#include "math/vector.h"
#include "audio/musicref.h"
#include "video/screen.h"
+#include "statistics.h"
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:
bool south;
bool west;
+ /** One way tile */
+ int one_way;
+
/** Stop on this tile or walk over it? */
bool stop;
Surface* leveldot_green;
Surface* leveldot_red;
Surface* messagedot;
+ Surface* teleporterdot;
std::string name;
std::string music;
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;
+ /** Position to swap to player */
+ int teleport_dest_x, teleport_dest_y;
/** Message to show in the Map */
- std::string display_map_message;
+ std::string map_message;
bool passive_message;
+ /** Hide special tile */
+ bool invisible;
+
/** Go to this world */
std::string next_worldmap;
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 */
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();