text: /*
   *    Source from Retrobattle, a NES-like collect-em-up.
   *    Copyright (C) 2010 Andreas Remar
   *
   *    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
   *
   *    Original authors contact info: andreas.remar@gmail.com
   */
  
  #ifndef BONUSLEVEL_H
  #define BONUSLEVEL_H
  
  #include <remar2d.h>
  #include "SoundManager.h"
  #include "Input.h"
  #include "Object.h"
  #include "Hero.h"
  #include "Coin.h"
  #include "ScoreKeeper.h"
  #include "Field.h"
  #include <map>
  #include <string>
  #include <list>
  #include "GameMode.h"
  #include "BrokenBlock.h"
  #include "Explosion.h"
  #include "Smoke.h"
  #include "Collectible.h"
  #include "Counter.h"
  #include "HUD.h"
  #include "BulletHandler.h"
  #include "Helmet.h"
  
  class BonusLevel : public GameMode
  {
   public:
    BonusLevel(remar2d *gfx, SoundManager *sfx, Input *input,
  	     ScoreKeeper *scoreKeeper, char *datadir);
    ~BonusLevel();
    Mode update();
  
   private:
    bool loadLevel(char *lev);
    bool respawn(int x, int y);
    void clearLevel();
    bool collides(Object *obj1, Object *obj2);
    void pause();
    void removeBullet(int i);
    void showAllObjects(bool show);
    void deleteAllObjects();
    void performWipe(Mode modeToReturn);
  
    Field *field;
  
    bool paused;
  
    /* Da player. */
    Hero *hero;
  
    /* Bullets flying through the air! (KERPOWW!!) */
  /*   int bullets; */
  /*   Bullet *bullet[8]; */
  
    list<BrokenBlock *> brokenBlocks;
    list<Object *> objects;
    list<Collectible *> collectibles;
    list<Coin *> coins;
    list<Bullet *> bullets;
  
    bool doWipe;
    int wipeTimer;
    int wipeCounter;
  
    bool win;
    int winTimer;
  
    /* Start position for the player */
    int heroStartX;
    int heroStartY;
  
    int debugOutputTimer;
  
    bool loadFailed;
  
    /* Timer counts down from 200 to 0, timerTimer keeps track of when
       timer should be decremented... (every 60 frames I guess) */
    int timer;
    int timerTimer;
    bool timerPaused;
    Counter *timerCounter;
  
    BulletHandler *bulletHandler;
  
    Mode returnMode;
  
    int hud;
  
    Helmet *helmet;
  };
  
  #endif
  