Instead of setting the level to be flipped from the level file, it is now passed...
[supertux.git] / src / sector.cpp
1 //  $Id$
2 //
3 //  SuperTux -  A Jump'n Run
4 //  Copyright (C) 2004 Matthias Braun <matze@braunis.de
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19
20 #include <memory>
21 #include <algorithm>
22 #include <stdexcept>
23 #include <iostream>
24 #include <fstream>
25 #include <stdexcept>
26
27 #include "globals.h"
28 #include "sector.h"
29 #include "lispreader.h"
30 #include "badguy.h"
31 #include "special.h"
32 #include "gameobjs.h"
33 #include "camera.h"
34 #include "background.h"
35 #include "particlesystem.h"
36 #include "tile.h"
37 #include "tilemap.h"
38 #include "sound_manager.h"
39 #include "gameloop.h"
40 #include "resources.h"
41 #include "interactive_object.h"
42 #include "door.h"
43
44 Sector* Sector::_current = 0;
45
46 Sector::Sector()
47   : gravity(10), player(0), solids(0), background(0), camera(0),
48     currentmusic(LEVEL_MUSIC)
49 {
50   song_title = "Mortimers_chipdisko.mod";
51   player = new Player();
52   add_object(player);
53 }
54
55 Sector::~Sector()
56 {
57   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
58       ++i)
59     delete *i;
60
61   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
62       ++i)
63     delete *i;
64     
65   if(_current == this)
66     _current = 0;
67 }
68
69 void
70 Sector::parse(LispReader& lispreader)
71 {
72   _current = this;
73   
74   for(lisp_object_t* cur = lispreader.get_lisp(); !lisp_nil_p(cur);
75       cur = lisp_cdr(cur)) {
76     std::string token = lisp_symbol(lisp_car(lisp_car(cur)));
77     // FIXME: doesn't handle empty data
78     lisp_object_t* data = lisp_car(lisp_cdr(lisp_car(cur)));
79     LispReader reader(lisp_cdr(lisp_car(cur)));
80
81     if(token == "name") {
82       name = lisp_string(data);
83     } else if(token == "gravity") {
84       gravity = lisp_real(data);
85     } else if(token == "music") {
86       song_title = lisp_string(data);
87       load_music();
88     } else if(token == "camera") {
89       if(camera) {
90         std::cerr << "Warning: More than 1 camera defined in sector.\n";
91         continue;
92       }
93       camera = new Camera(this);
94       camera->read(reader);
95       add_object(camera);
96     } else if(token == "background") {
97       background = new Background(reader);
98       add_object(background);
99     } else if(token == "playerspawn") {
100       SpawnPoint* sp = new SpawnPoint;
101       reader.read_string("name", sp->name);
102       reader.read_float("x", sp->pos.x);
103       reader.read_float("y", sp->pos.y);
104       spawnpoints.push_back(sp);
105     } else if(token == "tilemap") {
106       TileMap* tilemap = new TileMap(reader);
107       add_object(tilemap);
108
109       if(tilemap->is_solid()) {
110         if(solids) {
111           std::cerr << "Warning multiple solid tilemaps in sector.\n";
112           continue;
113         }
114         solids = tilemap;
115       }
116     } else if(badguykind_from_string(token) != BAD_INVALID) {
117       add_object(new BadGuy(badguykind_from_string(token), reader));
118     } else if(token == "trampoline") {
119       add_object(new Trampoline(reader));
120     } else if(token == "flying-platform") {
121       add_object(new FlyingPlatform(reader));
122     } else if(token == "particles-snow") {
123       SnowParticleSystem* partsys = new SnowParticleSystem();
124       partsys->parse(reader);
125       add_object(partsys);
126     } else if(token == "particles-clouds") {
127       CloudParticleSystem* partsys = new CloudParticleSystem();
128       partsys->parse(reader);
129       add_object(partsys);
130     } else if(token == "door") {
131       add_object(new Door(reader));
132     } else {
133       std::cerr << "Unknown object type '" << token << "'.\n";
134     }
135   }
136
137   if(!camera) {
138     std::cerr << "sector '" << name << "' does not contain a camera.\n";
139     camera = new Camera(this);
140     add_object(camera);
141   }
142   if(!solids)
143     throw std::runtime_error("sector does not contain a solid tile layer.");
144 }
145
146 void
147 Sector::parse_old_format(LispReader& reader)
148 {
149   _current = this;
150   
151   name = "main";
