Made a START_LIVES definition (in defines.h) that has the lives that the players...
[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
20 #include <iostream>
21 #include <fstream>
22 #include <vector>
23 #include <assert.h>
24 #include "globals.h"
25 #include "texture.h"
26 #include "screen.h"
27 #include "lispreader.h"
28 #include "gameloop.h"
29 #include "setup.h"
30 #include "worldmap.h"
31
32 namespace WorldMapNS {
33
34 Direction reverse_dir(Direction direction)
35 {
36   switch(direction)
37     {
38     case WEST:
39       return EAST;
40     case EAST:
41       return WEST;
42     case NORTH:
43       return SOUTH;
44     case SOUTH:
45       return NORTH;
46     case NONE:
47       return NONE;
48     }
49   return NONE;
50 }
51
52 std::string
53 direction_to_string(Direction direction)
54 {
55   switch(direction)
56     {
57     case WEST:
58       return "west";
59     case EAST:
60       return "east";
61     case NORTH:
62       return "north";
63     case SOUTH:
64       return "south";
65     default:
66       return "none";
67     }
68 }
69
70 Direction
71 string_to_direction(const std::string& directory)
72 {
73   if (directory == "west")
74     return WEST;
75   else if (directory == "east")
76     return EAST;
77   else if (directory == "north")
78     return NORTH;
79   else if (directory == "south")
80     return SOUTH;
81   else
82     return NONE;
83 }
84
85 TileManager* TileManager::instance_  = 0;
86
87 TileManager::TileManager()
88 {
89   std::string stwt_filename = datadir +  "images/worldmap/antarctica.stwt";
90   lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
91  
92   if (!root_obj)
93     st_abort("Couldn't load file", stwt_filename);
94
95   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap-tiles") == 0)
96     {
97       lisp_object_t* cur = lisp_cdr(root_obj);
98
99       while(!lisp_nil_p(cur))
100         {
101           lisp_object_t* element = lisp_car(cur);
102
103           if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
104             {
105               int id = 0;
106               std::string filename = "<invalid>";
107
108               Tile* tile = new Tile;             
109               tile->north = true;
110               tile->east  = true;
111               tile->south = true;
112               tile->west  = true;
113               tile->stop  = true;
114   
115               LispReader reader(lisp_cdr(element));
116               reader.read_int("id",  &id);
117               reader.read_bool("north", &tile->north);
118               reader.read_bool("south", &tile->south);
119               reader.read_bool("west",  &tile->west);
120               reader.read_bool("east",  &tile->east);
121               reader.read_bool("stop",  &tile->stop);
122               reader.read_string("image",  &filename);
123
124               tile->sprite = new Surface(
125                            datadir +  "/images/worldmap/" + filename, 
126                            USE_ALPHA);
127
128               if (id >= int(tiles.size()))
129                 tiles.resize(id+1);
130
131               tiles[id] = tile;
132             }
133           else
134             {
135               puts("Unhandled symbol");
136             }
137
138           cur = lisp_cdr(cur);
139         }
140     }
141   else
142     {
143       assert(0);
144     }
145 }
146
147 Tile*
148 TileManager::get(int i)
149 {
150   assert(i >=0 && i < int(tiles.size()));
151   return tiles[i];
152 }
153
154 Tux::Tux(WorldMap* worldmap_)
155   : worldmap(worldmap_)
156 {
157   sprite = new Surface(datadir +  "/images/worldmap/tux.png", USE_ALPHA);
158   offset = 0;
159   moving = false;
160   tile_pos.x = 5;
161   tile_pos.y = 5;
162   direction = NONE;
163   input_direction = NONE;
164 }
165
166 void
167 Tux::draw(const Point& offset)
168 {
169   Point pos = get_pos();
170   sprite->draw(pos.x + offset.x, 
171                pos.y + offset.y);
172 }
173
174
175 Point
176 Tux::get_pos()
177 {
178   float x = tile_pos.x * 32;
179   float y = tile_pos.y * 32;
180
181   switch(direction)
182     {
183     case WEST:
184       x -= offset - 32;
185       break;
186     case EAST:
187       x += offset - 32;
188       break;
189     case NORTH:
190       y -= offset - 32;
191       break;
192     case SOUTH:
193       y += offset - 32;
194       break;
195     case NONE:
196       break;
197     }
198   
199   return Point((int)x, (int)y); 
200 }
201
202 void
203 Tux::stop()
204 {
205   offset = 0;
206   direction = NONE;
207   moving = false;
208 }
209
210 void
211 Tux::update(float delta)
212 {
213   if (!moving)
214     {
215       if (input_direction != NONE)
216         { 
217           WorldMap::Level* level = worldmap->at_level();
218
219           // We got a new direction, so lets start walking when possible
220           Point next_tile;
