Changes:
[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   for(GameObjects::iterator i = gameobjects.begin();
271       i != gameobjects.end(); ++i) {
272     Serializable* serializable = dynamic_cast<Serializable*> (*i);
273     if(serializable)
274       serializable->write(writer);
275   }
276 }
277
278 void
279 Sector::add_object(GameObject* object)
280 {
281   gameobjects_new.push_back(object);
282 }
283
284 void
285 Sector::activate(const std::string& spawnpoint)
286 {
287   _current = this;
288
289   // Apply bonuses from former levels
290   switch (player_status.bonus)
291     {
292     case PlayerStatus::NO_BONUS:
293       break;
294                                                                                 
295     case PlayerStatus::FLOWER_BONUS:
296       player->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
297       // fall through
298                                                                                 
299     case PlayerStatus::GROWUP_BONUS:
300       player->grow(false);
301       break;
302     }
303
304   SpawnPoint* sp = 0;
305   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
306       ++i) {
307     if((*i)->name == spawnpoint) {
308       sp = *i;
309       break;
310     }
311   }
312   if(!sp) {
313     std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
314   } else {
315     player->move(sp->pos);
316   }
317
318   camera->reset(Vector(player->base.x, player->base.y));
319 }
320
321 void
322 Sector::action(float elapsed_time)
323 {
324   player->check_bounds(camera);
325                                                                                 
326   /* update objects (don't use iterators here, because the list might change
327    * during the iteration)
328    */
329   for(size_t i = 0; i < gameobjects.size(); ++i)
330     if(gameobjects[i]->is_valid())
331       gameobjects[i]->action(elapsed_time);
332                                                                                 
333   /* Handle all possible collisions. */
334   collision_handler();
335                                                                                 
336   update_game_objects();
337 }
338
339 void
340 Sector::update_game_objects()
341 {
342   /** cleanup marked objects */
343   for(std::vector<GameObject*>::iterator i = gameobjects.begin();
344       i != gameobjects.end(); /* nothing */) {
345     if((*i)->is_valid() == false) {
346       BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
347       if(badguy) {
348         badguys.erase(std::remove(badguys.begin(), badguys.end(), badguy),
349             badguys.end());
350       }
351       Bullet* bullet = dynamic_cast<Bullet*> (*i);
352       if(bullet) {
353         bullets.erase(
354             std::remove(bullets.begin(), bullets.end(), bullet),
355             bullets.end());
356       }
357       InteractiveObject* interactive_object =
358           dynamic_cast<InteractiveObject*> (*i);
359       if(interactive_object) {
360         interactive_objects.erase(
361             std::remove(interactive_objects.begin(), interactive_objects.end(),
362                 interactive_object), interactive_objects.end());
363       }
364       Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
365       if(upgrade) {
366         upgrades.erase(
367             std::remove(upgrades.begin(), upgrades.end(), upgrade),
368             upgrades.end());
369       }
370       Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
371       if(trampoline) {
372         trampolines.erase(
373             std::remove(trampolines.begin(), trampolines.end(), trampoline),
374             trampolines.end());
375       }
376       FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
377       if(flying_platform) {
378         flying_platforms.erase(
379             std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
380             flying_platforms.end());
381       }
382                                                                                 
383       delete *i;
384       i = gameobjects.erase(i);
385     } else {
386       ++i;
387     }
388   }
389
390   /* add newly created objects */
391   for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
392       i != gameobjects_new.end(); ++i)
393   {
394           BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
395           if(badguy)
396             badguys.push_back(badguy);
397           Bullet* bullet = dynamic_cast<Bullet*> (*i);
398           if(bullet)
399             bullets.push_back(bullet);
400           Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
401           if(upgrade)
402             upgrades.push_back(upgrade);
403           Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
404           if(trampoline)
405             trampolines.push_back(trampoline);
406           FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
407           if(flying_platform)
408             flying_platforms.push_back(flying_platform);
409           InteractiveObject* interactive_object 
410               = dynamic_cast<InteractiveObject*> (*i);
411           if(interactive_object)
412             interactive_objects.push_back(interactive_object);
413
414           gameobjects.push_back(*i);
415   }
416   gameobjects_new.clear();
417 }
418
419 void
420 Sector::draw(DrawingContext& context)
421 {
422   context.push_transform();
423   context.set_translation(camera->get_translation());
424   
425   for(GameObjects::iterator i = gameobjects.begin();
426       i != gameobjects.end(); ++i) {
427     if( (*i)->is_valid() )
428       (*i)->draw(context);
429   }
430
431   context.pop_transform();
432 }
433
434 void
435 Sector::collision_handler()
436 {
437   // CO_BULLET & CO_BADGUY check
438   for(unsigned int i = 0; i < bullets.size(); ++i)
439     {
440       for (BadGuys::iterator j = badguys.begin(); j != badguys.end(); ++j)
441         {
442           if((*j)->dying != DYING_NOT)
443             continue;
444                                                                                 
445           if(rectcollision(bullets[i]->base, (*j)->base))
446             {
447               // We have detected a collision and now call the
448               // collision functions of the collided objects.
