// 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"
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
++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