d309771c6b5b2dda4f6b5f130b9d35c1e30c8d31
[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
20 #include <iostream>
21 #include <fstream>
22 #include <vector>
23 #include <cassert>
24 #include <unistd.h>
25
26 #include "app/globals.h"
27 #include "video/surface.h"
28 #include "video/screen.h"
29 #include "video/drawing_context.h"
30 #include "utils/lispreader.h"
31 #include "gameloop.h"
32 #include "app/setup.h"
33 #include "sector.h"
34 #include "worldmap.h"
35 #include "audio/sound_manager.h"
36 #include "resources.h"
37 #include "app/gettext.h"
38 #include "misc.h"
39
40 Menu* worldmap_menu  = 0;
41
42 namespace WorldMapNS {
43
44 Direction reverse_dir(Direction direction)
45 {
46   switch(direction)
47     {
48     case D_WEST:
49       return D_EAST;
50     case D_EAST:
51       return D_WEST;
52     case D_NORTH:
53       return D_SOUTH;
54     case D_SOUTH:
55       return D_NORTH;
56     case D_NONE:
57       return D_NONE;
58     }
59   return D_NONE;
60 }
61
62 std::string
63 direction_to_string(Direction direction)
64 {
65   switch(direction)
66     {
67     case D_WEST:
68       return "west";
69     case D_EAST:
70       return "east";
71     case D_NORTH:
72       return "north";
73     case D_SOUTH:
74       return "south";
75     default:
76       return "none";
77     }
78 }
79
80 Direction
81 string_to_direction(const std::string& directory)
82 {
83   if (directory == "west")
84     return D_WEST;
85   else if (directory == "east")
86     return D_EAST;
87   else if (directory == "north")
88     return D_NORTH;
89   else if (directory == "south")
90     return D_SOUTH;
91   else
92     return D_NONE;
93 }
94
95 TileManager::TileManager()
96 {
97   std::string stwt_filename = datadir +  "/images/worldmap/antarctica.stwt";
98   lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
99  
100   if (!root_obj)
101     Termination::abort("Couldn't load file", stwt_filename);
102
103   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap-tiles") == 0)
104     {
105       lisp_object_t* cur = lisp_cdr(root_obj);
106
107       while(!lisp_nil_p(cur))
108         {
109           lisp_object_t* element = lisp_car(cur);
110
111           if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
112             {
113               int id = 0;
114               std::string filename = "<invalid>";
115
116               Tile* tile = new Tile;             
117               tile->north = true;
118               tile->east  = true;
119               tile->south = true;
120               tile->west  = true;
121               tile->stop  = true;
122               tile->auto_walk = false;
123   
124               LispReader reader(lisp_cdr(element));
125               reader.read_int("id", id);
126               reader.read_bool("north", tile->north);
127               reader.read_bool("south", tile->south);
128               reader.read_bool("west",  tile->west);
129               reader.read_bool("east",  tile->east);
130               reader.read_bool("stop",  tile->stop);
131               reader.read_bool("auto-walk",  tile->auto_walk);
132               reader.read_string("image", filename);
133
134               tile->sprite = new Surface(
135                            datadir +  "/images/worldmap/" + filename, 
136                            true);
137
138               if (id >= int(tiles.size()))
139                 tiles.resize(id+1);
140
141               tiles[id] = tile;
142             }
143           else
144             {
145               puts("Unhandled symbol");
146             }
147
148           cur = lisp_cdr(cur);
149         }
150     }
151   else
152     {
153       assert(0);
154     }
155
156   lisp_free(root_obj);
157 }
158
159 TileManager::~TileManager()
160 {
161   for(std::vector<Tile*>::iterator i = tiles.begin(); i != tiles.end(); ++i)
162     delete *i;
163 }
164
165 Tile*
166 TileManager::get(int i)
167 {
168   assert(i >=0 && i < int(tiles.size()));
169   return tiles[i];
170 }
171
172 //---------------------------------------------------------------------------
173
174 Tux::Tux(WorldMap* worldmap_)
175   : worldmap(worldmap_)
176 {
177   largetux_sprite = new Surface(datadir +  "/images/worldmap/tux.png", true);
178   firetux_sprite = new Surface(datadir +  "/images/worldmap/firetux.png", true);
179   smalltux_sprite = new Surface(datadir +  "/images/worldmap/smalltux.png", true);
180
181   offset = 0;
182   moving = false;
183   tile_pos.x = worldmap->get_start_x();
184   tile_pos.y = worldmap->get_start_y();