152   reader.read_float("gravity", gravity);
153
154   std::string backgroundimage;
155   reader.read_string("background", backgroundimage);
156   float bgspeed = .5;
157   reader.read_float("bkgd_speed", bgspeed);
158
159   Color bkgd_top, bkgd_bottom;
160   int r = 0, g = 0, b = 128;
161   reader.read_int("bkgd_red_top", r);
162   reader.read_int("bkgd_green_top",  g);
163   reader.read_int("bkgd_blue_top",  b);
164   bkgd_top.red = r;
165   bkgd_top.green = g;
166   bkgd_top.blue = b;
167   
168   reader.read_int("bkgd_red_bottom",  r);
169   reader.read_int("bkgd_green_bottom", g);
170   reader.read_int("bkgd_blue_bottom", b);
171   bkgd_bottom.red = r;
172   bkgd_bottom.green = g;
173   bkgd_bottom.blue = b;
174   
175   if(backgroundimage != "") {
176     background = new Background;
177     background->set_image(backgroundimage, bgspeed);
178     add_object(background);
179   } else {
180     background = new Background;
181     background->set_gradient(bkgd_top, bkgd_bottom);
182     add_object(background);
183   }
184
185   std::string particlesystem;
186   reader.read_string("particle_system", particlesystem);
187   if(particlesystem == "clouds")
188     add_object(new CloudParticleSystem());
189   else if(particlesystem == "snow")
190     add_object(new SnowParticleSystem());
191
192   Vector startpos(100, 170);
193   reader.read_float("start_pos_x", startpos.x);
194   reader.read_float("start_pos_y", startpos.y);
195
196   SpawnPoint* spawn = new SpawnPoint;
197   spawn->pos = startpos;
198   spawn->name = "main";
199   spawnpoints.push_back(spawn);
200
201   song_title = "Mortimers_chipdisko.mod";
202   reader.read_string("music", song_title);
203   load_music();
204
205   int width, height = 15;
206   reader.read_int("width", width);
207   reader.read_int("height", height);
208   
209   std::vector<unsigned int> tiles;
210   if(reader.read_int_vector("interactive-tm", tiles)
211       || reader.read_int_vector("tilemap", tiles)) {
212     TileMap* tilemap = new TileMap();
213     tilemap->set(width, height, tiles, LAYER_TILES, true);
214     solids = tilemap;
215     add_object(tilemap);
216   }
217
218   if(reader.read_int_vector("background-tm", tiles)) {
219     TileMap* tilemap = new TileMap();
220     tilemap->set(width, height, tiles, LAYER_BACKGROUNDTILES, false);
221     add_object(tilemap);
222   }
223
224   if(reader.read_int_vector("foreground-tm", tiles)) {
225     TileMap* tilemap = new TileMap();
226     tilemap->set(width, height, tiles, LAYER_FOREGROUNDTILES, false);
227     add_object(tilemap);
228   }
229
230   // TODO read resetpoints
231
232   // read objects
233   {
234     lisp_object_t* cur = 0;
235     if(reader.read_lisp("objects", cur)) {
236       while(!lisp_nil_p(cur)) {
237         lisp_object_t* data = lisp_car(cur);
238         std::string object_type = lisp_symbol(lisp_car(data));
239                                                                                 
240         LispReader reader(lisp_cdr(data));
241                                                                                 
242         if(object_type == "trampoline") {
243           add_object(new Trampoline(reader));
244         }
245         else if(object_type == "flying-platform") {
246           add_object(new FlyingPlatform(reader));
247         }
248         else {
249           BadGuyKind kind = badguykind_from_string(object_type);
250           add_object(new BadGuy(kind, reader));
251         }
252                                                                                 
253         cur = lisp_cdr(cur);
254       }
255     }
256   }
257
258   // add a camera
259   camera = new Camera(this);
260   add_object(camera);
261 }
262
263 void
264 Sector::write(LispWriter& writer)
265 {
266   writer.write_string("name", name);
267   writer.write_float("gravity", gravity);
268   writer.write_string("music", song_title);
269
270   // write spawnpoints
271   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
272       ++i) {
273     SpawnPoint* spawn = *i;
274     writer.start_list("playerspawn");
275     writer.write_string("name", spawn->name);
276     writer.write_float("x", spawn->pos.x);
277     writer.write_float("y", spawn->pos.y);
