- moved joystick mappings into a struct
[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 <assert.h>
24 #include "globals.h"
25 #include "texture.h"
26 #include "screen.h"
27 #include "lispreader.h"
28 #include "gameloop.h"
29 #include "setup.h"
30 #include "worldmap.h"
31
32 namespace WorldMapNS {
33
34 Direction reverse_dir(Direction direction)
35 {
36   switch(direction)
37     {
38     case WEST:
39       return EAST;
40     case EAST:
41       return WEST;
42     case NORTH:
43       return SOUTH;
44     case SOUTH:
45       return NORTH;
46     case NONE:
47       return NONE;
48     }
49   return NONE;
50 }
51
52 std::string
53 direction_to_string(Direction direction)
54 {
55   switch(direction)
56     {
57     case WEST:
58       return "west";
59     case EAST:
60       return "east";
61     case NORTH:
62       return "north";
63     case SOUTH:
64       return "south";
65     default:
66       return "none";
67     }
68 }
69
70 Direction
71 string_to_direction(const std::string& directory)
72 {
73   if (directory == "west")
74     return WEST;
75   else if (directory == "east")
76     return EAST;
77   else if (directory == "north")
78     return NORTH;
79   else if (directory == "south")
80     return SOUTH;
81   else
82     return NONE;
83 }
84
85 TileManager* TileManager::instance_  = 0;
86
87 TileManager::TileManager()
88 {
89   std::string stwt_filename = datadir +  "images/worldmap/antarctica.stwt";
90   lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
91  
92   if (!root_obj)
93     st_abort("Couldn't load file", stwt_filename);
94
95   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap-tiles") == 0)
96     {
97       lisp_object_t* cur = lisp_cdr(root_obj);
98
99       while(!lisp_nil_p(cur))
100         {
101           lisp_object_t* element = lisp_car(cur);
102
103           if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
104             {
105               int id = 0;
106               std::string filename = "<invalid>";
107
108               Tile* tile = new Tile;             
109               tile->north = true;
110               tile->east  = true;
111               tile->south = true;
112               tile->west  = true;
113               tile->stop  = true;
114   
115               LispReader reader(lisp_cdr(element));
116               reader.read_int("id",  &id);
117               reader.read_bool("north", &tile->north);
118               reader.read_bool("south", &tile->south);
119               reader.read_bool("west",  &tile->west);
120               reader.read_bool("east",  &tile->east);
121               reader.read_bool("stop",  &tile->stop);
122               reader.read_string("image",  &filename);
123
124               tile->sprite = new Surface(
125                            datadir +  "/images/worldmap/" + filename, 
126                            USE_ALPHA);
127
128               if (id >= int(tiles.size()))
129                 tiles.resize(id+1);
130
131               tiles[id] = tile;
132             }
133           else
134             {
135               puts("Unhandled symbol");
136             }
137
138           cur = lisp_cdr(cur);
139         }
140     }
141   else
142     {
143       assert(0);
144     }
145 }
146
147 Tile*
148 TileManager::get(int i)
149 {
150   assert(i >=0 && i < int(tiles.size()));
151   return tiles[i];
152 }
153
154 Tux::Tux(WorldMap* worldmap_)
155   : worldmap(worldmap_)
156 {
157   sprite = new Surface(datadir +  "/images/worldmap/tux.png", USE_ALPHA);
158   offset = 0;
159   moving = false;
160   tile_pos.x = 5;
161   tile_pos.y = 5;
162   direction = NONE;
163   input_direction = NONE;
164 }
165
166 void
167 Tux::draw(const Point& offset)
168 {
169   Point pos = get_pos();
170   sprite->draw(pos.x + offset.x, 
171                pos.y + offset.y);
172 }
173
174
175 Point
176 Tux::get_pos()
177 {
178   float x = tile_pos.x * 32;
179   float y = tile_pos.y * 32;
180
181   switch(direction)
182     {
183     case WEST:
184       x -= offset - 32;
185       break;
186     case EAST:
187       x += offset - 32;
188       break;
189     case NORTH:
190       y -= offset - 32;
191       break;
192     case SOUTH:
193       y += offset - 32;
194       break;
195     case NONE:
196       break;
197     }
198   
199   return Point((int)x, (int)y); 
200 }
201
202 void
203 Tux::stop()
204 {
205   offset = 0;
206   direction = NONE;
207   moving = false;
208 }
209
210 void
211 Tux::update(float delta)
212 {
213   if (!moving)
214     {
215       if (input_direction != NONE)
216         { 
217           WorldMap::Level* level = worldmap->at_level();