185   direction = D_NONE;
186   input_direction = D_NONE;
187 }
188
189 Tux::~Tux()
190 {
191   delete smalltux_sprite;
192   delete firetux_sprite;
193   delete largetux_sprite;
194 }
195
196 void
197 Tux::draw(DrawingContext& context, const Vector& offset)
198 {
199   Vector pos = get_pos();
200   switch (player_status.bonus)
201     {
202     case PlayerStatus::GROWUP_BONUS:
203       context.draw_surface(largetux_sprite,
204           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
205       break;
206     case PlayerStatus::FLOWER_BONUS:
207       context.draw_surface(firetux_sprite,
208           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
209       break;
210     case PlayerStatus::NO_BONUS:
211       context.draw_surface(smalltux_sprite,
212           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
213       break;
214     }
215 }
216
217
218 Vector
219 Tux::get_pos()
220 {
221   float x = tile_pos.x * 32;
222   float y = tile_pos.y * 32;
223
224   switch(direction)
225     {
226     case D_WEST:
227       x -= offset - 32;
228       break;
229     case D_EAST:
230       x += offset - 32;
231       break;
232     case D_NORTH:
233       y -= offset - 32;
234       break;
235     case D_SOUTH:
236       y += offset - 32;
237       break;
238     case D_NONE:
239       break;
240     }
241   
242   return Vector((int)x, (int)y); 
243 }
244
245 void
246 Tux::stop()
247 {
248   offset = 0;
249   direction = D_NONE;
250   moving = false;
251 }
252
253 void
254 Tux::action(float delta)
255 {
256   if (!moving)
257     {
258       if (input_direction != D_NONE)
259         { 
260           WorldMap::Level* level = worldmap->at_level();
261
262           // We got a new direction, so lets start walking when possible
263           Vector next_tile;
264           if ((!level || level->solved)
265               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
266             {
267               tile_pos = next_tile;
268               moving = true;
269               direction = input_direction;
270               back_direction = reverse_dir(direction);
271             }
272           else if (input_direction == back_direction)
273             {
274               std::cout << "Back triggered" << std::endl;
275               moving = true;
276               direction = input_direction;
277               tile_pos = worldmap->get_next_tile(tile_pos, direction);
278               back_direction = reverse_dir(direction);
279             }
280         }
281     }
282   else
283     {
284       // Let tux walk a few pixels (20 pixel/sec)
285       offset += 20.0f * delta;
286
287       if (offset > 32)
288         { // We reached the next tile, so we check what to do now
289           offset -= 32;
290
291           if (worldmap->at(tile_pos)->stop || worldmap->at_level())
292             {
293               stop();
294             }
295           else
296             {
297               if (worldmap->at(tile_pos)->auto_walk)
298                 { // Turn to a new direction
299                   Tile* tile = worldmap->at(tile_pos);
300                   Direction dir = D_NONE;
301                   
302                   if (tile->north && back_direction != D_NORTH)
303                     dir = D_NORTH;
304                   else if (tile->south && back_direction != D_SOUTH)
305                     dir = D_SOUTH;
306                   else if (tile->east && back_direction != D_EAST)
307                     dir = D_EAST;
308                   else if (tile->west && back_direction != D_WEST)
309                     dir = D_WEST;
310
311                   if (dir != D_NONE)
312                     {
313                       direction = dir;
314                       back_direction = reverse_dir(direction);
315                     }
316                   else
317                     {
318                       // Should never be reached if tiledata is good
319                       stop();
320                       return;
321                     }
322                 }
323
324               // Walk automatically to the next tile
325               Vector next_tile;
326               if (worldmap->path_ok(direction, tile_pos, &next_tile))
327                 {
328                   tile_pos = next_tile;
329                 }
330               else
331                 {
332                   puts("Tilemap data is buggy");
333                   stop();
334                 }
335             }
