4 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
19 #ifndef SUPERTUX_WORLDMAP_H
20 #define SUPERTUX_WORLDMAP_H
25 #include "math/vector.h"
26 #include "audio/musicref.h"
27 #include "video/screen.h"
28 #include "statistics.h"
35 extern Menu* worldmap_menu;
37 namespace WorldMapNS {
39 enum WorldMapMenuIDs {
59 void draw(DrawingContext& context, Vector pos);
61 std::vector<Surface*> images;
64 // Directions in which Tux is allowed to walk from this tile
73 /** Stop on this tile or walk over it? */
76 /** When set automatically turn directions when walked over such a
77 tile (ie. walk smoothly a curve) */
84 typedef std::vector<Tile*> Tiles;
94 enum Direction { D_NONE, D_WEST, D_EAST, D_NORTH, D_SOUTH };
96 std::string direction_to_string(Direction d);
97 Direction string_to_direction(const std::string& d);
98 Direction reverse_dir(Direction d);
105 Direction back_direction;
108 Surface* largetux_sprite;
109 Surface* firetux_sprite;
110 Surface* smalltux_sprite;
112 Direction input_direction;
115 /** Length by which tux is away from its current tile, length is in
116 input_direction direction */
122 Tux(WorldMap* worldmap_);
125 void draw(DrawingContext& context, const Vector& offset);
126 void action(float elapsed_time);
128 void set_direction(Direction dir);
130 bool is_moving() const { return moving; }
132 Vector get_tile_pos() const { return tile_pos; }
133 void set_tile_pos(Vector p) { tile_pos = p; }
144 Surface* leveldot_green;
145 Surface* leveldot_red;
147 Surface* teleporterdot;
152 std::vector<int> tilemap;
159 TileManager* tile_manager;
166 /** Optional flags: */
168 /** Position to swap to player */
169 Vector teleport_dest;
171 /** Message to show in the Map */
172 std::string map_message;
173 bool passive_message;
175 /** Hide special tile */
178 /** Only applies actions (ie. passive messages) when going to that direction */
179 bool apply_action_north;
180 bool apply_action_east;
181 bool apply_action_south;
182 bool apply_action_west;
193 /** Statistics for level tiles */
194 Statistics statistics;
196 /** Optional flags: */
198 /** Check if this level should be vertically flipped */
201 /** Filename of the extro text to show once the level is
202 successfully completed */
203 std::string extro_filename;
205 /** Go to this world */
206 std::string next_worldmap;
208 /** Quit the worldmap */
211 /** If false, disables the auto walking after finishing a level */
214 // Directions which are walkable from this level
221 /** Variables to deal with the passive map messages */
222 Timer2 passive_message_timer;
223 std::string passive_message;
226 std::string map_filename;
228 typedef std::vector<SpecialTile> SpecialTiles;
229 SpecialTiles special_tiles;
231 typedef std::vector<Level> Levels;
239 std::string savegame_file;
241 void get_level_title(Level& level);
243 void draw_status(DrawingContext& context);
245 // to avoid calculating total stats all the time. This way only
246 // when need, it is calculated.
247 Statistics total_stats;
248 void calculate_total_stats();
261 /** Update Tux position */
262 void update(float delta);
264 /** Draw one frame */
265 void draw(DrawingContext& context, const Vector& offset);
267 Vector get_next_tile(Vector pos, Direction direction);
268 Tile* at(Vector pos);
270 WorldMap::Level* at_level();
271 WorldMap::SpecialTile* at_special_tile();
273 /** Check if it is possible to walk from \a pos into \a direction,
274 if possible, write the new position to \a new_pos */
275 bool path_ok(Direction direction, Vector pos, Vector* new_pos);
277 /* Save map to slot */
278 void savegame(const std::string& filename);
279 /* Load map from slot
280 You should call set_map_filename() before this */
281 void loadgame(const std::string& filename);
282 /* Load map directly from file */
283 void loadmap(const std::string& filename);
285 const std::string& get_world_title() const
288 const int& get_start_x() const
291 const int& get_start_y() const
294 void set_map_filename(std::string filename)
295 { map_filename = filename; }
298 void on_escape_press();
301 } // namespace WorldMapNS
305 /* Local Variables: */