+// $Id$
+//
+// SuperTux
+// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
//
-// 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 "type.h"
#include "scene.h"
#include "special.h"
+#include "badguy.h"
#include "particlesystem.h"
#include "gameobjs.h"
-/** 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 */
-void 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, int 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);
-
+class Level;
/** The World class holds a level and all the game objects (badguys,
bouncy distros, etc) that are needed to run a game. */
{
public:
Level* level;
+
+ Player tux;
- std::vector<bouncy_distro_type> bouncy_distros;
- std::vector<broken_brick_type> broken_bricks;
- std::vector<bouncy_brick_type> bouncy_bricks;
- std::vector<floating_score_type> floating_scores;
+ std::vector<BouncyDistro> bouncy_distros;
+ std::vector<BrokenBrick> broken_bricks;
+ std::vector<BouncyBrick> bouncy_bricks;
+ std::vector<FloatingScore> floating_scores;
std::vector<BadGuy> bad_guys;
- std::vector<upgrade_type> upgrades;
- std::vector<bullet_type> bullets;
+ std::vector<Upgrade> upgrades;
+ std::vector<Bullet> bullets;
std::vector<ParticleSystem*> particle_systems;
+ int distro_counter;
+ bool counting_distros;
+
static World* current_;
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; }
+ Level* get_level() { return level; }
+ Player* get_tux() { return &tux; }
void set_defaults();
void draw();
- void action();
- void arrays_free();
-
- /** Load data for this level:
- Returns -1, if the loading of the level failed. */
- int load(const char* subset, int level);
-
- /** Load data for this level:
- Returns -1, if the loading of the level failed. */
- int load(const std::string& filename);
+ void action(double frame_ratio);
+ /** Checks for all possible collisions. And calls the
+ collision_handlers, which the collision_objects provide for this
+ case (or not). */
+ void collision_handler();
+
void activate_particle_systems();
void activate_bad_guys();
void add_bad_guy(float x, float y, BadGuyKind kind);
void add_upgrade(float x, float y, int dir, int kind);
void add_bullet(float x, float y, float xm, int 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 */
+ void 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, int 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);
};
-extern World world;
+/** FIMXE: Workaround for the leveleditor mainly */
+extern World global_world;
#endif /*SUPERTUX_WORLD_H*/
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+