336         }
337     }
338 }
339
340 //---------------------------------------------------------------------------
341 Tile::Tile()
342 {
343 }
344
345 Tile::~Tile()
346 {
347   delete sprite;
348 }
349
350 //---------------------------------------------------------------------------
351
352 WorldMap::WorldMap()
353 {
354   tile_manager = new TileManager();
355   //tux = new Tux(this);
356   
357   width  = 20;
358   height = 15;
359   
360   start_x = 4;
361   start_y = 5;
362   
363   level_sprite = new Surface(datadir +  "/images/worldmap/levelmarker.png", true);
364   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", true);
365   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", true);
366
367   input_direction = D_NONE;
368   enter_level = false;
369
370   name = "<no title>";
371   music = "SALCON.MOD";
372 }
373
374 WorldMap::~WorldMap()
375 {
376   delete tux;
377   delete tile_manager;
378
379   delete level_sprite;
380   delete leveldot_green;
381   delete leveldot_red;
382 }
383
384 void
385 WorldMap::load_map()
386 {
387   lisp_object_t* root_obj = lisp_read_from_file(datadir + "/levels/worldmap/" + map_filename);
388   if (!root_obj)
389     Termination::abort("Couldn't load file", datadir + "/levels/worldmap/" + map_filename);
390
391   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap") == 0)
392     {
393       lisp_object_t* cur = lisp_cdr(root_obj);
394
395       while(!lisp_nil_p(cur))
396         {
397           lisp_object_t* element = lisp_car(cur);
398
399           if (strcmp(lisp_symbol(lisp_car(element)), "tilemap") == 0)
400             {
401               LispReader reader(lisp_cdr(element));
402               reader.read_int("width",  width);
403               reader.read_int("height", height);
404               reader.read_int_vector("data", tilemap);
405             }
406           else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
407             {
408               LispReader reader(lisp_cdr(element));
409               reader.read_string("name", name, true);
410               reader.read_string("music", music);
411               reader.read_int("start_pos_x", start_x);
412               reader.read_int("start_pos_y", start_y);
413             }
414           else if (strcmp(lisp_symbol(lisp_car(element)), "levels") == 0)
415             {
416               lisp_object_t* cur = lisp_cdr(element);
417               
418               while(!lisp_nil_p(cur))
419                 {
420                   lisp_object_t* element = lisp_car(cur);
421
422                   if (strcmp(lisp_symbol(lisp_car(element)), "special-tile") == 0)
423                     {
424                       Level level;
425                       LispReader reader(lisp_cdr(element));
426                       level.solved = false;
427                       
428                       level.north = true;
429                       level.east  = true;
430                       level.south = true;
431                       level.west  = true;
432
433                       reader.read_string("extro-filename", level.extro_filename);
434                       reader.read_string("map-message", level.display_map_message);
435                       reader.read_string("next-world", level.next_worldmap);
436                       reader.read_string("level", level.name, true);
437                       reader.read_int("x", level.x);
438                       reader.read_int("y", level.y);
439                       level.auto_path = true;
440                       reader.read_bool("auto-path", &level.auto_path);
441                       level.swap_x = level.swap_y = -1;
442                       reader.read_int("swap-x", level.swap_x);
443                       reader.read_int("swap-y", level.swap_y);
444                       level.vertical_flip = false;
445                       reader.read_bool("flip-level", level.vertical_flip);
446                       level.quit_worldmap = false;
447                       reader.read_bool("exit-game", level.quit_worldmap);
448
449                       levels.push_back(level);
450                     }
451
452                   /* Kept for backward compability */
453                   else if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
454                     {
455                       Level level;
456                       LispReader reader(lisp_cdr(element));
457                       level.solved = false;
458                       
459                       level.north = true;
