Had a bit of time today and worked on supertux:
[supertux.git] / src / worldmap.cpp
1 //  $Id$
2 //
3 //  SuperTux -  A Jump'n Run
4 //  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #include <iostream>
22 #include <fstream>
23 #include <vector>
24 #include <cassert>
25 #include <stdexcept>
26 #include <sstream>
27 #include <unistd.h>
28
29 #include "app/globals.h"
30 #include "app/gettext.h"
31 #include "app/setup.h"
32 #include "video/surface.h"
33 #include "video/screen.h"
34 #include "video/drawing_context.h"
35 #include "special/frame_rate.h"
36 #include "audio/sound_manager.h"
37 #include "lisp/parser.h"
38 #include "lisp/lisp.h"
39 #include "lisp/list_iterator.h"
40 #include "lisp/writer.h"
41 #include "gameloop.h"
42 #include "sector.h"
43 #include "worldmap.h"
44 #include "resources.h"
45 #include "misc.h"
46 #include "player_status.h"
47
48 #define map_message_TIME 2.8
49
50 Menu* worldmap_menu  = 0;
51
52 static const float TUXSPEED = 200;
53
54 namespace WorldMapNS {
55
56 Direction reverse_dir(Direction direction)
57 {
58   switch(direction)
59     {
60     case D_WEST:
61       return D_EAST;
62     case D_EAST:
63       return D_WEST;
64     case D_NORTH:
65       return D_SOUTH;
66     case D_SOUTH:
67       return D_NORTH;
68     case D_NONE:
69       return D_NONE;
70     }
71   return D_NONE;
72 }
73
74 std::string
75 direction_to_string(Direction direction)
76 {
77   switch(direction)
78     {
79     case D_WEST:
80       return "west";
81     case D_EAST:
82       return "east";
83     case D_NORTH:
84       return "north";
85     case D_SOUTH:
86       return "south";
87     default:
88       return "none";
89     }
90 }
91
92 Direction
93 string_to_direction(const std::string& directory)
94 {
95   if (directory == "west")
96     return D_WEST;
97   else if (directory == "east")
98     return D_EAST;
99   else if (directory == "north")
100     return D_NORTH;
101   else if (directory == "south")
102     return D_SOUTH;
103   else
104     return D_NONE;
105 }
106
107 //---------------------------------------------------------------------------
108
109 Tux::Tux(WorldMap* worldmap_)
110   : worldmap(worldmap_)
111 {
112   largetux_sprite = new Surface(datadir +  "/images/worldmap/tux.png", true);
113   firetux_sprite = new Surface(datadir +  "/images/worldmap/firetux.png", true);
114   smalltux_sprite = new Surface(datadir +  "/images/worldmap/smalltux.png", true);
115
116   offset = 0;
117   moving = false;
118   tile_pos.x = worldmap->get_start_x();
119   tile_pos.y = worldmap->get_start_y();
120   direction = D_NONE;
121   input_direction = D_NONE;
122 }
123
124 Tux::~Tux()
125 {
126   delete smalltux_sprite;
127   delete firetux_sprite;
128   delete largetux_sprite;
129 }
130
131 void
132 Tux::draw(DrawingContext& context, const Vector& offset)
133 {
134   Vector pos = get_pos();
135   switch (player_status.bonus)
136     {
137     case PlayerStatus::GROWUP_BONUS:
138       context.draw_surface(largetux_sprite,
139           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
140       break;
141     case PlayerStatus::FLOWER_BONUS:
142       context.draw_surface(firetux_sprite,
143           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
144       break;
145     case PlayerStatus::NO_BONUS:
146       context.draw_surface(smalltux_sprite,
147           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
148       break;
149     }
150 }
151
152
153 Vector
154 Tux::get_pos()
155 {
156   float x = tile_pos.x * 32;
157   float y = tile_pos.y * 32;
158
159   switch(direction)
160     {
161     case D_WEST:
162       x -= offset - 32;
163       break;
164     case D_EAST:
165       x += offset - 32;
166       break;
167     case D_NORTH:
168       y -= offset - 32;
169       break;
170     case D_SOUTH:
171       y += offset - 32;
172       break;
173     case D_NONE:
174       break;
175     }
176   
177   return Vector((int)x, (int)y); 
178 }
179
180 void
181 Tux::stop()
182 {
183   offset = 0;
184   direction = D_NONE;
185   input_direction = D_NONE;
186   moving = false;
187 }
188
189 void
190 Tux::set_direction(Direction dir)
191 {
192 input_direction = dir;
193 }
194
195 void
196 Tux::action(float delta)
197 {
198   if (!moving)
199     {
200       if (input_direction != D_NONE)
201         { 
202           WorldMap::Level* level = worldmap->at_level();
203
204           // We got a new direction, so lets start walking when possible
205           Vector next_tile;
206           if ((!level || level->solved)
207               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
208             {
209               tile_pos = next_tile;
210               moving = true;
211               direction = input_direction;
212               back_direction = reverse_dir(direction);
213             }
214           else if (input_direction == back_direction)
215             {
216               moving = true;
217               direction = input_direction;
218               tile_pos = worldmap->get_next_tile(tile_pos, direction);
