missing assert
[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 #include <config.h>
20
21 #include <iostream>
22 #include <fstream>
23 #include <vector>
24 #include <cassert>
25 #include <stdexcept>
26 #include <sstream>
27 #include <unistd.h>
28
29 #include "app/globals.h"
30 #include "app/gettext.h"
31 #include "app/setup.h"
32 #include "video/surface.h"
33 #include "video/screen.h"
34 #include "video/drawing_context.h"
35 #include "special/frame_rate.h"
36 #include "sprite/sprite_manager.h"
37 #include "audio/sound_manager.h"
38 #include "lisp/parser.h"
39 #include "lisp/lisp.h"
40 #include "lisp/list_iterator.h"
41 #include "lisp/writer.h"
42 #include "game_session.h"
43 #include "sector.h"
44 #include "worldmap.h"
45 #include "resources.h"
46 #include "misc.h"
47 #include "player_status.h"
48 #include "textscroller.h"
49 #include "main.h"
50 #include "control/joystickkeyboardcontroller.h"
51
52 Menu* worldmap_menu  = 0;
53
54 static const float TUXSPEED = 200;
55 static const float map_message_TIME = 2.8;
56
57 namespace WorldMapNS {
58
59 Direction reverse_dir(Direction direction)
60 {
61   switch(direction)
62     {
63     case D_WEST:
64       return D_EAST;
65     case D_EAST:
66       return D_WEST;
67     case D_NORTH:
68       return D_SOUTH;
69     case D_SOUTH:
70       return D_NORTH;
71     case D_NONE:
72       return D_NONE;
73     }
74   return D_NONE;
75 }
76
77 std::string
78 direction_to_string(Direction direction)
79 {
80   switch(direction)
81     {
82     case D_WEST:
83       return "west";
84     case D_EAST:
85       return "east";
86     case D_NORTH:
87       return "north";
88     case D_SOUTH:
89       return "south";
90     default:
91       return "none";
92     }
93 }
94
95 Direction
96 string_to_direction(const std::string& directory)
97 {
98   if (directory == "west")
99     return D_WEST;
100   else if (directory == "east")
101     return D_EAST;
102   else if (directory == "north")
103     return D_NORTH;
104   else if (directory == "south")
105     return D_SOUTH;
106   else
107     return D_NONE;
108 }
109
110 //---------------------------------------------------------------------------
111
112 Tux::Tux(WorldMap* worldmap_)
113   : worldmap(worldmap_)
114 {
115   tux_sprite = sprite_manager->create("worldmaptux");
116   
117   offset = 0;
118   moving = false;
119   tile_pos.x = worldmap->get_start_x();
120   tile_pos.y = worldmap->get_start_y();
121   direction = D_NONE;
122   input_direction = D_NONE;
123 }
124
125 Tux::~Tux()
126 {
127   delete tux_sprite;
128 }
129
130 void
131 Tux::draw(DrawingContext& context)
132 {
133   switch (player_status.bonus) {
134     case GROWUP_BONUS:
135       tux_sprite->set_action("large");
136       break;
137     case FIRE_BONUS:
138       tux_sprite->set_action("fire");
139       break;
140     case NO_BONUS:
141       tux_sprite->set_action("small");
142       break;
143     default:
144 #ifdef DBEUG
145       std::cerr << "Bonus type not handled in worldmap.\n";
146 #endif
147       tux_sprite->set_action("large");
148       break;
149   }
150
151   tux_sprite->draw(context, get_pos(), LAYER_OBJECTS);
152 }
153
154
155 Vector
156 Tux::get_pos()
157 {
158   float x = tile_pos.x * 32;
159   float y = tile_pos.y * 32;
160
161   switch(direction)
162     {
163     case D_WEST:
164       x -= offset - 32;
165       break;
166     case D_EAST:
167       x += offset - 32;
168       break;
169     case D_NORTH:
170       y -= offset - 32;
171       break;
172     case D_SOUTH:
173       y += offset - 32;
174       break;
175     case D_NONE:
176       break;
177     }
178   
179   return Vector((int)x, (int)y); 
180 }
181
182 void
183 Tux::stop()
184 {
185   offset = 0;
186   direction = D_NONE;
187   input_direction = D_NONE;
188   moving = false;
189 }
190
191 void
192 Tux::set_direction(Direction dir)
193 {
194   input_direction = dir;
195 }
196
197 void
198 Tux::action(float delta)
199 {
200   // check controller
201   if(main_controller->pressed(Controller::UP))
202     input_direction = D_NORTH;
203   else if(main_controller->pressed(Controller::DOWN))
204     input_direction = D_SOUTH;
205   else if(main_controller->pressed(Controller::LEFT))
206     input_direction = D_WEST;
207   else if(main_controller->pressed(Controller::RIGHT))
208     input_direction = D_EAST;
209
210   if(!moving)
211     {
212       if (input_direction != D_NONE)
213         { 
214           WorldMap::Level* level = worldmap->at_level();
215
216           // We got a new direction, so lets start walking when possible
217           Vector next_tile;
218           if ((!level || level->solved)