218
219           // We got a new direction, so lets start walking when possible
220           Point next_tile;
221           if ((!level || level->solved)
222               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
223             {
224               tile_pos = next_tile;
225               moving = true;
226               direction = input_direction;
227               back_direction = reverse_dir(direction);
228             }
229           else if (input_direction == back_direction)
230             {
231               std::cout << "Back triggered" << std::endl;
232               moving = true;
233               direction = input_direction;
234               tile_pos = worldmap->get_next_tile(tile_pos, direction);
235               back_direction = reverse_dir(direction);
236             }
237         }
238     }
239   else
240     {
241       // Let tux walk a few pixels (20 pixel/sec)
242       offset += 20.0f * delta;
243
244       if (offset > 32)
245         { // We reached the next tile, so we check what to do now
246           offset -= 32;
247
248           if (worldmap->at(tile_pos)->stop || worldmap->at_level())
249             {
250               stop();
251             }
252           else
253             {
254               // Walk automatically to the next tile
255               Point next_tile;
256               if (worldmap->path_ok(direction, tile_pos, &next_tile))
257                 {
258                   tile_pos = next_tile;
259                 }
260               else
261                 {
262                   puts("Tilemap data is buggy");
263                   stop();
264                 }
265             }
266         }
267     }
268 }
269
270 WorldMap::WorldMap()
271 {
272   tux = new Tux(this);
273
274   width  = 20;
275   height = 15;
276
277   level_sprite = new Surface(datadir +  "/images/worldmap/levelmarker.png", USE_ALPHA);
278   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", USE_ALPHA);
279   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", USE_ALPHA);
280
281   input_direction = NONE;
282   enter_level = false;
283
284   name = "<no name>";
285   music = "SALCON.MOD";
286   song = 0;
287
288   load_map();
289 }
290
291 WorldMap::~WorldMap()
292 {
293   delete tux;
294 }
295
296 void
297 WorldMap::load_map()
298 {
299   std::string filename = datadir +  "levels/default/worldmap.stwm";
300   
301   lisp_object_t* root_obj = lisp_read_from_file(filename);
302   if (!root_obj)
303     st_abort("Couldn't load file", filename);
304   
305   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap") == 0)
306     {
307       lisp_object_t* cur = lisp_cdr(root_obj);
308
309       while(!lisp_nil_p(cur))
310         {
311           lisp_object_t* element = lisp_car(cur);
312
313           if (strcmp(lisp_symbol(lisp_car(element)), "tilemap") == 0)
314             {
315               LispReader reader(lisp_cdr(element));
316               reader.read_int("width",  &width);
317               reader.read_int("height", &height);
318               reader.read_int_vector("data", &tilemap);
319             }
320           else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
321             {
322               LispReader reader(lisp_cdr(element));
323               reader.read_string("name",  &name);
324               reader.read_string("music", &music);
325             }
326           else if (strcmp(lisp_symbol(lisp_car(element)), "levels") == 0)
327             {
328               lisp_object_t* cur = lisp_cdr(element);
329               
330               while(!lisp_nil_p(cur))
331                 {
332                   lisp_object_t* element = lisp_car(cur);
333                   
334                   if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
335                     {
336                       Level level;
337                       LispReader reader(lisp_cdr(element));
338                       level.solved = false;
339                       
340                       level.north = true;
341                       level.east  = true;
342                       level.south = true;
343                       level.west  = true;
344
345                       reader.read_string("name",  &level.name);
346                       reader.read_int("x", &level.x);
347                       reader.read_int("y", &level.y);
348                       levels.push_back(level);
349                     }
350                   
351                   cur = lisp_cdr(cur);      
352                 }
353             }
354           else
355             {
356               
