//
// SuperTux - A Jump'n Run
// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include <stdexcept>
#include <sstream>
#include <unistd.h>
-
-#include "gettext.h"
-#include "video/surface.h"
-#include "video/screen.h"
-#include "video/drawing_context.h"
-#include "sprite/sprite_manager.h"
-#include "audio/sound_manager.h"
-#include "lisp/parser.h"
-#include "lisp/lisp.h"
-#include "lisp/list_iterator.h"
-#include "lisp/writer.h"
-#include "game_session.h"
-#include "sector.h"
-#include "worldmap.h"
-#include "resources.h"
-#include "misc.h"
-#include "player_status.h"
-#include "textscroller.h"
-#include "main.h"
-#include "spawn_point.h"
-#include "file_system.h"
-#include "gui/menu.h"
-#include "gui/mousecursor.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "object/background.h"
-#include "object/tilemap.h"
-#include "scripting/script_interpreter.h"
+#include <physfs.h>
+
+#include "gettext.hpp"
+#include "msg.hpp"
+#include "video/surface.hpp"
+#include "video/screen.hpp"
+#include "video/drawing_context.hpp"
+#include "sprite/sprite_manager.hpp"
+#include "audio/sound_manager.hpp"
+#include "lisp/parser.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/list_iterator.hpp"
+#include "lisp/writer.hpp"
+#include "game_session.hpp"
+#include "sector.hpp"
+#include "worldmap.hpp"
+#include "resources.hpp"
+#include "misc.hpp"
+#include "player_status.hpp"
+#include "textscroller.hpp"
+#include "main.hpp"
+#include "spawn_point.hpp"
+#include "file_system.hpp"
+#include "gui/menu.hpp"
+#include "gui/mousecursor.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "object/background.hpp"
+#include "object/tilemap.hpp"
+#include "scripting/script_interpreter.hpp"
+#include "exceptions.hpp"
Menu* worldmap_menu = 0;
Tux::Tux(WorldMap* worldmap_)
: worldmap(worldmap_)
{
- tux_sprite = sprite_manager->create("worldmaptux");
+ tux_sprite = sprite_manager->create("images/worldmap/common/tux.sprite");
offset = 0;
moving = false;
void
Tux::draw(DrawingContext& context)
{
- switch (player_status.bonus) {
+ switch (player_status->bonus) {
case GROWUP_BONUS:
- tux_sprite->set_action("large");
+ tux_sprite->set_action(moving ? "large-walking" : "large-stop");
break;
case FIRE_BONUS:
- tux_sprite->set_action("fire");
+ tux_sprite->set_action(moving ? "fire-walking" : "fire-stop");
break;
case NO_BONUS:
- tux_sprite->set_action("small");
+ tux_sprite->set_action(moving ? "small-walking" : "small-stop");
break;
default:
-#ifdef DBEUG
- std::cerr << "Bonus type not handled in worldmap.\n";
-#endif
- tux_sprite->set_action("large");
+ msg_debug("Bonus type not handled in worldmap.");
+ tux_sprite->set_action("large-stop");
break;
}
input_direction = dir;
}
-void
-Tux::update(float delta)
+void
+Tux::tryStartWalking()
+{
+ if (moving) return;
+ if (input_direction == D_NONE) return;
+
+ WorldMap::Level* level = worldmap->at_level();
+
+ // We got a new direction, so lets start walking when possible
+ Vector next_tile;
+ if ((!level || level->solved) && worldmap->path_ok(input_direction, tile_pos, &next_tile))
+ {
+ tile_pos = next_tile;
+ moving = true;
+ direction = input_direction;
+ back_direction = reverse_dir(direction);
+ }
+ else if (input_direction == back_direction)
+ {
+ moving = true;
+ direction = input_direction;
+ tile_pos = worldmap->get_next_tile(tile_pos, direction);
+ back_direction = reverse_dir(direction);
+ }
+
+}
+
+bool
+Tux::canWalk(const Tile* tile, Direction dir)
+{
+ return ((tile->getData() & Tile::WORLDMAP_NORTH && dir == D_NORTH) ||