219               back_direction = reverse_dir(direction);
220             }
221         }
222     }
223   else
224     {
225       // Let tux walk
226       offset += TUXSPEED * delta;
227
228       if (offset > 32)
229         { // We reached the next tile, so we check what to do now
230           offset -= 32;
231
232           WorldMap::SpecialTile* special_tile = worldmap->at_special_tile();
233           if(special_tile && special_tile->passive_message)
234             {  // direction and the apply_action_ are opposites, since they "see"
235                // directions in a different way
236             if((direction == D_NORTH && special_tile->apply_action_south) ||
237                (direction == D_SOUTH && special_tile->apply_action_north) ||
238                (direction == D_WEST && special_tile->apply_action_east) ||
239                (direction == D_EAST && special_tile->apply_action_west))
240               {
241               worldmap->passive_message = special_tile->map_message;
242               worldmap->passive_message_timer.start(map_message_TIME);
243               }
244             }
245
246           if (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP ||
247              (special_tile && !special_tile->passive_message) ||
248               worldmap->at_level())
249             {
250               if(special_tile && !special_tile->map_message.empty() &&
251                 !special_tile->passive_message)
252                 worldmap->passive_message_timer.start(0);
253               stop();
254             }
255           else
256             {
257               const Tile* tile = worldmap->at(tile_pos);
258               if (direction != input_direction)
259                 { 
260                   // Turn to a new direction
261                   const Tile* tile = worldmap->at(tile_pos);
262
263                   if((tile->getData() & Tile::WORLDMAP_NORTH 
264                       && input_direction == D_NORTH) ||
265                      (tile->getData() & Tile::WORLDMAP_SOUTH
266                       && input_direction == D_SOUTH) ||
267                      (tile->getData() & Tile::WORLDMAP_EAST
268                       && input_direction == D_EAST) ||
269                      (tile->getData() & Tile::WORLDMAP_WEST
270                       && input_direction == D_WEST))
271                     {  // player has changed direction during auto-movement
272                       direction = input_direction;
273                       back_direction = reverse_dir(direction);
274                     }
275                   else
276                     {  // player has changed to impossible tile
277                       back_direction = reverse_dir(direction);
278                       stop();
279                     }
280                 }
281               else
282                 {
283                 Direction dir = D_NONE;
284               
285                 if (tile->getData() & Tile::WORLDMAP_NORTH
286                     && back_direction != D_NORTH)
287                   dir = D_NORTH;
288                 else if (tile->getData() & Tile::WORLDMAP_SOUTH
289                     && back_direction != D_SOUTH)
290                   dir = D_SOUTH;
291                 else if (tile->getData() & Tile::WORLDMAP_EAST
292                     && back_direction != D_EAST)
293                   dir = D_EAST;
294                 else if (tile->getData() & Tile::WORLDMAP_WEST
295                     && back_direction != D_WEST)
296                   dir = D_WEST;
297
298                 if (dir != D_NONE)
299                   {
300                   direction = dir;
301                   input_direction = direction;
302                   back_direction = reverse_dir(direction);
303                   }
304                 else
305                   {
306                   // Should never be reached if tiledata is good
307                   stop();
308                   return;
309                   }
310                 }
311
312               // Walk automatically to the next tile
313               if(direction != D_NONE)
314                 {
315                 Vector next_tile;
316                 if (worldmap->path_ok(direction, tile_pos, &next_tile))
317                   {
318                   tile_pos = next_tile;
319                   }
320                 else
321                   {
322                   puts("Tilemap data is buggy");
323                   stop();
324                   }
325                 }
326             }
327         }
328     }
329 }
330
331 //---------------------------------------------------------------------------
332
333 WorldMap::WorldMap()
334 {
335   tile_manager = new TileManager("images/worldmap/antarctica.stwt");
336   
337   width  = 20;
338   height = 15;
339   
340   start_x = 4;
341   start_y = 5;
342
343   tux = new Tux(this);
344   
345   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", true);