219               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
220             {
221               tile_pos = next_tile;
222               moving = true;
223               direction = input_direction;
224               back_direction = reverse_dir(direction);
225             }
226           else if (input_direction == back_direction)
227             {
228               moving = true;
229               direction = input_direction;
230               tile_pos = worldmap->get_next_tile(tile_pos, direction);
231               back_direction = reverse_dir(direction);
232             }
233         }
234     }
235   else
236     {
237       // Let tux walk
238       offset += TUXSPEED * delta;
239
240       if (offset > 32)
241         { // We reached the next tile, so we check what to do now
242           offset -= 32;
243
244           WorldMap::SpecialTile* special_tile = worldmap->at_special_tile();
245           if(special_tile && special_tile->passive_message)
246             {  // direction and the apply_action_ are opposites, since they "see"
247                // directions in a different way
248             if((direction == D_NORTH && special_tile->apply_action_south) ||
249                (direction == D_SOUTH && special_tile->apply_action_north) ||
250                (direction == D_WEST && special_tile->apply_action_east) ||
251                (direction == D_EAST && special_tile->apply_action_west))
252               {
253               worldmap->passive_message = special_tile->map_message;
254               worldmap->passive_message_timer.start(map_message_TIME);
255               }
256             }
257
258           if (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP ||
259              (special_tile && !special_tile->passive_message) ||
260               worldmap->at_level())
261             {
262               if(special_tile && !special_tile->map_message.empty() &&
263                 !special_tile->passive_message)
264                 worldmap->passive_message_timer.start(0);
265               stop();
266             }
267           else
268             {
269               const Tile* tile = worldmap->at(tile_pos);
270               if (direction != input_direction)
271                 { 
272                   // Turn to a new direction
273                   const Tile* tile = worldmap->at(tile_pos);
274
275                   if((tile->getData() & Tile::WORLDMAP_NORTH 
276                       && input_direction == D_NORTH) ||
277                      (tile->getData() & Tile::WORLDMAP_SOUTH
278                       && input_direction == D_SOUTH) ||
279                      (tile->getData() & Tile::WORLDMAP_EAST
280                       && input_direction == D_EAST) ||
281                      (tile->getData() & Tile::WORLDMAP_WEST
282                       && input_direction == D_WEST))
283                     {  // player has changed direction during auto-movement
284                       direction = input_direction;
285                       back_direction = reverse_dir(direction);
286                     }
287                   else
288                     {  // player has changed to impossible tile
289                       back_direction = reverse_dir(direction);
290                       stop();
291                     }
292                 }
293               else
294                 {
295                 Direction dir = D_NONE;
296               
297                 if (tile->getData() & Tile::WORLDMAP_NORTH
298                     && back_direction != D_NORTH)
299                   dir = D_NORTH;
300                 else if (tile->getData() & Tile::WORLDMAP_SOUTH
301                     && back_direction != D_SOUTH)
302                   dir = D_SOUTH;
303                 else if (tile->getData() & Tile::WORLDMAP_EAST
304                     && back_direction != D_EAST)
305                   dir = D_EAST;
306                 else if (tile->getData() & Tile::WORLDMAP_WEST
307                     && back_direction != D_WEST)
308                   dir = D_WEST;
309
310                 if (dir != D_NONE)
311                   {
312                   direction = dir;
313                   input_direction = direction;
314                   back_direction = reverse_dir(direction);
315                   }
316                 else
317                   {
318                   // Should never be reached if tiledata is good
319                   stop();
320                   return;
321                   }
322                 }
323
324               // Walk automatically to the next tile
325               if(direction != D_NONE)
