3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
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.
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.
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.
27 #include "screen/surface.h"
28 #include "screen/screen.h"
29 #include "screen/drawing_context.h"
30 #include "lispreader.h"
35 #include "sound_manager.h"
36 #include "resources.h"
39 namespace WorldMapNS {
41 Direction reverse_dir(Direction direction)
60 direction_to_string(Direction direction)
78 string_to_direction(const std::string& directory)
80 if (directory == "west")
82 else if (directory == "east")
84 else if (directory == "north")
86 else if (directory == "south")
92 TileManager::TileManager()
94 std::string stwt_filename = datadir + "/images/worldmap/antarctica.stwt";
95 lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
98 st_abort("Couldn't load file", stwt_filename);
100 if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap-tiles") == 0)
102 lisp_object_t* cur = lisp_cdr(root_obj);
104 while(!lisp_nil_p(cur))
106 lisp_object_t* element = lisp_car(cur);
108 if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
111 std::string filename = "<invalid>";
113 Tile* tile = new Tile;
119 tile->auto_walk = false;
121 LispReader reader(lisp_cdr(element));
122 reader.read_int("id", id);
123 reader.read_bool("north", tile->north);
124 reader.read_bool("south", tile->south);
125 reader.read_bool("west", tile->west);
126 reader.read_bool("east", tile->east);
127 reader.read_bool("stop", tile->stop);
128 reader.read_bool("auto-walk", tile->auto_walk);
129 reader.read_string("image", filename);
131 tile->sprite = new Surface(
132 datadir + "/images/worldmap/" + filename,
135 if (id >= int(tiles.size()))
142 puts("Unhandled symbol");
156 TileManager::~TileManager()
158 for(std::vector<Tile*>::iterator i = tiles.begin(); i != tiles.end(); ++i)
163 TileManager::get(int i)
165 assert(i >=0 && i < int(tiles.size()));
169 //---------------------------------------------------------------------------
171 Tux::Tux(WorldMap* worldmap_)
172 : worldmap(worldmap_)
174 largetux_sprite = new Surface(datadir + "/images/worldmap/tux.png", true);
175 firetux_sprite = new Surface(datadir + "/images/worldmap/firetux.png", true);
176 smalltux_sprite = new Surface(datadir + "/images/worldmap/smalltux.png", true);
180 tile_pos.x = worldmap->get_start_x();
181 tile_pos.y = worldmap->get_start_y();
183 input_direction = D_NONE;
188 delete smalltux_sprite;
189 delete firetux_sprite;
190 delete largetux_sprite;
194 Tux::draw(DrawingContext& context, const Vector& offset)
196 Vector pos = get_pos();
197 switch (player_status.bonus)
199 case PlayerStatus::GROWUP_BONUS:
200 context.draw_surface(largetux_sprite,
201 Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
203 case PlayerStatus::FLOWER_BONUS:
204 context.draw_surface(firetux_sprite,
205 Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
207 case PlayerStatus::NO_BONUS:
208 context.draw_surface(smalltux_sprite,
209 Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
218 float x = tile_pos.x * 32;
219 float y = tile_pos.y * 32;
239 return Vector((int)x, (int)y);
251 Tux::action(float delta)
255 if (input_direction != D_NONE)
257 WorldMap::Level* level = worldmap->at_level();
259 // We got a new direction, so lets start walking when possible
261 if ((!level || level->solved)
262 && worldmap->path_ok(input_direction, tile_pos, &next_tile))
264 tile_pos = next_tile;
266 direction = input_direction;
267 back_direction = reverse_dir(direction);
269 else if (input_direction == back_direction)
271 std::cout << "Back triggered" << std::endl;
273 direction = input_direction;
274 tile_pos = worldmap->get_next_tile(tile_pos, direction);
275 back_direction = reverse_dir(direction);
281 // Let tux walk a few pixels (20 pixel/sec)
282 offset += 20.0f * delta;
285 { // We reached the next tile, so we check what to do now
288 if (worldmap->at(tile_pos)->stop || worldmap->at_level())
