#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;
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
+ * Screen that runs a WorldMap, which lets the player choose a Level.
*/
class WorldMap : public Screen
{
private:
Tux* tux;
+ TileSet *tileset;
+ bool free_tileset;
+
static WorldMap* current_;
std::auto_ptr<Menu> worldmap_menu;
typedef std::vector<GameObject*> GameObjects;
GameObjects game_objects;
- TileMap* solids;
-
- std::auto_ptr<TileManager> tile_manager;
-
+ std::list<TileMap*> solid_tilemaps;
+
public:
/** Variables to deal with the passive map messages */
Timer passive_message_timer;
HSQOBJECT worldmap_table;
typedef std::vector<HSQOBJECT> ScriptList;
- ScriptList scripts;
+ ScriptList scripts;
+ Color ambient_light;
std::string force_spawnpoint; /**< if set, spawnpoint will be forced to this value */
+ bool in_level;
+
+ /* variables to track panning to a spawn point */
+ Vector pan_pos;
+ bool panning;
+
public:
WorldMap(const std::string& filename, const std::string& force_spawnpoint = "");
~WorldMap();
void add_object(GameObject* object);
+
+ void try_expose(GameObject* object);
+ void try_unexpose(GameObject* object);
static WorldMap* current()
{ return current_; }
virtual void draw(DrawingContext& context);
Vector get_next_tile(Vector pos, Direction direction);
- const Tile* at(Vector pos);
+
+ /**
+ * gets a bitfield of Tile::WORLDMAP_NORTH | Tile::WORLDMAP_WEST | ... values,
+ * which indicates the directions Tux can move to when at the given position.
+ */
+ int available_directions_at(Vector pos);
+
+ /**
+ * returns a bitfield representing the union of all Tile::WORLDMAP_XXX values
+ * of all solid tiles at the given position
+ */
+ int tile_data_at(Vector pos);
size_t level_count();
size_t solved_level_count();
{ return name; }
/**
- * runs a script in the context of the worldmap (and keeps a reference to
+ * 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 current world's path
+ * 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);
+ void move_to_spawnpoint(const std::string& spawnpoint, bool pan =false);
+
+ /**
+ * returns the width (in tiles) of a worldmap
+ */
+ float get_width() const;
+
+ /**
+ * returns the height (in tiles) of a worldmap
+ */
+ float get_height() const;
private:
void get_level_title(LevelTile& level);
void draw_status(DrawingContext& context);
void calculate_total_stats();
- void load(const std::string& filename);
+ void load(const std::string& filename);
void on_escape_press();
+ Vector get_camera_pos_for_tux();
+ void clamp_camera_position(Vector& c);
};
} // namespace WorldMapNS