- removed menu_process_current()
[supertux.git] / src / worldmap.cpp
index 7ee5449..424b627 100644 (file)
 
 namespace WorldMapNS {
 
+Direction reverse_dir(Direction direction)
+{
+  switch(direction)
+    {
+    case WEST:
+      return EAST;
+    case EAST:
+      return WEST;
+    case NORTH:
+      return SOUTH;
+    case SOUTH:
+      return NORTH;
+    case NONE:
+      return NONE;
+    }
+  return NONE;
+}
+
+std::string
+direction_to_string(Direction direction)
+{
+  switch(direction)
+    {
+    case WEST:
+      return "west";
+    case EAST:
+      return "east";
+    case NORTH:
+      return "north";
+    case SOUTH:
+      return "south";
+    default:
+      return "none";
+    }
+}
+
+Direction
+string_to_direction(const std::string& directory)
+{
+  if (directory == "west")
+    return WEST;
+  else if (directory == "east")
+    return EAST;
+  else if (directory == "north")
+    return NORTH;
+  else if (directory == "south")
+    return SOUTH;
+  else
+    return NONE;
+}
+
 TileManager* TileManager::instance_  = 0;
 
 TileManager::TileManager()
@@ -162,13 +213,26 @@ Tux::update(float delta)
   if (!moving)
     {
       if (input_direction != NONE)
-        { // We got a new direction, so lets start walking when possible
+        { 
+          WorldMap::Level* level = worldmap->at_level();
+
+          // We got a new direction, so lets start walking when possible
           Point next_tile;
-          if (worldmap->path_ok(input_direction, tile_pos, &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)
+            {
+              std::cout << "Back triggered" << std::endl;
+              moving = true;
+              direction = input_direction;
+              tile_pos = worldmap->get_next_tile(tile_pos, direction);
+              back_direction = reverse_dir(direction);
             }
         }
     }
@@ -187,6 +251,7 @@ Tux::update(float delta)
             }
           else
             {
+              // Walk automatically to the next tile
               Point next_tile;
               if (worldmap->path_ok(direction, tile_pos, &next_tile))
                 {
@@ -271,6 +336,12 @@ WorldMap::load_map()
                       Level level;
                       LispReader reader(lisp_cdr(element));
                       level.solved = false;
+                      
+                      level.north = true;
+                      level.east  = true;
+                      level.south = true;
+                      level.west  = true;
+
                       reader.read_string("name",  &level.name);
                       reader.read_int("x", &level.x);
                       reader.read_int("y", &level.y);
@@ -291,6 +362,17 @@ WorldMap::load_map()
 }
 
 void
+WorldMap::on_escape_press()
+{
+  std::cout << "on escape press" << std::endl;
+
+  if(!Menu::current())
+    Menu::set_current(worldmap_menu); 
+  else
+    Menu::set_current(0); 
+}
+
+void
 WorldMap::get_input()
 {
   enter_level = false;
@@ -299,9 +381,9 @@ WorldMap::get_input()
   SDL_Event event;
   while (SDL_PollEvent(&event))
     {
-      if(show_menu)
+      if (Menu::current())
         {
-          current_menu->event(event);
+          Menu::current()->event(event);
         }
       else
         {
@@ -315,8 +397,7 @@ WorldMap::get_input()
               switch(event.key.keysym.sym)
                 {
                 case SDLK_ESCAPE:
-                  Menu::set_current(worldmap_menu);
-                  show_menu = !show_menu;
+                  on_escape_press();
                   break;
                 case SDLK_LCTRL:
                 case SDLK_RETURN:
@@ -348,6 +429,8 @@ WorldMap::get_input()
             case SDL_JOYBUTTONDOWN:
               if (event.jbutton.button == JOY_B)
                 enter_level = true;
+              else if (event.jbutton.button == JOY_START)
+                on_escape_press();
               break;
 
             default:
@@ -356,7 +439,7 @@ WorldMap::get_input()
         }
     }
 
-  if (!show_menu)
+  if (!Menu::current())
     {
       Uint8 *keystate = SDL_GetKeyState(NULL);
   
@@ -432,30 +515,52 @@ WorldMap::update()
 {
   if (enter_level && !tux->is_moving())
     {
-      for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
+      Level* level = at_level();
+      if (level)
         {
-          if (i->x == tux->get_tile_pos().x && 
-              i->y == tux->get_tile_pos().y)
+          if (level->x == tux->get_tile_pos().x && 
+              level->y == tux->get_tile_pos().y)
             {
-              std::cout << "Enter the current level: " << i->name << std::endl;;
+              std::cout << "Enter the current level: " << level->name << std::endl;;
               halt_music();
-              GameSession session(datadir +  "levels/" + i->name,
+              
+              GameSession session(datadir +  "levels/" + level->name,
                                   1, ST_GL_LOAD_LEVEL_FILE);
-              session.run();
 