326                 {
327                 Vector next_tile;
328                 if (worldmap->path_ok(direction, tile_pos, &next_tile))
329                   {
330                   tile_pos = next_tile;
331                   }
332                 else
333                   {
334                   puts("Tilemap data is buggy");
335                   stop();
336                   }
337                 }
338             }
339         }
340     }
341 }
342
343 //---------------------------------------------------------------------------
344
345 WorldMap::WorldMap()
346 {
347   tile_manager = new TileManager("images/worldmap/antarctica.stwt");
348   
349   width  = 20;
350   height = 15;
351   
352   start_x = 4;
353   start_y = 5;
354
355   tux = new Tux(this);
356   
357   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", true);
358   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", true);
359   messagedot   = new Surface(datadir +  "/images/worldmap/messagedot.png", true);
360   teleporterdot   = new Surface(datadir +  "/images/worldmap/teleporterdot.png", true);
361
362   name = "<no title>";
363   music = "salcon.mod";
364   intro_displayed = false;
365
366   total_stats.reset();
367 }
368
369 WorldMap::~WorldMap()
370 {
371   delete tux;
372   delete tile_manager;
373
374   delete leveldot_green;
375   delete leveldot_red;
376   delete messagedot;
377   delete teleporterdot;
378 }
379
380 // Don't forget to set map_filename before calling this
381 void
382 WorldMap::load_map()
383 {
384   levels_path = FileSystem::dirname(map_filename);
385
386   try {
387     lisp::Parser parser;
388     std::string filename = get_resource_filename(map_filename);
389     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
390
391     const lisp::Lisp* lisp = root->get_lisp("supertux-worldmap");
392     if(!lisp)
393       throw new std::runtime_error("file isn't a supertux-worldmap file.");
394
395     lisp::ListIterator iter(lisp);
396     while(iter.next()) {
397       if(iter.item() == "tilemap") {
398         if(tilemap.size() > 0)
399           throw new std::runtime_error("multiple tilemaps specified");
400         
401         const lisp::Lisp* tilemap_lisp = iter.lisp();
402         tilemap_lisp->get("width",  width);
403         tilemap_lisp->get("height", height);
404         tilemap_lisp->get_vector("data", tilemap);
405       } else if(iter.item() == "properties") {
406         const lisp::Lisp* props = iter.lisp();
407         props->get("name", name);
408         props->get("music", music);
409         props->get("intro-filename", intro_filename);
410         props->get("start_pos_x", start_x);
411         props->get("start_pos_y", start_y);
412       } else if(iter.item() == "special-tiles") {
413         parse_special_tiles(iter.lisp());
414       } else {
415         std::cerr << "Unknown token '" << iter.item() << "' in worldmap.\n";
416       }
417     }
418
419     delete tux;
420     tux = new Tux(this);
421   } catch(std::exception& e) {
422     std::stringstream msg;
423     msg << "Problem when parsing worldmap '" << map_filename << "': " <<
424       e.what();
425     throw std::runtime_error(msg.str());
426   }
427 }
428
429 void
430 WorldMap::parse_special_tiles(const lisp::Lisp* lisp)
431 {
432   lisp::ListIterator iter(lisp);
433   while(iter.next()) {
434     if(iter.item() == "special-tile") {
435       SpecialTile special_tile;
436
437       const lisp::Lisp* lisp = iter.lisp();
438       lisp->get("x", special_tile.pos.x);
439       lisp->get("y", special_tile.pos.y);
440       lisp->get("map-message", special_tile.map_message);
441       special_tile.passive_message = false;
442       lisp->get("passive-message", special_tile.passive_message);
443       special_tile.teleport_dest = Vector(-1,-1);
444       lisp->get("teleport-to-x", special_tile.teleport_dest.x);
445       lisp->get("teleport-to-y", special_tile.teleport_dest.y);
446       special_tile.invisible = false;
447       lisp->get("invisible-tile", special_tile.invisible);
448
449       special_tile.apply_action_north = true;
450       special_tile.apply_action_south = true;
451       special_tile.apply_action_east = true;
452       special_tile.apply_action_west = true;
453
454       std::string apply_direction;
455       lisp->get("apply-to-direction", apply_direction);
456       if(!apply_direction.empty()) {
457         special_tile.apply_action_north = false;
458         special_tile.apply_action_south = false;
459         special_tile.apply_action_east = false;
460         special_tile.apply_action_west = false;
461         if(apply_direction.find("north") != std::string::npos)
