changed worldmap format a bit to be more consistent with level format
[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 "gettext.h"
30 #include "video/surface.h"
31 #include "video/screen.h"
32 #include "video/drawing_context.h"
33 #include "sprite/sprite_manager.h"
34 #include "audio/sound_manager.h"
35 #include "lisp/parser.h"
36 #include "lisp/lisp.h"
37 #include "lisp/list_iterator.h"
38 #include "lisp/writer.h"
39 #include "game_session.h"
40 #include "sector.h"
41 #include "worldmap.h"
42 #include "resources.h"
43 #include "misc.h"
44 #include "player_status.h"
45 #include "textscroller.h"
46 #include "main.h"
47 #include "file_system.h"
48 #include "gui/menu.h"
49 #include "gui/mousecursor.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::update(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.strf");
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/tiles/worldmap/leveldot_green.png", true);
358   leveldot_red = new Surface(datadir +  "/images/tiles/worldmap/leveldot_red.png", true);
359   messagedot   = new Surface(datadir +  "/images/tiles/worldmap/messagedot.png", true);
360   teleporterdot   = new Surface(datadir +  "/images/tiles/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("tiles", 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() == "level") {
413         parse_level_tile(iter.lisp());
414       } else if(iter.item() == "special-tile") {
415         parse_special_tile(iter.lisp());
416       } else {
417         std::cerr << "Unknown token '" << iter.item() << "' in worldmap.\n";
418       }
419     }
420
421     delete tux;
422     tux = new Tux(this);
423   } catch(std::exception& e) {
424     std::stringstream msg;
425     msg << "Problem when parsing worldmap '" << map_filename << "': " <<
426       e.what();
427     throw std::runtime_error(msg.str());
428   }
429 }
430
431 void
432 WorldMap::parse_special_tile(const lisp::Lisp* lisp)
433 {
434   SpecialTile special_tile;
435   
436   lisp->get("x", special_tile.pos.x);
437   lisp->get("y", special_tile.pos.y);
438   lisp->get("map-message", special_tile.map_message);
439   special_tile.passive_message = false;
440   lisp->get("passive-message", special_tile.passive_message);
441   special_tile.teleport_dest = Vector(-1,-1);
442   lisp->get("teleport-to-x", special_tile.teleport_dest.x);
443   lisp->get("teleport-to-y", special_tile.teleport_dest.y);
444   special_tile.invisible = false;
445   lisp->get("invisible-tile", special_tile.invisible);
446
447   special_tile.apply_action_north = true;
448   special_tile.apply_action_south = true;
449   special_tile.apply_action_east = true;
450   special_tile.apply_action_west = true;
451
452   std::string apply_direction;
453   lisp->get("apply-to-direction", apply_direction);
454   if(!apply_direction.empty()) {
455     special_tile.apply_action_north = false;
456     special_tile.apply_action_south = false;
457     special_tile.apply_action_east = false;
458     special_tile.apply_action_west = false;
459     if(apply_direction.find("north") != std::string::npos)
460       special_tile.apply_action_north = true;
461     if(apply_direction.find("south") != std::string::npos)
462       special_tile.apply_action_south = true;
463     if(apply_direction.find("east") != std::string::npos)
464       special_tile.apply_action_east = true;
465     if(apply_direction.find("west") != std::string::npos)
466       special_tile.apply_action_west = true;
467   }
468   
469   special_tiles.push_back(special_tile);
470 }
471
472 void
473 WorldMap::parse_level_tile(const lisp::Lisp* level_lisp)
474 {
475   Level level;
476
477   level.solved = false;
478                   
479   level.north = true;
480   level.east  = true;
481   level.south = true;
482   level.west  = true;
483
484   level_lisp->get("extro-filename", level.extro_filename);
485   level_lisp->get("next-worldmap", level.next_worldmap);
486
487   level.quit_worldmap = false;
488   level_lisp->get("quit-worldmap", level.quit_worldmap);
489
490   level_lisp->get("name", level.name);
491   level_lisp->get("x", level.pos.x);
492   level_lisp->get("y", level.pos.y);
493
494   level.auto_path = true;
495   level_lisp->get("auto-path", level.auto_path);
496
497   level.vertical_flip = false;
498   level_lisp->get("vertical-flip", level.vertical_flip);
