Prevent "Return to Level Editor" from working, if no levelsubset is loaded. This...
[supertux.git] / src / world.h
index b87a257..e62ce66 100644 (file)
@@ -39,25 +39,28 @@ class World
 {
 private:
   typedef std::list<BadGuy*> BadGuys;
-  BadGuys bad_guys;
   BadGuys bad_guys_to_add;
   Level* level;
   Player tux;
 
+  Timer scrolling_timer;
+
   int distro_counter;
   bool counting_distros;
   int currentmusic;
 
   static World* current_;
 public:
-  std::vector<BouncyDistro> bouncy_distros;
-  std::vector<BrokenBrick>  broken_bricks;
-  std::vector<BouncyBrick>  bouncy_bricks;
-  std::vector<FloatingScore> floating_scores;
+  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;
-  std::vector<ParticleSystem*> particle_systems;
+  typedef std::vector<ParticleSystem*> ParticleSystems;
+  ParticleSystems particle_systems;
 
 public:
   static World* current() { return current_; }
@@ -65,7 +68,7 @@ public:
 
   World(const std::string& filename);
   World(const std::string& subset, int level_nr);
-  World();
+  World() {};
   ~World();
   
   Level*  get_level() { return level; }
@@ -75,6 +78,7 @@ public:
 
   void draw();
   void action(double frame_ratio);
+  void scrolling(double frame_ratio);   // camera scrolling
 
   void play_music(int musictype);
   int get_music_type();
@@ -111,6 +115,10 @@ public:
   /** 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 */