missing assert
[supertux.git] / src / sector.cpp
index 795dc78..46298c6 100644 (file)
 #include "lisp/list_iterator.h"
 #include "tile.h"
 #include "audio/sound_manager.h"
-#include "gameloop.h"
+#include "game_session.h"
 #include "resources.h"
 #include "statistics.h"
 #include "collision_grid.h"
 #include "collision_grid_iterator.h"
 #include "object_factory.h"
-#include "special/collision.h"
+#include "collision.h"
 #include "math/rectangle.h"
 #include "math/aatriangle.h"
 #include "object/coin.h"
@@ -56,6 +56,7 @@
 #include "badguy/jumpy.h"
 #include "badguy/spike.h"
 #include "trigger/sequence_trigger.h"
+#include "player_status.h"
 
 //#define USE_GRID
 
@@ -66,7 +67,7 @@ Sector::Sector()
     currentmusic(LEVEL_MUSIC)
 {
   song_title = "Mortimers_chipdisko.mod";
-  player = new Player();
+  player = new Player(&player_status);
   add_object(player);
 
   grid = new CollisionGrid(32000, 32000);
@@ -157,14 +158,15 @@ Sector::parse(const lisp::Lisp& sector)
 
   update_game_objects();
   fix_old_tiles();
-  update_game_objects();
   if(!camera) {
     std::cerr << "sector '" << name << "' does not contain a camera.\n";
-    camera = new Camera(this);
-    add_object(camera);
+    update_game_objects();
+    add_object(new Camera(this));
   }
   if(!solids)
     throw std::runtime_error("sector does not contain a solid tile layer.");
+
+  update_game_objects();
 }
 
 void
@@ -392,23 +394,6 @@ Sector::add_object(GameObject* object)
 void
 Sector::activate(const std::string& spawnpoint)
 {
-  _current = this;
-
-  // Apply bonuses from former levels
-  switch (player_status.bonus)
-    {
-    case PlayerStatus::NO_BONUS:
-      break;
-                                                                                
-    case PlayerStatus::FLOWER_BONUS:
-      player->got_power = Player::FIRE_POWER;  // FIXME: add ice power to here
-      // fall through
-                                                                                
-    case PlayerStatus::GROWUP_BONUS:
-      player->grow(false);
-      break;
-    }
-
   SpawnPoint* sp = 0;
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i) {
@@ -416,30 +401,26 @@ Sector::activate(const std::string& spawnpoint)
       sp = *i;
       break;
     }
-  }
+  }                                                                           
   if(!sp) {
     std::cerr << "Spawnpoint '" << spawnpoint << "' not found.\n";
+    if(spawnpoint != "main") {
+      activate("main");
+    } else {
+      activate(Vector(0, 0));
+    }
   } else {
-    player->move(sp->pos);
+    activate(sp->pos);
   }
-
-  camera->reset(player->get_pos());
 }
 
-Vector
-Sector::get_best_spawn_point(Vector pos)
+void
+Sector::activate(const Vector& player_pos)
 {
-  Vector best_reset_point = Vector(-1,-1);
-
-  for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
-      ++i) {
-    if((*i)->name != "main")
-      continue;
-    if((*i)->pos.x > best_reset_point.x && (*i)->pos.x < pos.x)
-      best_reset_point = (*i)->pos;
-  }
+  _current = this;
 
-  return best_reset_point;
+  player->move(player_pos);
+  camera->reset(player->get_pos());
 }
 
 Rectangle
@@ -745,25 +726,22 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   // TODO remove this function and move these checks elsewhere...
   static const size_t MAX_FIRE_BULLETS = 2;
   static const size_t MAX_ICE_BULLETS = 1;
-    
-  if(player->got_power == Player::FIRE_POWER) {
+
+  Bullet* new_bullet = 0;
+  if(player_status.bonus == FIRE_BONUS) {
     if(bullets.size() > MAX_FIRE_BULLETS-1)
       return false;
-  } else if(player->got_power == Player::ICE_POWER) {
+    new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
+  } else if(player_status.bonus == ICE_BONUS) {
     if(bullets.size() > MAX_ICE_BULLETS-1)
       return false;
-  }
-                                                                                
-  Bullet* new_bullet = 0;
-  if(player->got_power == Player::FIRE_POWER)
-    new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
-  else if(player->got_power == Player::ICE_POWER)
     new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
-  else
-    throw std::runtime_error("wrong bullet type.");
+  } else {
+    return false;
+  }
   add_object(new_bullet);
 
-  SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
+  sound_manager->play_sound("shoot");
 
   return true;
 }
@@ -784,47 +762,28 @@ Sector::add_floating_text(const Vector& pos, const std::string& text)
 void
 Sector::load_music()
 {
-  char* song_path;
-  char* song_subtitle;
-                                                                                
-  level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
-                                                                                
-  song_path = (char *) malloc(sizeof(char) * datadir.length() +
-                              strlen(song_title.c_str()) + 8 + 5);
-  song_subtitle = strdup(song_title.c_str());
-  strcpy(strstr(song_subtitle, "."), "\0");
-  sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
-          song_subtitle, strstr(song_title.c_str(), "."));
-  if(!SoundManager::get()->exists_music(song_path)) {
-    level_song_fast = level_song;
-  } else {
-    level_song_fast = SoundManager::get()->load_music(song_path);
-  }
-  free(song_subtitle);
-  free(song_path);
+  level_song = sound_manager->load_music(
+    get_resource_filename("/music/" + song_title));
 }
 
 void
-Sector::play_music(int type)
+Sector::play_music(MusicType type)
 {
   currentmusic = type;
   switch(currentmusic) {
-    case HURRYUP_MUSIC:
-      SoundManager::get()->play_music(level_song_fast);
-      break;
     case LEVEL_MUSIC:
-      SoundManager::get()->play_music(level_song);
+      sound_manager->play_music(level_song);
       break;
     case HERRING_MUSIC:
-      SoundManager::get()->play_music(herring_song);
+      sound_manager->play_music(herring_song);
       break;
     default:
-      SoundManager::get()->halt_music();
+      sound_manager->halt_music();
       break;
   }
 }
 
-int
+MusicType
 Sector::get_music_type()
 {
   return currentmusic;