499
500   levels.push_back(level);
501 }
502
503 void
504 WorldMap::get_level_title(Level& level)
505 {
506   /** get special_tile's title */
507   level.title = "<no title>";
508
509   try {
510     lisp::Parser parser;
511     std::auto_ptr<lisp::Lisp> root (
512         parser.parse(get_resource_filename(levels_path + level.name)));
513
514     const lisp::Lisp* level_lisp = root->get_lisp("supertux-level");
515     if(!level_lisp)
516       return;
517     
518     level_lisp->get("name", level.title);
519   } catch(std::exception& e) {
520     std::cerr << "Problem when reading leveltitle: " << e.what() << "\n";
521     return;
522   }
523 }
524
525 void WorldMap::calculate_total_stats()
526 {
527   total_stats.reset();
528   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
529     {
530     if (i->solved)
531       {
532       total_stats += i->statistics;
533       }
534     }
535 }
536
537 void
538 WorldMap::on_escape_press()
539 {
540   // Show or hide the menu
541   if(!Menu::current()) {
542     Menu::set_current(worldmap_menu);
543     tux->set_direction(D_NONE);  // stop tux movement when menu is called
544   } else {
545     Menu::set_current(0);
546   }
547 }
548
549 void
550 WorldMap::get_input()
551 {
552   main_controller->update();
553
554   SDL_Event event;
555   while (SDL_PollEvent(&event)) {
556     if (Menu::current())
557       Menu::current()->event(event);
558     main_controller->process_event(event);
559     if(event.type == SDL_QUIT)
560       throw std::runtime_error("Received window close");
561   }
562 }
563
564 Vector
565 WorldMap::get_next_tile(Vector pos, Direction direction)
566 {
567   switch(direction) {
568     case D_WEST:
569       pos.x -= 1;
570       break;
571     case D_EAST:
572       pos.x += 1;
573       break;
574     case D_NORTH:
575       pos.y -= 1;
576       break;
577     case D_SOUTH:
578       pos.y += 1;
579       break;
580     case D_NONE:
581       break;
582   }
583   return pos;
584 }
585
586 bool
587 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
588 {
589   *new_pos = get_next_tile(old_pos, direction);
590
591   if (!(new_pos->x >= 0 && new_pos->x < width
592         && new_pos->y >= 0 && new_pos->y < height))
593     { // New position is outsite the tilemap
594       return false;
595     }
596   else
597     { // Check if the tile allows us to go to new_pos
598       switch(direction)
599         {
600         case D_WEST:
601           return (at(old_pos)->getData() & Tile::WORLDMAP_WEST
602               && at(*new_pos)->getData() & Tile::WORLDMAP_EAST);
603
604         case D_EAST:
605           return (at(old_pos)->getData() & Tile::WORLDMAP_EAST
606               && at(*new_pos)->getData() & Tile::WORLDMAP_WEST);
607
608         case D_NORTH:
609           return (at(old_pos)->getData() & Tile::WORLDMAP_NORTH
610               && at(*new_pos)->getData() & Tile::WORLDMAP_SOUTH);
611
612         case D_SOUTH:
613           return (at(old_pos)->getData() & Tile::WORLDMAP_SOUTH
614               && at(*new_pos)->getData() & Tile::WORLDMAP_NORTH);
615
616         case D_NONE:
617           assert(!"path_ok() can't work if direction is NONE");
618         }
619       return false;
620     }
621 }
622
623 void
624 WorldMap::update(float delta)
625 {
626   Menu* menu = Menu::current();
627   if(menu) {
628     menu->update();
629
630     if(menu == worldmap_menu) {
631       switch (worldmap_menu->check())
632       {
633         case MNID_RETURNWORLDMAP: // Return to game  
634           Menu::set_current(0);
635           break;
636         case MNID_QUITWORLDMAP: // Quit Worldmap
637           quit = true;                               
638           break;
639       }
640     } else if(menu == options_menu) {
641       process_options_menu();
642     }
643
644     return;
645   }
646
647   bool enter_level = false;
648   if(main_controller->pressed(Controller::ACTION)
649       || main_controller->pressed(Controller::JUMP)
650       || main_controller->pressed(Controller::MENU_SELECT))
651     enter_level = true;
652   if(main_controller->pressed(Controller::PAUSE_MENU))
653     on_escape_press();
654   
655   if (enter_level && !tux->is_moving())
656     {
657       /* Check special tile action */