462           special_tile.apply_action_north = true;
463         if(apply_direction.find("south") != std::string::npos)
464           special_tile.apply_action_south = true;
465         if(apply_direction.find("east") != std::string::npos)
466           special_tile.apply_action_east = true;
467         if(apply_direction.find("west") != std::string::npos)
468           special_tile.apply_action_west = true;
469       }
470       
471       special_tiles.push_back(special_tile);
472     } else if(iter.item() == "level") {
473       Level level;
474
475       lisp::Lisp* level_lisp = iter.lisp();
476       level.solved = false;
477                       
478       level.north = true;
479       level.east  = true;
480       level.south = true;
481       level.west  = true;
482
483       level_lisp->get("extro-filename", level.extro_filename);
484       level_lisp->get("next-worldmap", level.next_worldmap);
485
486       level.quit_worldmap = false;
487       level_lisp->get("quit-worldmap", level.quit_worldmap);
488
489       level_lisp->get("name", level.name);
490       level_lisp->get("x", level.pos.x);
491       level_lisp->get("y", level.pos.y);
492
493       level.auto_path = true;
494       level_lisp->get("auto-path", level.auto_path);
495
496       level.vertical_flip = false;
497       level_lisp->get("vertical-flip", level.vertical_flip);
498
499       levels.push_back(level);
500     } else {
501       std::cerr << "Unknown token '" << iter.item() <<
502         "' in worldmap special-tiles list.";
503     }
504   }
505 }
506
507 void
508 WorldMap::get_level_title(Level& level)
509 {
510   /** get special_tile's title */
511   level.title = "<no title>";
512
513   try {
514     lisp::Parser parser;
515     std::auto_ptr<lisp::Lisp> root (
516         parser.parse(get_resource_filename(levels_path + level.name)));
517
518     const lisp::Lisp* level_lisp = root->get_lisp("supertux-level");
519     if(!level_lisp)
520       return;
521     
522     level_lisp->get("name", level.title);
523   } catch(std::exception& e) {
524     std::cerr << "Problem when reading leveltitle: " << e.what() << "\n";
525     return;
526   }
527 }
528
529 void WorldMap::calculate_total_stats()
530 {
531   total_stats.reset();
532   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
533     {
534     if (i->solved)
535       {
536       total_stats += i->statistics;
537       }
538     }
539 }
540
541 void
542 WorldMap::on_escape_press()
543 {
544   // Show or hide the menu
545   if(!Menu::current()) {
546     Menu::set_current(worldmap_menu);
547     tux->set_direction(D_NONE);  // stop tux movement when menu is called
548   } else {
549     Menu::set_current(0);
550   }
551 }
552
553 void
554 WorldMap::get_input()
555 {
556   main_controller->update();
557
558   SDL_Event event;
559   while (SDL_PollEvent(&event)) {
560     if (Menu::current())
561       Menu::current()->event(event);
562     main_controller->process_event(event);
563     if(event.type == SDL_QUIT)
564       throw std::runtime_error("Received window close");
565   }
566 }
567
568 Vector
569 WorldMap::get_next_tile(Vector pos, Direction direction)
570 {
571   switch(direction) {
572     case D_WEST:
573       pos.x -= 1;
574       break;
575     case D_EAST:
576       pos.x += 1;
577       break;
578     case D_NORTH:
579       pos.y -= 1;
580       break;
581     case D_SOUTH:
582       pos.y += 1;
583       break;
584     case D_NONE:
585       break;
586   }
587   return pos;
588 }
589
590 bool
591 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
592 {
593   *new_pos = get_next_tile(old_pos, direction);
594
595   if (!(new_pos->x >= 0 && new_pos->x < width
596         && new_pos->y >= 0 && new_pos->y < height))
597     { // New position is outsite the tilemap
598       return false;
599     }
600   else
601     { // Check if the tile allows us to go to new_pos
602       switch(direction)
603         {
604         case D_WEST:
605           return (at(old_pos)->getData() & Tile::WORLDMAP_WEST
606               && at(*new_pos)->getData() & Tile::WORLDMAP_EAST);
607
608         case D_EAST:
609           return (at(old_pos)->getData() & Tile::WORLDMAP_EAST
610               && at(*new_pos)->getData() & Tile::WORLDMAP_WEST);
611
612         case D_NORTH:
613           return (at(old_pos)->getData() & Tile::WORLDMAP_NORTH
614               && at(*new_pos)->getData() & Tile::WORLDMAP_SOUTH);
615
616         case D_SOUTH:
617           return (at(old_pos)->getData() & Tile::WORLDMAP_SOUTH
618               && at(*new_pos)->getData() & Tile::WORLDMAP_NORTH);
619
620         case D_NONE:
621           assert(!"path_ok() can't work if direction is NONE");
622         }
623       return false;
624     }
625 }
626
627 void
628 WorldMap::update(float delta)
629 {
630   Menu* menu = Menu::current();
631   if(menu) {
632     menu->action();
633
634     if(menu == worldmap_menu) {
635       switch (worldmap_menu->check())
636       {
637         case MNID_RETURNWORLDMAP: // Return to game  
638           Menu::set_current(0);
639           break;
640         case MNID_QUITWORLDMAP: // Quit Worldmap
641           quit = true;                               
642           break;
643       }
644     } else if(menu == options_menu) {
645       process_options_menu();
646     }
647
648     return;
649   }
650
651   bool enter_level = false;
652   if(main_controller->pressed(Controller::ACTION)
653       || main_controller->pressed(Controller::JUMP)
654       || main_controller->pressed(Controller::MENU_SELECT))
655     enter_level = true;
656   if(main_controller->pressed(Controller::PAUSE_MENU))
657     on_escape_press();
658   
659   if (enter_level && !tux->is_moving())
660     {
661       /* Check special tile action */
662       SpecialTile* special_tile = at_special_tile();
663       if(special_tile)
664         {
665         if (special_tile->teleport_dest != Vector(-1,-1))
666           {
667           // TODO: an animation, camera scrolling or a fading would be a nice touch
668           sound_manager->play_sound("warp");
669           tux->back_direction = D_NONE;
670           tux->set_tile_pos(special_tile->teleport_dest);
671           SDL_Delay(1000);
672           }
673         }
674
675       /* Check level action */
676       bool level_finished = true;
677       Level* level = at_level();
678       if (!level)
679         {
680         std::cout << "No level to enter at: "
681           << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y
682           << std::endl;
683         return;
684         }
685
686
687       if (level->pos == tux->get_tile_pos())
688         {
689           PlayerStatus old_player_status = player_status;
690
691           std::cout << "Enter the current level: " << level->name << std::endl;
692           // do a shriking fade to the level
693           shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
694                              (level->pos.y*32 + 16 + offset.y)), 500);
695           GameSession session(get_resource_filename(levels_path + level->name),
696                               ST_GL_LOAD_LEVEL_FILE, &level->statistics);
697
698           switch (session.run())
699             {
700             case GameSession::ES_LEVEL_FINISHED:
701               {
702                 level_finished = true;
703                 bool old_level_state = level->solved;
704                 level->solved = true;
705
706                 // deal with statistics
707                 level->statistics.merge(global_stats);
708                 calculate_total_stats();
709
710                 if (old_level_state != level->solved && level->auto_path)
711                   { // Try to detect the next direction to which we should walk
712                     // FIXME: Mostly a hack
713                     Direction dir = D_NONE;
714                 
715                     const Tile* tile = at(tux->get_tile_pos());
716
717                     if (tile->getData() & Tile::WORLDMAP_NORTH
718                         && tux->back_direction != D_NORTH)
719                       dir = D_NORTH;
720                     else if (tile->getData() & Tile::WORLDMAP_SOUTH
721                         && tux->back_direction != D_SOUTH)
722                       dir = D_SOUTH;
723                     else if (tile->getData() & Tile::WORLDMAP_EAST
724                         && tux->back_direction != D_EAST)
725                       dir = D_EAST;
726                     else if (tile->getData() & Tile::WORLDMAP_WEST
727                         && tux->back_direction != D_WEST)
728                       dir = D_WEST;
729
730                     if (dir != D_NONE)
731                       {
732                         tux->set_direction(dir);
733                         //tux->update(delta);
734                       }
735
736                     std::cout << "Walk to dir: " << dir << std::endl;
737                   }
738               }
739
740               break;
741             case GameSession::ES_LEVEL_ABORT:
742               level_finished = false;
743               /* In case the player's abort the level, keep it using the old
744                   status. But the minimum lives and no bonus. */
745               player_status.coins = old_player_status.coins;