221           if ((!level || level->solved)
222               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
223             {
224               tile_pos = next_tile;
225               moving = true;
226               direction = input_direction;
227               back_direction = reverse_dir(direction);
228             }
229           else if (input_direction == back_direction)
230             {
231               std::cout << "Back triggered" << std::endl;
232               moving = true;
233               direction = input_direction;
234               tile_pos = worldmap->get_next_tile(tile_pos, direction);
235               back_direction = reverse_dir(direction);
236             }
237         }
238     }
239   else
240     {
241       // Let tux walk a few pixels (20 pixel/sec)
242       offset += 20.0f * delta;
243
244       if (offset > 32)
245         { // We reached the next tile, so we check what to do now
246           offset -= 32;
247
248           if (worldmap->at(tile_pos)->stop || worldmap->at_level())
249             {
250               stop();
251             }
252           else
253             {
254               // Walk automatically to the next tile
255               Point next_tile;
256               if (worldmap->path_ok(direction, tile_pos, &next_tile))
257                 {
258                   tile_pos = next_tile;
259                 }
260               else
261                 {
262                   puts("Tilemap data is buggy");
263                   stop();
264                 }
265             }
266         }
267     }
268 }
269
270 WorldMap::WorldMap()
271 {
272   tux = new Tux(this);
273
274   width  = 20;
275   height = 15;
276
277   level_sprite = new Surface(datadir +  "/images/worldmap/levelmarker.png", USE_ALPHA);
278   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", USE_ALPHA);
279   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", USE_ALPHA);
280
281   input_direction = NONE;
282   enter_level = false;
283
284   name = "<no file>";
285   music = "SALCON.MOD";
286   song = 0;
287
288   load_map();
289 }
290
291 WorldMap::~WorldMap()
292 {
293   delete tux;
294 }
295
296 void
297 WorldMap::load_map()
298 {
299   std::string filename = datadir +  "levels/default/worldmap.stwm";
300   
301   lisp_object_t* root_obj = lisp_read_from_file(filename);
302   if (!root_obj)
303     st_abort("Couldn't load file", filename);
304   
305   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap") == 0)
306     {
307       lisp_object_t* cur = lisp_cdr(root_obj);
308
309       while(!lisp_nil_p(cur))
310         {
311           lisp_object_t* element = lisp_car(cur);
312
313           if (strcmp(lisp_symbol(lisp_car(element)), "tilemap") == 0)
314             {
315               LispReader reader(lisp_cdr(element));
316               reader.read_int("width",  &width);
317               reader.read_int("height", &height);
318               reader.read_int_vector("data", &tilemap);
319             }
320           else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
321             {
322               LispReader reader(lisp_cdr(element));
323               reader.read_string("name",  &name);
324               reader.read_string("music", &music);
325             }
326           else if (strcmp(lisp_symbol(lisp_car(element)), "levels") == 0)
327             {
328               lisp_object_t* cur = lisp_cdr(element);
329               
330               while(!lisp_nil_p(cur))
331                 {
332                   lisp_object_t* element = lisp_car(cur);
333                   
334                   if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
335                     {
336                       Level level;
337                       LispReader reader(lisp_cdr(element));
338                       level.solved = false;
339                       
340                       level.north = true;
341                       level.east  = true;
342                       level.south = true;
343                       level.west  = true;
344
345                       reader.read_string("name",  &level.name);
346                       reader.read_int("x", &level.x);
347                       reader.read_int("y", &level.y);
348
349                       get_level_title(&level);   // get level's title
350
351                       levels.push_back(level);
352                     }
353                   
354                   cur = lisp_cdr(cur);      
355                 }
356             }
357           else
358             {
359               
360             }
361           
362           cur = lisp_cdr(cur);
363         }
364     }
365 }
366
367 void WorldMap::get_level_title(Levels::pointer level)
368 {
369 /** get level's title */
370 level->title = "<no title>";
371
372 FILE * fi;
