int total_coins = 0;
for(Sectors::iterator i = sectors.begin(); i != sectors.end(); ++i) {
Sector* sector = *i;
- for(Sector::GameObjects::iterator o = sector->gameobjects.begin();
- o != sector->gameobjects.end(); ++o) {
- Coin* coin = dynamic_cast<Coin*> (*o);
+ for(auto o = sector->gameobjects.begin(); o != sector->gameobjects.end(); ++o) {
+ Coin* coin = dynamic_cast<Coin*>(o->get());
if(coin)
{
total_coins++;
continue;
}
- BonusBlock *block = dynamic_cast<BonusBlock*> (*o);
+ BonusBlock *block = dynamic_cast<BonusBlock*>(o->get());
if(block)
{
if (block->contents == BonusBlock::CONTENT_COIN)
continue;
}
}
- GoldBomb *goldbomb = dynamic_cast<GoldBomb*> (*o);
+ GoldBomb *goldbomb = dynamic_cast<GoldBomb*>(o->get());
if(goldbomb)
total_coins += 10;
}
Level::get_total_secrets()
{
int total_secrets = 0;
- for(Sectors::iterator i = sectors.begin(); i != sectors.end(); ++i)
+ for(auto i = sectors.begin(); i != sectors.end(); ++i)
total_secrets += (*i)->get_total_count<SecretAreaTrigger>();
return total_secrets;
}