X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fworld.h;h=ea27610231af3cc876ecd21de0182392fcb138fe;hb=ee6db785e8eff4883da70b404a9bdb4a42e75ac3;hp=99ca51b3f488dc070829ea49c2bb1523f9f44e98;hpb=f2ef2cce111f31796ddea0a36f0d52d10ab71d0f;p=supertux.git diff --git a/src/world.h b/src/world.h index 99ca51b3f..ea2761023 100644 --- a/src/world.h +++ b/src/world.h @@ -1,14 +1,23 @@ +// $Id$ +// +// SuperTux +// Copyright (C) 2000 Bill Kendrick +// Copyright (C) 2004 Tobias Glaesser +// Copyright (C) 2004 Ingo Ruhnke // -// 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 @@ -18,76 +27,11 @@ #include "type.h" #include "scene.h" #include "special.h" +#include "badguy.h" #include "particlesystem.h" +#include "gameobjs.h" -/* Bounciness of distros: */ - -#define NO_BOUNCE 0 -#define BOUNCE 1 - -struct bouncy_distro_type -{ - base_type base; -}; - -extern texture_type img_distro[4]; - -void bouncy_distro_init(bouncy_distro_type* pbouncy_distro, float x, float y); -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 0.9 - -struct broken_brick_type -{ - base_type base; - timer_type timer; - Tile* tile; -}; - -void broken_brick_init(broken_brick_type* pbroken_brick, Tile* tile, - float x, float y, float xm, float ym); -void broken_brick_action(broken_brick_type* pbroken_brick); -void broken_brick_draw(broken_brick_type* pbroken_brick); - -struct bouncy_brick_type -{ - float offset; - float offset_m; - int shape; - base_type base; -}; - -void bouncy_brick_init(bouncy_brick_type* pbouncy_brick, float x, float y); -void bouncy_brick_action(bouncy_brick_type* pbouncy_brick); -void bouncy_brick_draw(bouncy_brick_type* pbouncy_brick); - -struct floating_score_type -{ - int value; - timer_type timer; - base_type base; -}; - -void floating_score_init(floating_score_type* pfloating_score, float x, float y, int s); -void floating_score_action(floating_score_type* pfloating_score); -void floating_score_draw(floating_score_type* pfloating_score); - -/** 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. */ @@ -95,34 +39,45 @@ class World { public: Level* level; + + Player tux; - std::vector bouncy_distros; - std::vector broken_bricks; - std::vector bouncy_bricks; + std::vector bouncy_distros; + std::vector broken_bricks; + std::vector bouncy_bricks; + std::vector floating_scores; + std::vector bad_guys; - std::vector floating_scores; - std::vector upgrades; - std::vector bullets; + 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; } - - void draw(); - void action(); - void arrays_free(); + Level* get_level() { return level; } + Player* get_tux() { return &tux; } - /** Load data for this level: - Returns -1, if the loading of the level failed. */ - int load(const char* subset, int level); + void set_defaults(); - /** Load data for this level: - Returns -1, if the loading of the level failed. */ - int load(const std::string& filename); + 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(); @@ -131,12 +86,30 @@ class World 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); + void 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); + + /** 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); }; -extern World world; +/** FIMXE: Workaround for the leveleditor mainly */ +extern World global_world; #endif /*SUPERTUX_WORLD_H*/ +/* Local Variables: */ +/* mode:c++ */ +/* End: */ +