460                       level.east  = true;
461                       level.south = true;
462                       level.west  = true;
463
464                       reader.read_string("extro-filename", level.extro_filename);
465                       if(!level.extro_filename.empty())
466                         level.quit_worldmap = true;
467                       reader.read_string("name", level.name, true);
468                       reader.read_int("x", level.x);
469                       reader.read_int("y", level.y);
470                       level.vertical_flip = false;
471                       level.swap_x = level.swap_y = -1;
472
473                       levels.push_back(level);
474                     }
475                   
476                   cur = lisp_cdr(cur);      
477                 }
478             }
479           else
480             {
481               
482             }
483           
484           cur = lisp_cdr(cur);
485         }
486     }
487
488     lisp_free(root_obj);
489     tux = new Tux(this);
490 }
491
492 void WorldMap::get_level_title(Level& level)
493 {
494   /** get level's title */
495   level.title = "<no title>";
496
497   LispReader* reader = LispReader::load(datadir + "/levels/" + level.name, "supertux-level");
498   if(!reader)
499     {
500     std::cerr << "Error: Could not open level file. Ignoring...\n";
501     return;
502     }
503
504   reader->read_string("name", level.title, true);
505   delete reader;
506 }
507
508 void
509 WorldMap::on_escape_press()
510 {
511   // Show or hide the menu
512   if(!Menu::current())
513     Menu::set_current(worldmap_menu); 
514   else
515     Menu::set_current(0); 
516 }
517
518 void
519 WorldMap::get_input()
520 {
521   enter_level = false;
522   input_direction = D_NONE;
523    
524   SDL_Event event;
525   while (SDL_PollEvent(&event))
526     {
527       if (Menu::current())
528         {
529           Menu::current()->event(event);
530         }
531       else
532         {
533           switch(event.type)
534             {
535             case SDL_QUIT:
536               Termination::abort("Received window close", "");
537               break;
538           
539             case SDL_KEYDOWN:
540               switch(event.key.keysym.sym)
541                 {
542                 case SDLK_ESCAPE:
543                   on_escape_press();
544                   break;
545                 case SDLK_LCTRL:
546                 case SDLK_RETURN:
547                   enter_level = true;
548                   break;
549                 default:
550                   break;
551                 }
552               break;
553           
554             case SDL_JOYAXISMOTION:
555               if (event.jaxis.axis == joystick_keymap.x_axis)
556                 {
557                   if (event.jaxis.value < -joystick_keymap.dead_zone)
558                     input_direction = D_WEST;
559                   else if (event.jaxis.value > joystick_keymap.dead_zone)
560                     input_direction = D_EAST;
561                 }
562               else if (event.jaxis.axis == joystick_keymap.y_axis)
563                 {
564                   if (event.jaxis.value > joystick_keymap.dead_zone)
565                     input_direction = D_SOUTH;
566                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
567                     input_direction = D_NORTH;
568                 }
569               break;
570
571             case SDL_JOYBUTTONDOWN:
572               if (event.jbutton.button == joystick_keymap.b_button)
573                 enter_level = true;
574               else if (event.jbutton.button == joystick_keymap.start_button)
575                 on_escape_press();
576               break;
577
578             default:
579               break;
580             }
581         }
582     }
583
584   if (!Menu::current())
585     {
586       Uint8 *keystate = SDL_GetKeyState(NULL);
587   
588       if (keystate[SDLK_LEFT])
589         input_direction = D_WEST;
590       else if (keystate[SDLK_RIGHT])
591         input_direction = D_EAST;
592       else if (keystate[SDLK_UP])
593         input_direction = D_NORTH;
594       else if (keystate[SDLK_DOWN])
595         input_direction = D_SOUTH;
596     }
597 }
598
599 Vector
600 WorldMap::get_next_tile(Vector pos, Direction direction)
601 {
602   switch(direction)
603     {
604     case D_WEST:
605       pos.x -= 1;
606       break;
607     case D_EAST:
608       pos.x += 1;