449               (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
450               bullets[i]->collision(CO_BADGUY);
451               break; // bullet is invalid now, so break
452             }
453         }
454     }
455                                                                                 
456   /* CO_BADGUY & CO_BADGUY check */
457   for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
458     {
459       if((*i)->dying != DYING_NOT)
460         continue;
461                                                                                 
462       BadGuys::iterator j = i;
463       ++j;
464       for (; j != badguys.end(); ++j)
465         {
466           if(j == i || (*j)->dying != DYING_NOT)
467             continue;
468                                                                                 
469           if(rectcollision((*i)->base, (*j)->base))
470             {
471               // We have detected a collision and now call the
472               // collision functions of the collided objects.
473               (*j)->collision(*i, CO_BADGUY);
474               (*i)->collision(*j, CO_BADGUY);
475             }
476         }
477     }
478   if(player->dying != DYING_NOT) return;
479                                                                                 
480   // CO_BADGUY & CO_PLAYER check
481   for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
482     {
483       if((*i)->dying != DYING_NOT)
484         continue;
485                                                                                 
486       if(rectcollision_offset((*i)->base, player->base, 0, 0))
487         {
488           // We have detected a collision and now call the collision
489           // functions of the collided objects.
490           if (player->previous_base.y < player->base.y &&
491               player->previous_base.y + player->previous_base.height
492               < (*i)->base.y + (*i)->base.height/2
493               && !player->invincible_timer.started())
494             {
495               (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
496             }
497           else
498             {
499               player->collision(*i, CO_BADGUY);
500               (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
501             }
502         }
503     }
504                                                                                 
505   // CO_UPGRADE & CO_PLAYER check
506   for(unsigned int i = 0; i < upgrades.size(); ++i)
507     {
508       if(rectcollision(upgrades[i]->base, player->base))
509         {
510           // We have detected a collision and now call the collision
511           // functions of the collided objects.
512           upgrades[i]->collision(player, CO_PLAYER, COLLISION_NORMAL);
513         }
514     }
515                                                                                 
516   // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
517   for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
518   {
519     if (rectcollision((*i)->base, player->base))
520     {
521       if (player->previous_base.y < player->base.y &&
522           player->previous_base.y + player->previous_base.height
523           < (*i)->base.y + (*i)->base.height/2)
524       {
525         (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
526       }
527       else if (player->previous_base.y <= player->base.y)
528       {
529         player->collision(*i, CO_TRAMPOLINE);
530         (*i)->collision(player, CO_PLAYER, COLLISION_NORMAL);
531       }
532     }
533   }
534                                                                                 
535   // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
536   for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
537   {
538     if (rectcollision((*i)->base, player->base))
539     {
540       if (player->previous_base.y < player->base.y &&
541           player->previous_base.y + player->previous_base.height
542           < (*i)->base.y + (*i)->base.height/2)
543       {
544         (*i)->collision(player, CO_PLAYER, COLLISION_SQUISH);
545         player->collision(*i, CO_FLYING_PLATFORM);
546       }
547 /*      else if (player->previous_base.y <= player->base.y)
548       {
549       }*/
550     }
551   }
552 }
553
554 void
555 Sector::add_score(const Vector& pos, int s)
556 {
557   player_status.score += s;
558                                                                                 
559   add_object(new FloatingScore(pos, s));
560 }
561                                                                                 
562 void
563 Sector::add_bouncy_distro(const Vector& pos)
564 {
565   add_object(new BouncyDistro(pos));
566 }
567                                                                                 
568 void
569 Sector::add_broken_brick(const Vector& pos, Tile* tile)
570 {
571   add_broken_brick_piece(pos, Vector(-1, -4), tile);
572   add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
573                                                                                 
574   add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
575   add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
576 }
577                                                                                 
578 void
579 Sector::add_broken_brick_piece(const Vector& pos, const Vector& movement,
580     Tile* tile)
581 {
582   add_object(new BrokenBrick(tile, pos, movement));
583 }
584                                                                                 
585 void
586 Sector::add_bouncy_brick(const Vector& pos)
587 {
588   add_object(new BouncyBrick(pos));
589 }
590
591 BadGuy*
592 Sector::add_bad_guy(float x, float y, BadGuyKind kind)