357             }
358           
359           cur = lisp_cdr(cur);
360         }
361     }
362 }
363
364 void
365 WorldMap::on_escape_press()
366 {
367   // Show or hide the menu
368   if(!Menu::current())
369     Menu::set_current(worldmap_menu); 
370   else
371     Menu::set_current(0); 
372 }
373
374 void
375 WorldMap::get_input()
376 {
377   enter_level = false;
378   input_direction = NONE;
379    
380   SDL_Event event;
381   while (SDL_PollEvent(&event))
382     {
383       if (Menu::current())
384         {
385           Menu::current()->event(event);
386         }
387       else
388         {
389           switch(event.type)
390             {
391             case SDL_QUIT:
392               st_abort("Received window close", "");
393               break;
394           
395             case SDL_KEYDOWN:
396               switch(event.key.keysym.sym)
397                 {
398                 case SDLK_ESCAPE:
399                   on_escape_press();
400                   break;
401                 case SDLK_LCTRL:
402                 case SDLK_RETURN:
403                   enter_level = true;
404                   break;
405                 default:
406                   break;
407                 }
408               break;
409           
410             case SDL_JOYAXISMOTION:
411               if (event.jaxis.axis == joystick_keymap.x_axis)
412                 {
413                   if (event.jaxis.value < -joystick_keymap.dead_zone)
414                     input_direction = WEST;
415                   else if (event.jaxis.value > joystick_keymap.dead_zone)
416                     input_direction = EAST;
417                 }
418               else if (event.jaxis.axis == joystick_keymap.y_axis)
419                 {
420                   if (event.jaxis.value > joystick_keymap.dead_zone)
421                     input_direction = SOUTH;
422                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
423                     input_direction = NORTH;
424                 }
425               break;
426
427             case SDL_JOYBUTTONDOWN:
428               if (event.jbutton.button == joystick_keymap.b_button)
429                 enter_level = true;
430               else if (event.jbutton.button == joystick_keymap.start_button)
431                 on_escape_press();
432               break;
433
434             default:
435               break;
436             }
437         }
438     }
439
440   if (!Menu::current())
441     {
442       Uint8 *keystate = SDL_GetKeyState(NULL);
443   
444       if (keystate[SDLK_LEFT])
445         input_direction = WEST;
446       else if (keystate[SDLK_RIGHT])
447         input_direction = EAST;
448       else if (keystate[SDLK_UP])
449         input_direction = NORTH;
450       else if (keystate[SDLK_DOWN])
451         input_direction = SOUTH;
452     }
453 }
454
455 Point
456 WorldMap::get_next_tile(Point pos, Direction direction)
457 {
458   switch(direction)
459     {
460     case WEST:
461       pos.x -= 1;
462       break;
463     case EAST:
464       pos.x += 1;
465       break;
466     case NORTH:
467       pos.y -= 1;
468       break;
469     case SOUTH:
470       pos.y += 1;
471       break;
472     case NONE:
473       break;
474     }
475   return pos;
476 }
477
478 bool
479 WorldMap::path_ok(Direction direction, Point old_pos, Point* new_pos)
480 {
481   *new_pos = get_next_tile(old_pos, direction);
482
483   if (!(new_pos->x >= 0 && new_pos->x < width
484         && new_pos->y >= 0 && new_pos->y < height))
485     { // New position is outsite the tilemap
486       return false;
487     }
488   else
489     { // Check if we the tile allows us to go to new_pos
490       switch(direction)
491         {
492         case WEST:
493           return (at(old_pos)->west && at(*new_pos)->east);
494
495         case EAST:
496           return (at(old_pos)->east && at(*new_pos)->west);
497
498         case NORTH:
499           return (at(old_pos)->north && at(*new_pos)->south);
500
501         case SOUTH:
502           return (at(old_pos)->south && at(*new_pos)->north);
503
504         case NONE:
505           assert(!"path_ok() can't work if direction is NONE");
506         }
507       return false;
508     }
509 }
510
511 void
512 WorldMap::update()
513 {
514   if (enter_level && !tux->is_moving())
515     {
516       Level* level = at_level();
517       if (level)
518         {
519           if (level->x == tux->get_tile_pos().x && 
520               level->y == tux->get_tile_pos().y)
521             {
522               std::cout << "Enter the current level: " << level->name << std::endl;;
