#include <vector>
#include <string>
-#include <SDL_mixer.h>
+#include "math/vector.h"
+#include "audio/musicref.h"
+#include "video/screen.h"
+#include "statistics.h"
-namespace WorldMapNS {
-
-struct Point
-{
- Point() : x(0), y(0) {}
+extern Menu* worldmap_menu;
- Point(const Point& pos)
- : x(pos.x), y(pos.y) {}
-
- Point& operator=(const Point& pos)
- { x = pos.x;
- y = pos.y;
- return *this; }
+namespace WorldMapNS {
- Point(int x_, int y_)
- : x(x_), y(y_) {}
+enum WorldMapMenuIDs {
+ MNID_RETURNWORLDMAP,
+ MNID_QUITWORLDMAP
+ };
- int x;
- int y;
-};
+// For one way tiles
+enum {
+ BOTH_WAYS,
+ NORTH_SOUTH_WAY,
+ SOUTH_NORTH_WAY,
+ EAST_WEST_WAY,
+ WEST_EAST_WAY
+ };
-struct Tile
+class Tile
{
- texture_type sprite;
+public:
+ Tile();
+ ~Tile();
+
+ Surface* sprite;
// 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;
+
+ /** 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 reverse_dir(Direction d);
class WorldMap;
class Tux
{
+public:
+ Direction back_direction;
private:
WorldMap* worldmap;
- texture_type 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();
- void update(float delta);
+ 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; }
- 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; }
};
/** */
private:
Tux* tux;
- texture_type level_sprite;
- texture_type leveldot_green;
- texture_type leveldot_red;
-
bool quit;
+ 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;
- struct Level
+ TileManager* tile_manager;
+
+public:
+ struct SpecialTile
{
int x;
int y;
- std::string name;
+ std::string level_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;
+
+ /** 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;
};
- typedef std::vector<Level> Levels;
- Levels levels;
+ /** Variables to deal with the passive map messages */
+ Timer passive_message_timer;
+ std::string passive_message;
- Mix_Music* song;
+private:
+ std::string map_filename;
+
+ 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(SpecialTile& special_tile);
+
+ 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 get_input();
/** Update Tux position */
- void update();
+ void update(float delta);
/** Draw one frame */
- void draw();
+ 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::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, Point pos, Point* 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 */
+ 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; }
+
+private:
+ void on_escape_press();
};
} // namespace WorldMapNS
-void worldmap_run();
-
#endif
/* Local Variables: */
/* mode:c++ */
-/* End */
+/* End: */