// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#ifndef HEADER_WORLDMAP_HXX
-#define HEADER_WORLDMAP_HXX
+#ifndef SUPERTUX_WORLDMAP_H
+#define SUPERTUX_WORLDMAP_H
#include <vector>
#include <string>
+#include <SDL_mixer.h>
+
namespace WorldMapNS {
struct Point
{
Point() : x(0), y(0) {}
+ Point(const Point& pos)
+ : x(pos.x), y(pos.y) {}
+
+ Point& operator=(const Point& pos)
+ { x = pos.x;
+ y = pos.y;
+ return *this; }
+
Point(int x_, int y_)
: x(x_), y(y_) {}
int y;
};
-struct Pointf
-{
- float x;
- float y;
-};
-
struct Tile
{
- texture_type sprite;
+ Surface* sprite;
// Directions in which Tux is allowed to walk from this tile
bool north;
Tile* get(int i);
};
+enum Direction { NONE, WEST, EAST, NORTH, SOUTH };
+
+std::string direction_to_string(Direction d);
+Direction string_to_direction(const std::string& d);
+Direction reverse_dir(Direction d);
+
+class WorldMap;
+
+class Tux
+{
+public:
+ Direction back_direction;
+private:
+ WorldMap* worldmap;
+ Surface* sprite;
+
+ Direction input_direction;
+ Direction direction;
+ Point tile_pos;
+ /** Length by which tux is away from its current tile, length is in
+ input_direction direction */
+ float offset;
+ bool moving;
+
+ void stop();
+public:
+ Tux(WorldMap* worldmap_);
+
+ void draw(const Point& offset);
+ void update(float delta);
+
+ void set_direction(Direction d) { input_direction = d; }
+
+ bool is_moving() const { return moving; }
+ Point get_pos();
+ Point get_tile_pos() const { return tile_pos; }
+ void set_tile_pos(Point p) { tile_pos = p; }
+};
+
/** */
class WorldMap
{
private:
- texture_type tux_sprite;
+ Tux* tux;
+
bool quit;
+
+ Surface* level_sprite;
+ Surface* leveldot_green;
+ Surface* leveldot_red;
+
+ std::string name;
+ std::string music;
+
std::vector<int> tilemap;
int width;
int height;
- enum Direction { NONE, WEST, EAST, NORTH, SOUTH };
- Direction tux_direction;
- Point tux_tile_pos;
- /** Length by which tux is away from its current tile, length is in
- input_direction direction */
- float tux_offset;
- bool tux_moving;
+public:
+ struct Level
+ {
+ int x;
+ int y;
+ std::string name;
+ bool solved;
+
+ // Directions which are walkable from this level
+ bool north;
+ bool east;
+ bool south;
+ bool west;
+ };
+
+private:
+ typedef std::vector<Level> Levels;
+ Levels levels;
+
+ Mix_Music* song;
Direction input_direction;
bool enter_level;
- Tile* at(Point pos);
+ Point offset;
+ std::string savegame_file;
+
+ void draw_status();
public:
WorldMap();
~WorldMap();
/** Busy loop */
void display();
+
+ void load_map();
void get_input();
void update();
/** Draw one frame */
- void draw();
+ void draw(const Point& offset);
+
+ Point get_next_tile(Point pos, Direction direction);
+ Tile* at(Point pos);
+ WorldMap::Level* at_level();
+
+ /** 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, Point pos, Point* new_pos);
+
+ void savegame(const std::string& filename);
+ void loadgame(const std::string& filename);
};
} // namespace WorldMapNS
-void worldmap_run();
-
#endif
/* Local Variables: */
/* mode:c++ */
-/* End */
+/* End: */