523               halt_music();
524               
525               GameSession session(datadir +  "levels/" + level->name,
526                                   1, ST_GL_LOAD_LEVEL_FILE);
527
528               switch (session.run())
529                 {
530                 case GameSession::LEVEL_FINISHED:
531                   level->solved = true;
532                   break;
533                 case GameSession::LEVEL_ABORT:
534                   // Reseting the player_status might be a worthy
535                   // consideration, but I don't think we need it
536                   // 'cause only the bad players will use it to
537                   // 'cheat' a few items and that isn't necesarry a
538                   // bad thing (ie. better they continue that way,
539                   // then stop playing the game all together since it
540                   // is to hard)
541                   break;
542                 case GameSession::GAME_OVER:
543                   quit = true;
544                   break;
545                 case GameSession::NONE:
546                   // Should never be reached 
547                   break;
548                 }
549
550               play_music(song, 1);
551               Menu::set_current(0);
552               if (!savegame_file.empty())
553                 savegame(savegame_file);
554               return;
555             }
556         }
557       else
558         {
559           std::cout << "Nothing to enter at: "
560                     << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
561         }
562     }
563   else
564     {
565       tux->set_direction(input_direction);
566       tux->update(0.33f);
567     }
568   
569   Menu* menu = Menu::current();
570   if(menu)
571     {
572       menu->action();
573
574       if(menu == worldmap_menu)
575         {
576           switch (worldmap_menu->check())
577             {
578             case 2: // Return to game
579               break;
580             case 3:
581               if (!savegame_file.empty())
582                 savegame(savegame_file);
583               break;
584                 
585             case 6: // Quit Worldmap
586               quit = true;
587               break;
588             }
589         }
590       else if(menu == options_menu)
591         {
592           process_options_menu();
593         }
594     }
595 }
596
597 Tile*
598 WorldMap::at(Point p)
599 {
600   assert(p.x >= 0 
601          && p.x < width
602          && p.y >= 0
603          && p.y < height);
604
605   return TileManager::instance()->get(tilemap[width * p.y + p.x]);
606 }
607
608 WorldMap::Level*
609 WorldMap::at_level()
610 {
611   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
612     {
613       if (i->x == tux->get_tile_pos().x && 
614           i->y == tux->get_tile_pos().y)
615         return &*i; 
616     }
617
618   return 0;
619 }
620
621
622 void
623 WorldMap::draw(const Point& offset)
624 {
625   for(int y = 0; y < height; ++y)
626     for(int x = 0; x < width; ++x)
627       {
628         Tile* tile = at(Point(x, y));
629         tile->sprite->draw(x*32 + offset.x,
630                            y*32 + offset.y);
631       }
632   
633   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
634     {
635       if (i->solved)
636         leveldot_green->draw(i->x*32 + offset.x, 
637                              i->y*32 + offset.y);
638       else
639         leveldot_red->draw(i->x*32 + offset.x, 
640                            i->y*32 + offset.y);        
641     }
642
643   tux->draw(offset);
644   draw_status();
645 }
646
647 void
648 WorldMap::draw_status()
649 {
650   char str[80];
651   sprintf(str, "%d", player_status.score);
652   white_text->draw("SCORE", 0, 0);
653   gold_text->draw(str, 96, 0);
654
655   sprintf(str, "%d", player_status.distros);
656   white_text->draw_align("COINS", 320-64, 0,  A_LEFT, A_TOP);
657   gold_text->draw_align(str, 320+64, 0, A_RIGHT, A_TOP);
658
659   white_text->draw("LIVES", 480, 0);
660   if (player_status.lives >= 5)
661     {
662       sprintf(str, "%dx", player_status.lives);
663       gold_text->draw(str, 585, 0);
664       tux_life->draw(565+(18*3), 0);
665     }
666   else
667     {
668       for(int i= 0; i < player_status.lives; ++i)
669         tux_life->draw(565+(18*i),0);
670     }
671
672   if (!tux->is_moving())
673     {
674       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
675         {
676           if (i->x == tux->get_tile_pos().x && 
677               i->y == tux->get_tile_pos().y)
678             {
