- added credit after extro, might need a bit fadeout stuff
[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 #include "resources.h"
32
33 namespace WorldMapNS {
34
35 Direction reverse_dir(Direction direction)
36 {
37   switch(direction)
38     {
39     case WEST:
40       return EAST;
41     case EAST:
42       return WEST;
43     case NORTH:
44       return SOUTH;
45     case SOUTH:
46       return NORTH;
47     case NONE:
48       return NONE;
49     }
50   return NONE;
51 }
52
53 std::string
54 direction_to_string(Direction direction)
55 {
56   switch(direction)
57     {
58     case WEST:
59       return "west";
60     case EAST:
61       return "east";
62     case NORTH:
63       return "north";
64     case SOUTH:
65       return "south";
66     default:
67       return "none";
68     }
69 }
70
71 Direction
72 string_to_direction(const std::string& directory)
73 {
74   if (directory == "west")
75     return WEST;
76   else if (directory == "east")
77     return EAST;
78   else if (directory == "north")
79     return NORTH;
80   else if (directory == "south")
81     return SOUTH;
82   else
83     return NONE;
84 }
85
86 TileManager::TileManager()
87 {
88   std::string stwt_filename = datadir +  "/images/worldmap/antarctica.stwt";
89   lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
90  
91   if (!root_obj)
92     st_abort("Couldn't load file", stwt_filename);
93
94   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap-tiles") == 0)
95     {
96       lisp_object_t* cur = lisp_cdr(root_obj);
97
98       while(!lisp_nil_p(cur))
99         {
100           lisp_object_t* element = lisp_car(cur);
101
102           if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
103             {
104               int id = 0;
105               std::string filename = "<invalid>";
106
107               Tile* tile = new Tile;             
108               tile->north = true;
109               tile->east  = true;
110               tile->south = true;
111               tile->west  = true;
112               tile->stop  = true;
113               tile->auto_walk = false;
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_bool("auto-walk",  &tile->auto_walk);
123               reader.read_string("image",  &filename);
124
125               tile->sprite = new Surface(
126                            datadir +  "/images/worldmap/" + filename, 
127                            USE_ALPHA);
128
129               if (id >= int(tiles.size()))
130                 tiles.resize(id+1);
131
132               tiles[id] = tile;
133             }
134           else
135             {
136               puts("Unhandled symbol");
137             }
138
139           cur = lisp_cdr(cur);
140         }
141     }
142   else
143     {
144       assert(0);
145     }
146
147   lisp_free(root_obj);
148 }
149
150 TileManager::~TileManager()
151 {
152   for(std::vector<Tile*>::iterator i = tiles.begin(); i != tiles.end(); ++i)
153     delete *i;
154 }
155
156 Tile*
157 TileManager::get(int i)
158 {
159   assert(i >=0 && i < int(tiles.size()));
160   return tiles[i];
161 }
162
163 //---------------------------------------------------------------------------
164
165 Tux::Tux(WorldMap* worldmap_)
166   : worldmap(worldmap_)
167 {
168   largetux_sprite = new Surface(datadir +  "/images/worldmap/tux.png", USE_ALPHA);
169   firetux_sprite = new Surface(datadir +  "/images/worldmap/firetux.png", USE_ALPHA);
170   smalltux_sprite = new Surface(datadir +  "/images/worldmap/smalltux.png", USE_ALPHA);
171
172   offset = 0;
173   moving = false;
174   tile_pos.x = 4;
175   tile_pos.y = 5;
176   direction = NONE;
177   input_direction = NONE;
178 }
179
180 Tux::~Tux()
181 {
182   delete smalltux_sprite;
183   delete firetux_sprite;
184   delete largetux_sprite;
185 }
186
187 void
188 Tux::draw(const Point& offset)
189 {
190   Point pos = get_pos();
191   switch (player_status.bonus)
192     {
193     case PlayerStatus::GROWUP_BONUS:
194       largetux_sprite->draw(pos.x + offset.x, 
195                             pos.y + offset.y - 10);
196       break;
197     case PlayerStatus::FLOWER_BONUS:
198       firetux_sprite->draw(pos.x + offset.x, 
199                            pos.y + offset.y - 10);
200       break;
201     case PlayerStatus::NO_BONUS:
202       smalltux_sprite->draw(pos.x + offset.x, 
203                             pos.y + offset.y - 10);
204       break;
205     }
206 }
207
208
209 Point
210 Tux::get_pos()
211 {
212   float x = tile_pos.x * 32;
213   float y = tile_pos.y * 32;
214
215   switch(direction)
216     {
217     case WEST:
218       x -= offset - 32;
219       break;
220     case EAST:
221       x += offset - 32;
222       break;
223     case NORTH:
224       y -= offset - 32;
225       break;
226     case SOUTH:
227       y += offset - 32;
228       break;
229     case NONE:
230       break;
231     }
