- did some C++ifying. let's try to follow suit :)
[supertux.git] / src / sector.cpp
index b9b959a..252cafb 100644 (file)
 //  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.
-#include "sector.h"
 
 #include <memory>
 #include <stdexcept>
 #include <iostream>
 #include <fstream>
 #include <stdexcept>
-#include "lispreader.h"
 
+#include "sector.h"
+#include "lispreader.h"
 #include "badguy.h"
 #include "special.h"
 #include "gameobjs.h"
@@ -274,28 +274,7 @@ Sector::write(LispWriter& writer)
 void
 Sector::add_object(GameObject* object)
 {
-  // XXX a bit hackish, at least try to keep the number of these things down...
-  BadGuy* badguy = dynamic_cast<BadGuy*> (object);
-  if(badguy)
-    badguys.push_back(badguy);
-  Bullet* bullet = dynamic_cast<Bullet*> (object);
-  if(bullet)
-    bullets.push_back(bullet);
-  Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
-  if(upgrade)
-    upgrades.push_back(upgrade);
-  Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
-  if(trampoline)
-    trampolines.push_back(trampoline);
-  FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
-  if(flying_platform)
-    flying_platforms.push_back(flying_platform);
-  InteractiveObject* interactive_object 
-      = dynamic_cast<InteractiveObject*> (object);
-  if(interactive_object)
-    interactive_objects.push_back(interactive_object);
-
-  gameobjects.push_back(object);
+  gameobjects_new.push_back(object);
 }
 
 void
@@ -397,6 +376,35 @@ Sector::action(float elapsed_time)
       ++i;
     }
   }
+
+  /* add newly created objects */
+  for(std::vector<GameObject*>::iterator i = gameobjects_new.begin();
+      i != gameobjects_new.end(); ++i)
+  {
+          BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+          if(badguy)
+            badguys.push_back(badguy);
+          Bullet* bullet = dynamic_cast<Bullet*> (*i);
+          if(bullet)
+            bullets.push_back(bullet);
+          Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
+          if(upgrade)
+            upgrades.push_back(upgrade);
+          Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+          if(trampoline)
+            trampolines.push_back(trampoline);
+          FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
+          if(flying_platform)
+            flying_platforms.push_back(flying_platform);
+          InteractiveObject* interactive_object 
+              = dynamic_cast<InteractiveObject*> (*i);
+          if(interactive_object)
+            interactive_objects.push_back(interactive_object);
+
+          gameobjects.push_back(*i);
+  }
+  gameobjects_new.clear();
+
 }
 
 void