658       SpecialTile* special_tile = at_special_tile();
659       if(special_tile)
660         {
661         if (special_tile->teleport_dest != Vector(-1,-1))
662           {
663           // TODO: an animation, camera scrolling or a fading would be a nice touch
664           sound_manager->play_sound("warp");
665           tux->back_direction = D_NONE;
666           tux->set_tile_pos(special_tile->teleport_dest);
667           SDL_Delay(1000);
668           }
669         }
670
671       /* Check level action */
672       bool level_finished = true;
673       Level* level = at_level();
674       if (!level)
675         {
676         std::cout << "No level to enter at: "
677           << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y
678           << std::endl;
679         return;
680         }
681
682
683       if (level->pos == tux->get_tile_pos())
684         {
685           PlayerStatus old_player_status = player_status;
686
687           // do a shriking fade to the level
688           shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
689                              (level->pos.y*32 + 16 + offset.y)), 500);
690           GameSession session(get_resource_filename(levels_path + level->name),
691                               ST_GL_LOAD_LEVEL_FILE, &level->statistics);
692
693           switch (session.run())
694             {
695             case GameSession::ES_LEVEL_FINISHED:
696               {
697                 level_finished = true;
698                 bool old_level_state = level->solved;
699                 level->solved = true;
700
701                 // deal with statistics
702                 level->statistics.merge(global_stats);
703                 calculate_total_stats();
704
705                 if (old_level_state != level->solved && level->auto_path)
706                   { // Try to detect the next direction to which we should walk
707                     // FIXME: Mostly a hack
708                     Direction dir = D_NONE;
709                 
710                     const Tile* tile = at(tux->get_tile_pos());
711
712                     if (tile->getData() & Tile::WORLDMAP_NORTH
713                         && tux->back_direction != D_NORTH)
714                       dir = D_NORTH;
715                     else if (tile->getData() & Tile::WORLDMAP_SOUTH
716                         && tux->back_direction != D_SOUTH)
717                       dir = D_SOUTH;
718                     else if (tile->getData() & Tile::WORLDMAP_EAST
719                         && tux->back_direction != D_EAST)
720                       dir = D_EAST;
721                     else if (tile->getData() & Tile::WORLDMAP_WEST
722                         && tux->back_direction != D_WEST)
723                       dir = D_WEST;
724
725                     if (dir != D_NONE)
726                       {
727                         tux->set_direction(dir);
728                         //tux->update(delta);
729                       }
730                   }
731               }
732
733               break;
734             case GameSession::ES_LEVEL_ABORT:
735               level_finished = false;
736               /* In case the player's abort the level, keep it using the old
737                   status. But the minimum lives and no bonus. */
738               player_status.coins = old_player_status.coins;
739               player_status.lives = std::min(old_player_status.lives, player_status.lives);
740               player_status.bonus = NO_BONUS;
741
742               break;
743             case GameSession::ES_GAME_OVER:
744               {
745               level_finished = false;
746               /* draw an end screen */
747               /* TODO: in the future, this should make a dialog a la SuperMario, asking
748               if the player wants to restart the world map with no score and from
749               level 1 */
750               char str[80];
751
752               DrawingContext context;
753               context.draw_gradient(Color (200,240,220), Color(200,200,220),
754                   LAYER_BACKGROUND0);
755
756               context.draw_text(blue_text, _("GAMEOVER"), 
757                   Vector(SCREEN_WIDTH/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1);
758
759               sprintf(str, _("COINS: %d"), player_status.coins);
