-// $Id$
+// $Id: level_subset.cpp 3118 2006-03-25 17:29:08Z sommer $
//
// SuperTux
-// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
-// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms 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 <iostream>
-#include <math.h>
-#include <stdlib.h>
-#include <string.h>
-#include "globals.h"
-#include "scene.h"
-#include "screen.h"
-#include "defines.h"
-#include "world.h"
-#include "level.h"
-#include "tile.h"
-#include "resources.h"
-
-Surface* img_distro[4];
-
-World* World::current_ = 0;
-
-World::World(const std::string& filename)
-{
- // FIXME: Move this to action and draw and everywhere else where the
- // world calls child functions
- current_ = this;
-
- level = new Level(filename);
- tux.init();
-
- set_defaults();
-
- get_level()->load_gfx();
- activate_bad_guys();
- activate_objects();
- activate_particle_systems();
- get_level()->load_song();
-
- apply_bonuses();
-
- scrolling_timer.init(true);
-}
-
-World::World(const std::string& subset, int level_nr)
-{
- // FIXME: Move this to action and draw and everywhere else where the
- // world calls child functions
- current_ = this;
-
- level = new Level(subset, level_nr);
- tux.init();
-
- set_defaults();
-
- get_level()->load_gfx();
- activate_bad_guys();
- activate_objects();
- activate_particle_systems();
- get_level()->load_song();
-
- apply_bonuses();
-
- scrolling_timer.init(true);
+#include <config.h>
+
+#include <stddef.h>
+#include <physfs.h>
+#include <stdexcept>
+
+#include "world.hpp"
+#include "file_system.hpp"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "physfs/physfs_stream.hpp"
+#include "script_manager.hpp"
+#include "scripting/wrapper_util.hpp"
+#include "scripting/serialize.hpp"
+#include "msg.hpp"
+
+static bool has_suffix(const std::string& data, const std::string& suffix)
+{
+ if (data.length() >= suffix.length())
+ return data.compare(data.length() - suffix.length(), suffix.length(), suffix) == 0;
+ else
+ return false;
}
-void
-World::apply_bonuses()
+World::World()
{
- // Apply bonuses from former levels
- switch (player_status.bonus)
- {
- case PlayerStatus::NO_BONUS:
- break;
-
- case PlayerStatus::FLOWER_BONUS:
- tux.got_power = tux.FIRE_POWER; // FIXME: add ice power to here
- // fall through
-
- case PlayerStatus::GROWUP_BONUS:
- // FIXME: Move this to Player class
- tux.size = BIG;
- tux.base.height = 64;
- tux.base.y -= 32;
- break;
- }
+ is_levelset = true;
+ hide_from_contribs = false;
}
World::~World()
{
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- delete *i;
-
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- delete *i;
-
- for (ParticleSystems::iterator i = particle_systems.begin();
- i != particle_systems.end(); ++i)
- delete *i;
-
- for (std::vector<BouncyDistro*>::iterator i = bouncy_distros.begin();
- i != bouncy_distros.end(); ++i)
- delete *i;
-
- for (std::vector<BrokenBrick*>::iterator i = broken_bricks.begin();
- i != broken_bricks.end(); ++i)
- delete *i;
-
- for (std::vector<BouncyBrick*>::iterator i = bouncy_bricks.begin();
- i != bouncy_bricks.end(); ++i)
- delete *i;
-
- for (std::vector<FloatingScore*>::iterator i = floating_scores.begin();
- i != floating_scores.end(); ++i)
- delete *i;
-
- delete level;
}
void
-World::set_defaults()
+World::set_savegame_filename(const std::string& filename)
{
- // Set defaults:
- scroll_x = 0;
-
- player_status.score_multiplier = 1;
-
- counting_distros = false;
- distro_counter = 0;
-
- /* set current song/music */
- currentmusic = LEVEL_MUSIC;
+ this->savegame_filename = filename;
}
void
-World::activate_bad_guys()
+World::load(const std::string& filename)
{
- for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
- i != level->badguy_data.end();
- ++i)
- {
- add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
- }
-}
-
-void
-World::activate_objects()
-{
- for (std::vector< ObjectData<TrampolineData> >::iterator i = level->trampoline_data.begin();