373 lisp_object_t* root_obj = 0;
374 fi = fopen((datadir +  "levels/" + level->name).c_str(), "r");
375 if (fi == NULL)
376   {
377   perror((datadir +  "levels/" + level->name).c_str());
378   return;
379   }
380
381 lisp_stream_t stream;
382 lisp_stream_init_file (&stream, fi);
383 root_obj = lisp_read (&stream);
384
385 if (root_obj->type == LISP_TYPE_EOF || root_obj->type == LISP_TYPE_PARSE_ERROR)
386   {
387   printf("World: Parse Error in file %s", level->name.c_str());
388   }
389
390 if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-level") == 0)
391   {
392   LispReader reader(lisp_cdr(root_obj));
393   reader.read_string("name",  &level->title);
394   }
395
396 fclose(fi);
397 }
398
399 void
400 WorldMap::on_escape_press()
401 {
402   // Show or hide the menu
403   if(!Menu::current())
404     Menu::set_current(worldmap_menu); 
405   else
406     Menu::set_current(0); 
407 }
408
409 void
410 WorldMap::get_input()
411 {
412   enter_level = false;
413   input_direction = NONE;
414    
415   SDL_Event event;
416   while (SDL_PollEvent(&event))
417     {
418       if (Menu::current())
419         {
420           Menu::current()->event(event);
421         }
422       else
423         {
424           switch(event.type)
425             {
426             case SDL_QUIT:
427               st_abort("Received window close", "");
428               break;
429           
430             case SDL_KEYDOWN:
431               switch(event.key.keysym.sym)
432                 {
433                 case SDLK_ESCAPE:
434                   on_escape_press();
435                   break;
436                 case SDLK_LCTRL:
437                 case SDLK_RETURN:
438                   enter_level = true;
439                   break;
440                 default:
441                   break;
442                 }
443               break;
444           
445             case SDL_JOYAXISMOTION:
446               if (event.jaxis.axis == joystick_keymap.x_axis)
447                 {
448                   if (event.jaxis.value < -joystick_keymap.dead_zone)
449                     input_direction = WEST;
450                   else if (event.jaxis.value > joystick_keymap.dead_zone)
451                     input_direction = EAST;
452                 }
453               else if (event.jaxis.axis == joystick_keymap.y_axis)
454                 {
455                   if (event.jaxis.value > joystick_keymap.dead_zone)
456                     input_direction = SOUTH;
457                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
458                     input_direction = NORTH;
459                 }
460               break;
461
462             case SDL_JOYBUTTONDOWN:
463               if (event.jbutton.button == joystick_keymap.b_button)
464                 enter_level = true;
465               else if (event.jbutton.button == joystick_keymap.start_button)
466                 on_escape_press();
467               break;
468
469             default:
470               break;
471             }
472         }
473     }
474
475   if (!Menu::current())
476     {
477       Uint8 *keystate = SDL_GetKeyState(NULL);
478   
479       if (keystate[SDLK_LEFT])
480         input_direction = WEST;
481       else if (keystate[SDLK_RIGHT])
482         input_direction = EAST;
483       else if (keystate[SDLK_UP])
484         input_direction = NORTH;
485       else if (keystate[SDLK_DOWN])
486         input_direction = SOUTH;
487     }
488 }
489
490 Point
491 WorldMap::get_next_tile(Point pos, Direction direction)
492 {
493   switch(direction)
494     {
495     case WEST:
496       pos.x -= 1;
497       break;
498     case EAST:
499       pos.x += 1;
500       break;
501     case NORTH:
502       pos.y -= 1;
503       break;
504     case SOUTH:
505       pos.y += 1;
506       break;
507     case NONE:
508       break;
509     }
510   return pos;
511 }
512
513 bool
514 WorldMap::path_ok(Direction direction, Point old_pos, Point* new_pos)
515 {
516   *new_pos = get_next_tile(old_pos, direction);
517
518   if (!(new_pos->x >= 0 && new_pos->x < width
519         && new_pos->y >= 0 && new_pos->y < height))
520     { // New position is outsite the tilemap
521       return false;
522     }
523   else
524     { // Check if we the tile allows us to go to new_pos
525       switch(direction)
526         {
527         case WEST:
528           return (at(old_pos)->west && at(*new_pos)->east);
529
530         case EAST:
531           return (at(old_pos)->east && at(*new_pos)->west);
532
533         case NORTH:
534           return (at(old_pos)->north && at(*new_pos)->south);
535
536         case SOUTH:
537           return (at(old_pos)->south && at(*new_pos)->north);
538
539         case NONE:
540           assert(!"path_ok() can't work if direction is NONE");
541         }
542       return false;
543     }
544 }
