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 "lisp/lisp.h"
29 #include "statistics.h"
31 #include "tile_manager.h"
38 extern Menu* worldmap_menu;
40 namespace WorldMapNS {
42 enum WorldMapMenuIDs {
56 enum Direction { D_NONE, D_WEST, D_EAST, D_NORTH, D_SOUTH };
58 std::string direction_to_string(Direction d);
59 Direction string_to_direction(const std::string& d);
60 Direction reverse_dir(Direction d);
67 Direction back_direction;
72 Direction input_direction;
75 /** Length by which tux is away from its current tile, length is in
76 input_direction direction */
82 Tux(WorldMap* worldmap_);
85 void draw(DrawingContext& context);
86 void action(float elapsed_time);
88 void set_direction(Direction dir);
90 bool is_moving() const { return moving; }
92 Vector get_tile_pos() const { return tile_pos; }
93 void set_tile_pos(Vector p) { tile_pos = p; }
104 Surface* leveldot_green;
105 Surface* leveldot_red;
107 Surface* teleporterdot;
112 std::vector<int> tilemap;
119 TileManager* tile_manager;
126 /** Optional flags: */
128 /** Position to swap to player */
129 Vector teleport_dest;
131 /** Message to show in the Map */
132 std::string map_message;
133 bool passive_message;
135 /** Hide special tile */
138 /** Only applies actions (ie. passive messages) when going to that direction */
139 bool apply_action_north;
140 bool apply_action_east;
141 bool apply_action_south;
142 bool apply_action_west;
153 /** Statistics for level tiles */
154 Statistics statistics;
156 /** Optional flags: */
158 /** Check if this level should be vertically flipped */
161 /** Filename of the extro text to show once the level is
162 successfully completed */
163 std::string extro_filename;
165 /** Go to this world */
166 std::string next_worldmap;
168 /** Quit the worldmap */
171 /** If false, disables the auto walking after finishing a level */
174 // Directions which are walkable from this level
181 /** Variables to deal with the passive map messages */
182 Timer2 passive_message_timer;
183 std::string passive_message;
186 std::string map_filename;
187 std::string levels_path;
189 typedef std::vector<SpecialTile> SpecialTiles;
190 SpecialTiles special_tiles;
192 typedef std::vector<Level> Levels;
200 std::string savegame_file;
202 std::string intro_filename;
203 bool intro_displayed;
205 void get_level_title(Level& level);
207 void draw_status(DrawingContext& context);
209 // to avoid calculating total stats all the time. This way only
210 // when need, it is calculated.
211 Statistics total_stats;
212 void calculate_total_stats();
225 /** Update Tux position */
226 void update(float delta);
228 /** Draw one frame */
229 void draw(DrawingContext& context);
231 Vector get_next_tile(Vector pos, Direction direction);
232 const Tile* at(Vector pos);
234 WorldMap::Level* at_level();
235 WorldMap::SpecialTile* at_special_tile();
237 /** Check if it is possible to walk from \a pos into \a direction,
238 if possible, write the new position to \a new_pos */
239 bool path_ok(Direction direction, Vector pos, Vector* new_pos);
241 /* Save map to slot */
242 void savegame(const std::string& filename);
243 /* Load map from slot
244 You should call set_map_filename() before this */
245 void loadgame(const std::string& filename);
246 /* Load map directly from file */
247 void loadmap(const std::string& filename);
249 const std::string& get_world_title() const
252 const int& get_start_x() const
255 const int& get_start_y() const
258 void set_map_filename(std::string filename)
259 { map_filename = filename; }
262 void on_escape_press();
263 void parse_special_tiles(const lisp::Lisp* lisp);
266 } // namespace WorldMapNS
270 /* Local Variables: */