::vector<bouncy_brick_type>::iterator>(pbouncy_brick));
+  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);
+      
+      delete *i;
+      i = gameobjects.erase(i);
+    } else {
+      ++i;
+    }
+  }
 }
 
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick)
+/* 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)
 {
-  int s;
-  SDL_Rect dest;
+  /* 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 */
+
+  /* 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
+World::collision_handler()
+{
+  // 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.
+              // collide with bad_guy first, since bullet_collision will
+              // delete the bullet
+              (*j)->collision(&bullets[i], CO_BULLET);
+              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);
+            }
+        }
+    }
+
+  // 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);
+        }
+    }
+
+  // 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
+World::add_score(const Vector& pos, int s)
+{
+  player_status.score += s;
+
+  gameobjects.push_back(new FloatingScore(displaymanager, pos, s));
+}
+
+void
+World::add_bouncy_distro(const Vector& pos)
+{
+  gameobjects.push_back(new BouncyDistro(displaymanager, pos));
+}
+
+void
+World::add_broken_brick(const Vector& pos, Tile* tile)
+{
+  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(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(const Vector& pos, const Vector& movement,
+    Tile* tile)
+{
+  gameobjects.push_back(new BrokenBrick(displaymanager, tile, pos, movement));
+}
+
+void
+World::add_bouncy_brick(const Vector& pos)
+{
+  gameobjects.push_back(new BouncyBrick(displaymanager, pos));
+}
+
+BadGuy*
+World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+{
+  BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
+  bad_guys.push_back(badguy);
+  return badguy;
+}
+
+template<class T, class U>
+T*
+World::add_object(U data)
+{
+  T* tobject = new T(data);
+
+  if (data.type == OBJ_TRAMPOLINE)
+    trampolines.push_back(tobject);
+
+  return tobject;
+}
+
+void
+World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
+{
+  Upgrade new_upgrade;
+  new_upgrade.init(x,y,dir,kind);
+  upgrades.push_back(new_upgrade);
+}
+
+void 
+World::add_bullet(float x, float y, float xm, Direction dir)
+{
+  if(tux.got_power == tux.FIRE_POWER)
+    {
+    if(bullets.size() > MAX_FIRE_BULLETS-1)
+      return;
+    }
+  else if(tux.got_power == tux.ICE_POWER)
+    {
+    if(bullets.size() > MAX_ICE_BULLETS-1)
+      return;
+    }
+
+  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);
   
-      if (pbouncy_brick->base.x >= scroll_x - 32 &&
-          pbouncy_brick->base.x <= scroll_x + screen->w)
+  play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+}
+
+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();
+  
+  Tile* tile = gettile(x, y);
+  if (tile->brick)
+    {
+      if (tile->data > 0)
         {
-          dest.x = (int)(pbouncy_brick->base.x - scroll_x);
-          dest.y = (int)pbouncy_brick->base.y;
-          dest.w = 32;
-          dest.h = 32;
+          /* Get a distro from it: */
+          add_bouncy_distro(
+              Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
 
-          if(current_level.bkgd_image[0] == '\0')
+          // TODO: don't handle this in a global way but per-tile...
+          if (!counting_distros)
             {
-              fillrect(pbouncy_brick->base.x - scroll_x,pbouncy_brick->base.y,32,32,current_level.bkgd_red,current_level.bkgd_green,
-                       current_level.bkgd_blue,0);
+              counting_distros = true;
+              distro_counter = 5;
             }
           else
             {
-              s = (int)scroll_x / 30;
-              texture_draw_part(&img_bkgd,dest.x + s,dest.y,dest.x,dest.y,dest.w,dest.h);
+              distro_counter--;
             }
 
-          drawshape(pbouncy_brick->base.x - scroll_x,
-                    pbouncy_brick->base.y + pbouncy_brick->offset,
-                    pbouncy_brick->shape);
+          if (distro_counter <= 0)
+            {
+              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)
+        {
+          /* Get rid of it: */
+          plevel->change(x, y, TM_IA, tile->next_tile);
+          
+          /* Replace it with broken bits: */
+          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);
+          player_status.score = player_status.score + SCORE_BRICK;
+          
+          return true;
         }
+    }
+
+  return false;
 }
 
-void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s)
+/* Empty a box: */
+void
+World::tryemptybox(float x, float y, Direction col_side)
 {
-  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;
+  Tile* tile = gettile(x,y);
+  if (!tile->fullbox)
+    return;
+
+  // according to the collision side, set the upgrade direction
+  if(col_side == LEFT)
+    col_side = RIGHT;
+  else
+    col_side = LEFT;
+
+  int posx = ((int)(x+1) / 32) * 32;
+  int posy = (int)(y/32) * 32 - 32;
+  switch(tile->data)
+    {
+    case 1: // Box with a distro!
+      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);
+      else     /* Tux is big, add a fireflower: */
+        add_upgrade(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);
+      else     /* Tux is big, add an iceflower: */
+        add_upgrade(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);
+      break;
+
+    case 4: // Add a 1up extra
+      add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+      break;
+    default:
+      break;
+    }
+
+  /* Empty the box: */
+  level->change(x, y, TM_IA, tile->next_tile);
 }
 
-void floating_score_action(floating_score_type* pfloating_score)
+/* Try to grab a distro: */
+void
+World::trygrabdistro(float x, float y, int bounciness)
 {
-      pfloating_score->base.y = pfloating_score->base.y - 2 * frame_ratio;
+  Tile* tile = gettile(x, y);
+  if (tile && tile->distro)
+    {
+      level->change(x, y, TM_IA, tile->next_tile);
+      play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
 
-      if(!timer_check(&pfloating_score->timer))
-        floating_scores.erase(static_cast<std::vector<floating_score_type>::iterator>(pfloating_score));
+      if (bounciness == BOUNCE)
+        {
+          add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
+                                  (int)(y / 32) * 32));
+        }
+
+      player_status.score = player_status.score + SCORE_DISTRO;
+      player_status.distros++;
+    }
 }
 
-void floating_score_draw(floating_score_type* pfloating_score)
+/* Try to bump a bad guy from below: */
+void
+World::trybumpbadguy(float x, float y)
 {
-      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);
+  // Bad guys: 
+  for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+    {
+      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);
+        }
+    }
+
+  // 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)
+        {
+          upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
+        }
+    }
 }
 
+/* EOF */
+