#include <fstream>
#include <vector>
#include <assert.h>
+#include <unistd.h>
#include "globals.h"
#include "texture.h"
#include "screen.h"
{
switch(direction)
{
- case WEST:
- return EAST;
- case EAST:
- return WEST;
- case NORTH:
- return SOUTH;
- case SOUTH:
- return NORTH;
- case NONE:
- return NONE;
+ case D_WEST:
+ return D_EAST;
+ case D_EAST:
+ return D_WEST;
+ case D_NORTH:
+ return D_SOUTH;
+ case D_SOUTH:
+ return D_NORTH;
+ case D_NONE:
+ return D_NONE;
}
- return NONE;
+ return D_NONE;
}
std::string
{
switch(direction)
{
- case WEST:
+ case D_WEST:
return "west";
- case EAST:
+ case D_EAST:
return "east";
- case NORTH:
+ case D_NORTH:
return "north";
- case SOUTH:
+ case D_SOUTH:
return "south";
default:
return "none";
string_to_direction(const std::string& directory)
{
if (directory == "west")
- return WEST;
+ return D_WEST;
else if (directory == "east")
- return EAST;
+ return D_EAST;
else if (directory == "north")
- return NORTH;
+ return D_NORTH;
else if (directory == "south")
- return SOUTH;
+ return D_SOUTH;
else
- return NONE;
+ return D_NONE;
}
TileManager::TileManager()
{
- std::string stwt_filename = datadir + "images/worldmap/antarctica.stwt";
+ std::string stwt_filename = datadir + "/images/worldmap/antarctica.stwt";
lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
if (!root_obj)
tile->south = true;
tile->west = true;
tile->stop = true;
+ tile->auto_walk = false;
LispReader reader(lisp_cdr(element));
reader.read_int("id", &id);
reader.read_bool("west", &tile->west);
reader.read_bool("east", &tile->east);
reader.read_bool("stop", &tile->stop);
+ reader.read_bool("auto-walk", &tile->auto_walk);
reader.read_string("image", &filename);
tile->sprite = new Surface(
Tux::Tux(WorldMap* worldmap_)
: worldmap(worldmap_)
{
- sprite = new Surface(datadir + "/images/worldmap/tux.png", USE_ALPHA);
+ largetux_sprite = new Surface(datadir + "/images/worldmap/tux.png", USE_ALPHA);
+ firetux_sprite = new Surface(datadir + "/images/worldmap/firetux.png", USE_ALPHA);
+ smalltux_sprite = new Surface(datadir + "/images/worldmap/smalltux.png", USE_ALPHA);
+
offset = 0;
moving = false;
tile_pos.x = 4;
tile_pos.y = 5;
- direction = NONE;
- input_direction = NONE;
+ direction = D_NONE;
+ input_direction = D_NONE;
}
Tux::~Tux()
{
- delete sprite;
+ delete smalltux_sprite;
+ delete firetux_sprite;
+ delete largetux_sprite;
}
void
Tux::draw(const Point& offset)
{
Point pos = get_pos();
- sprite->draw(pos.x + offset.x,
- pos.y + offset.y - 10);
+ switch (player_status.bonus)
+ {
+ case PlayerStatus::GROWUP_BONUS:
+ largetux_sprite->draw(pos.x + offset.x,
+ pos.y + offset.y - 10);
+ break;
+ case PlayerStatus::FLOWER_BONUS:
+ firetux_sprite->draw(pos.x + offset.x,
+ pos.y + offset.y - 10);
+ break;
+ case PlayerStatus::NO_BONUS:
+ smalltux_sprite->draw(pos.x + offset.x,
+ pos.y + offset.y - 10);
+ break;
+ }
}
switch(direction)
{
- case WEST:
+ case D_WEST:
x -= offset - 32;
break;
- case EAST:
+ case D_EAST:
x += offset - 32;
break;
- case NORTH:
+ case D_NORTH:
y -= offset - 32;
break;
- case SOUTH:
+ case D_SOUTH:
y += offset - 32;
break;
- case NONE:
+ case D_NONE:
break;
}
Tux::stop()
{
offset = 0;
- direction = NONE;
+ direction = D_NONE;
moving = false;
}
{
if (!moving)
{
- if (input_direction != NONE)
+ if (input_direction != D_NONE)
{
WorldMap::Level* level = worldmap->at_level();
