#include "object/decal.hpp"
#include "object/tilemap.hpp"
#include "physfs/ifile_streambuf.hpp"
+#include "scripting/scripting.hpp"
#include "scripting/squirrel_error.hpp"
#include "scripting/squirrel_util.hpp"
#include "sprite/sprite.hpp"
#include "sprite/sprite_manager.hpp"
#include "supertux/game_session.hpp"
+#include "supertux/gameconfig.hpp"
#include "supertux/globals.hpp"
-#include "supertux/screen_manager.hpp"
#include "supertux/menu/menu_storage.hpp"
#include "supertux/menu/options_menu.hpp"
#include "supertux/menu/worldmap_menu.hpp"
#include "supertux/player_status.hpp"
#include "supertux/resources.hpp"
+#include "supertux/savegame.hpp"
+#include "supertux/screen_manager.hpp"
#include "supertux/sector.hpp"
#include "supertux/shrinkfade.hpp"
#include "supertux/spawn_point.hpp"
#include "supertux/tile_manager.hpp"
#include "supertux/tile_set.hpp"
#include "supertux/world.hpp"
-#include "supertux/savegame.hpp"
#include "util/file_system.hpp"
#include "util/gettext.hpp"
#include "util/log.hpp"
WorldMap* WorldMap::current_ = NULL;
-WorldMap::WorldMap(const std::string& filename, Savegame& savegame, const std::string& force_spawnpoint) :
+WorldMap::WorldMap(const std::string& filename, Savegame& savegame, const std::string& force_spawnpoint_) :
tux(),
m_savegame(savegame),
tileset(NULL),
worldmap_table(),
scripts(),
ambient_light( 1.0f, 1.0f, 1.0f, 1.0f ),
- force_spawnpoint(force_spawnpoint),
+ force_spawnpoint(force_spawnpoint_),
in_level(false),
pan_pos(),
panning(false),
sq_addref(global_vm, &worldmap_table);
sq_pop(global_vm, 1);
- sound_manager->preload("sounds/warp.wav");
+ SoundManager::current()->preload("sounds/warp.wav");
// load worldmap objects
load(filename);
}
void
-WorldMap::change(const std::string& filename, const std::string& force_spawnpoint)
+WorldMap::change(const std::string& filename, const std::string& force_spawnpoint_)
{
- g_screen_manager->pop_screen();
- g_screen_manager->push_screen(std::unique_ptr<Screen>(new WorldMap(filename, m_savegame, force_spawnpoint)));
+ ScreenManager::current()->pop_screen();
+ ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new WorldMap(filename, m_savegame, force_spawnpoint_)));
}
void
lisp::Parser parser;
const lisp::Lisp* root = parser.parse(map_filename);
- const lisp::Lisp* level = root->get_lisp("supertux-level");
- if(level == NULL)
+ const lisp::Lisp* level_ = root->get_lisp("supertux-level");
+ if(level_ == NULL)
throw std::runtime_error("file isn't a supertux-level file.");
- level->get("name", name);
+ level_->get("name", name);
- const lisp::Lisp* sector = level->get_lisp("sector");
+ const lisp::Lisp* sector = level_->get_lisp("sector");
if(!sector)
throw std::runtime_error("No sector specified in worldmap file.");
- const lisp::Lisp* tilesets_lisp = level->get_lisp("tilesets");
+ const lisp::Lisp* tilesets_lisp = level_->get_lisp("tilesets");
if(tilesets_lisp != NULL) {
- tileset = tile_manager->parse_tileset_definition(*tilesets_lisp).release();
+ tileset = TileManager::current()->parse_tileset_definition(*tilesets_lisp).release();
free_tileset = true;
}
std::string tileset_name;
- if(level->get("tileset", tileset_name)) {
+ if(level_->get("tileset", tileset_name)) {
if(tileset != NULL) {
- log_warning << "multiple tilesets specified in level" << std::endl;
+ log_warning << "multiple tilesets specified in level_" << std::endl;
} else {
- tileset = tile_manager->get_tileset(tileset_name);
