1 //  $Id: world.h 1696 2004-08-03 18:47:15Z rmcruz $
2 //
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
7 //
8 //  This program is free software; you can redistribute it and/or
9 //  modify it under the terms of the GNU General Public License
10 //  as published by the Free Software Foundation; either version 2
11 //  of the License, or (at your option) any later version.
12 //
13 //  This program is distributed in the hope that it will be useful,
14 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
15 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 //  GNU General Public License for more details.
17 //
18 //  You should have received a copy of the GNU General Public License
19 //  along with this program; if not, write to the Free Software
20 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
21 
22 #ifndef SUPERTUX_WORLD_H
23 #define SUPERTUX_WORLD_H
24 
25 #include <vector>
26 #include <SDL.h>
27 #include "type.h"
28 #include "scene.h"
29 #include "special.h"
30 #include "badguy.h"
31 #include "particlesystem.h"
32 #include "gameobjs.h"
33 
34 class Level;
35 
36 /** The World class holds a level and all the game objects (badguys,
37     bouncy distros, etc) that are needed to run a game. */
38 class World
39 {
40 private:
41   typedef std::list<BadGuy*> BadGuys;
42   BadGuys bad_guys_to_add;
43   Level* level;
44   Player tux;
45 
46   Timer scrolling_timer;
47 
48   int distro_counter;
49   bool counting_distros;
50   int currentmusic;
51 
52   static World* current_;
53 public:
54   BadGuys bad_guys;
55   std::vector<BouncyDistro*> bouncy_distros;
56   std::vector<BrokenBrick*>  broken_bricks;
57   std::vector<BouncyBrick*>  bouncy_bricks;
58   std::vector<FloatingScore*> floating_scores;
59 
60   std::vector<Upgrade> upgrades;
61   std::vector<Bullet> bullets;
62   typedef std::vector<ParticleSystem*> ParticleSystems;
63   ParticleSystems particle_systems;
64 
65 public:
current()66   static World* current() { return current_; }
set_current(World * w)67   static void set_current(World* w) { current_ = w; }
68 
69   World(const std::string& filename);
70   World(const std::string& subset, int level_nr);
World()71   World() {};
72   ~World();
73 
get_level()74   Level*  get_level() { return level; }
get_tux()75   Player* get_tux() { return &tux; }
76 
77   void set_defaults();
78 
79   void draw();
80   void action(double frame_ratio);
81   void scrolling(double frame_ratio);   // camera scrolling
82 
83   void play_music(int musictype);
84   int get_music_type();
85 
86 
87   /** Checks for all possible collisions. And calls the
88       collision_handlers, which the collision_objects provide for this
89       case (or not). */
90   void collision_handler();
91 
92   void activate_particle_systems();
93   void activate_bad_guys();
94 
95   void add_score(float x, float y, int s);
96   void add_bouncy_distro(float x, float y);
97   void add_broken_brick(Tile* tile, float x, float y);
98   void add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym);
99   void add_bouncy_brick(float x, float y);
100 
101   BadGuy* add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform = false);
102 
103   void add_upgrade(float x, float y, Direction dir, UpgradeKind kind);
104   void add_bullet(float x, float y, float xm, Direction dir);
105 
106   /** Try to grab the coin at the given coordinates */
107   void trygrabdistro(float x, float y, int bounciness);
108 
109   /** Try to break the brick at the given coordinates */
110   void trybreakbrick(float x, float y, bool small, Direction col_side);
111 
112   /** Try to get the content out of a bonus box, thus emptying it */
113   void tryemptybox(float x, float y, Direction col_side);
114 
115   /** Try to bumb a badguy that might we walking above Tux, thus shaking
116       the tile which the badguy is walking on an killing him this way */
117   void trybumpbadguy(float x, float y);
118 
119   /** Apply bonuses active in the player status, used to reactivate
120       bonuses from former levels */
121   void apply_bonuses();
122 };
123 
124 /** FIMXE: Workaround for the leveleditor mainly */
125 extern World global_world;
126 
127 #endif /*SUPERTUX_WORLD_H*/
128 
129 /* Local Variables: */
130 /* mode:c++ */
131 /* End: */
132 
133