+ (tile->getData() & Tile::WORLDMAP_SOUTH && dir == D_SOUTH) ||
+ (tile->getData() & Tile::WORLDMAP_EAST && dir == D_EAST) ||
+ (tile->getData() & Tile::WORLDMAP_WEST && dir == D_WEST));
+}
+
+void
+Tux::tryContinueWalking(float elapsed_time)
{
- // check controller
- if(main_controller->pressed(Controller::UP))
- input_direction = D_NORTH;
- else if(main_controller->pressed(Controller::DOWN))
- input_direction = D_SOUTH;
- else if(main_controller->pressed(Controller::LEFT))
- input_direction = D_WEST;
- else if(main_controller->pressed(Controller::RIGHT))
- input_direction = D_EAST;
-
- if(!moving)
+ if (!moving) return;
+
+ // Let tux walk
+ offset += TUXSPEED * elapsed_time;
+
+ // Do nothing if we have not yet reached the next tile
+ if (offset <= 32) return;
+
+ offset -= 32;
+
+ // if this is a special_tile with passive_message, display it
+ WorldMap::SpecialTile* special_tile = worldmap->at_special_tile();
+ if(special_tile && special_tile->passive_message)
+ {
+ // direction and the apply_action_ are opposites, since they "see"
+ // directions in a different way
+ if((direction == D_NORTH && special_tile->apply_action_south) ||
+ (direction == D_SOUTH && special_tile->apply_action_north) ||
+ (direction == D_WEST && special_tile->apply_action_east) ||
+ (direction == D_EAST && special_tile->apply_action_west))
{
- if (input_direction != D_NONE)
- {
- WorldMap::Level* level = worldmap->at_level();
-
- // We got a new direction, so lets start walking when possible
- Vector next_tile;
- if ((!level || level->solved)
- && worldmap->path_ok(input_direction, tile_pos, &next_tile))
- {
- tile_pos = next_tile;
- moving = true;
- direction = input_direction;
- back_direction = reverse_dir(direction);
- }
- else if (input_direction == back_direction)
- {
- moving = true;
- direction = input_direction;
- tile_pos = worldmap->get_next_tile(tile_pos, direction);
- back_direction = reverse_dir(direction);
- }
- }
+ worldmap->passive_message = special_tile->map_message;
+ worldmap->passive_message_timer.start(map_message_TIME);
+ }
+ }
+
+ // stop if we reached a level, a WORLDMAP_STOP tile or a special tile without a passive_message
+ if ((worldmap->at_level()) || (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP) || (special_tile && !special_tile->passive_message))
+ {
+ if(special_tile && !special_tile->map_message.empty() && !special_tile->passive_message) worldmap->passive_message_timer.start(0);
+ stop();
+ return;
+ }
+
+ // if user wants to change direction, try changing, else guess the direction in which to walk next
+ const Tile* tile = worldmap->at(tile_pos);
+ if (direction != input_direction)
+ {
+ if(canWalk(tile, input_direction))
+ {
+ direction = input_direction;
+ back_direction = reverse_dir(direction);
}
+ }
else
+ {
+ Direction dir = D_NONE;
+ if (tile->getData() & Tile::WORLDMAP_NORTH && back_direction != D_NORTH) dir = D_NORTH;
+ else if (tile->getData() & Tile::WORLDMAP_SOUTH && back_direction != D_SOUTH) dir = D_SOUTH;
+ else if (tile->getData() & Tile::WORLDMAP_EAST && back_direction != D_EAST) dir = D_EAST;
+ else if (tile->getData() & Tile::WORLDMAP_WEST && back_direction != D_WEST) dir = D_WEST;
+
+ if (dir == D_NONE)
{
- // Let tux walk
- offset += TUXSPEED * delta;
-
- if (offset > 32)
- { // We reached the next tile, so we check what to do now
- offset -= 32;
-
- WorldMap::SpecialTile* special_tile = worldmap->at_special_tile();
- if(special_tile && special_tile->passive_message)
- { // direction and the apply_action_ are opposites, since they "see"
