// $Id: world.h 1696 2004-08-03 18:47:15Z rmcruz $ // // SuperTux // 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 // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy 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. #ifndef SUPERTUX_WORLD_H #define SUPERTUX_WORLD_H #include #include #include "type.h" #include "scene.h" #include "special.h" #include "badguy.h" #include "particlesystem.h" #include "gameobjs.h" class Level; /** The World class holds a level and all the game objects (badguys, bouncy distros, etc) that are needed to run a game. */ class World { private: typedef std::list BadGuys; BadGuys bad_guys_to_add; Level* level; Player tux; Timer scrolling_timer; int distro_counter; bool counting_distros; int currentmusic; static World* current_; public: BadGuys bad_guys; std::vector bouncy_distros; std::vector broken_bricks; std::vector bouncy_bricks; std::vector floating_scores; std::vector upgrades; std::vector bullets; typedef std::vector ParticleSystems; ParticleSystems particle_systems; public: static World* current() { return current_; } static void set_current(World* w) { current_ = w; } World(const std::string& filename); World(const std::string& subset, int level_nr); World() {}; ~World(); Level* get_level() { return level; } Player* get_tux() { return &tux; } void set_defaults(); void draw(); void action(double frame_ratio); void scrolling(double frame_ratio); // camera scrolling 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 activate_particle_systems(); void activate_bad_guys(); 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); 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); /** 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, Direction col_side); /** Try to get the content out of a bonus box, thus emptying it */ 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 */ extern World global_world; #endif /*SUPERTUX_WORLD_H*/ /* Local Variables: */ /* mode:c++ */ /* End: */