X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fworld.h;h=00ea9a05661a6df15471723745f7d754d8923dc0;hb=63934f5f4c15f059c9b60499575870ebb7c923a0;hp=24385f752cebeb347cea8373f2e8681225afe0b9;hpb=9725d9e35c7b9713bf2f4764f9eaea4bbd5c55bf;p=supertux.git diff --git a/src/world.h b/src/world.h index 24385f752..00ea9a056 100644 --- a/src/world.h +++ b/src/world.h @@ -1,52 +1,115 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2000 Bill Kendrick +// Copyright (C) 2004 Tobias Glaesser +// Copyright (C) 2004 Ingo Ruhnke // -// C++ Interface: world -// -// Description: -// -// -// Author: Tobias Glaesser , (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 +#include +#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: + Level* level; + + Player tux; + + std::vector bouncy_distros; + std::vector broken_bricks; + std::vector bouncy_bricks; + std::vector floating_scores; + + std::vector bad_guys; + std::vector upgrades; + std::vector bullets; + std::vector 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; } + Player* get_tux() { return &tux; } + + void set_defaults(); + + void draw(); + 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_score(float x, float y, int s); + void add_bouncy_distro(float x, float y); + 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, 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); + + /** 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, 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); +}; + +/** FIMXE: Workaround for the leveleditor mainly */ +extern World global_world; + +#endif /*SUPERTUX_WORLD_H*/ -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; - int x; - int y; - int ym; - } -bouncy_distro_type; - -typedef struct broken_brick_type - { - int alive; - int x; - int y; - int xm; - int ym; - } -broken_brick_type; - -typedef struct bouncy_brick_type - { - int alive; - int x; - int y; - int offset; - int offset_m; - int shape; - } -bouncy_brick_type; - -typedef struct floating_score_type - { - int alive; - int timer; - int x; - int y; - int value; - } -floating_score_type; +/* Local Variables: */ +/* mode:c++ */ +/* End: */