-              if (1) // FIXME: insert exit status checker here
-                i->solved = true;
+              switch (session.run())
+                {
+                case GameSession::LEVEL_FINISHED:
+                  level->solved = true;
+                  break;
+                case GameSession::LEVEL_ABORT:
+                  // Reseting the player_status might be a worthy
+                  // consideration, but I don't think we need it
+                  // 'cause only the bad players will use it to
+                  // 'cheat' a few items and that isn't necesarry a
+                  // bad thing (ie. better they continue that way,
+                  // then stop playing the game all together since it
+                  // is to hard)
+                  break;
+                case GameSession::GAME_OVER:
+                  quit = true;
+                  break;
+                case GameSession::NONE:
+                  // Should never be reached 
+                  break;
+                }
 
               play_music(song, 1);
-              show_menu = 0;
-              menu_reset();
+              Menu::set_current(0);
               if (!savegame_file.empty())
                 savegame(savegame_file);
               return;
             }
         }
-      std::cout << "Nothing to enter at: "
-                << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
+      else
+        {
+          std::cout << "Nothing to enter at: "
+                    << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
+        }
     }
   else
     {
@@ -463,16 +568,20 @@ WorldMap::update()
       tux->update(0.33f);
     }
   
-  if(show_menu)
+  if(Menu::current())
     {
-      if(current_menu == worldmap_menu)
+      if(Menu::current() == worldmap_menu)
         {
           switch (worldmap_menu->check())
             {
             case 2: // Return to game
-              menu_reset();
               break;
-            case 5: // Quit Worldmap
+            case 3:
+              if (!savegame_file.empty())
+                savegame(savegame_file);
+              break;
+                
+            case 6: // Quit Worldmap
               quit = true;
               break;
             }
@@ -487,20 +596,21 @@ WorldMap::at(Point p)
          && p.x < width
          && p.y >= 0
          && p.y < height);
+
   return TileManager::instance()->get(tilemap[width * p.y + p.x]);
 }
 
-bool
+WorldMap::Level*
 WorldMap::at_level()
 {
   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
     {
       if (i->x == tux->get_tile_pos().x && 
           i->y == tux->get_tile_pos().y)
-           return true
+        return &*i
     }
 
-  return false;
+  return 0;
 }
 
 
@@ -571,8 +681,7 @@ WorldMap::draw_status()
 void
 WorldMap::display()
 {
-  show_menu = 0;
-  menu_reset();
+  Menu::set_current(0);
 
   quit = false;
 
@@ -597,12 +706,18 @@ WorldMap::display()
     get_input();
     update();
 
-    menu_process_current();
+  if(Menu::current())
+    {
+      Menu::current()->action();
+      Menu::current()->draw();
+      mouse_cursor->draw();
+    }
     flipscreen();
 
     SDL_Delay(20);
   }
 
+  halt_music();
   free_music(song);
 }
 
@@ -625,7 +740,8 @@ WorldMap::savegame(const std::string& filename)
       << "  (lives   " << player_status.lives << ")\n"
       << "  (score   " << player_status.score << ")\n"
       << "  (distros " << player_status.distros << ")\n"
-      << "  (tux     (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << "))\n"
+      << "  (tux     (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")"
+      << " (back \"" << direction_to_string(tux->back_direction) << "\"))\n"
       << "  (levels\n";
   
   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
@@ -661,14 +777,21 @@ WorldMap::loadgame(const std::string& filename)
       reader.read_int("score",  &player_status.score);
       reader.read_int("distros", &player_status.distros);
 
+      if (player_status.lives < 0)
+        player_status.lives = 3;
+
       lisp_object_t* tux_cur = 0;
       if (reader.read_lisp("tux", &tux_cur))
         {
           Point p;
+          std::string back_str = "none";
+
           LispReader tux_reader(tux_cur);
           tux_reader.read_int("x", &p.x);
           tux_reader.read_int("y", &p.y);
-      
+          tux_reader.read_string("back", &back_str);
+          
+          tux->back_direction = string_to_direction(back_str);      
           tux->set_tile_pos(p);
         }
 
@@ -684,13 +807,11 @@ WorldMap::loadgame(const std::string& filename)
                 {
                   std::string name;
                   bool solved = false;
-              
+
                   LispReader level_reader(data);
                   level_reader.read_string("name",   &name);
                   level_reader.read_bool("solved", &solved);
 
-                  std::cout << "Name: " << name << " " << solved << std::endl;
-
                   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
                     {
                       if (name == i->name)
@@ -706,4 +827,7 @@ WorldMap::loadgame(const std::string& filename)
 
 } // namespace WorldMapNS
 
-/* EOF */
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+