- // directions in a different way
- if((direction == D_NORTH && special_tile->apply_action_south) ||
- (direction == D_SOUTH && special_tile->apply_action_north) ||
- (direction == D_WEST && special_tile->apply_action_east) ||
- (direction == D_EAST && special_tile->apply_action_west))
- {
- worldmap->passive_message = special_tile->map_message;
- worldmap->passive_message_timer.start(map_message_TIME);
- }
- }
+ // Should never be reached if tiledata is good
+ msg_warning("Could not determine where to walk next");
+ stop();
+ return;
+ }
- if (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP ||
- (special_tile && !special_tile->passive_message) ||
- worldmap->at_level())
- {
- if(special_tile && !special_tile->map_message.empty() &&
- !special_tile->passive_message)
- worldmap->passive_message_timer.start(0);
- stop();
- }
- else
- {
- const Tile* tile = worldmap->at(tile_pos);
- if (direction != input_direction)
- {
- // Turn to a new direction
- const Tile* tile = worldmap->at(tile_pos);
-
- if((tile->getData() & Tile::WORLDMAP_NORTH
- && input_direction == D_NORTH) ||
- (tile->getData() & Tile::WORLDMAP_SOUTH
- && input_direction == D_SOUTH) ||
- (tile->getData() & Tile::WORLDMAP_EAST
- && input_direction == D_EAST) ||
- (tile->getData() & Tile::WORLDMAP_WEST
- && input_direction == D_WEST))
- { // player has changed direction during auto-movement
- direction = input_direction;
- back_direction = reverse_dir(direction);
- }
- else
- { // player has changed to impossible tile
- back_direction = reverse_dir(direction);
- stop();
- }
- }
- else
- {
- Direction dir = D_NONE;
-
- if (tile->getData() & Tile::WORLDMAP_NORTH
- && back_direction != D_NORTH)
- dir = D_NORTH;
- else if (tile->getData() & Tile::WORLDMAP_SOUTH
- && back_direction != D_SOUTH)
- dir = D_SOUTH;
- else if (tile->getData() & Tile::WORLDMAP_EAST
- && back_direction != D_EAST)
- dir = D_EAST;
- else if (tile->getData() & Tile::WORLDMAP_WEST
- && back_direction != D_WEST)
- dir = D_WEST;
-
- if (dir != D_NONE)
- {
- direction = dir;
- input_direction = direction;
- back_direction = reverse_dir(direction);
- }
- else
- {
- // Should never be reached if tiledata is good
- stop();
- return;
- }
- }
-
- // Walk automatically to the next tile
- if(direction != D_NONE)
- {
- Vector next_tile;
- if (worldmap->path_ok(direction, tile_pos, &next_tile))
- {
- tile_pos = next_tile;
- }
- else
- {
- puts("Tilemap data is buggy");
- stop();
- }
- }
- }
- }
+ direction = dir;
+ input_direction = direction;
+ back_direction = reverse_dir(direction);
+ }
+
+ // Walk automatically to the next tile
+ if(direction != D_NONE)
+ {
+ Vector next_tile;
+ if (worldmap->path_ok(direction, tile_pos, &next_tile))
+ {
+ tile_pos = next_tile;
+ }
+ else
+ {
+ msg_warning("Tilemap data is buggy");
+ stop();
}
+ }
+}
+
+void
+Tux::updateInputDirection()
+{
+ if(main_controller->hold(Controller::UP)) input_direction = D_NORTH;
+ else if(main_controller->hold(Controller::DOWN)) input_direction = D_SOUTH;
+ else if(main_controller->hold(Controller::LEFT)) input_direction = D_WEST;
+ else if(main_controller->hold(Controller::RIGHT)) input_direction = D_EAST;
+}
+
+
+void
+Tux::update(float elapsed_time)
+{
+ updateInputDirection();
+ if (moving) tryContinueWalking(elapsed_time); else tryStartWalking();
}
//---------------------------------------------------------------------------
tux = new Tux(this);
add_object(tux);
- leveldot_green
- = new Surface(datadir + "/images/tiles/worldmap/leveldot_green.png", true);
- leveldot_red