278     writer.end_list("playerspawn");
279   }
280
281   // write objects
282   for(GameObjects::iterator i = gameobjects.begin();
283       i != gameobjects.end(); ++i) {
284     Serializable* serializable = dynamic_cast<Serializable*> (*i);
285     if(serializable)
286       serializable->write(writer);
287   }
288 }
289
290 void
291 Sector::do_vertical_flip()
292 {
293   for(GameObjects::iterator i = gameobjects_new.begin(); i != gameobjects_new.end(); ++i)
294     {
295     TileMap* tilemap = dynamic_cast<TileMap*> (*i);
296     if(tilemap)
297       {
298       tilemap->do_vertical_flip();
299       }
300
301     BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
302     if(badguy)
303       badguy->start_position.y = solids->get_height()*32 - badguy->start_position.y - 32;
304     Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
305     if(trampoline)
306       trampoline->base.y = solids->get_height()*32 - trampoline->base.y - 32;
307     FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
308     if(flying_platform)
309       flying_platform->base.y = solids->get_height()*32 - flying_platform->base.y - 32;
310     Door* door = dynamic_cast<Door*> (*i);
311     if(door)
312       door->set_area(door->get_area().x, solids->get_height()*32 - door->get_area().y - 32);
313     }
314
315   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
316       ++i) {
317     SpawnPoint* spawn = *i;
318     spawn->pos.y = solids->get_height()*32 - spawn->pos.y - 32;
319   }
320 }
321
322 void
323 Sector::add_object(GameObject* object)
324 {
325   gameobjects_new.push_back(object);
326 }
327
328 void
329 Sector::activate(const std::string& spawnpoint)
330 {
331   _current = this;
332
333   // Apply bonuses from former levels
334   switch (player_status.bonus)
335     {
336     case PlayerStatus::NO_BONUS:
337       break;
338                                                                                 
339     case PlayerStatus::FLOWER_BONUS:
340       player->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
341       // fall through
342                                                                                 
343     case PlayerStatus::GROWUP_BONUS:
344       player->grow(false);
345       break;
346     }
347
348   SpawnPoint* sp = 0;
349   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
350       ++i) {
351     if((*i)->name == spawnpoint) {
352       sp = *i;
353       break;
354     }
355   }
356   if(!sp) {
357     std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
358   } else {
359     player->move(sp->pos);
360   }
361
362   camera->reset(Vector(player->base.x, player->base.y));
363 }
364
365 void
366 Sector::action(float elapsed_time)
367 {
368   player->check_bounds(camera);
369                                                                                 
370   /* update objects (don't use iterators here, because the list might change
371    * during the iteration)
372    */
373   for(size_t i = 0; i < gameobjects.size(); ++i)
374     if(gameobjects[i]->is_valid())
375       gameobjects[i]->action(elapsed_time);
376                                                                                 
377   /* Handle all possible collisions. */
378   collision_handler();
379                                                                                 
380   update_game_objects();
381 }
382
383 void
384 Sector::update_game_objects()
385 {
386   /** cleanup marked objects */
387   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
388       i != gameobjects.end(); /* nothing */) {
389     if((*i)->is_valid() == false) {
390       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
391       if(badguy) {
392         badguys.erase(std::remove(badguys.begin(), badguys.end(), badguy),
393             badguys.end());
394       }
395       Bullet* bullet = dynamic_cast<Bullet*> (*i);
396       if(bullet) {
397         bullets.erase(
398             std::remove(bullets.begin(), bullets.end(), bullet),
399             bullets.end());
400       }
401       InteractiveObject* interactive_object =
402           dynamic_cast<InteractiveObject*> (*i);
403       if(interactive_object) {
404         interactive_objects.erase(