760               context.draw_text(gold_text, str,
761                   Vector(SCREEN_WIDTH/2, SCREEN_WIDTH - 32), CENTER_ALLIGN,
762                   LAYER_FOREGROUND1);
763
764               total_stats.draw_message_info(context, _("Total Statistics"));
765
766               context.do_drawing();
767
768               wait_for_event(2.0, 6.0);
769
770               quit = true;
771               player_status.reset();
772               break;
773               }
774             case GameSession::ES_NONE:
775               assert(false);
776               // Should never be reached 
777               break;
778             }
779
780           sound_manager->play_music(song);
781           Menu::set_current(0);
782           if (!savegame_file.empty())
783             savegame(savegame_file);
784         }
785       /* The porpose of the next checking is that if the player lost
786          the level (in case there is one), don't show anything */
787       if(level_finished) {
788         if (!level->extro_filename.empty()) {
789           // Display a text file
790           std::string filename = levels_path + level->extro_filename;
791           display_text_file(filename);
792         }
793
794         if (!level->next_worldmap.empty())
795           {
796           // Load given worldmap
797           loadmap(level->next_worldmap);
798           }
799         if (level->quit_worldmap)
800           quit = true;
801         }
802     }
803   else
804     {
805       tux->update(delta);
806 //      tux->set_direction(input_direction);
807     }
808 }
809
810 const Tile*
811 WorldMap::at(Vector p)
812 {
813   assert(p.x >= 0 
814          && p.x < width
815          && p.y >= 0
816          && p.y < height);
817
818   int x = int(p.x);
819   int y = int(p.y);
820   return tile_manager->get(tilemap[width * y + x]);
821 }
822
823 WorldMap::Level*
824 WorldMap::at_level()
825 {
826   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
827     {
828       if (i->pos == tux->get_tile_pos())
829         return &*i; 
830     }
831
832   return 0;
833 }
834
835 WorldMap::SpecialTile*
836 WorldMap::at_special_tile()
837 {
838   for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
839     {
840       if (i->pos == tux->get_tile_pos())
841         return &*i; 
842     }
843
844   return 0;
845 }
846
847 void
848 WorldMap::draw(DrawingContext& context)
849 {
850   for(int y = 0; y < height; ++y)
851     for(int x = 0; x < width; ++x)
852       {
853         const Tile* tile = at(Vector(x, y));
854         tile->draw(context, Vector(x*32, y*32), LAYER_TILES);
855       }
856
857   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
858     {
859       if (i->solved)
860         context.draw_surface(leveldot_green,
861             Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
862       else
863         context.draw_surface(leveldot_red,
864             Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
865     }
866
867   for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
868     {
869       if(i->invisible)
870         continue;
871
872       if (i->teleport_dest != Vector(-1, -1))
873         context.draw_surface(teleporterdot,
874                 Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
875
876       else if (!i->map_message.empty() && !i->passive_message)
877         context.draw_surface(messagedot,
878                 Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
879     }
880
881   tux->draw(context);
882   draw_status(context);
883 }
884
885 void
886 WorldMap::draw_status(DrawingContext& context)
887 {
888   context.push_transform();
889   context.set_translation(Vector(0, 0));
890   
891   char str[80];
892   sprintf(str, " %d", total_stats.get_points(SCORE_STAT));
893
894   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
895   context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
896
897   sprintf(str, "%d", player_status.coins);
898   context.draw_text(white_text, _("COINS"), Vector(SCREEN_WIDTH/2 - 16*5, 0),
899       LEFT_ALLIGN, LAYER_FOREGROUND1);
900   context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2 + (16*5)/2, 0),
901         LEFT_ALLIGN, LAYER_FOREGROUND1);
902
903   if (player_status.lives >= 5)
904     {