- = new Surface(datadir + "/images/tiles/worldmap/leveldot_red.png", true);
- messagedot
- = new Surface(datadir + "/images/tiles/worldmap/messagedot.png", true);
- teleporterdot
- = new Surface(datadir + "/images/tiles/worldmap/teleporterdot.png", true);
+ messagedot = new Surface("images/worldmap/common/messagedot.png");
+ teleporterdot = sprite_manager->create("images/worldmap/common/teleporter.sprite");
name = "<no title>";
- music = "salcon.mod";
+ music = "music/salcon.ogg";
intro_displayed = false;
total_stats.reset();
i != spawn_points.end(); ++i) {
delete *i;
}
-
+ for(Levels::iterator i = levels.begin(); i != levels.end(); ++i) {
+ Level& level = *i;
+ delete level.sprite;
+ }
+ for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i) {
+ delete i->sprite;
+ }
+
delete tile_manager;
- delete leveldot_green;
- delete leveldot_red;
delete messagedot;
delete teleporterdot;
}
try {
lisp::Parser parser;
- std::string filename = get_resource_filename(map_filename);
- std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
+ std::auto_ptr<lisp::Lisp> root (parser.parse(map_filename));
- const lisp::Lisp* lisp = root->get_lisp("supertux-worldmap");
+ const lisp::Lisp* lisp = root->get_lisp("supertux-level");
if(!lisp)
- throw new std::runtime_error("file isn't a supertux-worldmap file.");
+ throw std::runtime_error("file isn't a supertux-level file.");
+ lisp->get("name", name);
+
+ const lisp::Lisp* sector = lisp->get_lisp("sector");
+ if(!sector)
+ throw std::runtime_error("No sector sepcified in worldmap file.");
+
clear_objects();
- lisp::ListIterator iter(lisp);
+ lisp::ListIterator iter(sector);
while(iter.next()) {
if(iter.item() == "tilemap") {
add_object(new TileMap(*(iter.lisp()), tile_manager));
} else if(iter.item() == "background") {
add_object(new Background(*(iter.lisp())));
- } else if(iter.item() == "properties") {
- const lisp::Lisp* props = iter.lisp();
- props->get("name", name);
- props->get("music", music);
+ } else if(iter.item() == "music") {
+ iter.value()->get(music);
} else if(iter.item() == "intro-script") {
iter.value()->get(intro_script);
- } else if(iter.item() == "spawnpoint") {
+ } else if(iter.item() == "worldmap-spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawn_points.push_back(sp);
} else if(iter.item() == "level") {
} else if(iter.item() == "special-tile") {
parse_special_tile(iter.lisp());
} else {
- std::cerr << "Unknown token '" << iter.item() << "' in worldmap.\n";
+ msg_warning("Unknown token '" << iter.item() << "' in worldmap");
}
}
if(solids == 0)
lisp->get("x", special_tile.pos.x);
lisp->get("y", special_tile.pos.y);
+
+ std::string sprite;
+ if (lisp->get("sprite", sprite)) {
+ special_tile.sprite = sprite_manager->create(sprite);
+ } else {
+ special_tile.sprite = 0;
+ }
+
lisp->get("map-message", special_tile.map_message);
special_tile.passive_message = false;
lisp->get("passive-message", special_tile.passive_message);
level.south = true;
level.west = true;
+ std::string sprite = "images/worldmap/common/leveldot.sprite";
+ level_lisp->get("sprite", sprite);
+ level.sprite = sprite_manager->create(sprite);
+
level_lisp->get("extro-script", level.extro_script);
level_lisp->get("next-worldmap", level.next_worldmap);
level_lisp->get("quit-worldmap", level.quit_worldmap);
level_lisp->get("name", level.name);
+
+ if (!PHYSFS_exists((levels_path + level.name).c_str()))
+ {
+ // Do we want to bail out instead...? We might get messages from modders
+ // who can't make their levels run because they're too dumb to watch
+ // their terminals...