346   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", true);
347   messagedot   = new Surface(datadir +  "/images/worldmap/messagedot.png", true);
348   teleporterdot   = new Surface(datadir +  "/images/worldmap/teleporterdot.png", true);
349
350   enter_level = false;
351
352   name = "<no title>";
353   music = "salcon.mod";
354   intro_displayed = false;
355
356   total_stats.reset();
357 }
358
359 WorldMap::~WorldMap()
360 {
361   delete tux;
362   delete tile_manager;
363
364   delete leveldot_green;
365   delete leveldot_red;
366   delete messagedot;
367   delete teleporterdot;
368 }
369
370 // Don't forget to set map_filename before calling this
371 void
372 WorldMap::load_map()
373 {
374   levels_path = FileSystem::dirname(map_filename);
375
376   try {
377     lisp::Parser parser;
378     std::string filename = get_resource_filename(map_filename);
379     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
380
381     const lisp::Lisp* lisp = root->get_lisp("supertux-worldmap");
382     if(!lisp)
383       throw new std::runtime_error("file isn't a supertux-worldmap file.");
384
385     lisp::ListIterator iter(lisp);
386     while(iter.next()) {
387       if(iter.item() == "tilemap") {
388         if(tilemap.size() > 0)
389           throw new std::runtime_error("multiple tilemaps specified");
390         
391         const lisp::Lisp* tilemap_lisp = iter.lisp();
392         tilemap_lisp->get("width",  width);
393         tilemap_lisp->get("height", height);
394         tilemap_lisp->get_vector("data", tilemap);
395       } else if(iter.item() == "properties") {
396         const lisp::Lisp* props = iter.lisp();
397         props->get("name", name);
398         props->get("music", music);
399         props->get("intro-filename", intro_filename);
400         props->get("start_pos_x", start_x);
401         props->get("start_pos_y", start_y);
402       } else if(iter.item() == "special-tiles") {
403         parse_special_tiles(iter.lisp());
404       } else {
405         std::cerr << "Unknown token '" << iter.item() << "' in worldmap.\n";
406       }
407     }
408
409     delete tux;
410     tux = new Tux(this);
411   } catch(std::exception& e) {
412     std::stringstream msg;
413     msg << "Problem when parsing worldmap '" << map_filename << "': " <<
414       e.what();
415     throw std::runtime_error(msg.str());
416   }
417 }
418
419 void
420 WorldMap::parse_special_tiles(const lisp::Lisp* lisp)
421 {
422   lisp::ListIterator iter(lisp);
423   while(iter.next()) {
424     if(iter.item() == "special-tile") {
425       SpecialTile special_tile;
426
427       const lisp::Lisp* lisp = iter.lisp();
428       lisp->get("x", special_tile.pos.x);
429       lisp->get("y", special_tile.pos.y);
430       lisp->get("map-message", special_tile.map_message);
431       special_tile.passive_message = false;
432       lisp->get("passive-message", special_tile.passive_message);
433       special_tile.teleport_dest = Vector(-1,-1);
434       lisp->get("teleport-to-x", special_tile.teleport_dest.x);
435       lisp->get("teleport-to-y", special_tile.teleport_dest.y);
436       special_tile.invisible = false;
437       lisp->get("invisible-tile", special_tile.invisible);
438
439       special_tile.apply_action_north = true;
440       special_tile.apply_action_south = true;
441       special_tile.apply_action_east = true;
442       special_tile.apply_action_west = true;
443
444       std::string apply_direction;
445       lisp->get("apply-to-direction", apply_direction);
446       if(!apply_direction.empty()) {
447         special_tile.apply_action_north = false;
448         special_tile.apply_action_south = false;
449         special_tile.apply_action_east = false;
450         special_tile.apply_action_west = false;
451         if(apply_direction.find("north") != std::string::npos)
452           special_tile.apply_action_north = true;
453         if(apply_direction.find("south") != std::string::npos)
454           special_tile.apply_action_south = true;
455         if(apply_direction.find("east") != std::string::npos)
456           special_tile.apply_action_east = true;
457         if(apply_direction.find("west") != std::string::npos)
458           special_tile.apply_action_west = true;
459       }
460       
461       special_tiles.push_back(special_tile);
462     } else if(iter.item() == "level") {
463       Level level;
464
465       lisp::Lisp* level_lisp = iter.lisp();
466       level.solved = false;
467                       
468       level.north = true;
469       level.east  = true;
470       level.south = true;
471       level.west  = true;
472
473       level_lisp->get("extro-filename", level.extro_filename);
474       level_lisp->get("next-worldmap", level.next_worldmap);
475
476       level.quit_worldmap = false;
477       level_lisp->get("quit-worldmap", level.quit_worldmap);
478
479       level_lisp->get("name", level.name);
480       level_lisp->get("x", level.pos.x);
481       level_lisp->get("y", level.pos.y);
482
