#include <vector>
#include <string>
-#include <SDL_mixer.h>
+#include "vector.h"
+#include "musicref.h"
+#include "screen/screen.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 x;
- int y;
-};
-
-struct Tile
+class Tile
{
+public:
+ Tile();
+ ~Tile();
+
Surface* sprite;
// Directions in which Tux is allowed to walk from this tile
/** Stop on this tile or walk over it? */
bool stop;
+
+ /** When set automatically turn directions when walked over such a
+ tile (ie. walk smoothly a curve) */
+ bool auto_walk;
};
class TileManager
private:
typedef std::vector<Tile*> Tiles;
Tiles tiles;
- static TileManager* instance_ ;
- TileManager();
public:
- static TileManager* instance() { return instance_ ? instance_ : instance_ = new TileManager(); }
+ TileManager();
+ ~TileManager();
- void load();
Tile* get(int i);
};
-enum Direction { NONE, WEST, EAST, NORTH, SOUTH };
+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 back_direction;
private:
WorldMap* worldmap;
- Surface* sprite;
+ Surface* largetux_sprite;
+ Surface* firetux_sprite;
+ Surface* smalltux_sprite;
Direction input_direction;
Direction direction;
- Point tile_pos;
+ Vector tile_pos;
/** Length by which tux is away from its current tile, length is in
input_direction direction */
float offset;
void stop();
public:
Tux(WorldMap* worldmap_);
+ ~Tux();
- void draw(const Point& offset);
- void update(float delta);
+ void draw(DrawingContext& context, const Vector& offset);
+ void action(float elapsed_time);
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; }
+ Vector get_pos();
+ Vector get_tile_pos() const { return tile_pos; }
+ void set_tile_pos(Vector p) { tile_pos = p; }
};
/** */
int width;
int height;
+ TileManager* tile_manager;
+
public:
struct Level
{
int x;
int y;
std::string name;
+ std::string title;
bool solved;
+ /** Filename of the extro text to show once the level is
+ successfully completed */
+ std::string extro_filename;
+
// Directions which are walkable from this level
bool north;
bool east;
typedef std::vector<Level> Levels;
Levels levels;
- Mix_Music* song;
+ MusicRef song;
Direction input_direction;
bool enter_level;
- Point offset;
+ Vector offset;
std::string savegame_file;
- void draw_status();
+ void get_level_title(Level& level);
+
+ void draw_status(DrawingContext& context);
public:
WorldMap();
~WorldMap();
void get_input();
/** Update Tux position */
- void update();
+ void update(float delta);
/** Draw one frame */
- void draw(const Point& offset);
+ void draw(DrawingContext& context, const Vector& offset);
- Point get_next_tile(Point pos, Direction direction);
- Tile* at(Point pos);
+ Vector get_next_tile(Vector pos, Direction direction);
+ Tile* at(Vector 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);
+ bool path_ok(Direction direction, Vector pos, Vector* new_pos);
void savegame(const std::string& filename);
void loadgame(const std::string& filename);
+private:
+ void on_escape_press();
};
} // namespace WorldMapNS