405             std::remove(interactive_objects.begin(), interactive_objects.end(),
406                 interactive_object), interactive_objects.end());
407       }
408       Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
409       if(upgrade) {
410         upgrades.erase(
411             std::remove(upgrades.begin(), upgrades.end(), upgrade),
412             upgrades.end());
413       }
414       Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
415       if(trampoline) {
416         trampolines.erase(
417             std::remove(trampolines.begin(), trampolines.end(), trampoline),
418             trampolines.end());
419       }
420       FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
421       if(flying_platform) {
422         flying_platforms.erase(
423             std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
424             flying_platforms.end());
425       }
426                                                                                 
427       delete *i;
428       i = gameobjects.erase(i);
429     } else {
430       ++i;
431     }
432   }
433
434   /* add newly created objects */
435   for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
436       i != gameobjects_new.end(); ++i)
437   {
438           BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
439           if(badguy)
440             badguys.push_back(badguy);
441           Bullet* bullet = dynamic_cast<Bullet*> (*i);
442           if(bullet)
443             bullets.push_back(bullet);
444           Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
445           if(upgrade)
446             upgrades.push_back(upgrade);
447           Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
448           if(trampoline)
449             trampolines.push_back(trampoline);
450           FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
451           if(flying_platform)
452             flying_platforms.push_back(flying_platform);
453           InteractiveObject* interactive_object 
454               = dynamic_cast<InteractiveObject*> (*i);
455           if(interactive_object)
456             interactive_objects.push_back(interactive_object);
457
458           gameobjects.push_back(*i);
459   }
460   gameobjects_new.clear();
461 }
462
463 void
464 Sector::draw(DrawingContext& context)
465 {
466   context.push_transform();
467   context.set_translation(camera->get_translation());
468   
469   for(GameObjects::iterator i = gameobjects.begin();
470       i != gameobjects.end(); ++i) {
471     if( (*i)->is_valid() )
472       (*i)->draw(context);
473   }
474
475   context.pop_transform();
476 }
477
478 void
479 Sector::collision_handler()
480 {
481   // CO_BULLET & CO_BADGUY check
482   for(unsigned int i = 0; i < bullets.size(); ++i)
483     {
484       for (BadGuys::iterator j = badguys.begin(); j != badguys.end(); ++j)
485         {
486           if((*j)->dying != DYING_NOT)
487             continue;
488                                                                                 
489           if(rectcollision(bullets[i]->base, (*j)->base))
490             {
491               // We have detected a collision and now call the
492               // collision functions of the collided objects.
493               (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
494               bullets[i]->collision(CO_BADGUY);
495               break; // bullet is invalid now, so break
496             }
497         }
498     }
499                                                                                 
500   /* CO_BADGUY & CO_BADGUY check */
501   for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
502     {
503       if((*i)->dying != DYING_NOT)
504         continue;
505                                                                                 
506       BadGuys::iterator j = i;
507       ++j;
508       for (; j != badguys.end(); ++j)
509         {
510           if(j == i || (*j)->dying != DYING_NOT)
511             continue;
512                                                                                 
513           if(rectcollision((*i)->base, (*j)->base))
514             {
515               // We have detected a collision and now call the
516               // collision functions of the collided objects.
