#include <string>
#include "math/vector.hpp"
-#include "video/screen.hpp"
#include "lisp/lisp.hpp"
#include "control/controller.hpp"
#include "statistics.hpp"
#include "tile_manager.hpp"
#include "game_object.hpp"
#include "console.hpp"
+#include "../level.hpp"
+#include "worldmap/special_tile.hpp"
+#include "worldmap/sprite_change.hpp"
+#include "worldmap/teleporter.hpp"
+#include "worldmap/spawn_point.hpp"
+#include "worldmap/direction.hpp"
class Sprite;
class Menu;
-class SpawnPoint;
class GameObject;
class TileMap;
namespace WorldMapNS {
class Tux;
-class Level;
+class LevelTile;
class SpecialTile;
class SpriteChange;
WEST_EAST_WAY
};
-enum Direction { D_NONE, D_WEST, D_EAST, D_NORTH, D_SOUTH };
-
std::string direction_to_string(Direction d);
Direction string_to_direction(const std::string& d);
Direction reverse_dir(Direction d);
-/** */
+/**
+ * Screen that displays a worldmap
+ */
class WorldMap : public Screen
{
private:
std::string name;
std::string music;
+ std::string init_script;
typedef std::vector<GameObject*> GameObjects;
GameObjects game_objects;
TileMap* solids;
-
+
std::auto_ptr<TileManager> tile_manager;
-
+
public:
/** Variables to deal with the passive map messages */
Timer passive_message_timer;
typedef std::vector<SpecialTile*> SpecialTiles;
SpecialTiles special_tiles;
- typedef std::vector<Level*> Levels;
- Levels levels;
+ typedef std::vector<LevelTile*> LevelTiles;
+ LevelTiles levels;
typedef std::vector<SpriteChange*> SpriteChanges;
SpriteChanges sprite_changes;
typedef std::vector<SpawnPoint*> SpawnPoints;
SpawnPoints spawn_points;
+ std::vector<Teleporter*> teleporters;
- Vector offset;
- std::string savegame_file;
-
- std::string intro_script;
- bool intro_displayed;
+ Statistics total_stats;
- void get_level_title(Level& level);
+ HSQOBJECT worldmap_table;
+ typedef std::vector<HSQOBJECT> ScriptList;
+ ScriptList scripts;
- void draw_status(DrawingContext& context);
+ Color ambient_light;
+ std::string force_spawnpoint; /**< if set, spawnpoint will be forced to this value */
- // to avoid calculating total stats all the time. This way only
- // when need, it is calculated.
- Statistics total_stats;
- void calculate_total_stats();
+ bool in_level;
public:
- WorldMap();
+ WorldMap(const std::string& filename, const std::string& force_spawnpoint = "");
~WorldMap();
- void load_map();
-
void add_object(GameObject* object);
- void clear_objects();
static WorldMap* current()
{ return current_; }
- void setup();
-
- /** Update Tux position */
- void update(float delta);
+ virtual void setup();
+ virtual void leave();
- /** Draw one frame */
- void draw(DrawingContext& context);
+ /** Update worldmap state */
+ virtual void update(float delta);
+ /** Draw worldmap */
+ virtual void draw(DrawingContext& context);
Vector get_next_tile(Vector pos, Direction direction);
const Tile* at(Vector pos);
* gets called from the GameSession when a level has been successfully
* finished
*/
- void finished_level(const std::string& filename);
+ void finished_level(Level* level);
- Level* at_level();
+ LevelTile* at_level();
SpecialTile* at_special_tile();
- SpriteChange* at_sprite_change();
+ SpriteChange* at_sprite_change(const Vector& pos);
+ Teleporter* at_teleporter(const Vector& pos);
/** Check if it is possible to walk from \a pos into \a direction,
if possible, write the new position to \a new_pos */
- bool path_ok(Direction direction, Vector pos, Vector* new_pos);
+ bool path_ok(Direction direction, const Vector& pos, Vector* new_pos);
/**
* Save worldmap state to squirrel state table
*/
void save_state();
+
/**
* Load worldmap state from squirrel state table
*/
void load_state();
- /**
- * Load a worldmap
- */
- void loadmap(const std::string& filename);
const std::string& get_title() const
{ return name; }
-
- void set_map_filename(std::string filename)
- { map_filename = filename; }
+
+ /**
+ * runs a script in the context of the worldmap (and keeps a reference to
+ * the script (so the script gets destroyed when the worldmap is destroyed)
+ */
+ HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
+
+ /**
+ * switch to another worldmap.
+ * filename is relative to data root path
+ */
+ void change(const std::string& filename, const std::string& force_spawnpoint="");
+
+ /**
+ * moves Tux to the given spawnpoint
+ */
+ void move_to_spawnpoint(const std::string& spawnpoint);
private:
+ void get_level_title(LevelTile& level);
+ void draw_status(DrawingContext& context);
+ void calculate_total_stats();
+
+ void load(const std::string& filename);
void on_escape_press();
- void parse_special_tile(const lisp::Lisp* lisp);
- void parse_sprite_change(const lisp::Lisp* lisp);
};
} // namespace WorldMapNS