483       level.auto_path = true;
484       level_lisp->get("auto-path", level.auto_path);
485
486       level.vertical_flip = false;
487       level_lisp->get("vertical-flip", level.vertical_flip);
488
489       levels.push_back(level);
490     } else {
491       std::cerr << "Unknown token '" << iter.item() <<
492         "' in worldmap special-tiles list.";
493     }
494   }
495 }
496
497 void
498 WorldMap::get_level_title(Level& level)
499 {
500   /** get special_tile's title */
501   level.title = "<no title>";
502
503   try {
504     lisp::Parser parser;
505     std::auto_ptr<lisp::Lisp> root (
506         parser.parse(get_resource_filename(levels_path + level.name)));
507
508     const lisp::Lisp* level_lisp = root->get_lisp("supertux-level");
509     if(!level_lisp)
510       return;
511     
512     level_lisp->get("name", level.title);
513   } catch(std::exception& e) {
514     std::cerr << "Problem when reading leveltitle: " << e.what() << "\n";
515     return;
516   }
517 }
518
519 void WorldMap::calculate_total_stats()
520 {
521   total_stats.reset();
522   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
523     {
524     if (i->solved)
525       {
526       total_stats += i->statistics;
527       }
528     }
529 }
530
531 void
532 WorldMap::on_escape_press()
533 {
534   // Show or hide the menu
535   if(!Menu::current())
536     {
537     Menu::set_current(worldmap_menu); 
538     tux->set_direction(D_NONE);  // stop tux movement when menu is called
539     }
540   else
541     Menu::set_current(0); 
542 }
543
544 void
545 WorldMap::get_input()
546 {
547   enter_level = false;
548   SDLKey key;
549
550   SDL_Event event;
551   while (SDL_PollEvent(&event))
552     {
553       if (Menu::current())
554         {
555           Menu::current()->event(event);
556         }
557       else
558         {
559           switch(event.type)
560             {
561             case SDL_QUIT:
562               Termination::abort("Received window close", "");
563               break;
564           
565             case SDL_KEYDOWN:
566               key = event.key.keysym.sym;
567
568               if(key == SDLK_ESCAPE)
569                 on_escape_press();
570               else if(key == SDLK_RETURN || key == keymap.power)
571                 enter_level = true;
572               else if(key == SDLK_LEFT || key == keymap.power)
573                 tux->set_direction(D_WEST);
574               else if(key == SDLK_RIGHT || key == keymap.right)
575                 tux->set_direction(D_EAST);
576               else if(key == SDLK_UP || key == keymap.up ||
577                 key == keymap.jump)
578                   // there might be ppl that use jump as up key
579                 tux->set_direction(D_NORTH);
580               else if(key == SDLK_DOWN || key == keymap.down)
581                 tux->set_direction(D_SOUTH);
582               break;
583
584             case SDL_JOYHATMOTION:
585               if(event.jhat.value & SDL_HAT_UP) {
586                 tux->set_direction(D_NORTH);
587               } else if(event.jhat.value & SDL_HAT_DOWN) {
588                 tux->set_direction(D_SOUTH);
589               } else if(event.jhat.value & SDL_HAT_LEFT) {
590                 tux->set_direction(D_WEST);
591               } else if(event.jhat.value & SDL_HAT_RIGHT) {
592                 tux->set_direction(D_EAST);
593               }
594               break;
595           
596             case SDL_JOYAXISMOTION:
597               if (event.jaxis.axis == joystick_keymap.x_axis)
598                 {
599                   if (event.jaxis.value < -joystick_keymap.dead_zone)
600                     tux->set_direction(D_WEST);
601                   else if (event.jaxis.value > joystick_keymap.dead_zone)
602                     tux->set_direction(D_EAST);
603                 }
604               else if (event.jaxis.axis == joystick_keymap.y_axis)
605                 {
606                   if (event.jaxis.value > joystick_keymap.dead_zone)
607                     tux->set_direction(D_SOUTH);
608                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
609                     tux->set_direction(D_NORTH);
610                 }
611               break;
612
613             case SDL_JOYBUTTONDOWN:
614               if (event.jbutton.button == joystick_keymap.b_button)
615                 enter_level = true;
616               else if (event.jbutton.button == joystick_keymap.start_button)
617                 on_escape_press();
618               break;
619
620             default:
621               break;
622             }
623         }
624     }
625 }
626
627 Vector
628 WorldMap::get_next_tile(Vector pos, Direction direction)
629 {
630   switch(direction)
631     {
632     case D_WEST:
633       pos.x -= 1;
634       break;
635     case D_EAST:
636       pos.x += 1;
637       break;
638     case D_NORTH:
639       pos.y -= 1;
640       break;
641     case D_SOUTH:
642       pos.y += 1;
643       break;
644     case D_NONE:
645       break;
646     }
647   return pos;
648 }
649
650 bool
651 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
652 {
653   *new_pos = get_next_tile(old_pos, direction);
654
655   if (!(new_pos->x >= 0 && new_pos->x < width
656         && new_pos->y >= 0 && new_pos->y < height))
657     { // New position is outsite the tilemap
658       return false;
659     }
660   else
661     { // Check if the tile allows us to go to new_pos
662       switch(direction)
663         {
664         case D_WEST:
665           return (at(old_pos)->getData() & Tile::WORLDMAP_WEST
666               && at(*new_pos)->getData() & Tile::WORLDMAP_EAST);
667
668         case D_EAST:
669           return (at(old_pos)->getData() & Tile::WORLDMAP_EAST
670               && at(*new_pos)->getData() & Tile::WORLDMAP_WEST);
671
672         case D_NORTH:
673           return (at(old_pos)->getData() & Tile::WORLDMAP_NORTH
674               && at(*new_pos)->getData() & Tile::WORLDMAP_SOUTH);
675
676         case D_SOUTH:
677           return (at(old_pos)->getData() & Tile::WORLDMAP_SOUTH
678               && at(*new_pos)->getData() & Tile::WORLDMAP_NORTH);
679
680         case D_NONE:
681           assert(!"path_ok() can't work if direction is NONE");
682         }
683       return false;
684     }
685 }
686
687 void
688 WorldMap::update(float delta)
689 {
690   if (enter_level && !tux->is_moving())
691     {
692       /* Check special tile action */
693       SpecialTile* special_tile = at_special_tile();
694       if(special_tile)
695         {
696         if (special_tile->teleport_dest != Vector(-1,-1))
697           {
698           // TODO: an animation, camera scrolling or a fading would be a nice touch
699           SoundManager::get()->play_sound(IDToSound(SND_WARP));
700           tux->back_direction = D_NONE;
701           tux->set_tile_pos(special_tile->teleport_dest);
702           SDL_Delay(1000);
703           }
704         }
705
706       /* Check level action */
707       bool level_finished = true;
708       Level* level = at_level();
709       if (!level)
710         {
711         std::cout << "No level to enter at: "
712           << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y
713           << std::endl;
714         return;
715         }
716
717
718       if (level->pos == tux->get_tile_pos())
719         {
720           PlayerStatus old_player_status = player_status;
721
722           std::cout << "Enter the current level: " << level->name << std::endl;
723           // do a shriking fade to the level
724           shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
725                              (level->pos.y*32 + 16 + offset.y)), 500);
726           GameSession session(get_resource_filename(levels_path + level->name),
727                               ST_GL_LOAD_LEVEL_FILE, &level->statistics);
728
729           switch (session.run())
730             {
731             case GameSession::ES_LEVEL_FINISHED:
732               {
733                 level_finished = true;
734                 bool old_level_state = level->solved;
735                 level->solved = true;
736
737                 // deal with statistics
738                 level->statistics.merge(global_stats);
739                 calculate_total_stats();
740
741                 if (session.get_current_sector()->player->got_power !=
742                       session.get_current_sector()->player->NONE_POWER)
743                   player_status.bonus = PlayerStatus::FLOWER_BONUS;
744                 else if (session.get_current_sector()->player->size == BIG)
745                   player_status.bonus = PlayerStatus::GROWUP_BONUS;
746                 else
747                   player_status.bonus = PlayerStatus::NO_BONUS;
748
749                 if (old_level_state != level->solved && level->auto_path)
750                   { // Try to detect the next direction to which we should walk
751                     // FIXME: Mostly a hack
752                     Direction dir = D_NONE;
753                 
754                     const Tile* tile = at(tux->get_tile_pos());
755
756                     if (tile->getData() & Tile::WORLDMAP_NORTH
757                         && tux->back_direction != D_NORTH)
758                       dir = D_NORTH;
759                     else if (tile->getData() & Tile::WORLDMAP_SOUTH
760                         && tux->back_direction != D_SOUTH)
761                       dir = D_SOUTH;
762                     else if (tile->getData() & Tile::WORLDMAP_EAST
763                         && tux->back_direction != D_EAST)
764                       dir = D_EAST;
765                     else if (tile->getData() & Tile::WORLDMAP_WEST
766                         && tux->back_direction != D_WEST)
767                       dir = D_WEST;
768
769                     if (dir != D_NONE)
770                       {
771                         tux->set_direction(dir);
772                         //tux->update(delta);
773                       }
774