232   
233   return Point((int)x, (int)y); 
234 }
235
236 void
237 Tux::stop()
238 {
239   offset = 0;
240   direction = NONE;
241   moving = false;
242 }
243
244 void
245 Tux::update(float delta)
246 {
247   if (!moving)
248     {
249       if (input_direction != NONE)
250         { 
251           WorldMap::Level* level = worldmap->at_level();
252
253           // We got a new direction, so lets start walking when possible
254           Point next_tile;
255           if ((!level || level->solved)
256               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
257             {
258               tile_pos = next_tile;
259               moving = true;
260               direction = input_direction;
261               back_direction = reverse_dir(direction);
262             }
263           else if (input_direction == back_direction)
264             {
265               std::cout << "Back triggered" << std::endl;
266               moving = true;
267               direction = input_direction;
268               tile_pos = worldmap->get_next_tile(tile_pos, direction);
269               back_direction = reverse_dir(direction);
270             }
271         }
272     }
273   else
274     {
275       // Let tux walk a few pixels (20 pixel/sec)
276       offset += 20.0f * delta;
277
278       if (offset > 32)
279         { // We reached the next tile, so we check what to do now
280           offset -= 32;
281
282           if (worldmap->at(tile_pos)->stop || worldmap->at_level())
283             {
284               stop();
285             }
286           else
287             {
288               if (worldmap->at(tile_pos)->auto_walk)
289                 { // Turn to a new direction
290                   Tile* tile = worldmap->at(tile_pos);
291                   Direction dir = NONE;
292                   
293                   if (tile->north && back_direction != NORTH)
294                     dir = NORTH;
295                   else if (tile->south && back_direction != SOUTH)
296                     dir = SOUTH;
297                   else if (tile->east && back_direction != EAST)
298                     dir = EAST;
299                   else if (tile->west && back_direction != WEST)
300                     dir = WEST;
301
302                   if (dir != NONE)
303                     {
304                       direction = dir;
305                       back_direction = reverse_dir(direction);
306                     }
307                   else
308                     {
309                       // Should never be reached if tiledata is good
310                       stop();
311                       return;
312                     }
313                 }
314
315               // Walk automatically to the next tile
316               Point next_tile;
317               if (worldmap->path_ok(direction, tile_pos, &next_tile))
318                 {
319                   tile_pos = next_tile;
320                 }
321               else
322                 {
323                   puts("Tilemap data is buggy");
324                   stop();
325                 }
326             }
327         }
328     }
329 }
330
331 //---------------------------------------------------------------------------
332 Tile::Tile()
333 {
334 }
335
336 Tile::~Tile()
337 {
338   delete sprite;
339 }
340
341 //---------------------------------------------------------------------------
342
343 WorldMap::WorldMap()
344 {
345   tile_manager = new TileManager();
346   tux = new Tux(this);
347
348   width  = 20;
349   height = 15;
350
351   level_sprite = new Surface(datadir +  "/images/worldmap/levelmarker.png", USE_ALPHA);
352   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", USE_ALPHA);
353   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", USE_ALPHA);
354
355   input_direction = NONE;
356   enter_level = false;
357
358   name = "<no file>";
359   music = "SALCON.MOD";
360
361   load_map();
362 }
363
364 WorldMap::~WorldMap()
365 {
366   delete tux;
367   delete tile_manager;
368
369   delete level_sprite;
370   delete leveldot_green;
371   delete leveldot_red;
372 }
373
374 void
375 WorldMap::load_map()
376 {
377   std::string filename = datadir +  "/levels/default/worldmap.stwm";
378   
379   lisp_object_t* root_obj = lisp_read_from_file(filename);
380   if (!root_obj)
381     st_abort("Couldn't load file", filename);
382   
383   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap") == 0)
384     {
385       lisp_object_t* cur = lisp_cdr(root_obj);
386
387       while(!lisp_nil_p(cur))
388         {
389           lisp_object_t* element = lisp_car(cur);
390
391           if (strcmp(lisp_symbol(lisp_car(element)), "tilemap") == 0)
392             {
393               LispReader reader(lisp_cdr(element));
394               reader.read_int("width",  &width);
395               reader.read_int("height", &height);