294 if (worldmap->at(tile_pos)->auto_walk)
295 { // Turn to a new direction
296 Tile* tile = worldmap->at(tile_pos);
297 Direction dir = D_NONE;
299 if (tile->north && back_direction != D_NORTH)
301 else if (tile->south && back_direction != D_SOUTH)
303 else if (tile->east && back_direction != D_EAST)
305 else if (tile->west && back_direction != D_WEST)
311 back_direction = reverse_dir(direction);
315 // Should never be reached if tiledata is good
321 // Walk automatically to the next tile
323 if (worldmap->path_ok(direction, tile_pos, &next_tile))
325 tile_pos = next_tile;
329 puts("Tilemap data is buggy");
337 //---------------------------------------------------------------------------
347 //---------------------------------------------------------------------------
351 tile_manager = new TileManager();
352 //tux = new Tux(this);
360 level_sprite = new Surface(datadir + "/images/worldmap/levelmarker.png", true);
361 leveldot_green = new Surface(datadir + "/images/worldmap/leveldot_green.png", true);
362 leveldot_red = new Surface(datadir + "/images/worldmap/leveldot_red.png", true);
364 input_direction = D_NONE;
368 music = "SALCON.MOD";
371 WorldMap::~WorldMap()
377 delete leveldot_green;
384 lisp_object_t* root_obj = lisp_read_from_file(datadir + "/levels/worldmap/" + map_filename);
386 st_abort("Couldn't load file", datadir + "/levels/worldmap/" + map_filename);
388 if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap") == 0)
390 lisp_object_t* cur = lisp_cdr(root_obj);
392 while(!lisp_nil_p(cur))
394 lisp_object_t* element = lisp_car(cur);
396 if (strcmp(lisp_symbol(lisp_car(element)), "tilemap") == 0)
398 LispReader reader(lisp_cdr(element));
399 reader.read_int("width", width);
400 reader.read_int("height", height);
401 reader.read_int_vector("data", tilemap);
403 else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
405 LispReader reader(lisp_cdr(element));
406 reader.read_string("name", name, true);
407 reader.read_string("music", music);
408 reader.read_int("start_pos_x", start_x);
409 reader.read_int("start_pos_y", start_y);
411 else if (strcmp(lisp_symbol(lisp_car(element)), "levels") == 0)
413 lisp_object_t* cur = lisp_cdr(element);
415 while(!lisp_nil_p(cur))
417 lisp_object_t* element = lisp_car(cur);
419 if (strcmp(lisp_symbol(lisp_car(element)), "special-tile") == 0)
422 LispReader reader(lisp_cdr(element));
423 level.solved = false;
430 reader.read_string("extro-filename", level.extro_filename);
431 reader.read_string("map-message", level.display_map_message);
432 reader.read_string("next-world", level.next_worldmap);
433 reader.read_string("level", level.name, true);
434 reader.read_int("x", level.x);
435 reader.read_int("y", level.y);
436 level.swap_x = level.swap_y = -1;
437 reader.read_int("swap-x", level.swap_x);
438 reader.read_int("swap-y", level.swap_y);
439 level.vertical_flip = false;
440 reader.read_bool("flip-level", level.vertical_flip);
441 level.quit_worldmap = false;
442 reader.read_bool("exit-game", level.quit_worldmap);
444 levels.push_back(level);
447 /* Kept for backward compability */
448 else if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
451 LispReader reader(lisp_cdr(element));
452 level.solved = false;
459 reader.read_string("extro-filename", level.extro_filename);
460 if(!level.extro_filename.empty())
461 level.quit_worldmap = true;
462 reader.read_string("name", level.name, true);
463 reader.read_int("x", level.x);
464 reader.read_int("y", level.y);
465 level.vertical_flip = false;
466 level.swap_x = level.swap_y = -1;
468 levels.push_back(level);
487 void WorldMap::get_level_title(Level& level)
489 /** get level's title */
490 level.title = "<no title>";
492 LispReader* reader = LispReader::load(datadir + "/levels/" + level.name, "supertux-level");
495 std::cerr << "Error: Could not open level file. Ignoring...\n";
499 reader->read_string("name", level.title, true);
504 WorldMap::on_escape_press()
506 // Show or hide the menu
508 Menu::set_current(worldmap_menu);
510 Menu::set_current(0);