775                     std::cout << "Walk to dir: " << dir << std::endl;
776                   }
777               }
778
779               break;
780             case GameSession::ES_LEVEL_ABORT:
781               level_finished = false;
782               /* In case the player's abort the level, keep it using the old
783                   status. But the minimum lives and no bonus. */
784               player_status.distros = old_player_status.distros;
785               player_status.lives = std::min(old_player_status.lives, player_status.lives);
786               player_status.bonus = player_status.NO_BONUS;
787
788               break;
789             case GameSession::ES_GAME_OVER:
790               {
791               level_finished = false;
792               /* draw an end screen */
793               /* TODO: in the future, this should make a dialog a la SuperMario, asking
794               if the player wants to restart the world map with no score and from
795               level 1 */
796               char str[80];
797
798               DrawingContext context;
799               context.draw_gradient(Color (200,240,220), Color(200,200,220),
800                   LAYER_BACKGROUND0);
801
802               context.draw_text(blue_text, _("GAMEOVER"), 
803                   Vector(screen->w/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1);
804
805               sprintf(str, _("COINS: %d"), player_status.distros);
806               context.draw_text(gold_text, str,
807                   Vector(screen->w/2, screen->w - 32), CENTER_ALLIGN,
808                   LAYER_FOREGROUND1);
809
810               total_stats.draw_message_info(context, _("Total Statistics"));
811
812               context.do_drawing();
813
814               SDL_Event event;
815               wait_for_event(event,2000,6000,true);
816
817               quit = true;
818               player_status.reset();
819               break;
820               }
821             case GameSession::ES_NONE:
822               assert(false);
823               // Should never be reached 
824               break;
825             }
826
827           SoundManager::get()->play_music(song);
828           Menu::set_current(0);
829           if (!savegame_file.empty())
830             savegame(savegame_file);
831         }
832       /* The porpose of the next checking is that if the player lost
833          the level (in case there is one), don't show anything */
834       if(level_finished) {
835         if (!level->extro_filename.empty()) {
836           // Display a text file
837           std::string filename = levels_path + level->extro_filename;
838           display_text_file(filename, SCROLL_SPEED_MESSAGE,
839                             white_big_text , white_text, white_small_text, blue_text );
840         }
841
842         if (!level->next_worldmap.empty())
843           {
844           // Load given worldmap
845           loadmap(level->next_worldmap);
846           }
847         if (level->quit_worldmap)
848           quit = true;
849         }
850     }
851   else
852     {
853       tux->action(delta);
854 //      tux->set_direction(input_direction);
855     }
856   
857   Menu* menu = Menu::current();
858   if(menu)
859     {
860       menu->action();
861
862       if(menu == worldmap_menu)
863         {
864           switch (worldmap_menu->check())
865             {
866             case MNID_RETURNWORLDMAP: // Return to game
867               break;
868             case MNID_QUITWORLDMAP: // Quit Worldmap
869               quit = true;
870               break;
871             }
872         }
873       else if(menu == options_menu)
874         {
875           process_options_menu();
876         }
877     }
878 }
879
880 const Tile*
881 WorldMap::at(Vector p)
882 {
883   assert(p.x >= 0 
884          && p.x < width
885          && p.y >= 0
886          && p.y < height);
887
888   int x = int(p.x);
889   int y = int(p.y);
890   return tile_manager->get(tilemap[width * y + x]);
891 }
892
893 WorldMap::Level*
894 WorldMap::at_level()
895 {
896   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
897     {
898       if (i->pos == tux->get_tile_pos())
899         return &*i; 
900     }
901
902   return 0;
903 }
904
905 WorldMap::SpecialTile*
906 WorldMap::at_special_tile()
907 {
908   for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
909     {
910       if (i->pos == tux->get_tile_pos())
911         return &*i; 
912     }
913
914   return 0;
915 }
916
917
918 void
919 WorldMap::draw(DrawingContext& context, const Vector& offset)
920 {
921   for(int y = 0; y < height; ++y)
922     for(int x = 0; x < width; ++x)
923       {
924         const Tile* tile = at(Vector(x, y));
925         tile->draw(context, Vector(x*32 + offset.x, y*32 + offset.y),
926             LAYER_TILES);
927       }
928
929   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
930     {
931       if (i->solved)
932         context.draw_surface(leveldot_green,