396               reader.read_int_vector("data", &tilemap);
397             }
398           else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
399             {
400               LispReader reader(lisp_cdr(element));
401               reader.read_string("name",  &name);
402               reader.read_string("music", &music);
403             }
404           else if (strcmp(lisp_symbol(lisp_car(element)), "levels") == 0)
405             {
406               lisp_object_t* cur = lisp_cdr(element);
407               
408               while(!lisp_nil_p(cur))
409                 {
410                   lisp_object_t* element = lisp_car(cur);
411                   
412                   if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
413                     {
414                       Level level;
415                       LispReader reader(lisp_cdr(element));
416                       level.solved = false;
417                       
418                       level.north = true;
419                       level.east  = true;
420                       level.south = true;
421                       level.west  = true;
422
423                       reader.read_string("extro-filename",  &level.extro_filename);
424                       reader.read_string("name",  &level.name);
425                       reader.read_int("x", &level.x);
426                       reader.read_int("y", &level.y);
427
428                       get_level_title(&level);   // get level's title
429
430                       levels.push_back(level);
431                     }
432                   
433                   cur = lisp_cdr(cur);      
434                 }
435             }
436           else
437             {
438               
439             }
440           
441           cur = lisp_cdr(cur);
442         }
443     }
444
445     lisp_free(root_obj);
446 }
447
448 void WorldMap::get_level_title(Levels::pointer level)
449 {
450   /** get level's title */
451   level->title = "<no title>";
452
453   FILE * fi;
454   lisp_object_t* root_obj = 0;
455   fi = fopen((datadir +  "/levels/" + level->name).c_str(), "r");
456   if (fi == NULL)
457   {
458     perror((datadir +  "/levels/" + level->name).c_str());
459     return;
460   }
461
462   lisp_stream_t stream;
463   lisp_stream_init_file (&stream, fi);
464   root_obj = lisp_read (&stream);
465
466   if (root_obj->type == LISP_TYPE_EOF || root_obj->type == LISP_TYPE_PARSE_ERROR)
467   {
468     printf("World: Parse Error in file %s", level->name.c_str());
469   }
470
471   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-level") == 0)
472   {
473     LispReader reader(lisp_cdr(root_obj));
474     reader.read_string("name",  &level->title);
475   }
476
477   lisp_free(root_obj);
478
479   fclose(fi);
480 }
481
482 void
483 WorldMap::on_escape_press()
484 {
485   // Show or hide the menu
486   if(!Menu::current())
487     Menu::set_current(worldmap_menu); 
488   else
489     Menu::set_current(0); 
490 }
491
492 void
493 WorldMap::get_input()
494 {
495   enter_level = false;
496   input_direction = NONE;
497    
498   SDL_Event event;
499   while (SDL_PollEvent(&event))
500     {
501       if (Menu::current())
502         {
503           Menu::current()->event(event);
504         }
505       else
506         {
507           switch(event.type)
508             {
509             case SDL_QUIT:
510               st_abort("Received window close", "");
511               break;
512           
513             case SDL_KEYDOWN:
514               switch(event.key.keysym.sym)
515                 {
516                 case SDLK_ESCAPE:
517                   on_escape_press();
518                   break;
519                 case SDLK_LCTRL:
520                 case SDLK_RETURN:
521                   enter_level = true;
522                   break;
523                 default:
524                   break;
525                 }
526               break;
527           
528             case SDL_JOYAXISMOTION:
529               if (event.jaxis.axis == joystick_keymap.x_axis)
530                 {
531                   if (event.jaxis.value < -joystick_keymap.dead_zone)
532                     input_direction = WEST;
533                   else if (event.jaxis.value > joystick_keymap.dead_zone)
534                     input_direction = EAST;
535                 }
536               else if (event.jaxis.axis == joystick_keymap.y_axis)
537                 {
538                   if (event.jaxis.value > joystick_keymap.dead_zone)
539                     input_direction = SOUTH;
540                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
541                     input_direction = NORTH;
542                 }
543               break;
544
545             case SDL_JOYBUTTONDOWN:
546               if (event.jbutton.button == joystick_keymap.b_button)
547                 enter_level = true;
