#ifndef TILE_H
#define TILE_H
+#include <map>
#include <vector>
#include "texture.h"
#include "globals.h"
*/
struct Tile
{
-std::vector<texture_type> images;
-bool solid;
-bool brick;
-bool ice;
-bool fullbox;
-int anim_speed;
-unsigned char alpha;
+ int id;
+
+ std::vector<Surface*> images;
+ std::vector<Surface*> editor_images;
+
+ std::vector<std::string> filenames;
+
+ /** solid tile that is indestructable by Tux */
+ bool solid;
+
+ /** a brick that can be destroyed by jumping under it */
+ bool brick;
+
+ /** FIXME: ? */
+ bool ice;
+
+ /** water */
+ bool water;
+
+ /** Bonusbox, content is stored in \a data */
+ bool fullbox;
+
+ /** Tile is a distro/coin */
+ bool distro;
+
+ /** General purpose data attached to a tile (content of a box, type of coin) */
+ int data;
+
+ /** Id of the tile that is going to replace this tile once it has
+ been collected or jumped at */
+ int next_tile;
+
+ int anim_speed;
+
+ /** Draw a tile on the screen: */
+ static void draw(float x, float y, unsigned int c, Uint8 alpha = 255);
+};
+
+struct TileGroup
+{
+ std::string name;
+ std::vector<int> tiles;
};
class TileManager
{
-private:
- TileManager();
- std::vector<Tile*> tiles;
- static TileManager* instance_ ;
- void load_tileset(std::string filename);
+ private:
+ TileManager();
+ std::vector<Tile*> tiles;
+ static TileManager* instance_ ;
+ static std::vector<TileGroup>* tilegroups_;
+ void load_tileset(std::string filename);
-public:
- static TileManager* instance() { return instance_ ? instance_ : instance_ = new TileManager(); }
- Tile* get(unsigned int id) { if( id < tiles.size()) { return tiles[id]; } else { return NULL; } } ;
-
+ public:
+ static TileManager* instance() { return instance_ ? instance_ : instance_ = new TileManager(); }
+ static std::vector<TileGroup>* tilegroups() { return tilegroups_ ? tilegroups_ : tilegroups_ = new std::vector<TileGroup>; }
+ Tile* get(unsigned int id) {
+ if(id < tiles.size())
+ {
+ return tiles[id];
+ }
+ else
+ {
+ // Never return 0, but return the 0th tile instead so that
+ // user code doesn't have to check for NULL pointers all over
+ // the place
+ return tiles[0];
+ }
+ }
};
#endif