746               player_status.lives = std::min(old_player_status.lives, player_status.lives);
747               player_status.bonus = NO_BONUS;
748
749               break;
750             case GameSession::ES_GAME_OVER:
751               {
752               level_finished = false;
753               /* draw an end screen */
754               /* TODO: in the future, this should make a dialog a la SuperMario, asking
755               if the player wants to restart the world map with no score and from
756               level 1 */
757               char str[80];
758
759               DrawingContext context;
760               context.draw_gradient(Color (200,240,220), Color(200,200,220),
761                   LAYER_BACKGROUND0);
762
763               context.draw_text(blue_text, _("GAMEOVER"), 
764                   Vector(SCREEN_WIDTH/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1);
765
766               sprintf(str, _("COINS: %d"), player_status.coins);
767               context.draw_text(gold_text, str,
768                   Vector(SCREEN_WIDTH/2, SCREEN_WIDTH - 32), CENTER_ALLIGN,
769                   LAYER_FOREGROUND1);
770
771               total_stats.draw_message_info(context, _("Total Statistics"));
772
773               context.do_drawing();
774
775               SDL_Event event;
776               wait_for_event(event,2000,6000,true);
777
778               quit = true;
779               player_status.reset();
780               break;
781               }
782             case GameSession::ES_NONE:
783               assert(false);
784               // Should never be reached 
785               break;
786             }
787
788           sound_manager->play_music(song);
789           Menu::set_current(0);
790           if (!savegame_file.empty())
791             savegame(savegame_file);
792         }
793       /* The porpose of the next checking is that if the player lost
794          the level (in case there is one), don't show anything */
795       if(level_finished) {
796         if (!level->extro_filename.empty()) {
797           // Display a text file
798           std::string filename = levels_path + level->extro_filename;
799           display_text_file(filename);
800         }
801
802         if (!level->next_worldmap.empty())
803           {
804           // Load given worldmap
805           loadmap(level->next_worldmap);
806           }
807         if (level->quit_worldmap)
808           quit = true;
809         }
810     }
811   else
812     {
813       tux->action(delta);
814 //      tux->set_direction(input_direction);
815     }
816 }
817
818 const Tile*
819 WorldMap::at(Vector p)
820 {
821   assert(p.x >= 0 
822          && p.x < width
823          && p.y >= 0
824          && p.y < height);
825
826   int x = int(p.x);
827   int y = int(p.y);
828   return tile_manager->get(tilemap[width * y + x]);
829 }
830
831 WorldMap::Level*
832 WorldMap::at_level()
833 {
834   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
835     {
836       if (i->pos == tux->get_tile_pos())
837         return &*i; 
838     }
839
840   return 0;
841 }
842
843 WorldMap::SpecialTile*
844 WorldMap::at_special_tile()
845 {
846   for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
847     {
848       if (i->pos == tux->get_tile_pos())
849         return &*i; 
850     }
851
852   return 0;
853 }
854
855 void
856 WorldMap::draw(DrawingContext& context)
857 {
858   for(int y = 0; y < height; ++y)
859     for(int x = 0; x < width; ++x)
860       {
861         const Tile* tile = at(Vector(x, y));
862         tile->draw(context, Vector(x*32, y*32), LAYER_TILES);
863       }
864
865   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
866     {
867       if (i->solved)
868         context.draw_surface(leveldot_green,
869             Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
870       else
871         context.draw_surface(leveldot_red,
872             Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
873     }
874
875   for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
876     {
877       if(i->invisible)
878         continue;
879
880       if (i->teleport_dest != Vector(-1, -1))
881         context.draw_surface(teleporterdot,
882                 Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
883
884       else if (!i->map_message.empty() && !i->passive_message)
885         context.draw_surface(messagedot,
886                 Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
887     }
888
889   tux->draw(context);
890   draw_status(context);
891 }
892
893 void
894 WorldMap::draw_status(DrawingContext& context)