548               else if (event.jbutton.button == joystick_keymap.start_button)
549                 on_escape_press();
550               break;
551
552             default:
553               break;
554             }
555         }
556     }
557
558   if (!Menu::current())
559     {
560       Uint8 *keystate = SDL_GetKeyState(NULL);
561   
562       if (keystate[SDLK_LEFT])
563         input_direction = WEST;
564       else if (keystate[SDLK_RIGHT])
565         input_direction = EAST;
566       else if (keystate[SDLK_UP])
567         input_direction = NORTH;
568       else if (keystate[SDLK_DOWN])
569         input_direction = SOUTH;
570     }
571 }
572
573 Point
574 WorldMap::get_next_tile(Point pos, Direction direction)
575 {
576   switch(direction)
577     {
578     case WEST:
579       pos.x -= 1;
580       break;
581     case EAST:
582       pos.x += 1;
583       break;
584     case NORTH:
585       pos.y -= 1;
586       break;
587     case SOUTH:
588       pos.y += 1;
589       break;
590     case NONE:
591       break;
592     }
593   return pos;
594 }
595
596 bool
597 WorldMap::path_ok(Direction direction, Point old_pos, Point* new_pos)
598 {
599   *new_pos = get_next_tile(old_pos, direction);
600
601   if (!(new_pos->x >= 0 && new_pos->x < width
602         && new_pos->y >= 0 && new_pos->y < height))
603     { // New position is outsite the tilemap
604       return false;
605     }
606   else
607     { // Check if we the tile allows us to go to new_pos
608       switch(direction)
609         {
610         case WEST:
611           return (at(old_pos)->west && at(*new_pos)->east);
612
613         case EAST:
614           return (at(old_pos)->east && at(*new_pos)->west);
615
616         case NORTH:
617           return (at(old_pos)->north && at(*new_pos)->south);
618
619         case SOUTH:
620           return (at(old_pos)->south && at(*new_pos)->north);
621
622         case NONE:
623           assert(!"path_ok() can't work if direction is NONE");
624         }
625       return false;
626     }
627 }
628
629 void
630 WorldMap::update(float delta)
631 {
632   if (enter_level && !tux->is_moving())
633     {
634       Level* level = at_level();
635       if (level)
636         {
637           if (level->x == tux->get_tile_pos().x && 
638               level->y == tux->get_tile_pos().y)
639             {
640               std::cout << "Enter the current level: " << level->name << std::endl;;
641               GameSession session(datadir +  "/levels/" + level->name,
642                                   1, ST_GL_LOAD_LEVEL_FILE);
643
644               switch (session.run())
645                 {
646                 case GameSession::LEVEL_FINISHED:
647                   {
648                     bool old_level_state = level->solved;
649                     level->solved = true;
650
651                     if (session.get_world()->get_tux()->got_coffee)
652                       player_status.bonus = PlayerStatus::FLOWER_BONUS;
653                     else if (session.get_world()->get_tux()->size == BIG)
654                       player_status.bonus = PlayerStatus::GROWUP_BONUS;
655                     else
656                       player_status.bonus = PlayerStatus::NO_BONUS;
657
658                     if (old_level_state != level->solved)
659                       { // Try to detect the next direction to which we should walk
660                         // FIXME: Mostly a hack
661                         Direction dir = NONE;
662                     
663                         Tile* tile = at(tux->get_tile_pos());
664
665                         if (tile->north && tux->back_direction != NORTH)
666                           dir = NORTH;
667                         else if (tile->south && tux->back_direction != SOUTH)
668                           dir = SOUTH;
669                         else if (tile->east && tux->back_direction != EAST)
670                           dir = EAST;
671                         else if (tile->west && tux->back_direction != WEST)
672                           dir = WEST;
673
674                         if (dir != NONE)
675                           {
676                             tux->set_direction(dir);
677                             tux->update(delta);
678                           }
679
680                         std::cout << "Walk to dir: " << dir << std::endl;
681                       }
682
683                     if (!level->extro_filename.empty())
684                       { // Display final credits and go back to the main menu
685                         display_text_file(level->extro_filename,
686                                           "/images/background/arctis2.jpg");
687                         display_text_file("CREDITS",
688                                           "/images/background/oiltux.jpg");