- i != level->trampoline_data.end();
- ++i)
- {puts("fo");
- add_object<Trampoline, ObjectData<TrampolineData> >(*i);
- }
-}
-
-void
-World::activate_particle_systems()
-{
- if (level->particle_system == "clouds")
- {
- particle_systems.push_back(new CloudParticleSystem);
- }
- else if (level->particle_system == "snow")
- {
- particle_systems.push_back(new SnowParticleSystem);
- }
- else if (level->particle_system != "")
- {
- st_abort("unknown particle system specified in level", "");
- }
-}
-
-void
-World::draw()
-{
- int y,x;
-
- /* Draw the real background */
- drawgradient(level->bkgd_top, level->bkgd_bottom);
- if(level->img_bkgd)
- level->draw_bg();
-
-
- /* Draw particle systems (background) */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 0);
- }
-
- /* Draw background: */
- for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
- {
- for (x = 0; x < VISIBLE_TILES_X; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
- level->bg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* Draw interactive tiles: */
- for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
- {
- for (x = 0; x < VISIBLE_TILES_X; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
- level->ia_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* (Bouncy bricks): */
- for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_bricks[i]->draw();
-
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- (*i)->draw();
-
- for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
- (*i)->draw();
-
- tux.draw();
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].draw();
-
- for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_scores[i]->draw();
-
- for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrades[i].draw();
-
- for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
- bouncy_distros[i]->draw();
-
- for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_bricks[i]->draw();
-
- /* Draw foreground: */
- for (y = 0; y < VISIBLE_TILES_Y && y < level->height; ++y)
- {
- for (x = 0; x < VISIBLE_TILES_X; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32 - fmodf(scroll_y, 32),
- level->fg_tiles[(int)y + (int)(scroll_y / 32)][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* Draw particle systems (foreground) */
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 1);
- }
-}
-
-void
-World::action(double frame_ratio)
-{
- tux.action(frame_ratio);
- tux.check_bounds(level->back_scrolling, (bool)level->hor_autoscroll_speed);
- scrolling(frame_ratio);
-
- /* Handle bouncy distros: */
- for (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distros[i]->action(frame_ratio);
-
- /* Handle broken bricks: */
- for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_bricks[i]->action(frame_ratio);
-
- // Handle all kinds of game objects
- for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_bricks[i]->action(frame_ratio);
-
- for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_scores[i]->action(frame_ratio);
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].action(frame_ratio);
+ basedir = FileSystem::dirname(filename);
- for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrades[i].action(frame_ratio);
-
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- (*i)->action(frame_ratio);
-
- /* update particle systems */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->simulate(frame_ratio);
- }
-
- /* Handle all possible collisions. */
- collision_handler();
-
- // Cleanup marked badguys
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
- /* ++i handled at end of the loop */) {
- if ((*i)->is_removable()) {
- delete *i;
- i = bad_guys.erase(i);
- } else {
- ++i;
- }
- }
-}
-
-/* the space that it takes for the screen to start scrolling, regarding */
-/* screen bounds (in pixels) */
-// should be higher than screen->w/2 (400)
-#define X_SPACE (500-16)
-// should be less than screen->h/2 (300)
-#define Y_SPACE 250
-
-// the time it takes to move the camera (in ms)
