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