+ msg_warning("level file '" << level.name
+ << "' does not exist and will not be added to the worldmap");
+ return;
+ }
+
level_lisp->get("x", level.pos.x);
level_lisp->get("y", level.pos.y);
try {
lisp::Parser parser;
- std::auto_ptr<lisp::Lisp> root (
- parser.parse(get_resource_filename(levels_path + level.name)));
+ std::auto_ptr<lisp::Lisp> root (parser.parse(levels_path + level.name));
const lisp::Lisp* level_lisp = root->get_lisp("supertux-level");
if(!level_lisp)
level_lisp->get("name", level.title);
} catch(std::exception& e) {
- std::cerr << "Problem when reading leveltitle: " << e.what() << "\n";
+ msg_warning("Problem when reading leveltitle: " << e.what());
return;
}
}
Menu::current()->event(event);
main_controller->process_event(event);
if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close");
+ throw graceful_shutdown();
}
}
if (special_tile->teleport_dest != Vector(-1,-1))
{
// TODO: an animation, camera scrolling or a fading would be a nice touch
- sound_manager->play_sound("warp");
+ sound_manager->play("sounds/warp.wav");
tux->back_direction = D_NONE;
tux->set_tile_pos(special_tile->teleport_dest);
SDL_Delay(1000);
Level* level = at_level();
if (!level)
{
- std::cout << "No level to enter at: "
- << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y
- << std::endl;
+ msg_warning("No level to enter at: "
+ << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y);
return;
}
if (level->pos == tux->get_tile_pos())
{
- PlayerStatus old_player_status = player_status;
+ sound_manager->stop_music();
+ PlayerStatus old_player_status;
+ old_player_status = *player_status;
// do a shriking fade to the level
shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
(level->pos.y*32 + 16 + offset.y)), 500);
- GameSession session(get_resource_filename(levels_path + level->name),
+ GameSession session(levels_path + level->name,
ST_GL_LOAD_LEVEL_FILE, &level->statistics);
switch (session.run())
level_finished = true;
bool old_level_state = level->solved;
level->solved = true;
+ level->sprite->set_action("solved");
// deal with statistics
level->statistics.merge(global_stats);
level_finished = false;
/* In case the player's abort the level, keep it using the old
status. But the minimum lives and no bonus. */
- player_status.coins = old_player_status.coins;
- player_status.lives = std::min(old_player_status.lives, player_status.lives);
- player_status.bonus = NO_BONUS;
+ player_status->coins = old_player_status.coins;
+ player_status->lives = std::min(old_player_status.lives, player_status->lives);
+ player_status->bonus = NO_BONUS;
break;
case GameSession::ES_GAME_OVER:
context.draw_text(blue_text, _("GAMEOVER"),
Vector(SCREEN_WIDTH/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, _("COINS: %d"), player_status.coins);
+ sprintf(str, _("COINS: %d"), player_status->coins);
context.draw_text(gold_text, str,
Vector(SCREEN_WIDTH/2, SCREEN_WIDTH - 32), CENTER_ALLIGN,
LAYER_FOREGROUND1);
wait_for_event(2.0, 6.0);
quit = true;
- player_status.reset();
+ player_status->reset();
break;
}
case GameSession::ES_NONE:
break;
}
- sound_manager->play_music(song);
+ sound_manager->play_music(music);
Menu::set_current(0);
if (!savegame_file.empty())
savegame(savegame_file);
the level (in case there is one), don't show anything */
if(level_finished) {
if (level->extro_script != "") {
- ScriptInterpreter* interpreter = new ScriptInterpreter(levels_path);
- std::istringstream in(level->extro_script);
- interpreter->load_script(in, "level-extro-script");
- interpreter->start_script();
- add_object(interpreter);
+ try {
+ std::auto_ptr<ScriptInterpreter> interpreter
+ (new ScriptInterpreter(levels_path));
+ std::istringstream in(level->extro_script);
+ interpreter->run_script(in, "level-extro-script");
+ add_object(interpreter.release());