-#define CHANGE_DIR_SCROLL_SPEED 2000
-
-/* This functions takes cares of the scrolling */
-void World::scrolling(double frame_ratio)
-{
- /* Y-axis scrolling */
-
- float tux_pos_y = tux.base.y + (tux.base.height/2);
-
- if(level->height > VISIBLE_TILES_Y-1)
- {
- if (scroll_y < tux_pos_y - (screen->h - Y_SPACE))
- scroll_y = tux_pos_y - (screen->h - Y_SPACE);
- else if (scroll_y > tux_pos_y - Y_SPACE)
- scroll_y = tux_pos_y - Y_SPACE;
- }
-
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_y > level->height * 32 - screen->h)
- scroll_y = level->height * 32 - screen->h;
- if(scroll_y < 0)
- scroll_y = 0;
-
- /* X-axis scrolling */
-
- /* Auto scrolling */
- if(level->hor_autoscroll_speed)
- {
- scroll_x += level->hor_autoscroll_speed * frame_ratio;
+ lisp::Parser parser;
+ std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
+
+ const lisp::Lisp* info = root->get_lisp("supertux-world");
+ if(info == NULL)
+ info = root->get_lisp("supertux-level-subset");
+ if(info == NULL)
+ throw std::runtime_error("File is not a world or levelsubset file");
+
+ hide_from_contribs = false;
+ is_levelset = true;
+
+ info->get("title", title);
+ info->get("description", description);
+ info->get("levelset", is_levelset);
+ info->get_vector("levels", levels);
+ info->get("hide-from-contribs", hide_from_contribs);
+
+ // Level info file doesn't define any levels, so read the
+ // directory to see what we can find
+
+ std::string path = basedir + "/";
+ char** files = PHYSFS_enumerateFiles(path.c_str());
+ if(!files) {
+ msg_warning << "Couldn't read subset dir '" << path << "'" << std::endl;
return;
}
-
- /* Horizontal backscrolling */
- float tux_pos_x = tux.base.x + (tux.base.width/2);
-
- if(tux.old_dir != tux.dir && level->back_scrolling)
- scrolling_timer.start(CHANGE_DIR_SCROLL_SPEED);
-
- bool right = false;
- bool left = false;
- if (tux.physic.get_velocity_x() > 0)
- right = true;
- else if (tux.physic.get_velocity_x() < 0)
- left = true;
- else
- {
- if (tux.dir == RIGHT)
- right = true;
- else
- left = true;
+ for(const char* const* filename = files; *filename != 0; ++filename) {
+ if(has_suffix(*filename, ".stl")) {
+ levels.push_back(path + *filename);
}
-
- if(scrolling_timer.check())
- {
- float final_scroll_x;
- if (right)
- final_scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else
- final_scroll_x = tux_pos_x - X_SPACE;
-
- scroll_x += (final_scroll_x - scroll_x)
- / (frame_ratio * (CHANGE_DIR_SCROLL_SPEED / 100))
- + (tux.physic.get_velocity_x() * frame_ratio + tux.physic.get_acceleration_x() * frame_ratio * frame_ratio);
- }
- else
- {
- if (right && scroll_x < tux_pos_x - (screen->w - X_SPACE))
- scroll_x = tux_pos_x - (screen->w - X_SPACE);
- else if (left && scroll_x > tux_pos_x - X_SPACE && level->back_scrolling)
- scroll_x = tux_pos_x - X_SPACE;
}
-
- // this code prevent the screen to scroll before the start or after the level's end
- if(scroll_x > level->width * 32 - screen->w)
- scroll_x = level->width * 32 - screen->w;
- if(scroll_x < 0)
- scroll_x = 0;
+ PHYSFS_freeList(files);
}
void
-World::collision_handler()
+World::run()
{
- // CO_BULLET & CO_BADGUY check
- for(unsigned int i = 0; i < bullets.size(); ++i)
- {
- for (BadGuys::iterator j = bad_guys.begin(); j != bad_guys.end(); ++j)
- {
- if((*j)->dying != DYING_NOT)
- continue;
-
- if(rectcollision(bullets[i].base, (*j)->base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- (*j)->collision(&bullets[i], CO_BULLET);
- bullets[i].collision(CO_BADGUY);
- break; // bullet is invalid now, so break
- }
- }
- }
-
- /* CO_BADGUY & CO_BADGUY check */
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- {
- if((*i)->dying != DYING_NOT)
- continue;
-
- BadGuys::iterator j = i;
- ++j;
- for (; j != bad_guys.end(); ++j)
- {
- if(j == i || (*j)->dying != DYING_NOT)
- continue;
-
- if(rectcollision((*i)->base, (*j)->base))
- {
- // We have detected a collision and now call the
- // collision functions of the collided objects.