905       sprintf(str, "%dx", player_status.lives);
906       context.draw_text(gold_text, str, 
907           Vector(SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w, 0),
908           LEFT_ALLIGN, LAYER_FOREGROUND1);
909       context.draw_surface(tux_life, Vector(SCREEN_WIDTH -
910             gold_text->get_text_width("9"), 0), LAYER_FOREGROUND1);
911     }
912   else
913     {
914       for(int i= 0; i < player_status.lives; ++i)
915         context.draw_surface(tux_life,
916             Vector(SCREEN_WIDTH - tux_life->w*4 + (tux_life->w*i), 0),
917             LAYER_FOREGROUND1);
918     }
919   context.draw_text(white_text, _("LIVES"),
920       Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 0),
921       LEFT_ALLIGN, LAYER_FOREGROUND1);
922
923   if (!tux->is_moving())
924     {
925       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
926         {
927           if (i->pos == tux->get_tile_pos())
928             {
929               if(i->title == "")
930                 get_level_title(*i);
931
932               context.draw_text(white_text, i->title, 
933                   Vector(SCREEN_WIDTH/2,
934                          SCREEN_HEIGHT - white_text->get_height() - 30),
935                   CENTER_ALLIGN, LAYER_FOREGROUND1);
936
937               i->statistics.draw_worldmap_info(context);
938               break;
939             }
940         }
941       for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i)
942         {
943           if (i->pos == tux->get_tile_pos())
944             {
945                /* Display an in-map message in the map, if any as been selected */
946               if(!i->map_message.empty() && !i->passive_message)
947                 context.draw_text(gold_text, i->map_message, 
948                     Vector(SCREEN_WIDTH/2,
949                            SCREEN_HEIGHT - white_text->get_height() - 60),
950                     CENTER_ALLIGN, LAYER_FOREGROUND1);
951               break;
952             }
953         }
954     }
955   /* Display a passive message in the map, if needed */
956   if(passive_message_timer.check())
957     context.draw_text(gold_text, passive_message, 
958             Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT - white_text->get_height() - 60),
959             CENTER_ALLIGN, LAYER_FOREGROUND1);
960
961   context.pop_transform();
962 }
963
964 void
965 WorldMap::display()
966 {
967   Menu::set_current(0);
968
969   quit = false;
970
971   song = sound_manager->load_music(datadir +  "/music/" + music);
972   sound_manager->play_music(song);
973
974   if(!intro_displayed && intro_filename != "") {
975     std::string filename = levels_path + intro_filename;
976     display_text_file(filename);
977     intro_displayed = true;
978   }
979
980   Uint32 lastticks = SDL_GetTicks();
981   DrawingContext context;
982   while(!quit) {
983     Uint32 ticks = SDL_GetTicks();
984     float elapsed_time = float(ticks - lastticks) / 1000;
985     global_time += elapsed_time;
986     lastticks = ticks;
987     
988     // 40 fps minimum
989     if(elapsed_time > .025)
990       elapsed_time = .025;
991     
992     Vector tux_pos = tux->get_pos();
993     
994     offset.x = -tux_pos.x + SCREEN_WIDTH/2;
995     offset.y = -tux_pos.y + SCREEN_HEIGHT/2;
996
997     if (offset.x > 0) offset.x = 0;
998     if (offset.y > 0) offset.y = 0;
999
1000     if (offset.x < SCREEN_WIDTH - width*32) offset.x = SCREEN_WIDTH - width*32;
1001     if (offset.y < SCREEN_HEIGHT - height*32) offset.y = SCREEN_HEIGHT - height*32;
1002   
1003     context.push_transform();
1004     context.set_translation(-offset);
1005     draw(context);
1006     context.pop_transform();
1007     get_input();
1008     update(elapsed_time);
1009       
1010     if(Menu::current()) {
1011       Menu::current()->draw(context);
1012       mouse_cursor->draw(context);
1013     }
1014
1015     context.do_drawing();
1016   }
1017 }
1018
1019 void
1020 WorldMap::savegame(const std::string& filename)
1021 {
1022   if(filename == "")
1023     return;
1024
1025   std::ofstream file(filename.c_str(), std::ios::out);
1026   lisp::Writer writer(file);
1027
1028   int nb_solved_levels = 0, total_levels = 0;
1029   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i) {
1030     ++total_levels;
1031     if (i->solved)