593 {
594   BadGuy* badguy = new BadGuy(kind, x, y);
595   add_object(badguy);
596   return badguy;
597 }
598                                                                                 
599 void
600 Sector::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
601 {
602   add_object(new Upgrade(pos, dir, kind));
603 }
604                                                                                 
605 bool
606 Sector::add_bullet(const Vector& pos, float xm, Direction dir)
607 {
608   if(player->got_power == Player::FIRE_POWER)
609     {
610     if(bullets.size() > MAX_FIRE_BULLETS-1)
611       return false;
612     }
613   else if(player->got_power == Player::ICE_POWER)
614     {
615     if(bullets.size() > MAX_ICE_BULLETS-1)
616       return false;
617     }
618                                                                                 
619   Bullet* new_bullet = 0;
620   if(player->got_power == Player::FIRE_POWER)
621     new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
622   else if(player->got_power == Player::ICE_POWER)
623     new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
624   else
625     throw std::runtime_error("wrong bullet type.");
626   add_object(new_bullet);
627                                                                                 
628   sound_manager->play_sound(sounds[SND_SHOOT]);
629                                                                                 
630   return true;
631 }
632
633 /* Break a brick: */
634 bool
635 Sector::trybreakbrick(const Vector& pos, bool small)
636 {
637   Tile* tile = solids->get_tile_at(pos);
638   if (!tile)
639   {
640     char errmsg[64];
641     sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
642     throw SuperTuxException(errmsg, __FILE__, __LINE__);
643   }
644
645   if (tile->attributes & Tile::BRICK)
646     {
647       if (tile->data > 0)
648         {
649           /* Get a distro from it: */
650           add_bouncy_distro(
651               Vector(((int)(pos.x + 1) / 32) * 32, (int)(pos.y / 32) * 32));
652                                                                                 
653           // TODO: don't handle this in a global way but per-tile...
654           if (!counting_distros)
655             {
656               counting_distros = true;
657               distro_counter = 5;
658             }
659           else
660             {
661               distro_counter--;
662             }
663                                                                                 
664           if (distro_counter <= 0)
665             {
666               counting_distros = false;
667               solids->change_at(pos, tile->next_tile);
668             }
669                                                                                 
670           sound_manager->play_sound(sounds[SND_DISTRO]);
671           player_status.score = player_status.score + SCORE_DISTRO;
672           player_status.distros++;
673           return true;
674         }
675       else if (!small)
676         {
677           /* Get rid of it: */
678           solids->change_at(pos, tile->next_tile);
679                                                                                 
680           /* Replace it with broken bits: */
681           add_broken_brick(Vector(
682                                  ((int)(pos.x + 1) / 32) * 32,
683                                  (int)(pos.y / 32) * 32), tile);
684                                                                                 
685           /* Get some score: */
686           sound_manager->play_sound(sounds[SND_BRICK]);
687           player_status.score = player_status.score + SCORE_BRICK;
688                                                                                 
689           return true;
690         }
691     }
692                                                                                 
693   return false;
694 }
695                                                                                 
696 /* Empty a box: */
697 void
698 Sector::tryemptybox(const Vector& pos, Direction col_side)
699 {
700   Tile* tile = solids->get_tile_at(pos);
701   if (!tile)
702   {
703     char errmsg[64];
704     sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
705     throw SuperTuxException(errmsg, __FILE__, __LINE__);
706   }
707
708
709   if (!(tile->attributes & Tile::FULLBOX))
710     return;
711                                                                                 
712   // according to the collision side, set the upgrade direction
713   if(col_side == LEFT)
714     col_side = RIGHT;
715   else
716     col_side = LEFT;
717                                                                                 
718   int posx = ((int)(pos.x+1) / 32) * 32;
719   int posy = (int)(pos.y/32) * 32 - 32;
720   switch(tile->data)
721     {
722     case 1: // Box with a distro!
723       add_bouncy_distro(Vector(posx, posy));
724       sound_manager->play_sound(sounds[SND_DISTRO]);
725       player_status.score = player_status.score + SCORE_DISTRO;
726       player_status.distros++;
727       break;
728                                                                                 
729     case 2: // Add a fire flower upgrade!
730       if (player->size == SMALL)     /* Tux is small, add mints! */
731         add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
732       else     /* Tux is big, add a fireflower: */
733         add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
734       sound_manager->play_sound(sounds[SND_UPGRADE]);
735       break;
736                                                                                 
737     case 5: // Add an ice flower upgrade!
