Changed the way the scrolling was calculated. Instead of calculating it relatively...
[supertux.git] / src / world.h
index ddbedd4..57d803d 100644 (file)
@@ -37,28 +37,30 @@ class Level;
     bouncy distros, etc) that are needed to run a game. */
 class World
 {
- public:
+private:
+  typedef std::list<BadGuy*> BadGuys;
+  BadGuys bad_guys;
+  BadGuys bad_guys_to_add;
   Level* level;
-
   Player tux;
-  
-  std::vector<BouncyDistro> bouncy_distros;
-  std::vector<BrokenBrick>  broken_bricks;
-  std::vector<BouncyBrick>  bouncy_bricks;
-  std::vector<FloatingScore> floating_scores;
-
-  std::vector<BadGuy> bad_guys;
-  std::vector<Upgrade> upgrades;
-  std::vector<Bullet> bullets;
-  std::vector<ParticleSystem*> particle_systems;
 
   int distro_counter;
   bool counting_distros;
-
   int currentmusic;
 
   static World* current_;
- public:
+public:
+  std::vector<BouncyDistro*> bouncy_distros;
+  std::vector<BrokenBrick*>  broken_bricks;
+  std::vector<BouncyBrick*>  bouncy_bricks;
+  std::vector<FloatingScore*> floating_scores;
+
+  std::vector<Upgrade> upgrades;
+  std::vector<Bullet> bullets;
+  typedef std::vector<ParticleSystem*> ParticleSystems;
+  ParticleSystems particle_systems;
+
+public:
   static World* current() { return current_; }
   static void set_current(World* w) { current_ = w; }
 
@@ -74,6 +76,7 @@ class World
 
   void draw();
   void action(double frame_ratio);
+  void keep_in_bounds();
 
   void play_music(int musictype);
   int get_music_type();
@@ -92,7 +95,9 @@ class World
   void add_broken_brick(Tile* tile, float x, float y);
   void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
   void add_bouncy_brick(float x, float y);
-  void add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
+
+  BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
+
   void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
   void add_bullet(float x, float y, float xm, Direction dir);
 
@@ -108,6 +113,10 @@ class World
   /** Try to bumb a badguy that might we walking above Tux, thus shaking
       the tile which the badguy is walking on an killing him this way */
   void trybumpbadguy(float x, float y);
+
+  /** Apply bonuses active in the player status, used to reactivate
+      bonuses from former levels */
+  void apply_bonuses();
 };
 
 /** FIMXE: Workaround for the leveleditor mainly */