#include "math/vector.h"
#include "audio/musicref.h"
#include "video/screen.h"
+#include "statistics.h"
+#include "special/timer.h"
extern Menu* worldmap_menu;
public:
Tile();
~Tile();
-
- Surface* sprite;
+
+ void draw(DrawingContext& context, Vector pos);
+
+ std::vector<Surface*> images;
+ int anim_speed;
// Directions in which Tux is allowed to walk from this tile
bool north;
public:
struct SpecialTile
{
- int x;
- int y;
- std::string level_name;
- std::string title;
- bool solved;
+ Vector pos;
/** 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;
+ Vector teleport_dest;
/** Message to show in the Map */
std::string map_message;
/** Hide special tile */
bool invisible;
+ /** 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;
+ };
+
+ struct Level
+ {
+ Vector pos;
+
+ std::string 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;
+
/** 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 */
typedef std::vector<SpecialTile> SpecialTiles;
SpecialTiles special_tiles;
+ typedef std::vector<Level> Levels;
+ Levels levels;
+
MusicRef song;
bool enter_level;
Vector offset;
std::string savegame_file;
- void get_level_title(SpecialTile& special_tile);
+ void get_level_title(Level& level);
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();
+
+ Timer frame_timer;
+
public:
WorldMap();
~WorldMap();
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,
/* Save map to slot */
void savegame(const std::string& filename);
- /* Load map from slot */
+ /* Load map from slot
+ You should call set_map_filename() before this */
void loadgame(const std::string& filename);
/* Load map directly from file */
void loadmap(const std::string& filename);
const int& get_start_y() const
{ return start_y; }
+ void set_map_filename(std::string filename)
+ { map_filename = filename; }
+
private:
void on_escape_press();
};