}
else
{
+ if (worldmap->at(tile_pos)->auto_walk)
+ { // Turn to a new direction
+ Tile* tile = worldmap->at(tile_pos);
+ Direction dir = D_NONE;
+
+ if (tile->north && back_direction != D_NORTH)
+ dir = D_NORTH;
+ else if (tile->south && back_direction != D_SOUTH)
+ dir = D_SOUTH;
+ else if (tile->east && back_direction != D_EAST)
+ dir = D_EAST;
+ else if (tile->west && back_direction != D_WEST)
+ dir = D_WEST;
+
+ if (dir != D_NONE)
+ {
+ direction = dir;
+ back_direction = reverse_dir(direction);
+ }
+ else
+ {
+ // Should never be reached if tiledata is good
+ stop();
+ return;
+ }
+ }
+
// Walk automatically to the next tile
Point next_tile;
if (worldmap->path_ok(direction, tile_pos, &next_tile))
leveldot_green = new Surface(datadir + "/images/worldmap/leveldot_green.png", USE_ALPHA);
leveldot_red = new Surface(datadir + "/images/worldmap/leveldot_red.png", USE_ALPHA);
- input_direction = NONE;
+ input_direction = D_NONE;
enter_level = false;
name = "<no file>";
void
WorldMap::load_map()
{
- std::string filename = datadir + "levels/default/worldmap.stwm";
+ std::string filename = datadir + "/levels/default/worldmap.stwm";
lisp_object_t* root_obj = lisp_read_from_file(filename);
if (!root_obj)
level.south = true;
level.west = true;
+ reader.read_string("extro-filename", &level.extro_filename);
reader.read_string("name", &level.name);
reader.read_int("x", &level.x);
reader.read_int("y", &level.y);
FILE * fi;
lisp_object_t* root_obj = 0;
- fi = fopen((datadir + "levels/" + level->name).c_str(), "r");
+ fi = fopen((datadir + "/levels/" + level->name).c_str(), "r");
if (fi == NULL)
{
- perror((datadir + "levels/" + level->name).c_str());
+ perror((datadir + "/levels/" + level->name).c_str());
return;
}
WorldMap::get_input()
{
enter_level = false;
- input_direction = NONE;
+ input_direction = D_NONE;
SDL_Event event;
while (SDL_PollEvent(&event))
if (event.jaxis.axis == joystick_keymap.x_axis)
{
if (event.jaxis.value < -joystick_keymap.dead_zone)
- input_direction = WEST;
+ input_direction = D_WEST;
else if (event.jaxis.value > joystick_keymap.dead_zone)
- input_direction = EAST;
+ input_direction = D_EAST;
}
else if (event.jaxis.axis == joystick_keymap.y_axis)
{
if (event.jaxis.value > joystick_keymap.dead_zone)
- input_direction = SOUTH;
+ input_direction = D_SOUTH;
else if (event.jaxis.value < -joystick_keymap.dead_zone)
- input_direction = NORTH;
+ input_direction = D_NORTH;
}
break;
Uint8 *keystate = SDL_GetKeyState(NULL);
if (keystate[SDLK_LEFT])
- input_direction = WEST;
+ input_direction = D_WEST;
else if (keystate[SDLK_RIGHT])
- input_direction = EAST;
+ input_direction = D_EAST;
else if (keystate[SDLK_UP])
- input_direction = NORTH;
+ input_direction = D_NORTH;
else if (keystate[SDLK_DOWN])
- input_direction = SOUTH;
+ input_direction = D_SOUTH;
}
}
{
switch(direction)
{
- case WEST:
+ case D_WEST:
pos.x -= 1;
break;
- case EAST:
+ case D_EAST:
pos.x += 1;
break;
- case NORTH:
+ case D_NORTH:
pos.y -= 1;
break;
- case SOUTH:
+ case D_SOUTH:
pos.y += 1;
break;
- case NONE:
+ case D_NONE:
break;
}
return pos;
{ // Check if we the tile allows us to go to new_pos
switch(direction)
{
- case WEST:
+ case D_WEST:
return (at(old_pos)->west && at(*new_pos)->east);
- case EAST:
+ case D_EAST:
return (at(old_pos)->east && at(*new_pos)->west);
- case NORTH:
+ case D_NORTH:
return (at(old_pos)->north && at(*new_pos)->south);
- case SOUTH:
+ case D_SOUTH:
return (at(old_pos)->south && at(*new_pos)->north);
- case NONE:
+ case D_NONE:
assert(!"path_ok() can't work if direction is NONE");
}
return false;
}
void
-WorldMap::update()
+WorldMap::update(float delta)
{
if (enter_level && !tux->is_moving())
{
if (level->x == tux->get_tile_pos().x &&
level->y == tux->get_tile_pos().y)
{
+ PlayerStatus old_player_status = player_status;
+
std::cout << "Enter the current level: " << level->name << std::endl;;
- GameSession session(datadir + "levels/" + level->name,
+ GameSession session(datadir + "/levels/" + level->name,
1, ST_GL_LOAD_LEVEL_FILE);
switch (session.run())
{
- case GameSession::LEVEL_FINISHED:
- level->solved = true;
- if (session.get_world()->get_tux()->got_coffee)
- player_status.bonus = PlayerStatus::FLOWER_BONUS;
- else if (session.get_world()->get_tux()->size == BIG)
- player_status.bonus = PlayerStatus::GROWUP_BONUS;
- else
- player_status.bonus = PlayerStatus::NO_BONUS;
+ case GameSession::ES_LEVEL_FINISHED:
+ {
+ bool old_level_state = level->solved;
+ level->solved = true;
+
+ if (session.get_world()->get_tux()->got_power !=
+ session.get_world()->get_tux()->NONE_POWER)
+ player_status.bonus = PlayerStatus::FLOWER_BONUS;
+ else if (session.get_world()->get_tux()->size == BIG)
+ player_status.bonus = PlayerStatus::GROWUP_BONUS;
+ else
+ player_status.bonus = PlayerStatus::NO_BONUS;
+
+ if (old_level_state != level->solved)
+ { // Try to detect the next direction to which we should walk
+ // FIXME: Mostly a hack
+ Direction dir = D_NONE;
+
+ Tile* tile = at(tux->get_tile_pos());
+
+ if (tile->north && tux->back_direction != D_NORTH)
+ dir = D_NORTH;
+ else if (tile->south && tux->back_direction != D_SOUTH)
+ dir = D_SOUTH;
+ else if (tile->east && tux->back_direction != D_EAST)
+ dir = D_EAST;
+ else if (tile->west && tux->back_direction != D_WEST)
+ dir = D_WEST;
+
+ if (dir != D_NONE)
+ {
+ tux->set_direction(dir);
+ //tux->update(delta);
+ }
+
+ std::cout << "Walk to dir: " << dir << std::endl;
+ }
+
+ if (!level->extro_filename.empty())
+ {
+ MusicRef theme =
+ music_manager->load_music(datadir + "/music/theme.mod");
+ music_manager->play_music(theme);
+ // Display final credits and go back to the main menu
+ display_text_file(level->extro_filename,
+ "/images/background/extro.jpg", SCROLL_SPEED_MESSAGE);
+ display_text_file("CREDITS",
+ "/images/background/oiltux.jpg", SCROLL_SPEED_CREDITS);
+ quit = 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)
+ case GameSession::ES_LEVEL_ABORT:
+ /* In case the player's abort the level, keep it using the old
+ status */
+ player_status = old_player_status;
break;
- case GameSession::GAME_OVER:
+ case GameSession::ES_GAME_OVER:
+ /* draw an end screen */
+ /* in the future, this should make a dialog a la SuperMario, asking
+ if the player wants to restart the world map with no score and from
+ level 1 */
+ char str[80];
+
+ drawgradient(Color (0, 255, 0), Color (255, 0, 255));
+
+ blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "SCORE: %d", player_status.score);
+ gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "COINS: %d", player_status.distros);
+ gold_text->drawf(str, 0, screen->w - gold_text->w*2, A_HMIDDLE, A_TOP, 1);
+
+ flipscreen();
+
+ SDL_Event event;