933             Vector(i->pos.x*32 + offset.x, i->pos.y*32 + offset.y), LAYER_TILES+1);
934       else
935         context.draw_surface(leveldot_red,
936             Vector(i->pos.x*32 + offset.x, i->pos.y*32 + offset.y), LAYER_TILES+1);
937     }
938
939   for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
940     {
941       if(i->invisible)
942         continue;
943
944       if (i->teleport_dest != Vector(-1, -1))
945         context.draw_surface(teleporterdot,
946                 Vector(i->pos.x*32 + offset.x, i->pos.y*32 + offset.y), LAYER_TILES+1);
947
948       else if (!i->map_message.empty() && !i->passive_message)
949         context.draw_surface(messagedot,
950                 Vector(i->pos.x*32 + offset.x, i->pos.y*32 + offset.y), LAYER_TILES+1);
951     }
952
953   tux->draw(context, offset);
954   draw_status(context);
955 }
956
957 void
958 WorldMap::draw_status(DrawingContext& context)
959 {
960   char str[80];
961   sprintf(str, " %d", total_stats.get_points(SCORE_STAT));
962
963   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
964   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
965
966   sprintf(str, "%d", player_status.distros);
967   context.draw_text(white_text, _("COINS"), Vector(screen->w/2 - 16*5, 0),
968       LEFT_ALLIGN, LAYER_FOREGROUND1);
969   context.draw_text(gold_text, str, Vector(screen->w/2 + (16*5)/2, 0),
970         LEFT_ALLIGN, LAYER_FOREGROUND1);
971
972   if (player_status.lives >= 5)
973     {
974       sprintf(str, "%dx", player_status.lives);
975       context.draw_text(gold_text, str, 
976           Vector(screen->w - gold_text->get_text_width(str) - tux_life->w, 0),
977           LEFT_ALLIGN, LAYER_FOREGROUND1);
978       context.draw_surface(tux_life, Vector(screen->w -
979             gold_text->get_text_width("9"), 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
980     }
981   else
982     {
983       for(int i= 0; i < player_status.lives; ++i)
984         context.draw_surface(tux_life,
985             Vector(screen->w - tux_life->w*4 + (tux_life->w*i), 0),
986             LAYER_FOREGROUND1);
987     }
988   context.draw_text(white_text, _("LIVES"),
989       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 0),
990       LEFT_ALLIGN, LAYER_FOREGROUND1);
991
992   if (!tux->is_moving())
993     {
994       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
995         {
996           if (i->pos == tux->get_tile_pos())
997             {
998               if(i->title == "")
999                 get_level_title(*i);
1000
1001               context.draw_text(white_text, i->title, 
1002                   Vector(screen->w/2,
1003                          screen->h - white_text->get_height() - 30),
1004                   CENTER_ALLIGN, LAYER_FOREGROUND1);
1005
1006               i->statistics.draw_worldmap_info(context);
1007               break;
1008             }
1009         }
1010       for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
1011         {
1012           if (i->pos == tux->get_tile_pos())
1013             {
1014                /* Display an in-map message in the map, if any as been selected */
1015               if(!i->map_message.empty() && !i->passive_message)
1016                 context.draw_text(gold_text, i->map_message, 
1017                     Vector(screen->w/2,
1018                            screen->h - white_text->get_height() - 60),
1019                     CENTER_ALLIGN, LAYER_FOREGROUND1);
1020               break;
1021             }
1022         }
1023     }
1024   /* Display a passive message in the map, if needed */
1025   if(passive_message_timer.check())
1026     context.draw_text(gold_text, passive_message, 
1027             Vector(screen->w/2, screen->h - white_text->get_height() - 60),
1028             CENTER_ALLIGN, LAYER_FOREGROUND1);
1029 }
1030
1031 void
1032 WorldMap::display()
1033 {
1034   Menu::set_current(0);
1035
1036   quit = false;
1037
1038   song = SoundManager::get()->load_music(datadir +  "/music/" + music);
1039   SoundManager::get()->play_music(song);
1040
1041   if(!intro_displayed && intro_filename != "") {
1042     std::string filename = levels_path + intro_filename;
1043     display_text_file(filename, SCROLL_SPEED_MESSAGE,
1044                       white_big_text, white_text, white_small_text, blue_text);
1045     intro_displayed = true;
1046   }
1047
1048   Uint32 lastticks = SDL_GetTicks();
1049   DrawingContext context;
1050   while(!quit) {
1051     Uint32 ticks = SDL_GetTicks();
1052     float elapsed_time = float(ticks - lastticks) / 1000;
1053     global_time += elapsed_time;
1054     lastticks = ticks;
1055     
1056     // 40 fps minimum
1057     if(elapsed_time > .025)
1058       elapsed_time = .025;
1059     
1060     Vector tux_pos = tux->get_pos();
1061     
1062     offset.x = -tux_pos.x + screen->w/2;
1063     offset.y = -tux_pos.y + screen->h/2;
1064
1065     if (offset.x > 0) offset.x = 0;
1066     if (offset.y > 0) offset.y = 0;
1067
1068     if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