+ tileset = TileManager::current()->get_tileset(tileset_name);
}
}
/* load default tileset */
if(tileset == NULL) {
- tileset = tile_manager->get_tileset("images/worldmap.strf");
+ tileset = TileManager::current()->get_tileset("images/worldmap.strf");
}
current_tileset = tileset;
Vector
WorldMap::get_camera_pos_for_tux() {
- Vector camera_offset;
+ Vector camera_offset_;
Vector tux_pos = tux->get_pos();
- camera_offset.x = tux_pos.x - SCREEN_WIDTH/2;
- camera_offset.y = tux_pos.y - SCREEN_HEIGHT/2;
- return camera_offset;
+ camera_offset_.x = tux_pos.x - SCREEN_WIDTH/2;
+ camera_offset_.y = tux_pos.y - SCREEN_HEIGHT/2;
+ return camera_offset_;
}
void
if(!panning) {
camera_offset = get_camera_pos_for_tux();
} else {
- Vector delta = pan_pos - camera_offset;
- float mag = delta.norm();
+ Vector delta__ = pan_pos - camera_offset;
+ float mag = delta__.norm();
if(mag > CAMERA_PAN_SPEED) {
- delta *= CAMERA_PAN_SPEED/mag;
+ delta__ *= CAMERA_PAN_SPEED/mag;
}
- camera_offset += delta;
+ camera_offset += delta__;
if(camera_offset == pan_pos) {
panning = false;
}
}
// handle input
- Controller *controller = g_input_manager->get_controller();
+ Controller *controller = InputManager::current()->get_controller();
bool enter_level = false;
if(controller->pressed(Controller::ACTION)
|| controller->pressed(Controller::JUMP)
if(!controller->pressed(Controller::UP))
enter_level = true;
}
- if(controller->pressed(Controller::PAUSE_MENU))
+ if(controller->pressed(Controller::START) ||
+ controller->pressed(Controller::ESCAPE))
{
on_escape_press();
}
- if(controller->pressed(Controller::CHEAT_MENU))
+ if(controller->pressed(Controller::CHEAT_MENU) &&
+ g_config->developer_mode)
{
MenuManager::instance().set_menu(MenuStorage::WORLDMAP_CHEAT_MENU);
}
change(teleporter->worldmap, teleporter->spawnpoint);
} else {
// TODO: an animation, camera scrolling or a fading would be a nice touch
- sound_manager->play("sounds/warp.wav");
+ SoundManager::current()->play("sounds/warp.wav");
tux->back_direction = D_NONE;
move_to_spawnpoint(teleporter->spawnpoint, true);
}
if (enter_level && !tux->is_moving())
{
/* Check level action */
- LevelTile* level = at_level();
- if (!level) {
+ LevelTile* level_ = at_level();
+ if (!level_) {
//Respawn if player on a tile with no level and nowhere to go.
int tile_data = tile_data_at(tux->get_tile_pos());
if(!( tile_data & ( Tile::WORLDMAP_NORTH | Tile::WORLDMAP_SOUTH | Tile::WORLDMAP_WEST | Tile::WORLDMAP_EAST ))){
return;
}
- if (level->pos == tux->get_tile_pos()) {
+ if (level_->pos == tux->get_tile_pos()) {
try {
- Vector shrinkpos = Vector(level->pos.x*32 + 16 - camera_offset.x,
- level->pos.y*32 + 8 - camera_offset.y);
- std::string levelfile = levels_path + level->get_name();
+ Vector shrinkpos = Vector(level_->pos.x*32 + 16 - camera_offset.x,
+ level_->pos.y*32 + 8 - camera_offset.y);
+ std::string levelfile = levels_path + level_->get_name();
// update state and savegame
save_state();
- g_screen_manager->push_screen(std::unique_ptr<Screen>(new GameSession(levelfile, m_savegame, &level->statistics)),
+ ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new GameSession(levelfile, m_savegame, &level_->statistics)),
std::unique_ptr<ScreenFade>(new ShrinkFade(shrinkpos, 1.0f)));
in_level = true;
} catch(std::exception& e) {
void
WorldMap::setup()
{
- sound_manager->play_music(music);
+ SoundManager::current()->play_music(music);
MenuManager::instance().clear_menu_stack();
current_ = this;