895 {
896   context.push_transform();
897   context.set_translation(Vector(0, 0));
898   
899   char str[80];
900   sprintf(str, " %d", total_stats.get_points(SCORE_STAT));
901
902   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
903   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
904
905   sprintf(str, "%d", player_status.coins);
906   context.draw_text(white_text, _("COINS"), Vector(SCREEN_WIDTH/2 - 16*5, 0),
907       LEFT_ALLIGN, LAYER_FOREGROUND1);
908   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2 + (16*5)/2, 0),
909         LEFT_ALLIGN, LAYER_FOREGROUND1);
910
911   if (player_status.lives >= 5)
912     {
913       sprintf(str, "%dx", player_status.lives);
914       context.draw_text(gold_text, str, 
915           Vector(SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w, 0),
916           LEFT_ALLIGN, LAYER_FOREGROUND1);
917       context.draw_surface(tux_life, Vector(SCREEN_WIDTH -
918             gold_text->get_text_width("9"), 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
919     }
920   else
921     {
922       for(int i= 0; i < player_status.lives; ++i)
923         context.draw_surface(tux_life,
924             Vector(SCREEN_WIDTH - tux_life->w*4 + (tux_life->w*i), 0),
925             LAYER_FOREGROUND1);
926     }
927   context.draw_text(white_text, _("LIVES"),
928       Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 0),
929       LEFT_ALLIGN, LAYER_FOREGROUND1);
930
931   if (!tux->is_moving())
932     {
933       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
934         {
935           if (i->pos == tux->get_tile_pos())
936             {
937               if(i->title == "")
938                 get_level_title(*i);
939
940               context.draw_text(white_text, i->title, 
941                   Vector(SCREEN_WIDTH/2,
942                          SCREEN_HEIGHT - white_text->get_height() - 30),
943                   CENTER_ALLIGN, LAYER_FOREGROUND1);
944
945               i->statistics.draw_worldmap_info(context);
946               break;
947             }
948         }
949       for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
950         {
951           if (i->pos == tux->get_tile_pos())
952             {
953                /* Display an in-map message in the map, if any as been selected */
954               if(!i->map_message.empty() && !i->passive_message)
955                 context.draw_text(gold_text, i->map_message, 
956                     Vector(SCREEN_WIDTH/2,
957                            SCREEN_HEIGHT - white_text->get_height() - 60),
958                     CENTER_ALLIGN, LAYER_FOREGROUND1);
959               break;
960             }
961         }
962     }
963   /* Display a passive message in the map, if needed */
964   if(passive_message_timer.check())
965     context.draw_text(gold_text, passive_message, 
966             Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT - white_text->get_height() - 60),
967             CENTER_ALLIGN, LAYER_FOREGROUND1);
968
969   context.pop_transform();
970 }
971
972 void
973 WorldMap::display()
974 {
975   Menu::set_current(0);
976
977   quit = false;
978
979   song = sound_manager->load_music(datadir +  "/music/" + music);
980   sound_manager->play_music(song);
981
982   if(!intro_displayed && intro_filename != "") {
983     std::string filename = levels_path + intro_filename;
984     display_text_file(filename);
985     intro_displayed = true;
986   }
987
988   Uint32 lastticks = SDL_GetTicks();
989   DrawingContext context;
990   while(!quit) {
991     Uint32 ticks = SDL_GetTicks();
992     float elapsed_time = float(ticks - lastticks) / 1000;
993     global_time += elapsed_time;
994     lastticks = ticks;
995     
996     // 40 fps minimum
997     if(elapsed_time > .025)
998       elapsed_time = .025;
999     
1000     Vector tux_pos = tux->get_pos();
1001     
1002     offset.x = -tux_pos.x + SCREEN_WIDTH/2;
1003     offset.y = -tux_pos.y + SCREEN_HEIGHT/2;
1004
1005     if (offset.x > 0) offset.x = 0;
1006     if (offset.y > 0) offset.y = 0;
1007
1008     if (offset.x < SCREEN_WIDTH - width*32) offset.x = SCREEN_WIDTH - width*32;
1009     if (offset.y < SCREEN_HEIGHT - height*32) offset.y = SCREEN_HEIGHT - height*32;
1010   
1011     context.push_transform();
1012     context.set_translation(-offset);
1013     draw(context);
1014     context.pop_transform();
1015     get_input();
1016     update(elapsed_time);
1017       
1018     if(Menu::current()) {
1019       Menu::current()->draw(context);
1020       mouse_cursor->draw(context);
1021     }
1022
1023     context.do_drawing();
1024   }
1025 }
1026
1027 void