514 WorldMap::get_input()
517 input_direction = D_NONE;
520 while (SDL_PollEvent(&event))
524 Menu::current()->event(event);
531 st_abort("Received window close", "");
535 switch(event.key.keysym.sym)
549 case SDL_JOYAXISMOTION:
550 if (event.jaxis.axis == joystick_keymap.x_axis)
552 if (event.jaxis.value < -joystick_keymap.dead_zone)
553 input_direction = D_WEST;
554 else if (event.jaxis.value > joystick_keymap.dead_zone)
555 input_direction = D_EAST;
557 else if (event.jaxis.axis == joystick_keymap.y_axis)
559 if (event.jaxis.value > joystick_keymap.dead_zone)
560 input_direction = D_SOUTH;
561 else if (event.jaxis.value < -joystick_keymap.dead_zone)
562 input_direction = D_NORTH;
566 case SDL_JOYBUTTONDOWN:
567 if (event.jbutton.button == joystick_keymap.b_button)
569 else if (event.jbutton.button == joystick_keymap.start_button)
579 if (!Menu::current())
581 Uint8 *keystate = SDL_GetKeyState(NULL);
583 if (keystate[SDLK_LEFT])
584 input_direction = D_WEST;
585 else if (keystate[SDLK_RIGHT])
586 input_direction = D_EAST;
587 else if (keystate[SDLK_UP])
588 input_direction = D_NORTH;
589 else if (keystate[SDLK_DOWN])
590 input_direction = D_SOUTH;
595 WorldMap::get_next_tile(Vector pos, Direction direction)
618 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
620 *new_pos = get_next_tile(old_pos, direction);
622 if (!(new_pos->x >= 0 && new_pos->x < width
623 && new_pos->y >= 0 && new_pos->y < height))
624 { // New position is outsite the tilemap
628 { // Check if we the tile allows us to go to new_pos
632 return (at(old_pos)->west && at(*new_pos)->east);
635 return (at(old_pos)->east && at(*new_pos)->west);
638 return (at(old_pos)->north && at(*new_pos)->south);
641 return (at(old_pos)->south && at(*new_pos)->north);
644 assert(!"path_ok() can't work if direction is NONE");
651 WorldMap::update(float delta)
653 if (enter_level && !tux->is_moving())
655 bool level_finished = true;
656 Level* level = at_level();
659 std::cout << "Nothing to enter at: "
660 << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
665 if(!level->name.empty())
667 if (level->x == tux->get_tile_pos().x &&
668 level->y == tux->get_tile_pos().y)
670 PlayerStatus old_player_status = player_status;
672 std::cout << "Enter the current level: " << level->name << std::endl;
673 // do a shriking fade to the level
674 shrink_fade(Vector((level->x*32 + 16 + offset.x),(level->y*32 + 16
676 GameSession session(datadir + "/levels/" + level->name,
677 ST_GL_LOAD_LEVEL_FILE, level->vertical_flip);
679 switch (session.run())
681 case GameSession::ES_LEVEL_FINISHED:
683 level_finished = true;
684 bool old_level_state = level->solved;
685 level->solved = true;
687 if (session.get_current_sector()->player->got_power !=
688 session.get_current_sector()->player->NONE_POWER)
689 player_status.bonus = PlayerStatus::FLOWER_BONUS;
690 else if (session.get_current_sector()->player->size == BIG)
691 player_status.bonus = PlayerStatus::GROWUP_BONUS;
693 player_status.bonus = PlayerStatus::NO_BONUS;
695 if (old_level_state != level->solved)
696 { // Try to detect the next direction to which we should walk
697 // FIXME: Mostly a hack
698 Direction dir = D_NONE;
700 Tile* tile = at(tux->get_tile_pos());
702 if (tile->north && tux->back_direction != D_NORTH)
704 else if (tile->south && tux->back_direction != D_SOUTH)
706 else if (tile->east && tux->back_direction != D_EAST)
708 else if (tile->west && tux->back_direction != D_WEST)
713 tux->set_direction(dir);
714 //tux->update(delta);
717 std::cout << "Walk to dir: " << dir << std::endl;
722 case GameSession::ES_LEVEL_ABORT:
723 level_finished = false;
724 /* In case the player's abort the level, keep it using the old
725 status. But the minimum lives and no bonus. */
726 player_status.score = old_player_status.score;
727 player_status.distros = old_player_status.distros;
728 player_status.lives = std::min(old_player_status.lives, player_status.lives);
729 player_status.bonus = player_status.NO_BONUS;
732 case GameSession::ES_GAME_OVER:
734 level_finished = false;
735 /* draw an end screen */
736 /* in the future, this should make a dialog a la SuperMario, asking
737 if the player wants to restart the world map with no score and from
741 DrawingContext context;
742 context.draw_gradient(Color (200,240,220), Color(200,200,220),
745 context.draw_text_center(blue_text, _("GAMEOVER"),
746 Vector(0, 200), LAYER_FOREGROUND1);
748 sprintf(str, _("SCORE: %d"), player_status.score);
749 context.draw_text_center(gold_text, str,
750 Vector(0, 230), LAYER_FOREGROUND1);
752 sprintf(str, _("COINS: %d"), player_status.distros);
753 context.draw_text_center(gold_text, str,
754 Vector(0, screen->w - 32), LAYER_FOREGROUND1);
756 context.do_drawing();
759 wait_for_event(event,2000,5000,true);
762 player_status.reset();
765 case GameSession::ES_NONE:
767 // Should never be reached
771 sound_manager->play_music(song);
772 Menu::set_current(0);
773 if (!savegame_file.empty())
774 savegame(savegame_file);
777 /* The porpose of the next checking is that if the player lost
778 the level (in case there is one), don't show anything */
781 if (!level->extro_filename.empty())
783 // Display a text file
784 display_text_file(level->extro_filename, SCROLL_SPEED_MESSAGE);
786 if (level->swap_x != -1 && level->swap_y != -1)
788 // TODO: add an effect, like a camera scrolling, or at least, a fading
789 tux->set_tile_pos(Vector(level->swap_x, level->swap_y));
791 if (!level->next_worldmap.empty())
793 // Load given worldmap
794 loadmap(level->next_worldmap);
796 if (level->quit_worldmap)
803 tux->set_direction(input_direction);
806 Menu* menu = Menu::current();
811 if(menu == worldmap_menu)
813 switch (worldmap_menu->check())
815 case MNID_RETURNWORLDMAP: // Return to game
817 case MNID_QUITWORLDMAP: // Quit Worldmap
822 else if(menu == options_menu)
824 process_options_menu();
830 WorldMap::at(Vector p)
839 return tile_manager->get(tilemap[width * y + x]);
845 for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
847 if (i->x == tux->get_tile_pos().x &&
848 i->y == tux->get_tile_pos().y)
857 WorldMap::draw(DrawingContext& context, const Vector& offset)
859 for(int y = 0; y < height; ++y)
860 for(int x = 0; x < width; ++x)
862 Tile* tile = at(Vector(x, y));
863 context.draw_surface(tile->sprite,
864 Vector(x*32 + offset.x, y*32 + offset.y), LAYER_TILES);
867 for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
873 context.draw_surface(leveldot_green,
874 Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
876 context.draw_surface(leveldot_red,
877 Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
880 tux->draw(context, offset);
881 draw_status(context);
885 WorldMap::draw_status(DrawingContext& context)
888 sprintf(str, " %d", player_status.score);
890 context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
891 context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
893 sprintf(str, "%d", player_status.distros);
894 context.draw_text(white_text, _("COINS"), Vector(screen->w/2 - 16*5, 0),
896 context.draw_text(gold_text, str, Vector(screen->w/2 + (16*5)/2, 0),
899 if (player_status.lives >= 5)
901 sprintf(str, "%dx", player_status.lives);
902 context.draw_text(gold_text, str,
903 Vector(screen->w - gold_text->get_text_width(str) - tux_life->w, 0),
905 context.draw_surface(tux_life, Vector(screen->w -
906 gold_text->get_text_width("9"), 0), LAYER_FOREGROUND1);
910 for(int i= 0; i < player_status.lives; ++i)
911 context.draw_surface(tux_life,
912 Vector(screen->w - tux_life->w*4 + (tux_life->w*i), 0),
915 context.draw_text(white_text, _("LIVES"),
916 Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 0),
919 if (!tux->is_moving())
921 for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
923 if (i->x == tux->get_tile_pos().x &&
924 i->y == tux->get_tile_pos().y)
931 context.draw_text_center(white_text, i->title,
932 Vector(0, screen->h - white_text->get_height() - 30),
936 /* Display a message in the map, if any as been selected */
937 if(!i->display_map_message.empty())