517               (*j)->collision(*i, CO_BADGUY);
518               (*i)->collision(*j, CO_BADGUY);
519             }
520         }
521     }
522   if(player->dying != DYING_NOT) return;
523                                                                                 
524   // CO_BADGUY & CO_PLAYER check
525   for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
526     {
527       if((*i)->dying != DYING_NOT)
528         continue;
529                                                                                 
530       if(rectcollision_offset((*i)->base, player->base, 0, 0))
531         {
532           // We have detected a collision and now call the collision
533           // functions of the collided objects.
534           if (player->previous_base.y < player->base.y &&
535               player->previous_base.y + player->previous_base.height
536               < (*i)->base.y + (*i)->base.height/2
537               && !player->invincible_timer.started())
538             {
539               (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
540             }
541           else
542             {
543               player->collision(*i, CO_BADGUY);
544               (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
545             }
546         }
547     }
548                                                                                 
549   // CO_UPGRADE & CO_PLAYER check
550   for(unsigned int i = 0; i < upgrades.size(); ++i)
551     {
552       if(rectcollision(upgrades[i]->base, player->base))
553         {
554           // We have detected a collision and now call the collision
555           // functions of the collided objects.
556           upgrades[i]->collision(player, CO_PLAYER, COLLISION_NORMAL);
557         }
558     }
559                                                                                 
560   // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
561   for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
562   {
563     if (rectcollision((*i)->base, player->base))
564     {
565       if (player->previous_base.y < player->base.y &&
566           player->previous_base.y + player->previous_base.height
567           < (*i)->base.y + (*i)->base.height/2)
568       {
569         (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
570       }
571       else if (player->previous_base.y <= player->base.y)
572       {
573         player->collision(*i, CO_TRAMPOLINE);
574         (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
575       }
576     }
577   }
578                                                                                 
579   // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
580   for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
581   {
582     if (rectcollision((*i)->base, player->base))
583     {
584       if (player->previous_base.y < player->base.y &&
585           player->previous_base.y + player->previous_base.height
586           < (*i)->base.y + (*i)->base.height/2)
587       {
588         (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
589         player->collision(*i, CO_FLYING_PLATFORM);
590       }
591 /*      else if (player->previous_base.y <= player->base.y)
592       {
593       }*/
594     }
595   }
596 }
597
598 void
599 Sector::add_score(const Vector& pos, int s)
600 {
601   player_status.score += s;
602                                                                                 
603   add_object(new FloatingScore(pos, s));
604 }
605                                                                                 
606 void
607 Sector::add_bouncy_distro(const Vector& pos)
608 {
609   add_object(new BouncyDistro(pos));
610 }
611                                                                                 
612 void
613 Sector::add_broken_brick(const Vector& pos, Tile* tile)
614 {
615   add_broken_brick_piece(pos, Vector(-1, -4), tile);
616   add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
617                                                                                 
618   add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
619   add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
620 }
621                                                                                 
622 void
623 Sector::add_broken_brick_piece(const Vector& pos, const Vector& movement,
624     Tile* tile)
625 {
626   add_object(new BrokenBrick(tile, pos, movement));
627 }
628                                                                                 
629 void
630 Sector::add_bouncy_brick(const Vector& pos)
631 {
632   add_object(new BouncyBrick(pos));
633 }
634
635 BadGuy*
636 Sector::add_bad_guy(float x, float y, BadGuyKind kind)
637 {
638   BadGuy* badguy = new BadGuy(kind, x, y);
639   add_object(badguy);
640   return badguy;
641 }
642                                                                                 
643 void
644 Sector::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
645 {
646   add_object(new Upgrade(pos, dir, kind));
647 }
648                                                                                 
649 bool
650 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
651 {
652   if(player->got_power == Player::FIRE_POWER)
653     {
654     if(bullets.size() > MAX_FIRE_BULLETS-1)
655       return false;
656     }
657   else if(player->got_power == Player::ICE_POWER)
658     {
659     if(bullets.size() > MAX_ICE_BULLETS-1)
660       return false;
661     }
662                                                                                 
663   Bullet* new_bullet = 0;
664   if(player->got_power == Player::FIRE_POWER)
665     new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
666   else if(player->got_power == Player::ICE_POWER)
667     new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
668   else
669     throw std::runtime_error("wrong bullet type.");
670   add_object(new_bullet);
671                                                                                 
672   sound_manager->play_sound(sounds[SND_SHOOT]);
673                                                                                 
674   return true;
675 }
676
677 /* Break a brick: */
678 bool
679 Sector::trybreakbrick(const Vector& pos, bool small)
680 {
681   Tile* tile = solids->get_tile_at(pos);
682   if (!tile)
683   {
684     char errmsg[64];
685     sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
686     throw SuperTuxException(errmsg, __FILE__, __LINE__);
687   }
688
689   if (tile->attributes & Tile::BRICK)
690     {
691       if (tile->data > 0)
692         {
693           /* Get a distro from it: */
694           add_bouncy_distro(
695               Vector(((int)(pos.x + 1) / 32) * 32, (int)(pos.y / 32) * 32));
696                                                                                 
697           // TODO: don't handle this in a global way but per-tile...