545
546 void
547 WorldMap::update()
548 {
549   if (enter_level && !tux->is_moving())
550     {
551       Level* level = at_level();
552       if (level)
553         {
554           if (level->x == tux->get_tile_pos().x && 
555               level->y == tux->get_tile_pos().y)
556             {
557               std::cout << "Enter the current level: " << level->name << std::endl;;
558               halt_music();
559               
560               GameSession session(datadir +  "levels/" + level->name,
561                                   1, ST_GL_LOAD_LEVEL_FILE);
562
563               switch (session.run())
564                 {
565                 case GameSession::LEVEL_FINISHED:
566                   level->solved = true;
567                   break;
568                 case GameSession::LEVEL_ABORT:
569                   // Reseting the player_status might be a worthy
570                   // consideration, but I don't think we need it
571                   // 'cause only the bad players will use it to
572                   // 'cheat' a few items and that isn't necesarry a
573                   // bad thing (ie. better they continue that way,
574                   // then stop playing the game all together since it
575                   // is to hard)
576                   break;
577                 case GameSession::GAME_OVER:
578                   quit = true;
579                   break;
580                 case GameSession::NONE:
581                   // Should never be reached 
582                   break;
583                 }
584
585               play_music(song);
586               Menu::set_current(0);
587               if (!savegame_file.empty())
588                 savegame(savegame_file);
589               return;
590             }
591         }
592       else
593         {
594           std::cout << "Nothing to enter at: "
595                     << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
596         }
597     }
598   else
599     {
600       tux->set_direction(input_direction);
601       tux->update(0.33f);
602     }
603   
604   Menu* menu = Menu::current();
605   if(menu)
606     {
607       menu->action();
608
609       if(menu == worldmap_menu)
610         {
611           switch (worldmap_menu->check())
612             {
613             case 2: // Return to game
614               break;
615             case 3:
616               if (!savegame_file.empty())
617                 savegame(savegame_file);
618               break;
619                 
620             case 6: // Quit Worldmap
621               quit = true;
622               break;
623             }
624         }
625       else if(menu == options_menu)
626         {
627           process_options_menu();
628         }
629     }
630 }
631
632 Tile*
633 WorldMap::at(Point p)
634 {
635   assert(p.x >= 0 
636          && p.x < width
637          && p.y >= 0
638          && p.y < height);
639
640   return TileManager::instance()->get(tilemap[width * p.y + p.x]);
641 }
642
643 WorldMap::Level*
644 WorldMap::at_level()
645 {
646   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
647     {
648       if (i->x == tux->get_tile_pos().x && 
649           i->y == tux->get_tile_pos().y)
650         return &*i; 
651     }
652
653   return 0;
654 }
655
656
657 void
658 WorldMap::draw(const Point& offset)
659 {
660   for(int y = 0; y < height; ++y)
661     for(int x = 0; x < width; ++x)
662       {
663         Tile* tile = at(Point(x, y));
664         tile->sprite->draw(x*32 + offset.x,
665                            y*32 + offset.y);
666       }
667   
668   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
669     {
670       if (i->solved)
671         leveldot_green->draw(i->x*32 + offset.x, 
672                              i->y*32 + offset.y);
673       else
674         leveldot_red->draw(i->x*32 + offset.x, 
675                            i->y*32 + offset.y);        
676     }
677
678   tux->draw(offset);
679   draw_status();
680 }
681
682 void
683 WorldMap::draw_status()
684 {
685   char str[80];
686   sprintf(str, "%d", player_status.score);
687   white_text->draw("SCORE", 0, 0);
688   gold_text->draw(str, 96, 0);
689
690   sprintf(str, "%d", player_status.distros);
691   white_text->draw_align("COINS", 320-64, 0,  A_LEFT, A_TOP);
692   gold_text->draw_align(str, 320+64, 0, A_RIGHT, A_TOP);
693
694   white_text->draw("LIVES", 480, 0);
695   if (player_status.lives >= 5)
696     {
697       sprintf(str, "%dx", player_status.lives);
698       gold_text->draw(str, 585, 0);
699       tux_life->draw(565+(18*3), 0);
700     }
701   else
702     {
703       for(int i= 0; i < player_status.lives; ++i)
704         tux_life->draw(565+(18*i),0);
705     }
706
707   if (!tux->is_moving())
708     {
709       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
710         {