679               white_text->draw_align(i->name.c_str(), screen->w/2, screen->h,  A_HMIDDLE, A_BOTTOM);
680               break;
681             }
682         }
683     }
684 }
685
686 void
687 WorldMap::display()
688 {
689   Menu::set_current(0);
690
691   quit = false;
692
693   song = load_song(datadir +  "/music/" + music);
694   play_music(song, 1);
695
696   while(!quit) {
697     Point tux_pos = tux->get_pos();
698     if (1)
699       {
700         offset.x = -tux_pos.x + screen->w/2;
701         offset.y = -tux_pos.y + screen->h/2;
702
703         if (offset.x > 0) offset.x = 0;
704         if (offset.y > 0) offset.y = 0;
705
706         if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
707         if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
708       } 
709
710     draw(offset);
711     get_input();
712     update();
713
714   if(Menu::current())
715     {
716       Menu::current()->draw();
717       mouse_cursor->draw();
718     }
719     flipscreen();
720
721     SDL_Delay(20);
722   }
723
724   halt_music();
725   free_music(song);
726 }
727
728 void
729 WorldMap::savegame(const std::string& filename)
730 {
731   std::cout << "savegame: " << filename << std::endl;
732   std::ofstream out(filename.c_str());
733
734   int nb_solved_levels = 0;
735   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
736     {
737       if (i->solved)
738         ++nb_solved_levels;
739     }
740
741   out << "(supertux-savegame\n"
742       << "  (version 1)\n"
743       << "  (title  \"Icyisland - " << nb_solved_levels << "/" << levels.size() << "\")\n"
744       << "  (lives   " << player_status.lives << ")\n"
745       << "  (score   " << player_status.score << ")\n"
746       << "  (distros " << player_status.distros << ")\n"
747       << "  (tux     (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")"
748       << " (back \"" << direction_to_string(tux->back_direction) << "\"))\n"
749       << "  (levels\n";
750   
751   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
752     {
753       if (i->solved)
754         {
755           out << "     (level (name \"" << i->name << "\")\n"
756               << "            (solved #t))\n";
757         }
758     }  
759
760   out << "   )\n"
761       << " )\n\n;; EOF ;;" << std::endl;
762 }
763
764 void
765 WorldMap::loadgame(const std::string& filename)
766 {
767   std::cout << "loadgame: " << filename << std::endl;
768   savegame_file = filename;
769
770   if (access(filename.c_str(), F_OK) == 0)
771     {
772       lisp_object_t* cur = lisp_read_from_file(filename);
773
774       if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
775         return;
776
777       cur = lisp_cdr(cur);
778       LispReader reader(cur);
779   
780       reader.read_int("lives",  &player_status.lives);
781       reader.read_int("score",  &player_status.score);
782       reader.read_int("distros", &player_status.distros);
783
784       if (player_status.lives < 0)
785         player_status.lives = 3;
786
787       lisp_object_t* tux_cur = 0;
788       if (reader.read_lisp("tux", &tux_cur))
789         {
790           Point p;
791           std::string back_str = "none";
792
793           LispReader tux_reader(tux_cur);
794           tux_reader.read_int("x", &p.x);
795           tux_reader.read_int("y", &p.y);
796           tux_reader.read_string("back", &back_str);
797           
798           tux->back_direction = string_to_direction(back_str);      
799           tux->set_tile_pos(p);
800         }
801
802       lisp_object_t* level_cur = 0;
803       if (reader.read_lisp("levels", &level_cur))
804         {
805           while(level_cur)
806             {
807               lisp_object_t* sym  = lisp_car(lisp_car(level_cur));
808               lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
809
810               if (strcmp(lisp_symbol(sym), "level") == 0)
811                 {
812                   std::string name;
813                   bool solved = false;
814
815                   LispReader level_reader(data);
816                   level_reader.read_string("name",   &name);
817                   level_reader.read_bool("solved", &solved);
818
819                   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
820                     {
821                       if (name == i->name)
822                         i->solved = solved;
823                     }
824                 }
825
826               level_cur = lisp_cdr(level_cur);
827             }
828         }
829     }
830 }
831
832 } // namespace WorldMapNS
833
834 /* Local Variables: */
835 /* mode:c++ */
836 /* End: */
837