+ } catch(std::exception& e) {
+ msg_warning("Couldn't run level-extro-script:" << e.what());
+ }
}
if (!level->next_worldmap.empty())
for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
{
- if (i->solved)
- context.draw_surface(leveldot_green,
- Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
- else
- context.draw_surface(leveldot_red,
- Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
+ const Level& level = *i;
+ level.sprite->draw(context, level.pos*32 + Vector(16, 16), LAYER_TILES+1);
}
for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
if(i->invisible)
continue;
- if (i->teleport_dest != Vector(-1, -1))
- context.draw_surface(teleporterdot,
- Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
+ if (i->sprite)
+ i->sprite->draw(context, i->pos*32 + Vector(16, 16), LAYER_TILES+1);
+
+ else if (i->teleport_dest != Vector(-1, -1))
+ teleporterdot->draw(context, i->pos*32 + Vector(16, 16), LAYER_TILES+1);
else if (!i->map_message.empty() && !i->passive_message)
context.draw_surface(messagedot,
context.push_transform();
context.set_translation(Vector(0, 0));
- player_status.draw(context);
+ player_status->draw(context);
if (!tux->is_moving())
{
}
}
/* Display a passive message in the map, if needed */
- if(passive_message_timer.check())
+ if(passive_message_timer.started())
context.draw_text(gold_text, passive_message,
Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT - white_text->get_height() - 60),
CENTER_ALLIGN, LAYER_FOREGROUND1);
quit = false;
- song = sound_manager->load_music(datadir + "/music/" + music);
- sound_manager->play_music(song);
+ sound_manager->play_music(music);
if(!intro_displayed && intro_script != "") {
- ScriptInterpreter* interpreter = new ScriptInterpreter(levels_path);
- std::istringstream in(intro_script);
- interpreter->load_script(in, "worldmap-intro-script");
- interpreter->start_script();
- add_object(interpreter);
+ try {
+ std::auto_ptr<ScriptInterpreter> interpreter
+ (new ScriptInterpreter(levels_path));
+ std::istringstream in(intro_script);
+ interpreter->run_script(in, "worldmap-intro-script");
+ add_object(interpreter.release());
+ } catch(std::exception& e) {
+ msg_warning("Couldn't execute worldmap-intro-script: "
+ << e.what());
+ }
intro_displayed = true;
}
while(!quit) {
Uint32 ticks = SDL_GetTicks();
float elapsed_time = float(ticks - lastticks) / 1000;
- global_time += elapsed_time;
+ game_time += elapsed_time;
lastticks = ticks;
// 40 fps minimum // TODO use same code as in GameSession here
context.pop_transform();
get_input();
update(elapsed_time);
+ sound_manager->update();
if(Menu::current()) {
Menu::current()->draw(context);
if(filename == "")
return;
- std::ofstream file(filename.c_str(), std::ios::out);
- lisp::Writer writer(file);
+ std::string dir = FileSystem::dirname(filename);
+ if(PHYSFS_exists(dir.c_str()) == 0 && PHYSFS_mkdir(dir.c_str()) != 0) {
+ std::ostringstream msg;
+ msg << "Couldn't create directory '" << dir << "' for savegame:"
+ << PHYSFS_getLastError();
+ throw std::runtime_error(msg.str());
+ }
+ if(!PHYSFS_isDirectory(dir.c_str())) {
+ std::ostringstream msg;
+ msg << "'" << dir << "' is not a directory.";
+ throw std::runtime_error(msg.str());
+ }
+
+ lisp::Writer writer(filename);
int nb_solved_levels = 0, total_levels = 0;
for(Levels::iterator i = levels.begin(); i != levels.end(); ++i) {
writer.write_float("x", tux->get_tile_pos().x);
writer.write_float("y", tux->get_tile_pos().y);
writer.write_string("back", direction_to_string(tux->back_direction));
- player_status.write(writer);
+ player_status->write(writer);
writer.write_string("back", direction_to_string(tux->back_direction));
writer.end_list("tux");
void
WorldMap::loadgame(const std::string& filename)
{
- std::cout << "loadgame: " << filename << std::endl;