689                         quit = true;
690                       }
691                   }
692
693                   break;
694                 case GameSession::LEVEL_ABORT:
695                   // Reseting the player_status might be a worthy
696                   // consideration, but I don't think we need it
697                   // 'cause only the bad players will use it to
698                   // 'cheat' a few items and that isn't necesarry a
699                   // bad thing (ie. better they continue that way,
700                   // then stop playing the game all together since it
701                   // is to hard)
702                   break;
703                 case GameSession::GAME_OVER:
704                   quit = true;
705                   player_status.bonus = PlayerStatus::NO_BONUS;
706                   break;
707                 case GameSession::NONE:
708                   // Should never be reached 
709                   break;
710                 }
711
712               music_manager->play_music(song);
713               Menu::set_current(0);
714               if (!savegame_file.empty())
715                 savegame(savegame_file);
716               return;
717             }
718         }
719       else
720         {
721           std::cout << "Nothing to enter at: "
722                     << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
723         }
724     }
725   else
726     {
727       tux->set_direction(input_direction);
728       tux->update(delta);
729     }
730   
731   Menu* menu = Menu::current();
732   if(menu)
733     {
734       menu->action();
735
736       if(menu == worldmap_menu)
737         {
738           switch (worldmap_menu->check())
739             {
740             case MNID_RETURNWORLDMAP: // Return to game
741               break;
742             case MNID_SAVEGAME:
743               if (!savegame_file.empty())
744                 savegame(savegame_file);
745               break;
746                 
747             case MNID_QUITWORLDMAP: // Quit Worldmap
748               quit = true;
749               break;
750             }
751         }
752       else if(menu == options_menu)
753         {
754           process_options_menu();
755         }
756     }
757 }
758
759 Tile*
760 WorldMap::at(Point p)
761 {
762   assert(p.x >= 0 
763          && p.x < width
764          && p.y >= 0
765          && p.y < height);
766
767   return tile_manager->get(tilemap[width * p.y + p.x]);
768 }
769
770 WorldMap::Level*
771 WorldMap::at_level()
772 {
773   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
774     {
775       if (i->x == tux->get_tile_pos().x && 
776           i->y == tux->get_tile_pos().y)
777         return &*i; 
778     }
779
780   return 0;
781 }
782
783
784 void
785 WorldMap::draw(const Point& offset)
786 {
787   for(int y = 0; y < height; ++y)
788     for(int x = 0; x < width; ++x)
789       {
790         Tile* tile = at(Point(x, y));
791         tile->sprite->draw(x*32 + offset.x,
792                            y*32 + offset.y);
793       }
794   
795   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
796     {
797       if (i->solved)
798         leveldot_green->draw(i->x*32 + offset.x, 
799                              i->y*32 + offset.y);
800       else
801         leveldot_red->draw(i->x*32 + offset.x, 
802                            i->y*32 + offset.y);        
803     }
804
805   tux->draw(offset);
806   draw_status();
807 }
808
809 void
810 WorldMap::draw_status()
811 {
812   char str[80];
813   sprintf(str, "%d", player_status.score);
814   white_text->draw("SCORE", 0, 0);
815   gold_text->draw(str, 96, 0);
816
817   sprintf(str, "%d", player_status.distros);
818   white_text->draw_align("COINS", 320-64, 0,  A_LEFT, A_TOP);
819   gold_text->draw_align(str, 320+64, 0, A_RIGHT, A_TOP);
820
821   white_text->draw("LIVES", 480, 0);
822   if (player_status.lives >= 5)
823     {
824       sprintf(str, "%dx", player_status.lives);
825       gold_text->draw(str, 585, 0);
826       tux_life->draw(565+(18*3), 0);
827     }
828   else
829     {
830       for(int i= 0; i < player_status.lives; ++i)
831         tux_life->draw(565+(18*i),0);
832     }
833
834   if (!tux->is_moving())
835     {
836       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
837         {
838           if (i->x == tux->get_tile_pos().x && 
839               i->y == tux->get_tile_pos().y)
840             {
841               white_text->draw_align(i->title.c_str(), screen->w/2, screen->h,  A_HMIDDLE, A_BOTTOM);
842               break;
843             }
844         }
845     }
846 }
847
848 void
849 WorldMap::display()
850 {
851   Menu::set_current(0);
852
853   quit = false;
854
855   song = music_manager->load_music(datadir +  "/music/" + music);
856   music_manager->play_music(song);
857
858   unsigned int last_update_time;
859   unsigned int update_time;
