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()
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);
}
}
}
{ // We reached the next tile, so we check what to do now
offset -= 32;
- if (worldmap->at(tile_pos)->stop)
+ if (worldmap->at(tile_pos)->stop || worldmap->at_level())
{
stop();
}
else
{
+ // Walk automatically to the next tile
Point next_tile;
if (worldmap->path_ok(direction, tile_pos, &next_tile))
{
input_direction = NONE;
enter_level = false;
- name = "<no name>";
+ name = "<no file>";
music = "SALCON.MOD";
song = 0;
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);
+
+ get_level_title(&level); // get level's title
+
levels.push_back(level);
}
}
}
+void WorldMap::get_level_title(Levels::pointer level)
+{
+/** get level's title */
+level->title = "<no title>";
+
+FILE * fi;
+lisp_object_t* root_obj = 0;
+fi = fopen((datadir + "levels/" + level->name).c_str(), "r");
+if (fi == NULL)
+ {
+ perror((datadir + "levels/" + level->name).c_str());
+ return;
+ }
+
+lisp_stream_t stream;
+lisp_stream_init_file (&stream, fi);
+root_obj = lisp_read (&stream);
+
+if (root_obj->type == LISP_TYPE_EOF || root_obj->type == LISP_TYPE_PARSE_ERROR)
+ {
+ printf("World: Parse Error in file %s", level->name.c_str());
+ }
+
+if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-level") == 0)
+ {
+ LispReader reader(lisp_cdr(root_obj));
+ reader.read_string("name", &level->title);
+ }
+
+fclose(fi);
+}
+
+void
+WorldMap::on_escape_press()
+{
+ // Show or hide the menu
+ if(!Menu::current())
+ Menu::set_current(worldmap_menu);
+ else
+ Menu::set_current(0);
+}
+
void
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
{
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:
break;
case SDL_JOYAXISMOTION:
- switch(event.jaxis.axis)
+ if (event.jaxis.axis == joystick_keymap.x_axis)
{
- case JOY_X:
- if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
+ if (event.jaxis.value < -joystick_keymap.dead_zone)
input_direction = WEST;
- else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
+ else if (event.jaxis.value > joystick_keymap.dead_zone)
input_direction = EAST;
- break;
- case JOY_Y:
- if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
+ }
+ else if (event.jaxis.axis == joystick_keymap.y_axis)
+ {
+ if (event.jaxis.value > joystick_keymap.dead_zone)
input_direction = SOUTH;
- else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
+ else if (event.jaxis.value < -joystick_keymap.dead_zone)
input_direction = NORTH;
- break;
}
break;
case SDL_JOYBUTTONDOWN:
- if (event.jbutton.button == JOY_B)
+ if (event.jbutton.button == joystick_keymap.b_button)
enter_level = true;
+ else if (event.jbutton.button == joystick_keymap.start_button)
+ on_escape_press();
break;
default:
}
}
- if (!show_menu)
+ if (!Menu::current())
{
Uint8 *keystate = SDL_GetKeyState(NULL);
{
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
{
tux->update(0.33f);
}
- if(show_menu)
+ Menu* menu = Menu::current();
+ if(menu)
{
- if(current_menu == worldmap_menu)
+ menu->action();
+
+ if(menu == 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;
}
}
+ else if(menu == options_menu)
+ {
+ process_options_menu();
+ }
}
}
&& p.x < width
&& p.y >= 0
&& p.y < height);
+
return TileManager::instance()->get(tilemap[width * p.y + p.x]);
}
+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 &*i;
+ }
+
+ return 0;
+}
+
+
void
WorldMap::draw(const Point& offset)
{
for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
{
- leveldot_green->draw(i->x*32 + offset.x,
- i->y*32 + offset.y);
+ if (i->solved)
+ leveldot_green->draw(i->x*32 + offset.x,
+ i->y*32 + offset.y);
+ else
+ leveldot_red->draw(i->x*32 + offset.x,
+ i->y*32 + offset.y);
}
tux->draw(offset);
if (i->x == tux->get_tile_pos().x &&
i->y == tux->get_tile_pos().y)
{
- white_text->draw_align(i->name.c_str(), screen->w/2, screen->h, A_HMIDDLE, A_BOTTOM);
+ white_text->draw_align(i->title.c_str(), screen->w/2, screen->h, A_HMIDDLE, A_BOTTOM);
break;
}
}
void
WorldMap::display()
{
- show_menu = 0;
- menu_reset();
+ Menu::set_current(0);
quit = false;
get_input();
update();
- menu_process_current();
+ if(Menu::current())
+ {
+ Menu::current()->draw();
+ mouse_cursor->draw();
+ }
flipscreen();
SDL_Delay(20);
}
+ halt_music();
free_music(song);
}
<< " (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)
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);
}
{
while(level_cur)
{
- std::string name;
- bool solved = false;
- LispReader level_reader(level_cur);
- level_reader.read_string("name", &name);
- level_reader.read_bool("solved", &solved);
+ lisp_object_t* sym = lisp_car(lisp_car(level_cur));
+ lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
- for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
+ if (strcmp(lisp_symbol(sym), "level") == 0)
{
- if (name == i->name)
- i->solved = solved;
+ std::string name;
+ bool solved = false;
+
+ LispReader level_reader(data);
+ level_reader.read_string("name", &name);
+ level_reader.read_bool("solved", &solved);
+
+ for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
+ {
+ if (name == i->name)
+ i->solved = solved;
+ }
}
level_cur = lisp_cdr(level_cur);
} // namespace WorldMapNS
-/* EOF */
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+