738       if (player->size == SMALL)     /* Tux is small, add mints! */
739         add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
740       else     /* Tux is big, add an iceflower: */
741         add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
742       sound_manager->play_sound(sounds[SND_UPGRADE]);
743       break;
744                                                                                 
745     case 3: // Add a golden herring
746       add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
747       break;
748                                                                                 
749     case 4: // Add a 1up extra
750       add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
751       break;
752     default:
753       break;
754     }
755                                                                                 
756   /* Empty the box: */
757   solids->change_at(pos, tile->next_tile);
758 }
759                                                                                 
760 /* Try to grab a distro: */
761 void
762 Sector::trygrabdistro(const Vector& pos, int bounciness)
763 {
764   Tile* tile = solids->get_tile_at(pos);
765   if (!tile)
766   {
767     /*char errmsg[64];
768     sprintf(errmsg, "Invalid tile at %i,%i", (int)((pos.x+1)/32*32), (int)((pos.y+1)/32*32));
769     throw SuperTuxException(errmsg, __FILE__, __LINE__); */
770     
771     //Bad tiles (i.e. tiles that are not defined in supertux.stgt but appear in the map) are changed to ID 0 (blank tile)
772     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;
773     solids->change_at(pos,0);
774     tile = solids->get_tile_at(pos);
775   }
776
777
778   if (!(tile->attributes & Tile::COIN))
779     return;
780
781   solids->change_at(pos, tile->next_tile);
782   sound_manager->play_sound(sounds[SND_DISTRO]);
783                                                                             
784   if (bounciness == BOUNCE)
785     {
786       add_bouncy_distro(Vector(((int)(pos.x + 1) / 32) * 32,
787                               (int)(pos.y / 32) * 32));
788     }
789                                                                             
790   player_status.score = player_status.score + SCORE_DISTRO;
791   player_status.distros++;
792
793 }
794                                                                                 
795 /* Try to bump a bad guy from below: */
796 void
797 Sector::trybumpbadguy(const Vector& pos)
798 {
799   // Bad guys:
800   for (BadGuys::iterator i = badguys.begin(); i != badguys.end(); ++i)
801     {
802       if ((*i)->base.x >= pos.x - 32 && (*i)->base.x <= pos.x + 32 &&
803           (*i)->base.y >= pos.y - 16 && (*i)->base.y <= pos.y + 16)
804         {
805           (*i)->collision(player, CO_PLAYER, COLLISION_BUMP);
806         }
807     }
808                                                                                 
809   // Upgrades:
810   for (unsigned int i = 0; i < upgrades.size(); i++)
811     {
812       if (upgrades[i]->base.height == 32 &&
813           upgrades[i]->base.x >= pos.x - 32 && upgrades[i]->base.x <= pos.x + 32 &&
814           upgrades[i]->base.y >= pos.y - 16 && upgrades[i]->base.y <= pos.y + 16)
815         {
816           upgrades[i]->collision(player, CO_PLAYER, COLLISION_BUMP);
817         }
818     }
819 }
820
821 void
822 Sector::load_music()
823 {
824   char* song_path;
825   char* song_subtitle;
826                                                                                 
827   level_song = sound_manager->load_music(datadir + "/music/" + song_title);
828                                                                                 
829   song_path = (char *) malloc(sizeof(char) * datadir.length() +
830                               strlen(song_title.c_str()) + 8 + 5);
831   song_subtitle = strdup(song_title.c_str());
832   strcpy(strstr(song_subtitle, "."), "\0");
833   sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
834           song_subtitle, strstr(song_title.c_str(), "."));
835   if(!sound_manager->exists_music(song_path)) {
836     level_song_fast = level_song;
837   } else {
838     level_song_fast = sound_manager->load_music(song_path);
839   }
840   free(song_subtitle);
841   free(song_path);
842 }
843
844 void
845 Sector::play_music(int type)
846 {
847   currentmusic = type;
848   switch(currentmusic) {
849     case HURRYUP_MUSIC:
850       sound_manager->play_music(level_song_fast);
851       break;
852     case LEVEL_MUSIC:
853       sound_manager->play_music(level_song);
854       break;
855     case HERRING_MUSIC:
856       sound_manager->play_music(herring_song);
857       break;
858     default:
859       sound_manager->halt_music();
860       break;
861   }
862 }
863
864 int
865 Sector::get_music_type()
866 {
867   return currentmusic;
868 }