- (*j)->collision(*i, CO_BADGUY);
- (*i)->collision(*j, CO_BADGUY);
- }
- }
- }
-
- if(tux.dying != DYING_NOT) return;
-
- // CO_BADGUY & CO_PLAYER check
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- {
- if((*i)->dying != DYING_NOT)
- continue;
-
- if(rectcollision_offset((*i)->base, tux.base, 0, 0))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- if (tux.previous_base.y < tux.base.y &&
- tux.previous_base.y + tux.previous_base.height
- < (*i)->base.y + (*i)->base.height/2
- && !tux.invincible_timer.started())
- {
- (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
- }
- else
- {
- tux.collision(*i, CO_BADGUY);
- (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
- }
- }
- }
-
- // CO_UPGRADE & CO_PLAYER check
- for(unsigned int i = 0; i < upgrades.size(); ++i)
- {
- if(rectcollision(upgrades[i].base, tux.base))
- {
- // We have detected a collision and now call the collision
- // functions of the collided objects.
- upgrades[i].collision(&tux, CO_PLAYER, COLLISION_NORMAL);
- }
- }
-}
-
-void
-World::add_score(float x, float y, int s)
-{
- player_status.score += s;
-
- FloatingScore* new_floating_score = new FloatingScore();
- new_floating_score->init(x-scroll_x, y-scroll_y, s);
- floating_scores.push_back(new_floating_score);
-}
-
-void
-World::add_bouncy_distro(float x, float y)
-{
- BouncyDistro* new_bouncy_distro = new BouncyDistro();
- new_bouncy_distro->init(x, y);
- bouncy_distros.push_back(new_bouncy_distro);
-}
-
-void
-World::add_broken_brick(Tile* tile, float x, float y)
-{
- add_broken_brick_piece(tile, x, y, -1, -4);
- add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
-
- add_broken_brick_piece(tile, x + 16, y, 1, -4);
- add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
-}
-
-void
-World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
-{
- BrokenBrick* new_broken_brick = new BrokenBrick();
- new_broken_brick->init(tile, x, y, xm, ym);
- broken_bricks.push_back(new_broken_brick);
-}
-
-void
-World::add_bouncy_brick(float x, float y)
-{
- BouncyBrick* new_bouncy_brick = new BouncyBrick();
- new_bouncy_brick->init(x,y);
- bouncy_bricks.push_back(new_bouncy_brick);
-}
+ // create new squirrel table for persisten game state
+ HSQUIRRELVM vm = ScriptManager::instance->get_vm();
-BadGuy*
-World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
-{
- BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
- bad_guys.push_back(badguy);
- return badguy;
-}
-
-template<class T, class U>
-T*
-World::add_object(U data)
-{
- T* tobject = new T(data);
- trampolines.push_back(tobject);
+ sq_pushroottable(vm);
+ sq_pushstring(vm, "state", -1);
+ sq_newtable(vm);
+ if(SQ_FAILED(sq_createslot(vm, -3)))
+ throw Scripting::SquirrelError(vm, "Couldn't create state table");
+ sq_pop(vm, 1);
+
+ std::string filename = basedir + "/world.nut";
+ IFileStream in(filename);
- return tobject;
+ HSQUIRRELVM new_vm = ScriptManager::instance->create_thread();
+ Scripting::compile_and_run(new_vm, in, filename);
}
void
-World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
+World::save()
{
- Upgrade new_upgrade;
- new_upgrade.init(x,y,dir,kind);
- upgrades.push_back(new_upgrade);
-}
+ lisp::Writer writer(savegame_filename);
-void
-World::add_bullet(float x, float y, float xm, Direction dir)
-{
- if(tux.got_power == tux.FIRE_POWER)
- {
- if(bullets.size() > MAX_FIRE_BULLETS-1)
- return;
- }
- else if(tux.got_power == tux.ICE_POWER)
- {
- if(bullets.size() > MAX_ICE_BULLETS-1)
- return;
- }
+ writer.start_list("supertux-savegame");
+ writer.write_int("version", 1);
- Bullet new_bullet;
- if(tux.got_power == tux.FIRE_POWER)
- new_bullet.init(x,y,xm,dir, FIRE_BULLET);
- else if(tux.got_power == tux.ICE_POWER)
- new_bullet.init(x,y,xm,dir, ICE_BULLET);
- bullets.push_back(new_bullet);
-
- play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
-}
+ writer.start_list("tux");
+ player_status->write(writer);
+ writer.end_list("tux");
-void
-World::play_music(int musictype)
-{
- currentmusic = musictype;
- switch(currentmusic) {
- case HURRYUP_MUSIC:
- music_manager->play_music(get_level()->get_level_music_fast());
- break;
- case LEVEL_MUSIC:
- music_manager->play_music(get_level()->get_level_music());
- break;
- case HERRING_MUSIC:
- music_manager->play_music(herring_song);
- break;
- default:
- music_manager->halt_music();
- break;
+ writer.start_list("state");
+ HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+ sq_pushroottable(vm);
+ sq_pushstring(vm, "state", -1);
+ if(SQ_SUCCEEDED(sq_get(vm, -2))) {
+ Scripting::save_squirrel_table(vm, -1, writer);
+ sq_pop(vm, 1);
}
-}
-
-int
-World::get_music_type()
-{
- return currentmusic;
-}
-
-/* Break a brick: */
-void
-World::trybreakbrick(float x, float y, bool small)
-{
- Level* plevel = get_level();
+ sq_pop(vm, 1);
+ writer.end_list("state");
- Tile* tile = gettile(x, y);
- if (tile->brick)
- {
- if (tile->data > 0)
- {
- /* Get a distro from it: */
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
-
- // TODO: don't handle this in a global way but per-tile...