711           if (i->x == tux->get_tile_pos().x && 
712               i->y == tux->get_tile_pos().y)
713             {
714               white_text->draw_align(i->title.c_str(), screen->w/2, screen->h,  A_HMIDDLE, A_BOTTOM);
715               break;
716             }
717         }
718     }
719 }
720
721 void
722 WorldMap::display()
723 {
724   Menu::set_current(0);
725
726   quit = false;
727
728   song = load_song(datadir +  "/music/" + music);
729   if(!song)
730     st_abort("Couldn't load song ", music.c_str());
731
732   play_music(song);
733
734   while(!quit) {
735     Point tux_pos = tux->get_pos();
736     if (1)
737       {
738         offset.x = -tux_pos.x + screen->w/2;
739         offset.y = -tux_pos.y + screen->h/2;
740
741         if (offset.x > 0) offset.x = 0;
742         if (offset.y > 0) offset.y = 0;
743
744         if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
745         if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
746       } 
747
748     draw(offset);
749     get_input();
750     update();
751
752   if(Menu::current())
753     {
754       Menu::current()->draw();
755       mouse_cursor->draw();
756     }
757     flipscreen();
758
759     SDL_Delay(20);
760   }
761
762   halt_music();
763   free_music(song);
764 }
765
766 void
767 WorldMap::savegame(const std::string& filename)
768 {
769   std::cout << "savegame: " << filename << std::endl;
770   std::ofstream out(filename.c_str());
771
772   int nb_solved_levels = 0;
773   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
774     {
775       if (i->solved)
776         ++nb_solved_levels;
777     }
778
779   out << "(supertux-savegame\n"
780       << "  (version 1)\n"
781       << "  (title  \"Icyisland - " << nb_solved_levels << "/" << levels.size() << "\")\n"
782       << "  (lives   " << player_status.lives << ")\n"
783       << "  (score   " << player_status.score << ")\n"
784       << "  (distros " << player_status.distros << ")\n"
785       << "  (tux     (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")"
786       << " (back \"" << direction_to_string(tux->back_direction) << "\"))\n"
787       << "  (levels\n";
788   
789   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
790     {
791       if (i->solved)
792         {
793           out << "     (level (name \"" << i->name << "\")\n"
794               << "            (solved #t))\n";
795         }
796     }  
797
798   out << "   )\n"
799       << " )\n\n;; EOF ;;" << std::endl;
800 }
801
802 void
803 WorldMap::loadgame(const std::string& filename)
804 {
805   std::cout << "loadgame: " << filename << std::endl;
806   savegame_file = filename;
807
808   if (access(filename.c_str(), F_OK) == 0)
809     {
810       lisp_object_t* cur = lisp_read_from_file(filename);
811
812       if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
813         return;
814
815       cur = lisp_cdr(cur);
816       LispReader reader(cur);
817   
818       reader.read_int("lives",  &player_status.lives);
819       reader.read_int("score",  &player_status.score);
820       reader.read_int("distros", &player_status.distros);
821
822       if (player_status.lives < 0)
823         player_status.lives = START_LIVES;
824
825       lisp_object_t* tux_cur = 0;
826       if (reader.read_lisp("tux", &tux_cur))
827         {
828           Point p;
829           std::string back_str = "none";
830
831           LispReader tux_reader(tux_cur);
832           tux_reader.read_int("x", &p.x);
833           tux_reader.read_int("y", &p.y);
834           tux_reader.read_string("back", &back_str);
835           
836           tux->back_direction = string_to_direction(back_str);      
837           tux->set_tile_pos(p);
838         }
839
840       lisp_object_t* level_cur = 0;
841       if (reader.read_lisp("levels", &level_cur))
842         {
843           while(level_cur)
844             {
845               lisp_object_t* sym  = lisp_car(lisp_car(level_cur));
846               lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
847
848               if (strcmp(lisp_symbol(sym), "level") == 0)
849                 {
850                   std::string name;
851                   bool solved = false;
852
853                   LispReader level_reader(data);
854                   level_reader.read_string("name",   &name);
855                   level_reader.read_bool("solved", &solved);
856
857                   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
858                     {
859                       if (name == i->name)
860                         i->solved = solved;
861                     }
862                 }
863
864               level_cur = lisp_cdr(level_cur);
865             }
866         }
867     }
868 }
869
870 } // namespace WorldMapNS
871
872 /* Local Variables: */
873 /* mode:c++ */
874 /* End: */
875