1028 WorldMap::savegame(const std::string& filename)
1029 {
1030   if(filename == "")
1031     return;
1032
1033   std::ofstream file(filename.c_str(), std::ios::out);
1034   lisp::Writer writer(file);
1035
1036   int nb_solved_levels = 0, total_levels = 0;
1037   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i) {
1038     ++total_levels;
1039     if (i->solved)
1040       ++nb_solved_levels;
1041   }
1042   char nb_solved_levels_str[80], total_levels_str[80];
1043   sprintf(nb_solved_levels_str, "%d", nb_solved_levels);
1044   sprintf(total_levels_str, "%d", total_levels);
1045
1046   writer.write_comment("Worldmap save file");
1047
1048   writer.start_list("supertux-savegame");
1049
1050   writer.write_int("version", 1);
1051   writer.write_string("title",
1052       std::string(name + " - " + nb_solved_levels_str+"/"+total_levels_str));
1053   writer.write_string("map", map_filename);
1054   writer.write_bool("intro-displayed", intro_displayed);
1055
1056   writer.start_list("tux");
1057
1058   writer.write_float("x", tux->get_tile_pos().x);
1059   writer.write_float("y", tux->get_tile_pos().y);
1060   writer.write_string("back", direction_to_string(tux->back_direction));
1061   player_status.write(writer);
1062   writer.write_string("back", direction_to_string(tux->back_direction));
1063
1064   writer.end_list("tux");
1065
1066   writer.start_list("levels");
1067
1068   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1069     {
1070       if (i->solved)
1071         {
1072         writer.start_list("level");
1073
1074         writer.write_string("name", i->name);
1075         writer.write_bool("solved", true);
1076         i->statistics.write(writer);
1077
1078         writer.end_list("level");
1079         }
1080     }  
1081
1082   writer.end_list("levels");
1083
1084   writer.end_list("supertux-savegame");
1085 }
1086
1087 void
1088 WorldMap::loadgame(const std::string& filename)
1089 {
1090   std::cout << "loadgame: " << filename << std::endl;
1091   savegame_file = filename;
1092
1093   try {
1094     lisp::Parser parser;
1095     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
1096   
1097     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
1098     if(!savegame)
1099       throw std::runtime_error("File is not a supertux-savegame file.");
1100
1101     /* Get the Map filename and then load it before setting level settings */
1102     std::string cur_map_filename = map_filename;
1103     savegame->get("map", map_filename);
1104     load_map(); 
1105
1106     savegame->get("intro-displayed", intro_displayed);
1107     savegame->get("lives", player_status.lives);
1108     savegame->get("coins", player_status.coins);
1109     savegame->get("max-score-multiplier", player_status.max_score_multiplier);
1110     if (player_status.lives < 0)
1111       player_status.reset();
1112
1113     const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
1114     if(tux)
1115     {
1116       Vector p;
1117       std::string back_str = "none";
1118
1119       tux_lisp->get("x", p.x);
1120       tux_lisp->get("y", p.y);
1121       tux_lisp->get("back", back_str);
1122       player_status.read(*tux_lisp);
1123       
1124       tux->back_direction = string_to_direction(back_str);      
1125       tux->set_tile_pos(p);
1126     }
1127
1128     const lisp::Lisp* levels_lisp = savegame->get_lisp("levels");
1129     if(levels_lisp) {
1130       lisp::ListIterator iter(levels_lisp);
1131       while(iter.next()) {
1132         if(iter.item() == "level") {
1133           std::string name;
1134           bool solved = false;
1135
1136           const lisp::Lisp* level = iter.lisp();
1137           level->get("name", name);
1138           level->get("solved", solved);
1139
1140           for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1141           {
1142             if (name == i->name)
1143             {
1144               i->solved = solved;
1145               i->statistics.parse(*level);
1146               break;
1147             }
1148           }
1149         } else {
1150           std::cerr << "Unknown token '" << iter.item() 
1151             << "' in levels block in worldmap.\n";
1152         }
1153       }
1154     }
1155   } catch(std::exception& e) {
1156     std::cerr << "Problem loading game '" << filename << "': " << e.what() 
1157       << "\n";
1158     load_map();
1159     player_status.reset();
1160   }
1161
1162   calculate_total_stats();
1163 }
1164
1165 void
1166 WorldMap::loadmap(const std::string& filename)
1167 {
1168   savegame_file = "";
1169   map_filename = filename;
1170   load_map();
1171 }
1172
1173 } // namespace WorldMapNS