1032       ++nb_solved_levels;
1033   }
1034   char nb_solved_levels_str[80], total_levels_str[80];
1035   sprintf(nb_solved_levels_str, "%d", nb_solved_levels);
1036   sprintf(total_levels_str, "%d", total_levels);
1037
1038   writer.write_comment("Worldmap save file");
1039
1040   writer.start_list("supertux-savegame");
1041
1042   writer.write_int("version", 1);
1043   writer.write_string("title",
1044       std::string(name + " - " + nb_solved_levels_str+"/"+total_levels_str));
1045   writer.write_string("map", map_filename);
1046   writer.write_bool("intro-displayed", intro_displayed);
1047
1048   writer.start_list("tux");
1049
1050   writer.write_float("x", tux->get_tile_pos().x);
1051   writer.write_float("y", tux->get_tile_pos().y);
1052   writer.write_string("back", direction_to_string(tux->back_direction));
1053   player_status.write(writer);
1054   writer.write_string("back", direction_to_string(tux->back_direction));
1055
1056   writer.end_list("tux");
1057
1058   writer.start_list("levels");
1059
1060   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1061     {
1062       if (i->solved)
1063         {
1064         writer.start_list("level");
1065
1066         writer.write_string("name", i->name);
1067         writer.write_bool("solved", true);
1068         i->statistics.write(writer);
1069
1070         writer.end_list("level");
1071         }
1072     }  
1073
1074   writer.end_list("levels");
1075
1076   writer.end_list("supertux-savegame");
1077 }
1078
1079 void
1080 WorldMap::loadgame(const std::string& filename)
1081 {
1082   std::cout << "loadgame: " << filename << std::endl;
1083   savegame_file = filename;
1084
1085   try {
1086     lisp::Parser parser;
1087     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
1088   
1089     const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
1090     if(!savegame)
1091       throw std::runtime_error("File is not a supertux-savegame file.");
1092
1093     /* Get the Map filename and then load it before setting level settings */
1094     std::string cur_map_filename = map_filename;
1095     savegame->get("map", map_filename);
1096     load_map(); 
1097
1098     savegame->get("intro-displayed", intro_displayed);
1099     savegame->get("lives", player_status.lives);
1100     savegame->get("coins", player_status.coins);
1101     savegame->get("max-score-multiplier", player_status.max_score_multiplier);
1102     if (player_status.lives < 0)
1103       player_status.reset();
1104
1105     const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
1106     if(tux)
1107     {
1108       Vector p;
1109       std::string back_str = "none";
1110
1111       tux_lisp->get("x", p.x);
1112       tux_lisp->get("y", p.y);
1113       tux_lisp->get("back", back_str);
1114       player_status.read(*tux_lisp);
1115       
1116       tux->back_direction = string_to_direction(back_str);      
1117       tux->set_tile_pos(p);
1118     }
1119
1120     const lisp::Lisp* levels_lisp = savegame->get_lisp("levels");
1121     if(levels_lisp) {
1122       lisp::ListIterator iter(levels_lisp);
1123       while(iter.next()) {
1124         if(iter.item() == "level") {
1125           std::string name;
1126           bool solved = false;
1127
1128           const lisp::Lisp* level = iter.lisp();
1129           level->get("name", name);
1130           level->get("solved", solved);
1131
1132           for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1133           {
1134             if (name == i->name)
1135             {
1136               i->solved = solved;
1137               i->statistics.parse(*level);
1138               break;
1139             }
1140           }
1141         } else {
1142           std::cerr << "Unknown token '" << iter.item() 
1143             << "' in levels block in worldmap.\n";
1144         }
1145       }
1146     }
1147   } catch(std::exception& e) {
1148     std::cerr << "Problem loading game '" << filename << "': " << e.what() 
1149       << "\n";
1150     load_map();
1151     player_status.reset();
1152   }
1153
1154   calculate_total_stats();
1155 }
1156
1157 void
1158 WorldMap::loadmap(const std::string& filename)
1159 {
1160   savegame_file = "";
1161   map_filename = filename;
1162   load_map();
1163 }
1164
1165 } // namespace WorldMapNS