+ wait_for_event(event,2000,5000,true);
+
quit = true;
+ player_status.reset();
break;
- case GameSession::NONE:
+ case GameSession::ES_NONE:
// Should never be reached
break;
}
}
else
{
+ tux->update(delta);
tux->set_direction(input_direction);
- tux->update(0.33f);
}
Menu* menu = Menu::current();
{
case MNID_RETURNWORLDMAP: // Return to game
break;
- case MNID_SAVEGAME:
- if (!savegame_file.empty())
- savegame(savegame_file);
- break;
-
case MNID_QUITWORLDMAP: // Quit Worldmap
quit = true;
break;
gold_text->draw(str, 96, 0);
sprintf(str, "%d", player_status.distros);
- white_text->draw_align("COINS", 320-64, 0, A_LEFT, A_TOP);
- gold_text->draw_align(str, 320+64, 0, A_RIGHT, A_TOP);
+ white_text->draw_align("COINS", screen->w/2 - white_text->w*5, 0, A_LEFT, A_TOP);
+ gold_text->draw_align(str, screen->w/2 + (white_text->w*5)/2, 0, A_RIGHT, A_TOP);
- white_text->draw("LIVES", 480, 0);
+ white_text->draw("LIVES", screen->w - white_text->w*9, 0);
if (player_status.lives >= 5)
{
sprintf(str, "%dx", player_status.lives);
- gold_text->draw(str, 585, 0);
- tux_life->draw(565+(18*3), 0);
+ gold_text->draw_align(str, screen->w - gold_text->w, 0, A_RIGHT, A_TOP);
+ tux_life->draw(screen->w - gold_text->w, 0);
}
else
{
for(int i= 0; i < player_status.lives; ++i)
- tux_life->draw(565+(18*i),0);
+ tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i),0);
}
if (!tux->is_moving())
song = music_manager->load_music(datadir + "/music/" + music);
music_manager->play_music(song);
- while(!quit) {
- Point tux_pos = tux->get_pos();
- if (1)
- {
- offset.x = -tux_pos.x + screen->w/2;
- offset.y = -tux_pos.y + screen->h/2;
+ unsigned int last_update_time;
+ unsigned int update_time;
- if (offset.x > 0) offset.x = 0;
- if (offset.y > 0) offset.y = 0;
+ last_update_time = update_time = st_get_ticks();
- if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
- if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
- }
+ while(!quit)
+ {
+ float delta = ((float)(update_time-last_update_time))/100.0;
- draw(offset);
- get_input();
- update();
+ delta *= 1.3f;
- if(Menu::current())
- {
- Menu::current()->draw();
- mouse_cursor->draw();
- }
- flipscreen();
+ if (delta > 10.0f)
+ delta = .3f;
+
+ last_update_time = update_time;
+ update_time = st_get_ticks();
- SDL_Delay(20);
- }
+ Point tux_pos = tux->get_pos();
+ if (1)
+ {
+ offset.x = -tux_pos.x + screen->w/2;
+ offset.y = -tux_pos.y + screen->h/2;
+
+ if (offset.x > 0) offset.x = 0;
+ if (offset.y > 0) offset.y = 0;
+
+ if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
+ if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
+ }
+
+ draw(offset);
+ get_input();
+ update(delta);
+
+ if(Menu::current())
+ {
+ Menu::current()->draw();
+ mouse_cursor->draw();
+ }
+ flipscreen();
+
+ SDL_Delay(20);
+ }
}
void
return;
lisp_object_t* savegame = lisp_read_from_file(filename);
+ if (!savegame)
+ {
+ std::cout << "WorldMap:loadgame: File not found: " << filename << std::endl;
+ return;
+ }
+
lisp_object_t* cur = savegame;
if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
{
Point p;
std::string back_str = "none";
+ std::string bonus_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_reader.read_string("bonus", &bonus_str);
+ player_status.bonus = string_to_bonus(bonus_str);
tux->back_direction = string_to_direction(back_str);
tux->set_tile_pos(p);
}