860
861   last_update_time = update_time = st_get_ticks();
862
863   while(!quit)
864     {
865       float delta = ((float)(update_time-last_update_time))/100.0;
866
867       delta *= 1.3f;
868
869       last_update_time = update_time;
870       update_time      = st_get_ticks();
871
872       Point tux_pos = tux->get_pos();
873       if (1)
874         {
875           offset.x = -tux_pos.x + screen->w/2;
876           offset.y = -tux_pos.y + screen->h/2;
877
878           if (offset.x > 0) offset.x = 0;
879           if (offset.y > 0) offset.y = 0;
880
881           if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
882           if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
883         } 
884
885       draw(offset);
886       get_input();
887       update(delta);
888
889       if(Menu::current())
890         {
891           Menu::current()->draw();
892           mouse_cursor->draw();
893         }
894       flipscreen();
895
896       SDL_Delay(20);
897     }
898 }
899
900 void
901 WorldMap::savegame(const std::string& filename)
902 {
903   std::cout << "savegame: " << filename << std::endl;
904   std::ofstream out(filename.c_str());
905
906   int nb_solved_levels = 0;
907   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
908     {
909       if (i->solved)
910         ++nb_solved_levels;
911     }
912
913   out << "(supertux-savegame\n"
914       << "  (version 1)\n"
915       << "  (title  \"Icyisland - " << nb_solved_levels << "/" << levels.size() << "\")\n"
916       << "  (lives   " << player_status.lives << ")\n"
917       << "  (score   " << player_status.score << ")\n"
918       << "  (distros " << player_status.distros << ")\n"
919       << "  (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")\n"
920       << "       (back \"" << direction_to_string(tux->back_direction) << "\")\n"
921       << "       (bonus \"" << bonus_to_string(player_status.bonus) <<  "\"))\n"
922       << "  (levels\n";
923   
924   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
925     {
926       if (i->solved)
927         {
928           out << "     (level (name \"" << i->name << "\")\n"
929               << "            (solved #t))\n";
930         }
931     }  
932
933   out << "   )\n"
934       << " )\n\n;; EOF ;;" << std::endl;
935 }
936
937 void
938 WorldMap::loadgame(const std::string& filename)
939 {
940   std::cout << "loadgame: " << filename << std::endl;
941   savegame_file = filename;
942
943   if (access(filename.c_str(), F_OK) != 0)
944     return;
945   
946   lisp_object_t* savegame = lisp_read_from_file(filename);
947   if (!savegame)
948     {
949       std::cout << "WorldMap:loadgame: File not found: " << filename << std::endl;
950       return;
951     }
952
953   lisp_object_t* cur = savegame;
954
955   if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
956     return;
957
958   cur = lisp_cdr(cur);
959   LispReader reader(cur);
960
961   reader.read_int("lives",  &player_status.lives);
962   reader.read_int("score",  &player_status.score);
963   reader.read_int("distros", &player_status.distros);
964
965   if (player_status.lives < 0)
966     player_status.lives = START_LIVES;
967
968   lisp_object_t* tux_cur = 0;
969   if (reader.read_lisp("tux", &tux_cur))
970     {
971       Point p;
972       std::string back_str = "none";
973       std::string bonus_str = "none";
974
975       LispReader tux_reader(tux_cur);
976       tux_reader.read_int("x", &p.x);
977       tux_reader.read_int("y", &p.y);
978       tux_reader.read_string("back", &back_str);
979       tux_reader.read_string("bonus", &bonus_str);
980       
981       player_status.bonus = string_to_bonus(bonus_str);
982       tux->back_direction = string_to_direction(back_str);      
983       tux->set_tile_pos(p);
984     }
985
986   lisp_object_t* level_cur = 0;
987   if (reader.read_lisp("levels", &level_cur))
988     {
989       while(level_cur)
990         {
991           lisp_object_t* sym  = lisp_car(lisp_car(level_cur));
992           lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
993
994           if (strcmp(lisp_symbol(sym), "level") == 0)
995             {
996               std::string name;
997               bool solved = false;
998
999               LispReader level_reader(data);
1000               level_reader.read_string("name",   &name);
1001               level_reader.read_bool("solved", &solved);
1002
1003               for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1004                 {
1005                   if (name == i->name)
1006                     i->solved = solved;
1007                 }
1008             }
1009
1010           level_cur = lisp_cdr(level_cur);
1011         }
1012     }
1013  
1014   lisp_free(savegame);
1015 }
1016
1017 } // namespace WorldMapNS
1018
1019 /* Local Variables: */
1020 /* mode:c++ */
1021 /* End: */
1022