609       break;
610     case D_NORTH:
611       pos.y -= 1;
612       break;
613     case D_SOUTH:
614       pos.y += 1;
615       break;
616     case D_NONE:
617       break;
618     }
619   return pos;
620 }
621
622 bool
623 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
624 {
625   *new_pos = get_next_tile(old_pos, direction);
626
627   if (!(new_pos->x >= 0 && new_pos->x < width
628         && new_pos->y >= 0 && new_pos->y < height))
629     { // New position is outsite the tilemap
630       return false;
631     }
632   else
633     { // Check if we the tile allows us to go to new_pos
634       switch(direction)
635         {
636         case D_WEST:
637           return (at(old_pos)->west && at(*new_pos)->east);
638
639         case D_EAST:
640           return (at(old_pos)->east && at(*new_pos)->west);
641
642         case D_NORTH:
643           return (at(old_pos)->north && at(*new_pos)->south);
644
645         case D_SOUTH:
646           return (at(old_pos)->south && at(*new_pos)->north);
647
648         case D_NONE:
649           assert(!"path_ok() can't work if direction is NONE");
650         }
651       return false;
652     }
653 }
654
655 void
656 WorldMap::update(float delta)
657 {
658   if (enter_level && !tux->is_moving())
659     {
660       bool level_finished = true;
661       Level* level = at_level();
662       if (!level)
663         {
664         std::cout << "Nothing to enter at: "
665           << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
666         return;
667         }
668
669
670       if(!level->name.empty())
671         {
672           if (level->x == tux->get_tile_pos().x && 
673               level->y == tux->get_tile_pos().y)
674             {
675               PlayerStatus old_player_status = player_status;
676
677               std::cout << "Enter the current level: " << level->name << std::endl;
678               // do a shriking fade to the level
679               shrink_fade(Vector((level->x*32 + 16 + offset.x),(level->y*32 + 16
680                       + offset.y)), 500);
681               GameSession session(datadir +  "/levels/" + level->name,
682                                   ST_GL_LOAD_LEVEL_FILE, level->vertical_flip);
683
684               switch (session.run())
685                 {
686                 case GameSession::ES_LEVEL_FINISHED:
687                   {
688                     level_finished = true;
689                     bool old_level_state = level->solved;
690                     level->solved = true;
691
692                     if (session.get_current_sector()->player->got_power !=
693                           session.get_current_sector()->player->NONE_POWER)
694                       player_status.bonus = PlayerStatus::FLOWER_BONUS;
695                     else if (session.get_current_sector()->player->size == BIG)
696                       player_status.bonus = PlayerStatus::GROWUP_BONUS;
697                     else
698                       player_status.bonus = PlayerStatus::NO_BONUS;
699
700                     if (old_level_state != level->solved && level->auto_path)
701                       { // Try to detect the next direction to which we should walk
702                         // FIXME: Mostly a hack
703                         Direction dir = D_NONE;
704                     
705                         Tile* tile = at(tux->get_tile_pos());
706
707                         if (tile->north && tux->back_direction != D_NORTH)
708                           dir = D_NORTH;
709                         else if (tile->south && tux->back_direction != D_SOUTH)
710                           dir = D_SOUTH;
711                         else if (tile->east && tux->back_direction != D_EAST)
712                           dir = D_EAST;
713                         else if (tile->west && tux->back_direction != D_WEST)
714                           dir = D_WEST;
715
716                         if (dir != D_NONE)
717                           {
718                             tux->set_direction(dir);
719                             //tux->update(delta);
720                           }
721
722                         std::cout << "Walk to dir: " << dir << std::endl;
723                       }
724                   }
725
726                   break;
727                 case GameSession::ES_LEVEL_ABORT:
728                   level_finished = false;
729                   /* In case the player's abort the level, keep it using the old