+ msg_debug("loadgame: " << filename);
savegame_file = filename;
-
- try {
- lisp::Parser parser;
- std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
- const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
- if(!savegame)
- throw std::runtime_error("File is not a supertux-savegame file.");
-
- /* Get the Map filename and then load it before setting level settings */
- std::string cur_map_filename = map_filename;
- savegame->get("map", map_filename);
- load_map();
-
- savegame->get("intro-displayed", intro_displayed);
- savegame->get("lives", player_status.lives);
- savegame->get("coins", player_status.coins);
- savegame->get("max-score-multiplier", player_status.max_score_multiplier);
- if (player_status.lives < 0)
- player_status.reset();
-
- const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
- if(tux)
- {
- Vector p;
- std::string back_str = "none";
+ if (PHYSFS_exists(filename.c_str())) // savegame exists
+ {
+ try {
+ lisp::Parser parser;
+
+ std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
+
+ const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
+ if(!savegame)
+ throw std::runtime_error("File is not a supertux-savegame file.");
+
+ /* Get the Map filename and then load it before setting level settings */
+ std::string cur_map_filename = map_filename;
+ savegame->get("map", map_filename);
+ load_map();
+
+ savegame->get("intro-displayed", intro_displayed);
+ savegame->get("lives", player_status->lives);
+ savegame->get("coins", player_status->coins);
+ savegame->get("max-score-multiplier", player_status->max_score_multiplier);
+ if (player_status->lives < 0)
+ player_status->reset();
+
+ const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
+ if(tux)
+ {
+ Vector p;
+ std::string back_str = "none";
- tux_lisp->get("x", p.x);
- tux_lisp->get("y", p.y);
- tux_lisp->get("back", back_str);
- player_status.read(*tux_lisp);
+ tux_lisp->get("x", p.x);
+ tux_lisp->get("y", p.y);
+ tux_lisp->get("back", back_str);
+ player_status->read(*tux_lisp);
- tux->back_direction = string_to_direction(back_str);
- tux->set_tile_pos(p);
- }
+ tux->back_direction = string_to_direction(back_str);
+ tux->set_tile_pos(p);
+ }
- const lisp::Lisp* levels_lisp = savegame->get_lisp("levels");
- if(levels_lisp) {
- lisp::ListIterator iter(levels_lisp);
- while(iter.next()) {
- if(iter.item() == "level") {
- std::string name;
- bool solved = false;
+ const lisp::Lisp* levels_lisp = savegame->get_lisp("levels");
+ if(levels_lisp) {
+ lisp::ListIterator iter(levels_lisp);
+ while(iter.next()) {
+ if(iter.item() == "level") {
+ std::string name;
+ bool solved = false;
- const lisp::Lisp* level = iter.lisp();
- level->get("name", name);
- level->get("solved", solved);
+ const lisp::Lisp* level = iter.lisp();
+ level->get("name", name);
+ level->get("solved", solved);
- for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
- {
- if (name == i->name)
+ for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
{
- i->solved = solved;
- i->statistics.parse(*level);
- break;
+ if (name == i->name)
+ {
+ i->solved = solved;
+ i->sprite->set_action(solved ? "solved" : "default");
+ i->statistics.parse(*level);
+ break;
+ }
}
+ } else {
+ msg_warning("Unknown token '" << iter.item()
+ << "' in levels block in worldmap");
}
- } else {
- std::cerr << "Unknown token '" << iter.item()
- << "' in levels block in worldmap.\n";
}
}
+ } catch(std::exception& e) {
+ msg_warning("Problem loading game '" << filename << "': " << e.what());
+ load_map();
+ player_status->reset();
}
- } catch(std::exception& e) {
- std::cerr << "Problem loading game '" << filename << "': " << e.what()
- << "\n";
- load_map();
- player_status.reset();
+ }
+ else
+ {
+ load_map();
+ player_status->reset();
}
calculate_total_stats();