// $Id$
//
// SuperTux
-// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details
+// 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>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include "type.h"
#include "scene.h"
#include "special.h"
+#include "badguy.h"
#include "particlesystem.h"
#include "gameobjs.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
{
- public:
+private:
+ typedef std::list<BadGuy*> BadGuys;
+ BadGuys bad_guys_to_add;
Level* level;
-
- std::vector<BouncyDistro> bouncy_distros;
- std::vector<BrokenBrick> broken_bricks;
- std::vector<BouncyBrick> bouncy_bricks;
- std::vector<FloatingScore> floating_scores;
+ Player tux;
+
+ Timer scrolling_timer;
- std::vector<BadGuy> bad_guys;
- std::vector<upgrade_type> upgrades;
- std::vector<bullet_type> bullets;
- std::vector<ParticleSystem*> particle_systems;
+ int distro_counter;
+ bool counting_distros;
+ int currentmusic;
static World* current_;
- public:
+public:
+ BadGuys bad_guys;
+ std::vector<BouncyDistro*> bouncy_distros;
+ std::vector<BrokenBrick*> broken_bricks;
+ std::vector<BouncyBrick*> bouncy_bricks;
+ std::vector<FloatingScore*> floating_scores;
+
+ std::vector<Upgrade> upgrades;
+ std::vector<Bullet> bullets;
+ typedef std::vector<ParticleSystem*> ParticleSystems;
+ ParticleSystems particle_systems;
+
+public:
static World* current() { return current_; }
+ static void set_current(World* w) { current_ = w; }
- World();
+ 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 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 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 activate_particle_systems();
void activate_bad_guys();
void add_broken_brick(Tile* tile, float x, float y);
void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
void add_bouncy_brick(float x, float y);
- 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);
+
+ BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
+
+ void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
+ void add_bullet(float x, float y, float xm, Direction dir);
/** Try to grab the coin at the given coordinates */
void trygrabdistro(float x, float y, int bounciness);
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);
+ 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 */
#endif /*SUPERTUX_WORLD_H*/
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+