4 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
5 // Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License
9 // as published by the Free Software Foundation; either version 2
10 // of the License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 #ifndef SUPERTUX_WORLDMAP_H
21 #define SUPERTUX_WORLDMAP_H
26 #include "math/vector.hpp"
27 #include "video/screen.hpp"
28 #include "lisp/lisp.hpp"
29 #include "control/controller.hpp"
30 #include "statistics.hpp"
33 #include "tile_manager.hpp"
34 #include "game_object.hpp"
35 #include "console.hpp"
43 namespace WorldMapNS {
59 enum Direction { D_NONE, D_WEST, D_EAST, D_NORTH, D_SOUTH };
61 std::string direction_to_string(Direction d);
62 Direction string_to_direction(const std::string& d);
63 Direction reverse_dir(Direction d);
66 class WorldMap : public Screen
71 static WorldMap* current_;
73 std::auto_ptr<Menu> worldmap_menu;
80 typedef std::vector<GameObject*> GameObjects;
81 GameObjects game_objects;
84 std::auto_ptr<TileManager> tile_manager;
87 /** Variables to deal with the passive map messages */
88 Timer passive_message_timer;
89 std::string passive_message;
92 std::string map_filename;
93 std::string levels_path;
95 typedef std::vector<SpecialTile*> SpecialTiles;
96 SpecialTiles special_tiles;
97 typedef std::vector<Level*> Levels;
99 typedef std::vector<SpriteChange*> SpriteChanges;
100 SpriteChanges sprite_changes;
101 typedef std::vector<SpawnPoint*> SpawnPoints;
102 SpawnPoints spawn_points;
105 std::string savegame_file;
107 std::string intro_script;
108 bool intro_displayed;
110 void get_level_title(Level& level);
112 void draw_status(DrawingContext& context);
114 // to avoid calculating total stats all the time. This way only
115 // when need, it is calculated.
116 Statistics total_stats;
117 void calculate_total_stats();
125 void add_object(GameObject* object);
126 void clear_objects();
128 static WorldMap* current()
133 /** Update Tux position */
134 void update(float delta);
136 /** Draw one frame */
137 void draw(DrawingContext& context);
139 Vector get_next_tile(Vector pos, Direction direction);
140 const Tile* at(Vector pos);
142 size_t level_count();
143 size_t solved_level_count();
146 * gets called from the GameSession when a level has been successfully
149 void finished_level(const std::string& filename);
152 SpecialTile* at_special_tile();
153 SpriteChange* at_sprite_change();
155 /** Check if it is possible to walk from \a pos into \a direction,
156 if possible, write the new position to \a new_pos */
157 bool path_ok(Direction direction, Vector pos, Vector* new_pos);
160 * Save worldmap state to squirrel state table
165 * Load worldmap state from squirrel state table
172 void loadmap(const std::string& filename);
174 const std::string& get_title() const
177 void set_map_filename(std::string filename)
178 { map_filename = filename; }
181 void on_escape_press();
182 void parse_special_tile(const lisp::Lisp* lisp);
183 void parse_sprite_change(const lisp::Lisp* lisp);
186 } // namespace WorldMapNS