#include <vector>
#include <string>
-#include "vector.h"
-#include "musicref.h"
-#include "screen/screen.h"
+#include "math/vector.h"
+#include "audio/musicref.h"
+#include "video/screen.h"
+
+extern Menu* worldmap_menu;
namespace WorldMapNS {
+enum WorldMapMenuIDs {
+ MNID_RETURNWORLDMAP,
+ MNID_QUITWORLDMAP
+ };
+
+// For one way tiles
+enum {
+ BOTH_WAYS,
+ NORTH_SOUTH_WAY,
+ SOUTH_NORTH_WAY,
+ EAST_WEST_WAY,
+ WEST_EAST_WAY
+ };
+
class Tile
{
public:
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;
std::vector<int> tilemap;
int width;
int height;
+
+ int start_x;
+ int start_y;
TileManager* tile_manager;
public:
- struct Level
+ struct SpecialTile
{
int x;
int y;
- std::string name;
+ std::string level_name;
std::string title;
bool solved;
+ /** Optional flags: */
+
/** Check if this level should be vertically flipped */
bool vertical_flip;
successfully completed */
std::string extro_filename;
+ /** Position to swap to player */
+ int teleport_dest_x, teleport_dest_y;
+
+ /** Message to show in the Map */
+ std::string map_message;
+ bool passive_message;
+
+ /** Hide special tile */
+ bool invisible;
+
+ /** 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 south;
bool west;
+
+ /** 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;
};
+ /** Variables to deal with the passive map messages */
+ Timer passive_message_timer;
+ std::string passive_message;
+
private:
std::string map_filename;
- typedef std::vector<Level> Levels;
- Levels levels;
+ typedef std::vector<SpecialTile> SpecialTiles;
+ SpecialTiles special_tiles;
MusicRef song;
- Direction input_direction;
bool enter_level;
Vector offset;
std::string savegame_file;
- void get_level_title(Level& level);
+ void get_level_title(SpecialTile& special_tile);
void draw_status(DrawingContext& context);
public:
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 */
/* 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; }
+
private:
void on_escape_press();
};