698           if (!counting_distros)
699             {
700               counting_distros = true;
701               distro_counter = 5;
702             }
703           else
704             {
705               distro_counter--;
706             }
707                                                                                 
708           if (distro_counter <= 0)
709             {
710               counting_distros = false;
711               solids->change_at(pos, tile->next_tile);
712             }
713                                                                                 
714           sound_manager->play_sound(sounds[SND_DISTRO]);
715           player_status.score = player_status.score + SCORE_DISTRO;
716           player_status.distros++;
717           return true;
718         }
719       else if (!small)
720         {
721           /* Get rid of it: */
722           solids->change_at(pos, tile->next_tile);
723                                                                                 
724           /* Replace it with broken bits: */
725           add_broken_brick(Vector(
726                                  ((int)(pos.x + 1) / 32) * 32,
727                                  (int)(pos.y / 32) * 32), tile);
728                                                                                 
729           /* Get some score: */
730           sound_manager->play_sound(sounds[SND_BRICK]);
731           player_status.score = player_status.score + SCORE_BRICK;
732                                                                                 
733           return true;
734         }
735     }
736                                                                                 
737   return false;
738 }
739                                                                                 
740 /* Empty a box: */
741 void
742 Sector::tryemptybox(const Vector& pos, Direction col_side)
743 {
744   Tile* tile = solids->get_tile_at(pos);
745   if (!tile)
746   {
747     char errmsg[64];
748     sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
749     throw SuperTuxException(errmsg, __FILE__, __LINE__);
750   }
751
752
753   if (!(tile->attributes & Tile::FULLBOX))
754     return;
755                                                                                 
756   // according to the collision side, set the upgrade direction
757   if(col_side == LEFT)
758     col_side = RIGHT;
759   else
760     col_side = LEFT;
761                                                                                 
762   int posx = ((int)(pos.x+1) / 32) * 32;
763   int posy = (int)(pos.y/32) * 32 - 32;
764   switch(tile->data)
765     {
766     case 1: // Box with a distro!
767       add_bouncy_distro(Vector(posx, posy));
768       sound_manager->play_sound(sounds[SND_DISTRO]);
769       player_status.score = player_status.score + SCORE_DISTRO;
770       player_status.distros++;
771       break;
772                                                                                 
773     case 2: // Add a fire flower upgrade!
774       if (player->size == SMALL)     /* Tux is small, add mints! */
775         add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
776       else     /* Tux is big, add a fireflower: */
777         add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
778       sound_manager->play_sound(sounds[SND_UPGRADE]);
779       break;
780                                                                                 
781     case 5: // Add an ice flower upgrade!