- if (!counting_distros)
- {
- counting_distros = true;
- distro_counter = 5;
- }
- else
- {
- distro_counter--;
- }
-
- if (distro_counter <= 0)
- {
- counting_distros = false;
- plevel->change(x, y, TM_IA, tile->next_tile);
- }
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- player_status.score = player_status.score + SCORE_DISTRO;
- player_status.distros++;
- }
- else if (!small)
- {
- /* Get rid of it: */
- plevel->change(x, y, TM_IA, tile->next_tile);
-
- /* Replace it with broken bits: */
- add_broken_brick(tile,
- ((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
-
- /* Get some score: */
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
- player_status.score = player_status.score + SCORE_BRICK;
- }
- }
+ writer.end_list("supertux-savegame");
}
-/* Empty a box: */
-void
-World::tryemptybox(float x, float y, Direction col_side)
+const std::string&
+World::get_level_filename(unsigned int i) const
{
- Tile* tile = gettile(x,y);
- if (!tile->fullbox)
- return;
-
- // according to the collision side, set the upgrade direction
- if(col_side == LEFT)
- col_side = RIGHT;
- else
- col_side = LEFT;
-
- int posx = ((int)(x+1) / 32) * 32;
- int posy = (int)(y/32) * 32 - 32;
- switch(tile->data)
- {
- case 1: // Box with a distro!
- add_bouncy_distro(posx, posy);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- player_status.score = player_status.score + SCORE_DISTRO;
- player_status.distros++;
- break;
-
- case 2: // Add a fire flower upgrade!
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
- else /* Tux is big, add a fireflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_FIREFLOWER);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
- break;
-
- case 5: // Add an ice flower upgrade!
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
- else /* Tux is big, add an iceflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
- break;
-
- case 3: // Add a golden herring
- add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
- break;
-
- case 4: // Add a 1up extra
- add_upgrade(posx, posy, col_side, UPGRADE_1UP);
- break;
- default:
- break;
- }
-
- /* Empty the box: */
- level->change(x, y, TM_IA, tile->next_tile);
+ return levels[i];
}
-/* Try to grab a distro: */
-void
-World::trygrabdistro(float x, float y, int bounciness)
+unsigned int
+World::get_num_levels() const
{
- Tile* tile = gettile(x, y);
- if (tile && tile->distro)
- {
- level->change(x, y, TM_IA, tile->next_tile);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
-
- if (bounciness == BOUNCE)
- {
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
- }
-
- player_status.score = player_status.score + SCORE_DISTRO;
- player_status.distros++;
- }
+ return levels.size();
}
-/* Try to bump a bad guy from below: */
-void
-World::trybumpbadguy(float x, float y)
-{
- // Bad guys:
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- {
- if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
- (*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
- {
- (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
- }
- }
-
- // Upgrades:
- for (unsigned int i = 0; i < upgrades.size(); i++)
- {
- if (upgrades[i].base.height == 32 &&
- upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
- upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
- {
- upgrades[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
- }
- }
-}
-
-/* EOF */
-