1069     if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
1070     
1071     draw(context, offset);
1072     get_input();
1073     update(elapsed_time);
1074       
1075     if(Menu::current()) {
1076       Menu::current()->draw(context);
1077       mouse_cursor->draw(context);
1078     }
1079
1080     context.do_drawing();
1081   }
1082 }
1083
1084 void
1085 WorldMap::savegame(const std::string& filename)
1086 {
1087   if(filename == "")
1088     return;
1089
1090   std::ofstream file(filename.c_str(), std::ios::out);
1091   lisp::Writer writer(file);
1092
1093   int nb_solved_levels = 0, total_levels = 0;
1094   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i) {
1095     ++total_levels;
1096     if (i->solved)
1097       ++nb_solved_levels;
1098   }
1099   char nb_solved_levels_str[80], total_levels_str[80];
1100   sprintf(nb_solved_levels_str, "%d", nb_solved_levels);
1101   sprintf(total_levels_str, "%d", total_levels);
1102
1103   writer.write_comment("Worldmap save file");
1104
1105   writer.start_list("supertux-savegame");
1106
1107   writer.write_int("version", 1);
1108   writer.write_string("title",
1109       std::string(name + " - " + nb_solved_levels_str+"/"+total_levels_str));
1110   writer.write_string("map", map_filename);
1111   writer.write_bool("intro-displayed", intro_displayed);
1112
1113   writer.start_list("tux");
1114
1115   writer.write_float("x", tux->get_tile_pos().x);
1116   writer.write_float("y", tux->get_tile_pos().y);
1117   writer.write_string("back", direction_to_string(tux->back_direction));
1118   player_status.write(writer);
1119   writer.write_string("back", direction_to_string(tux->back_direction));
1120
1121   writer.end_list("tux");
1122
1123   writer.start_list("levels");
1124
1125   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1126     {
1127       if (i->solved)
1128         {
1129         writer.start_list("level");
1130
1131         writer.write_string("name", i->name);
1132         writer.write_bool("solved", true);
1133         i->statistics.write(writer);
1134
1135         writer.end_list("level");
1136         }
1137     }  
1138
1139   writer.end_list("levels");
1140
1141   writer.end_list("supertux-savegame");
1142 }
1143
1144 void
1145 WorldMap::loadgame(const std::string& filename)
1146 {
1147   std::cout << "loadgame: " << filename << std::endl;
1148   savegame_file = filename;
1149
1150   try {
1151     lisp::Parser parser;
1152     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
1153   
1154     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
1155     if(!savegame)
1156       throw std::runtime_error("File is not a supertux-savegame file.");
1157
1158     /* Get the Map filename and then load it before setting level settings */
1159     std::string cur_map_filename = map_filename;
1160     savegame->get("map", map_filename);
1161     load_map(); 
1162
1163     savegame->get("intro-displayed", intro_displayed);
1164     savegame->get("lives", player_status.lives);
1165     savegame->get("distros", player_status.distros);
1166     savegame->get("max-score-multiplier", player_status.max_score_multiplier);
1167     if (player_status.lives < 0)
1168       player_status.reset();
1169
1170     const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
1171     if(tux)
1172     {
1173       Vector p;
1174       std::string back_str = "none";
1175
1176       tux_lisp->get("x", p.x);
1177       tux_lisp->get("y", p.y);
1178       tux_lisp->get("back", back_str);
1179       player_status.read(*tux_lisp);
1180       
1181       tux->back_direction = string_to_direction(back_str);      
1182       tux->set_tile_pos(p);
1183     }
1184
1185     const lisp::Lisp* levels_lisp = savegame->get_lisp("levels");
1186     if(levels_lisp) {
1187       lisp::ListIterator iter(levels_lisp);
1188       while(iter.next()) {
1189         if(iter.item() == "level") {
1190           std::string name;
1191           bool solved = false;
1192
1193           const lisp::Lisp* level = iter.lisp();
1194           level->get("name", name);
1195           level->get("solved", solved);
1196
1197           for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1198           {
1199             if (name == i->name)
1200             {
1201               i->solved = solved;
1202               i->statistics.parse(*level);
1203               break;
1204             }
1205           }
1206         } else {
1207           std::cerr << "Unknown token '" << iter.item() 
1208             << "' in levels block in worldmap.\n";
1209         }
1210       }
1211     }
1212   } catch(std::exception& e) {
1213     std::cerr << "Problem loading game '" << filename << "': " << e.what() 
1214       << "\n";
1215     load_map();
1216     player_status.reset();
1217   }
1218
1219   calculate_total_stats();
1220 }
1221
1222 void
1223 WorldMap::loadmap(const std::string& filename)
1224 {
1225   savegame_file = "";
1226   map_filename = filename;
1227   load_map();
1228 }
1229
1230 } // namespace WorldMapNS