782       if (player->size == SMALL)     /* Tux is small, add mints! */
783         add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
784       else     /* Tux is big, add an iceflower: */
785         add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
786       sound_manager->play_sound(sounds[SND_UPGRADE]);
787       break;
788                                                                                 
789     case 3: // Add a golden herring
790       add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
791       break;
792                                                                                 
793     case 4: // Add a 1up extra
794       add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
795       break;
796     default:
797       break;
798     }
799                                                                                 
800   /* Empty the box: */
801   solids->change_at(pos, tile->next_tile);
802 }
803                                                                                 
804 /* Try to grab a distro: */
805 void
806 Sector::trygrabdistro(const Vector& pos, int bounciness)
807 {
808   Tile* tile = solids->get_tile_at(pos);
809   if (!tile)
810   {
811     /*char errmsg[64];
812     sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
813     throw SuperTuxException(errmsg, __FILE__, __LINE__); */
814     
815     //Bad tiles (i.e. tiles that are not defined in supertux.stgt but appear in the map) are changed to ID 0 (blank tile)
816     std::cout << "Warning: Undefined tile at " <<(int)pos.x/32 << "/" << (int)pos.y/32 << " (ID: " << (int)solids->get_tile_id_at(pos).id << ")" << std::endl;
817     solids->change_at(pos,0);
818     tile = solids->get_tile_at(pos);
819   }
820
821
822   if (!(tile->attributes & Tile::COIN))
823     return;
824
825   solids->change_at(pos, tile->next_tile);
826   sound_manager->play_sound(sounds[SND_DISTRO]);
827                                                                             
828   if (bounciness == BOUNCE)
829     {
830       add_bouncy_distro(Vector(((int)(pos.x + 1) / 32) * 32,
831                               (int)(pos.y / 32) * 32));
832     }
833                                                                             
834   player_status.score = player_status.score + SCORE_DISTRO;
835   player_status.distros++;
836
837 }
838                                                                                 
839 /* Try to bump a bad guy from below: */
840 void
841 Sector::trybumpbadguy(const Vector& pos)
842 {
843   // Bad guys:
844   for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
845     {
846       if ((*i)->base.x >= pos.x - 32 && (*i)->base.x <= pos.x + 32 &&
847           (*i)->base.y >= pos.y - 16 && (*i)->base.y <= pos.y + 16)
848         {
849           (*i)->collision(player, CO_PLAYER, COLLISION_BUMP);
850         }
851     }
852                                                                                 
853   // Upgrades:
854   for (unsigned int i = 0; i < upgrades.size(); i++)
855     {
856       if (upgrades[i]->base.height == 32 &&
857           upgrades[i]->base.x >= pos.x - 32 && upgrades[i]->base.x <= pos.x + 32 &&
858           upgrades[i]->base.y >= pos.y - 16 && upgrades[i]->base.y <= pos.y + 16)
859         {
860           upgrades[i]->collision(player, CO_PLAYER, COLLISION_BUMP);
861         }
862     }
863 }
864
865 void
866 Sector::load_music()
867 {
868   char* song_path;
869   char* song_subtitle;
870                                                                                 
871   level_song = sound_manager->load_music(datadir + "/music/" + song_title);
872                                                                                 
873   song_path = (char *) malloc(sizeof(char) * datadir.length() +
874                               strlen(song_title.c_str()) + 8 + 5);
875   song_subtitle = strdup(song_title.c_str());
876   strcpy(strstr(song_subtitle, "."), "\0");
877   sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
878           song_subtitle, strstr(song_title.c_str(), "."));
879   if(!sound_manager->exists_music(song_path)) {
880     level_song_fast = level_song;
881   } else {
882     level_song_fast = sound_manager->load_music(song_path);
883   }
884   free(song_subtitle);
885   free(song_path);
886 }
887
888 void
889 Sector::play_music(int type)
890 {
891   currentmusic = type;
892   switch(currentmusic) {
893     case HURRYUP_MUSIC:
894       sound_manager->play_music(level_song_fast);
895       break;
896     case LEVEL_MUSIC:
897       sound_manager->play_music(level_song);
898       break;
899     case HERRING_MUSIC:
900       sound_manager->play_music(herring_song);
901       break;
902     default:
903       sound_manager->halt_music();
904       break;
905   }
906 }
907
908 int
909 Sector::get_music_type()
910 {
911   return currentmusic;
912 }