730                       status. But the minimum lives and no bonus. */
731                   player_status.score = old_player_status.score;
732                   player_status.distros = old_player_status.distros;
733                   player_status.lives = std::min(old_player_status.lives, player_status.lives);
734                   player_status.bonus = player_status.NO_BONUS;
735
736                   break;
737                 case GameSession::ES_GAME_OVER:
738                   {
739                   level_finished = false;
740                   /* draw an end screen */
741                   /* in the future, this should make a dialog a la SuperMario, asking
742                   if the player wants to restart the world map with no score and from
743                   level 1 */
744                   char str[80];
745
746                   DrawingContext context;
747                   context.draw_gradient(Color (200,240,220), Color(200,200,220),
748                       LAYER_BACKGROUND0);
749
750                   context.draw_text_center(blue_text, _("GAMEOVER"), 
751                       Vector(0, 200), LAYER_FOREGROUND1);
752
753                   sprintf(str, _("SCORE: %d"), player_status.score);
754                   context.draw_text_center(gold_text, str,
755                       Vector(0, 230), LAYER_FOREGROUND1);
756
757                   sprintf(str, _("COINS: %d"), player_status.distros);
758                   context.draw_text_center(gold_text, str,
759                       Vector(0, screen->w - 32), LAYER_FOREGROUND1);
760
761                   context.do_drawing();
762   
763                   SDL_Event event;
764                   wait_for_event(event,2000,5000,true);
765
766                   quit = true;
767                   player_status.reset();
768                   break;
769                   }
770                 case GameSession::ES_NONE:
771                   assert(false);
772                   // Should never be reached 
773                   break;
774                 }
775
776               SoundManager::get()->play_music(song);
777               Menu::set_current(0);
778               if (!savegame_file.empty())
779                 savegame(savegame_file);
780             }
781         }
782       /* The porpose of the next checking is that if the player lost
783          the level (in case there is one), don't show anything */
784       if(level_finished)
785         {
786         if (!level->extro_filename.empty())
787           {
788           // Display a text file
789           display_text_file(level->extro_filename, SCROLL_SPEED_MESSAGE, white_big_text , white_text, white_small_text, blue_text );
790           }
791         if (level->swap_x != -1 && level->swap_y != -1)
792           {
793           // TODO: add an effect, like a camera scrolling, or at least, a fading
794           tux->set_tile_pos(Vector(level->swap_x, level->swap_y));
795           }
796         if (!level->next_worldmap.empty())
797           {
798           // Load given worldmap
799           loadmap(level->next_worldmap);
800           }
801         if (level->quit_worldmap)
802           quit = true;
803         }
804     }
805   else
806     {
807       tux->action(delta);
808       tux->set_direction(input_direction);
809     }
810   
811   Menu* menu = Menu::current();
812   if(menu)
813     {
814       menu->action();
815
816       if(menu == worldmap_menu)
817         {
818           switch (worldmap_menu->check())
819             {
820             case MNID_RETURNWORLDMAP: // Return to game
821               break;
822             case MNID_QUITWORLDMAP: // Quit Worldmap
823               quit = true;
824               break;
825             }
826         }
827       else if(menu == options_menu)
828         {
829           process_options_menu();
830         }
831     }
832 }
833
834 Tile*
835 WorldMap::at(Vector p)
836 {
837   assert(p.x >= 0 
838          && p.x < width
839          && p.y >= 0
840          && p.y < height);
841
842   int x = int(p.x);
843   int y = int(p.y);
844   return tile_manager->get(tilemap[width * y + x]);
845 }
846
847 WorldMap::Level*
848 WorldMap::at_level()
849 {
850   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
851     {
852       if (i->x == tux->get_tile_pos().x && 
853           i->y == tux->get_tile_pos().y)
854         return &*i; 
855     }
856
857   return 0;
858 }
859
860
861 void
862 WorldMap::draw(DrawingContext& context, const Vector& offset)
863 {
864   for(int y = 0; y < height; ++y)