938 context.draw_text_center(gold_text, i->display_map_message,
939 Vector(0, screen->h - white_text->get_height() - 60),
950 Menu::set_current(0);
954 song = sound_manager->load_music(datadir + "/music/" + music);
955 sound_manager->play_music(song);
957 unsigned int last_update_time;
958 unsigned int update_time;
960 last_update_time = update_time = st_get_ticks();
962 DrawingContext context;
965 float delta = ((float)(update_time-last_update_time))/100.0;
972 last_update_time = update_time;
973 update_time = st_get_ticks();
975 Vector tux_pos = tux->get_pos();
978 offset.x = -tux_pos.x + screen->w/2;
979 offset.y = -tux_pos.y + screen->h/2;
981 if (offset.x > 0) offset.x = 0;
982 if (offset.y > 0) offset.y = 0;
984 if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
985 if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
988 draw(context, offset);
994 Menu::current()->draw(context);
995 mouse_cursor->draw(context);
998 context.do_drawing();
1005 WorldMap::savegame(const std::string& filename)
1010 std::cout << "savegame: " << filename << std::endl;
1011 std::ofstream out(filename.c_str());
1013 int nb_solved_levels = 0;
1014 for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1020 out << "(supertux-savegame\n"
1022 << " (title \"" << name << " - " << nb_solved_levels << "/" << levels.size() << "\")\n"
1023 << " (map \"" << map_filename << "\")\n"
1024 << " (lives " << player_status.lives << ")\n"
1025 << " (score " << player_status.score << ")\n"
1026 << " (distros " << player_status.distros << ")\n"
1027 << " (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")\n"
1028 << " (back \"" << direction_to_string(tux->back_direction) << "\")\n"
1029 << " (bonus \"" << bonus_to_string(player_status.bonus) << "\"))\n"
1032 for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1036 out << " (level (name \"" << i->name << "\")\n"
1037 << " (solved #t))\n";
1042 << " )\n\n;; EOF ;;" << std::endl;
1046 WorldMap::loadgame(const std::string& filename)
1048 std::cout << "loadgame: " << filename << std::endl;
1049 savegame_file = filename;
1050 map_filename = "icyisland.stwm";
1052 if (access(filename.c_str(), F_OK) != 0)
1058 lisp_object_t* savegame = lisp_read_from_file(filename);
1061 std::cout << "WorldMap:loadgame: File not found: " << filename << std::endl;
1066 lisp_object_t* cur = savegame;
1068 if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
1074 cur = lisp_cdr(cur);
1075 LispReader reader(cur);
1077 /* Get the Map filename and then load it before setting level settings */
1078 reader.read_string("map", map_filename);
1081 reader.read_int("lives", player_status.lives);
1082 reader.read_int("score", player_status.score);
1083 reader.read_int("distros", player_status.distros);
1085 if (player_status.lives < 0)
1086 player_status.lives = START_LIVES;
1088 lisp_object_t* tux_cur = 0;
1089 if (reader.read_lisp("tux", tux_cur))
1092 std::string back_str = "none";
1093 std::string bonus_str = "none";
1095 LispReader tux_reader(tux_cur);
1096 tux_reader.read_float("x", p.x);
1097 tux_reader.read_float("y", p.y);
1098 tux_reader.read_string("back", back_str);
1099 tux_reader.read_string("bonus", bonus_str);
1101 player_status.bonus = string_to_bonus(bonus_str);
1102 tux->back_direction = string_to_direction(back_str);
1103 tux->set_tile_pos(p);
1106 lisp_object_t* level_cur = 0;
1107 if (reader.read_lisp("levels", level_cur))
1111 lisp_object_t* sym = lisp_car(lisp_car(level_cur));
1112 lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
1114 if (strcmp(lisp_symbol(sym), "level") == 0)
1117 bool solved = false;
1119 LispReader level_reader(data);
1120 level_reader.read_string("name", name, true);
1121 level_reader.read_bool("solved", solved);
1123 for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1125 if (name == i->name)
1130 level_cur = lisp_cdr(level_cur);
1134 lisp_free(savegame);
1138 WorldMap::loadmap(const std::string& filename)
1141 map_filename = filename;
1145 } // namespace WorldMapNS
1147 /* Local Variables: */