/
worldmap.hpp
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/
worldmap.hpp
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// SuperTux
// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmail.com>
// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef HEADER_SUPERTUX_WORLDMAP_WORLDMAP_HPP
#define HEADER_SUPERTUX_WORLDMAP_WORLDMAP_HPP
#include <string>
#include <vector>
#include "control/controller.hpp"
#include "math/vector.hpp"
#include "supertux/console.hpp"
#include "supertux/game_object.hpp"
#include "supertux/game_object_ptr.hpp"
#include "supertux/level.hpp"
#include "supertux/screen.hpp"
#include "supertux/statistics.hpp"
#include "supertux/tile_manager.hpp"
#include "supertux/timer.hpp"
#include "util/reader_fwd.hpp"
#include "worldmap/direction.hpp"
#include "worldmap/spawn_point.hpp"
#include "worldmap/special_tile.hpp"
#include "worldmap/sprite_change.hpp"
#include "worldmap/teleporter.hpp"
class GameObject;
class PlayerStatus;
class Sprite;
class TileMap;
class Savegame;
namespace worldmap {
class Tux;
class LevelTile;
class SpecialTile;
class SpriteChange;
// For one way tiles
enum {
BOTH_WAYS,
NORTH_SOUTH_WAY,
SOUTH_NORTH_WAY,
EAST_WEST_WAY,
WEST_EAST_WAY
};
/**
* Screen that runs a WorldMap, which lets the player choose a Level.
*/
class WorldMap : public Screen
{
static Color level_title_color;
static Color message_color;
static Color teleporter_message_color;
private:
typedef std::vector<SpecialTile*> SpecialTiles;
typedef std::vector<SpriteChange*> SpriteChanges;
typedef std::vector<SpawnPoint*> SpawnPoints;
typedef std::vector<LevelTile*> LevelTiles;
typedef std::vector<GameObjectPtr> GameObjects;
typedef std::vector<HSQOBJECT> ScriptList;
std::shared_ptr<Tux> tux;
Savegame& m_savegame;
TileSet *tileset;
bool free_tileset;
static WorldMap* current_;
Vector camera_offset;
std::string name;
std::string music;
std::string init_script;
GameObjects game_objects;
std::list<TileMap*> solid_tilemaps;
public:
/** Variables to deal with the passive map messages */
Timer passive_message_timer;
std::string passive_message;
private:
std::string map_filename;
std::string levels_path;
SpecialTiles special_tiles;
LevelTiles levels;
SpriteChanges sprite_changes;
SpawnPoints spawn_points;
std::vector<Teleporter*> teleporters;
Statistics total_stats;
HSQOBJECT worldmap_table;
ScriptList scripts;
Color ambient_light;
std::string force_spawnpoint; /**< if set, spawnpoint will be forced to this value */
bool in_level;
/* variables to track panning to a spawn point */
Vector pan_pos;
bool panning;
public:
WorldMap(const std::string& filename, Savegame& savegame, const std::string& force_spawnpoint = "");
~WorldMap();
void add_object(GameObjectPtr object);
void try_expose(const GameObjectPtr& object);
void try_unexpose(const GameObjectPtr& object);
static WorldMap* current()
{ return current_; }
virtual void setup();
virtual void leave();
/** Update worldmap state */
virtual void update(float delta);
/** Draw worldmap */
virtual void draw(DrawingContext& context);
Vector get_next_tile(Vector pos, Direction direction);
/**
* gets a bitfield of Tile::WORLDMAP_NORTH | Tile::WORLDMAP_WEST | ... values,
* which indicates the directions Tux can move to when at the given position.
*/
int available_directions_at(Vector pos);
/**
* returns a bitfield representing the union of all Tile::WORLDMAP_XXX values
* of all solid tiles at the given position
*/
int tile_data_at(Vector pos);
size_t level_count();
size_t solved_level_count();
/**
* gets called from the GameSession when a level has been successfully
* finished
*/
void finished_level(Level* level);
/** returns current Tux incarnation */
Tux* get_tux() { return tux.get(); }
Savegame& get_savegame() { return m_savegame; }
LevelTile* at_level();
SpecialTile* at_special_tile();
SpriteChange* at_sprite_change(const Vector& pos);
Teleporter* at_teleporter(const Vector& pos);
/** 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, const Vector& pos, Vector* new_pos);
/**
* Save worldmap state to squirrel state table
*/
void save_state();
/**
* Load worldmap state from squirrel state table
*/
void load_state();
const std::string& get_title() const
{ return name; }
/**
* runs a script in the context of the worldmap (and keeps a reference to
* the script (so the script gets destroyed when the worldmap is destroyed)
*/
HSQUIRRELVM run_script(std::istream& in, const std::string& sourcename);
/**
* switch to another worldmap.
* filename is relative to data root path
*/
void change(const std::string& filename, const std::string& force_spawnpoint="");
/**
* moves Tux to the given spawnpoint
*/
void move_to_spawnpoint(const std::string& spawnpoint, bool pan =false);
/**
* returns the width (in tiles) of a worldmap
*/
float get_width() const;
/**
* returns the height (in tiles) of a worldmap
*/
float get_height() const;
/**
* Mark all levels as solved or unsolved
*/
void set_levels_solved(bool solved, bool perfect);
private:
void load_level_information(LevelTile& level);
void draw_status(DrawingContext& context);
void calculate_total_stats();
void load(const std::string& filename);
void on_escape_press();
Vector get_camera_pos_for_tux();
void clamp_camera_position(Vector& c);
Vector last_position;
private:
WorldMap(const WorldMap&);
WorldMap& operator=(const WorldMap&);
};
} // namespace worldmap
#endif
/* EOF */