X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fworld.h;h=072386f6907ed6e0066ee1667205e013db3e8e6f;hb=d27dac07ae2c7a7eb2f9886f9d341bc0fb663ab7;hp=a0d0b1934a0f61366924f9c5202e31fd61ea187e;hpb=9e082fc66762cb43a25955a971082a0a5aab0840;p=supertux.git diff --git a/src/world.h b/src/world.h index a0d0b1934..072386f69 100644 --- a/src/world.h +++ b/src/world.h @@ -1,7 +1,9 @@ // $Id$ // // SuperTux -// Copyright (C) 2004 SuperTux Development Team, see AUTHORS for details +// Copyright (C) 2000 Bill Kendrick +// Copyright (C) 2004 Tobias Glaesser +// Copyright (C) 2004 Ingo Ruhnke // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -28,86 +30,102 @@ #include "badguy.h" #include "particlesystem.h" #include "gameobjs.h" +#include "display_manager.h" class Level; +class Background; /** The World class holds a level and all the game objects (badguys, bouncy distros, etc) that are needed to run a game. */ class World { - public: +private: + typedef std::list BadGuys; + BadGuys bad_guys_to_add; + typedef std::list Trampolines; + Trampolines trampolines; + typedef std::list FlyingPlatforms; + FlyingPlatforms flying_platforms; Level* level; - - Player tux; - - std::vector bouncy_distros; - std::vector broken_bricks; - std::vector bouncy_bricks; - std::vector floating_scores; - - std::vector bad_guys; - std::vector upgrades; - std::vector bullets; - std::vector particle_systems; + Player* tux; int distro_counter; bool counting_distros; + int currentmusic; static World* current_; - public: - static World* current() { return current_; } - static void set_current(World* w) { current_ = w; } +public: + Background* background; + BadGuys bad_guys; + + std::vector upgrades; + std::vector bullets; + std::vector gameobjects; - World(); + Camera* camera; + DisplayManager displaymanager; + +public: + static World* current() + { return current_; } + static void set_current(World* w) + { current_ = w; } + + World(const std::string& filename, int level_nr = -1); ~World(); - Level* get_level() { return level; } - Player* get_tux() { return &tux; } + Level* get_level() + { return level; } + Player* get_tux() + { return tux; } + + void add_object(GameObject* object); void set_defaults(); void draw(); - void action(double frame_ratio); + void action(float elapsed_time); + + void play_music(int musictype); + int get_music_type(); /** Checks for all possible collisions. And calls the collision_handlers, which the collision_objects provide for this case (or not). */ void collision_handler(); - - void arrays_free(); - /** Load data for this level: - Returns -1, if the loading of the level failed. */ - int load(const std::string& subset, int level); + void parse_objects(lisp_object_t* cur); + + void activate_particle_systems(); - /** Load data for this level: - Returns -1, if the loading of the level failed. */ - int load(const std::string& filename); + void add_score(const Vector& pos, int s); + void add_bouncy_distro(const Vector& pos); + void add_broken_brick(const Vector& pos, Tile* tile); + void add_broken_brick_piece(const Vector& pos, + const Vector& movement, Tile* tile); + void add_bouncy_brick(const Vector& pos); - void activate_particle_systems(); - void activate_bad_guys(); + BadGuy* add_bad_guy(float x, float y, BadGuyKind kind); - void add_score(float x, float y, int s); - void add_bouncy_distro(float x, float y); - 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); - void add_upgrade(float x, float y, int dir, int kind); - void add_bullet(float x, float y, float xm, int dir); + void add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind); + bool add_bullet(const Vector& pos, float xm, Direction dir); /** Try to grab the coin at the given coordinates */ void trygrabdistro(float x, float y, int bounciness); /** Try to break the brick at the given coordinates */ - void trybreakbrick(float x, float y, bool small); + bool trybreakbrick(float x, float y, bool small); /** Try to get the content out of a bonus box, thus emptying it */ - void tryemptybox(float x, float y, int col_side); + void tryemptybox(float x, float y, Direction col_side); /** 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 */