#include "math/vector.h"
#include "audio/musicref.h"
#include "video/screen.h"
+#include "statistics.h"
+#include "timer.h"
+
+namespace SuperTux {
+ class Menu;
+}
extern Menu* worldmap_menu;
MNID_QUITWORLDMAP
};
+// For one way tiles
+enum {
+ BOTH_WAYS,
+ NORTH_SOUTH_WAY,
+ SOUTH_NORTH_WAY,
+ EAST_WEST_WAY,
+ WEST_EAST_WAY
+ };
+
class Tile
{
public:
Tile();
~Tile();
-
- Surface* sprite;
+
+ void draw(DrawingContext& context, Vector pos);
+
+ std::vector<Surface*> images;
+ float anim_fps;
// Directions in which Tux is allowed to walk from this tile
bool north;
bool south;
bool west;
+ /** One way tile */
+ int one_way;
+
/** Stop on this tile or walk over it? */
bool stop;
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;
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 */
successfully completed */
std::string extro_filename;
- /** Position to swap player */
- int swap_x, swap_y;
-
- /** Message to show in the Map */
- std::string display_map_message;
-
/** Go to this world */
std::string next_worldmap;
bool west;
};
+ /** Variables to deal with the passive map messages */
+ Timer2 passive_message_timer;
+ std::string passive_message;
+
private:
std::string map_filename;
+ 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;
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();
Vector get_next_tile(Vector pos, Direction direction);
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 */
/* Save map to slot */
void savegame(const std::string& filename);
- /* Load map from slot */
+ /* 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 int& get_start_y() const
{ return start_y; }
+ void set_map_filename(std::string filename)
+ { map_filename = filename; }
+
private:
void on_escape_press();
};