+// $Id$
+//
+// 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>
//
-// Interface: world
-//
-// Description:
-//
-//
-// Author: Tobias Glaesser <tobi.web@gmx.de>, (C) 2003
-//
-// 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.
#ifndef SUPERTUX_WORLD_H
#define SUPERTUX_WORLD_H
+#include <vector>
#include <SDL.h>
#include "type.h"
+#include "scene.h"
+#include "special.h"
+#include "badguy.h"
+#include "particlesystem.h"
+#include "gameobjs.h"
+#include "display_manager.h"
+
+class Level;
+
+/** The World class holds a level and all the game objects (badguys,
+ bouncy distros, etc) that are needed to run a game. */
+class World
+{
+private:
+ typedef std::list<BadGuy*> BadGuys;
+ BadGuys bad_guys_to_add;
+ typedef std::list<Trampoline*> Trampolines;
+ Trampolines trampolines;
+ Level* level;
+ Player* tux;
+
+ Timer scrolling_timer;
+
+ int distro_counter;
+ bool counting_distros;
+ int currentmusic;
+
+ static World* current_;
+public:
+ BadGuys bad_guys;
+
+ std::vector<Upgrade*> upgrades;
+ std::vector<Bullet*> bullets;
+ std::vector<GameObject*> gameobjects;
+
+ DisplayManager displaymanager;
+
+public:
+ static World* current() { return current_; }
+ static void set_current(World* w) { current_ = w; }
+
+ World(const std::string& filename);
+ World(const std::string& subset, int level_nr);
+ //World() {};
+ ~World();
+
+ Level* get_level() { return level; }
+ Player* get_tux() { return tux; }
+
+ void add_object(GameObject* object);
-typedef struct bouncy_distro_type /*It is easier to read the sources IMHO, if we don't write something like int a,b,c; */
- {
- int alive;
- float x;
- float y;
- float ym;
- }
-bouncy_distro_type;
-
-texture_type img_distro[4];
-
-void bouncy_distro_init(bouncy_distro_type* pbouncy_distro);
-void bouncy_distro_action(bouncy_distro_type* pbouncy_distro);
-void bouncy_distro_draw(bouncy_distro_type* pbouncy_distro);
-void bouncy_distro_collision(bouncy_distro_type* pbouncy_distro, int c_object);
-
-#define BOUNCY_BRICK_MAX_OFFSET 8
-#define BOUNCY_BRICK_SPEED 4
-
-typedef struct broken_brick_type
- {
- int alive;
- float x;
- float y;
- float xm;
- float ym;
- }
-broken_brick_type;
-
-void broken_brick_action(broken_brick_type* pbroken_brick);
-void broken_brick_draw(broken_brick_type* pbroken_brick);
-
-typedef struct bouncy_brick_type
- {
- int alive;
- float x;
- float y;
- float offset;
- float offset_m;
- int shape;
- }
-bouncy_brick_type;
-
-void bouncy_brick_action(bouncy_brick_type* pbouncy_brick);
-void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick);
-
-typedef struct floating_score_type
- {
- int alive;
- float x;
- float y;
- int value;
- timer_type timer;
- }
-floating_score_type;
-
-void floating_score_init(floating_score_type* pfloating_score, int x, int y, int s);
-void floating_score_action(floating_score_type* pfloating_score);
-void floating_score_draw(floating_score_type* pfloating_score);
+ void set_defaults();
+
+ void draw();
+ void action(double frame_ratio);
+ void scrolling(double frame_ratio); // camera scrolling
+
+ void play_music(int musictype);
+ int get_music_type();
+
+ /** Checks for all possible collisions. And calls the
+ collision_handlers, which the collision_objects provide for this
+ case (or not). */
+ void collision_handler();
+
+ void parse_objects(lisp_object_t* cur);
+
+ void activate_particle_systems();
+
+ void add_score(const Vector& pos, int s);
+ void add_bouncy_distro(const Vector& pos);
+ void add_broken_brick(const Vector& pos, Tile* tile);
+ void add_broken_brick_piece(const Vector& pos,
+ const Vector& movement, Tile* tile);
+ void add_bouncy_brick(const Vector& pos);
+
+ BadGuy* add_bad_guy(float x, float y, BadGuyKind kind);
+
+ void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind);
+ void add_bullet(const Vector& pos, float xm, Direction dir);
+
+ /** Try to grab the coin at the given coordinates */
+ void trygrabdistro(float x, float y, int bounciness);
+
+ /** Try to break the brick at the given coordinates */
+ bool trybreakbrick(float x, float y, bool small);
+
+ /** Try to get the content out of a bonus box, thus emptying it */
+ void tryemptybox(float x, float y, Direction col_side);
+
+ /** Try to bumb a badguy that might we walking above Tux, thus shaking
+ the tile which the badguy is walking on an killing him this way */
+ void trybumpbadguy(float x, float y);
+
+ /** Apply bonuses active in the player status, used to reactivate
+ bonuses from former levels */
+ void apply_bonuses();
+};
+
+/** FIMXE: Workaround for the leveleditor mainly */
+extern World global_world;
#endif /*SUPERTUX_WORLD_H*/
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+