865     for(int x = 0; x < width; ++x)
866       {
867         Tile* tile = at(Vector(x, y));
868         context.draw_surface(tile->sprite,
869             Vector(x*32 + offset.x, y*32 + offset.y), LAYER_TILES);
870       }
871   
872   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
873     {
874       if(i->name.empty())
875         continue;
876
877       if (i->solved)
878         context.draw_surface(leveldot_green,
879             Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
880       else
881         context.draw_surface(leveldot_red,
882             Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
883     }
884
885   tux->draw(context, offset);
886   draw_status(context);
887 }
888
889 void
890 WorldMap::draw_status(DrawingContext& context)
891 {
892   char str[80];
893   sprintf(str, " %d", player_status.score);
894
895   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
896   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
897
898   sprintf(str, "%d", player_status.distros);
899   context.draw_text(white_text, _("COINS"), Vector(screen->w/2 - 16*5, 0),
900       LAYER_FOREGROUND1);
901   context.draw_text(gold_text, str, Vector(screen->w/2 + (16*5)/2, 0),
902         LAYER_FOREGROUND1);
903
904   if (player_status.lives >= 5)
905     {
906       sprintf(str, "%dx", player_status.lives);
907       context.draw_text(gold_text, str, 
908           Vector(screen->w - gold_text->get_text_width(str) - tux_life->w, 0),
909           LAYER_FOREGROUND1);
910       context.draw_surface(tux_life, Vector(screen->w -
911             gold_text->get_text_width("9"), 0), LAYER_FOREGROUND1);
912     }
913   else
914     {
915       for(int i= 0; i < player_status.lives; ++i)
916         context.draw_surface(tux_life,
917             Vector(screen->w - tux_life->w*4 + (tux_life->w*i), 0),
918             LAYER_FOREGROUND1);
919     }
920   context.draw_text(white_text, _("LIVES"),
921       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 0),
922       LAYER_FOREGROUND1);
923
924   if (!tux->is_moving())
925     {
926       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
927         {
928           if (i->x == tux->get_tile_pos().x && 
929               i->y == tux->get_tile_pos().y)
930             {
931               if(!i->name.empty())
932                 {
933                 if(i->title == "")
934                   get_level_title(*i);
935
936                 context.draw_text_center(white_text, i->title, 
937                     Vector(0, screen->h - white_text->get_height() - 30),
938                     LAYER_FOREGROUND1);
939                 }
940
941               /* Display a message in the map, if any as been selected */
942               if(!i->display_map_message.empty())
943                 context.draw_text_center(gold_text, i->display_map_message, 
944                     Vector(0, screen->h - white_text->get_height() - 60),
945                     LAYER_FOREGROUND1);
946               break;
947             }
948         }
949     }
950 }
951
952 void
953 WorldMap::display()
954 {
955   Menu::set_current(0);
956
957   quit = false;
958
959   song = SoundManager::get()->load_music(datadir +  "/music/" + music);
960   SoundManager::get()->play_music(song);
961   
962   unsigned int last_update_time;
963   unsigned int update_time;
964
965   last_update_time = update_time = Ticks::get();
966
967   DrawingContext context;
968   while(!quit)
969     {
970       float delta = ((float)(update_time-last_update_time))/100.0;
971
972       delta *= 1.3f;
973
974       if (delta > 10.0f)
975         delta = .3f;
976       
977       last_update_time = update_time;
978       update_time      = Ticks::get();
979
980       Vector tux_pos = tux->get_pos();
981       if (1)
982         {
983           offset.x = -tux_pos.x + screen->w/2;
984           offset.y = -tux_pos.y + screen->h/2;
985
986           if (offset.x > 0) offset.x = 0;
987           if (offset.y > 0) offset.y = 0;
988
989           if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
990           if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
991         } 
992
993       draw(context, offset);
994       get_input();
995       update(delta);
996
997       if(Menu::current())
998         {
999           Menu::current()->draw(context);
1000           mouse_cursor->draw(context);
1001         }
1002
1003       context.do_drawing();
1004
1005       SDL_Delay(20);
1006     }
1007 }
1008
1009 void
