// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-
#ifndef SUPERTUX_WORLDMAP_H
#define SUPERTUX_WORLDMAP_H
#include <vector>
#include <string>
-#include "vector.h"
-#include "musicref.h"
-#include "screen/screen.h"
-
-namespace WorldMapNS {
+#include "math/vector.h"
+#include "audio/musicref.h"
+#include "video/screen.h"
+#include "lisp/lisp.h"
+#include "statistics.h"
+#include "timer.h"
+#include "tile_manager.h"
-class Tile
-{
-public:
- Tile();
- ~Tile();
-
- Surface* sprite;
+namespace SuperTux {
+ class Menu;
+}
- // Directions in which Tux is allowed to walk from this tile
- bool north;
- bool east;
- bool south;
- bool west;
+extern Menu* worldmap_menu;
- /** Stop on this tile or walk over it? */
- bool stop;
+namespace WorldMapNS {
- /** When set automatically turn directions when walked over such a
- tile (ie. walk smoothly a curve) */
- bool auto_walk;
+enum WorldMapMenuIDs {
+ MNID_RETURNWORLDMAP,
+ MNID_QUITWORLDMAP
};
-class TileManager
-{
-private:
- typedef std::vector<Tile*> Tiles;
- Tiles tiles;
-
-public:
- TileManager();
- ~TileManager();
-
- Tile* get(int i);
+// For one way tiles
+enum {
+ BOTH_WAYS,
+ NORTH_SOUTH_WAY,
+ SOUTH_NORTH_WAY,
+ EAST_WEST_WAY,
+ WEST_EAST_WAY
};
enum Direction { D_NONE, D_WEST, D_EAST, D_NORTH, D_SOUTH };
void draw(DrawingContext& context, const Vector& offset);
void action(float elapsed_time);
- void set_direction(Direction d) { input_direction = d; }
+ void set_direction(Direction dir);
bool is_moving() const { return moving; }
Vector get_pos();
bool quit;
- Surface* level_sprite;
Surface* leveldot_green;
Surface* leveldot_red;
+ Surface* messagedot;
+ Surface* teleporterdot;
std::string name;
std::string music;
std::vector<int> tilemap;
int width;
int height;
+
+ int start_x;
+ int start_y;
TileManager* tile_manager;
public:
+ struct SpecialTile
+ {
+ Vector pos;
+
+ /** Optional flags: */
+
+ /** Position to swap to player */
+ Vector teleport_dest;
+
+ /** Message to show in the Map */
+ std::string map_message;
+ bool passive_message;
+
+ /** Hide special tile */
+ bool invisible;
+
+ /** Only applies actions (ie. passive messages) when going to that direction */
+ bool apply_action_north;
+ bool apply_action_east;
+ bool apply_action_south;
+ bool apply_action_west;
+ };
+
struct Level
{
- int x;
- int y;
+ Vector pos;
+
std::string name;
std::string title;
bool solved;
+ /** Statistics for level tiles */
+ Statistics statistics;
+
+ /** Optional flags: */
+
+ /** Check if this level should be vertically flipped */
+ bool vertical_flip;
+
/** Filename of the extro text to show once the level is
successfully completed */
std::string extro_filename;
+ /** Go to this world */
+ std::string next_worldmap;
+
+ /** Quit the worldmap */
+ bool quit_worldmap;
+
+ /** If false, disables the auto walking after finishing a level */
+ bool auto_path;
+
// Directions which are walkable from this level
bool north;
bool east;
bool west;
};
+ /** Variables to deal with the passive map messages */
+ Timer2 passive_message_timer;
+ std::string passive_message;
+
private:
std::string map_filename;
+ std::string levels_path;
+
+ typedef std::vector<SpecialTile> SpecialTiles;
+ SpecialTiles special_tiles;
typedef std::vector<Level> Levels;
Levels levels;
MusicRef song;
- Direction input_direction;
bool enter_level;
Vector offset;
std::string savegame_file;
+
+ std::string intro_filename;
+ bool intro_displayed;
void get_level_title(Level& level);
void draw_status(DrawingContext& context);
+
+ // to avoid calculating total stats all the time. This way only
+ // when need, it is calculated.
+ Statistics total_stats;
+ void calculate_total_stats();
+
public:
WorldMap();
~WorldMap();
void draw(DrawingContext& context, const Vector& offset);
Vector get_next_tile(Vector pos, Direction direction);
- Tile* at(Vector pos);
+ const Tile* at(Vector pos);
+
WorldMap::Level* at_level();
+ WorldMap::SpecialTile* at_special_tile();
/** 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);
+ /* Save map to slot */
void savegame(const std::string& filename);
+ /* Load map from slot
+ You should call set_map_filename() before this */
void loadgame(const std::string& filename);
+ /* Load map directly from file */
+ void loadmap(const std::string& filename);
+
+ const std::string& get_world_title() const
+ { return name; }
+
+ const int& get_start_x() const
+ { return start_x; }
+
+ const int& get_start_y() const
+ { return start_y; }
+
+ void set_map_filename(std::string filename)
+ { map_filename = filename; }
+
private:
void on_escape_press();
+ void parse_special_tiles(const lisp::Lisp* lisp);
};
} // namespace WorldMapNS