1010 WorldMap::savegame(const std::string& filename)
1011 {
1012   if(filename != "")
1013     return;
1014
1015   std::cout << "savegame: " << filename << std::endl;
1016   std::ofstream out(filename.c_str());
1017
1018   int nb_solved_levels = 0;
1019   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1020     {
1021       if (i->solved)
1022         ++nb_solved_levels;
1023     }
1024
1025   out << "(supertux-savegame\n"
1026       << "  (version 1)\n"
1027       << "  (title  \"" << name << " - " << nb_solved_levels << "/" << levels.size() << "\")\n"
1028       << "  (map    \"" << map_filename << "\")\n"
1029       << "  (lives   " << player_status.lives << ")\n"
1030       << "  (score   " << player_status.score << ")\n"
1031       << "  (distros " << player_status.distros << ")\n"
1032       << "  (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")\n"
1033       << "       (back \"" << direction_to_string(tux->back_direction) << "\")\n"
1034       << "       (bonus \"" << bonus_to_string(player_status.bonus) <<  "\"))\n"
1035       << "  (levels\n";
1036   
1037   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1038     {
1039       if (i->solved)
1040         {
1041           out << "     (level (name \"" << i->name << "\")\n"
1042               << "            (solved #t))\n";
1043         }
1044     }  
1045
1046   out << "   )\n"
1047       << " )\n\n;; EOF ;;" << std::endl;
1048 }
1049
1050 void
1051 WorldMap::loadgame(const std::string& filename)
1052 {
1053   std::cout << "loadgame: " << filename << std::endl;
1054   savegame_file = filename;
1055   map_filename = "icyisland.stwm";
1056
1057   if (access(filename.c_str(), F_OK) != 0)
1058     {
1059     load_map();
1060     return;
1061     }
1062   
1063   lisp_object_t* savegame = lisp_read_from_file(filename);
1064   if (!savegame)
1065     {
1066       std::cout << "WorldMap:loadgame: File not found: " << filename << std::endl;
1067       load_map();
1068       return;
1069     }
1070
1071   lisp_object_t* cur = savegame;
1072
1073   if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
1074     {
1075     load_map();
1076     return;
1077     }
1078
1079   cur = lisp_cdr(cur);
1080   LispReader reader(cur);
1081
1082   /* Get the Map filename and then load it before setting level settings */
1083   reader.read_string("map", map_filename);
1084   load_map(); 
1085
1086   reader.read_int("lives", player_status.lives);
1087   reader.read_int("score", player_status.score);
1088   reader.read_int("distros", player_status.distros);
1089
1090   if (player_status.lives < 0)
1091     player_status.lives = START_LIVES;
1092
1093   lisp_object_t* tux_cur = 0;
1094   if (reader.read_lisp("tux", tux_cur))
1095     {
1096       Vector p;
1097       std::string back_str = "none";
1098       std::string bonus_str = "none";
1099
1100       LispReader tux_reader(tux_cur);
1101       tux_reader.read_float("x", p.x);
1102       tux_reader.read_float("y", p.y);
1103       tux_reader.read_string("back", back_str);
1104       tux_reader.read_string("bonus", bonus_str);
1105       
1106       player_status.bonus = string_to_bonus(bonus_str);
1107       tux->back_direction = string_to_direction(back_str);      
1108       tux->set_tile_pos(p);
1109     }
1110
1111   lisp_object_t* level_cur = 0;
1112   if (reader.read_lisp("levels", level_cur))
1113     {
1114       while(level_cur)
1115         {
1116           lisp_object_t* sym  = lisp_car(lisp_car(level_cur));
1117           lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
1118
1119           if (strcmp(lisp_symbol(sym), "level") == 0)
1120             {
1121               std::string name;
1122               bool solved = false;
1123
1124               LispReader level_reader(data);
1125               level_reader.read_string("name", name, true);
1126               level_reader.read_bool("solved", solved);
1127
1128               for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1129                 {
1130                   if (name == i->name)
1131                     i->solved = solved;
1132                 }
1133             }
1134
1135           level_cur = lisp_cdr(level_cur);
1136         }
1137     }
1138  
1139   lisp_free(savegame);
1140 }
1141
1142 void
1143 WorldMap::loadmap(const std::string& filename)
1144 {
1145   savegame_file = "";
1146   map_filename = filename;
1147   load_map();
1148 }
1149
1150 } // namespace WorldMapNS
1151
1152 /* Local Variables: */
1153 /* mode:c++ */
1154 /* End: */
1155