Implemented a new special-tile field that should replaced the depricated level field...
[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 <cassert>
24 #include <unistd.h>
25
26 #include "globals.h"
27 #include "screen/surface.h"
28 #include "screen/screen.h"
29 #include "screen/drawing_context.h"
30 #include "lispreader.h"
31 #include "gameloop.h"
32 #include "setup.h"
33 #include "sector.h"
34 #include "worldmap.h"
35 #include "sound_manager.h"
36 #include "resources.h"
37 #include "gettext.h"
38
39 namespace WorldMapNS {
40
41 Direction reverse_dir(Direction direction)
42 {
43   switch(direction)
44     {
45     case D_WEST:
46       return D_EAST;
47     case D_EAST:
48       return D_WEST;
49     case D_NORTH:
50       return D_SOUTH;
51     case D_SOUTH:
52       return D_NORTH;
53     case D_NONE:
54       return D_NONE;
55     }
56   return D_NONE;
57 }
58
59 std::string
60 direction_to_string(Direction direction)
61 {
62   switch(direction)
63     {
64     case D_WEST:
65       return "west";
66     case D_EAST:
67       return "east";
68     case D_NORTH:
69       return "north";
70     case D_SOUTH:
71       return "south";
72     default:
73       return "none";
74     }
75 }
76
77 Direction
78 string_to_direction(const std::string& directory)
79 {
80   if (directory == "west")
81     return D_WEST;
82   else if (directory == "east")
83     return D_EAST;
84   else if (directory == "north")
85     return D_NORTH;
86   else if (directory == "south")
87     return D_SOUTH;
88   else
89     return D_NONE;
90 }
91
92 TileManager::TileManager()
93 {
94   std::string stwt_filename = datadir +  "/images/worldmap/antarctica.stwt";
95   lisp_object_t* root_obj = lisp_read_from_file(stwt_filename);
96  
97   if (!root_obj)
98     st_abort("Couldn't load file", stwt_filename);
99
100   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap-tiles") == 0)
101     {
102       lisp_object_t* cur = lisp_cdr(root_obj);
103
104       while(!lisp_nil_p(cur))
105         {
106           lisp_object_t* element = lisp_car(cur);
107
108           if (strcmp(lisp_symbol(lisp_car(element)), "tile") == 0)
109             {
110               int id = 0;
111               std::string filename = "<invalid>";
112
113               Tile* tile = new Tile;             
114               tile->north = true;
115               tile->east  = true;
116               tile->south = true;
117               tile->west  = true;
118               tile->stop  = true;
119               tile->auto_walk = false;
120   
121               LispReader reader(lisp_cdr(element));
122               reader.read_int("id", id);
123               reader.read_bool("north", tile->north);
124               reader.read_bool("south", tile->south);
125               reader.read_bool("west",  tile->west);
126               reader.read_bool("east",  tile->east);
127               reader.read_bool("stop",  tile->stop);
128               reader.read_bool("auto-walk",  tile->auto_walk);
129               reader.read_string("image", filename);
130
131               tile->sprite = new Surface(
132                            datadir +  "/images/worldmap/" + filename, 
133                            true);
134
135               if (id >= int(tiles.size()))
136                 tiles.resize(id+1);
137
138               tiles[id] = tile;
139             }
140           else
141             {
142               puts("Unhandled symbol");
143             }
144
145           cur = lisp_cdr(cur);
146         }
147     }
148   else
149     {
150       assert(0);
151     }
152
153   lisp_free(root_obj);
154 }
155
156 TileManager::~TileManager()
157 {
158   for(std::vector<Tile*>::iterator i = tiles.begin(); i != tiles.end(); ++i)
159     delete *i;
160 }
161
162 Tile*
163 TileManager::get(int i)
164 {
165   assert(i >=0 && i < int(tiles.size()));
166   return tiles[i];
167 }
168
169 //---------------------------------------------------------------------------
170
171 Tux::Tux(WorldMap* worldmap_)
172   : worldmap(worldmap_)
173 {
174   largetux_sprite = new Surface(datadir +  "/images/worldmap/tux.png", true);
175   firetux_sprite = new Surface(datadir +  "/images/worldmap/firetux.png", true);
176   smalltux_sprite = new Surface(datadir +  "/images/worldmap/smalltux.png", true);
177
178   offset = 0;
179   moving = false;
180   tile_pos.x = worldmap->get_start_x();
181   tile_pos.y = worldmap->get_start_y();
182   direction = D_NONE;
183   input_direction = D_NONE;
184 }
185
186 Tux::~Tux()
187 {
188   delete smalltux_sprite;
189   delete firetux_sprite;
190   delete largetux_sprite;
191 }
192
193 void
194 Tux::draw(DrawingContext& context, const Vector& offset)
195 {
196   Vector pos = get_pos();
197   switch (player_status.bonus)
198     {
199     case PlayerStatus::GROWUP_BONUS:
200       context.draw_surface(largetux_sprite,
201           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
202       break;
203     case PlayerStatus::FLOWER_BONUS:
204       context.draw_surface(firetux_sprite,
205           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
206       break;
207     case PlayerStatus::NO_BONUS:
208       context.draw_surface(smalltux_sprite,
209           Vector(pos.x + offset.x, pos.y + offset.y - 10), LAYER_OBJECTS);
210       break;
211     }
212 }
213
214
215 Vector
216 Tux::get_pos()
217 {
218   float x = tile_pos.x * 32;
219   float y = tile_pos.y * 32;
220
221   switch(direction)
222     {
223     case D_WEST:
224       x -= offset - 32;
225       break;
226     case D_EAST:
227       x += offset - 32;
228       break;
229     case D_NORTH:
230       y -= offset - 32;
231       break;
232     case D_SOUTH:
233       y += offset - 32;
234       break;
235     case D_NONE:
236       break;
237     }
238   
239   return Vector((int)x, (int)y); 
240 }
241
242 void
243 Tux::stop()
244 {
245   offset = 0;
246   direction = D_NONE;
247   moving = false;
248 }
249
250 void
251 Tux::action(float delta)
252 {
253   if (!moving)
254     {
255       if (input_direction != D_NONE)
256         { 
257           WorldMap::Level* level = worldmap->at_level();
258
259           // We got a new direction, so lets start walking when possible
260           Vector next_tile;
261           if ((!level || level->solved)
262               && worldmap->path_ok(input_direction, tile_pos, &next_tile))
263             {
264               tile_pos = next_tile;
265               moving = true;
266               direction = input_direction;
267               back_direction = reverse_dir(direction);
268             }
269           else if (input_direction == back_direction)
270             {
271               std::cout << "Back triggered" << std::endl;
272               moving = true;
273               direction = input_direction;
274               tile_pos = worldmap->get_next_tile(tile_pos, direction);
275               back_direction = reverse_dir(direction);
276             }
277         }
278     }
279   else
280     {
281       // Let tux walk a few pixels (20 pixel/sec)
282       offset += 20.0f * delta;
283
284       if (offset > 32)
285         { // We reached the next tile, so we check what to do now
286           offset -= 32;
287
288           if (worldmap->at(tile_pos)->stop || worldmap->at_level())
289             {
290               stop();
291             }
292           else
293             {
294               if (worldmap->at(tile_pos)->auto_walk)
295                 { // Turn to a new direction
296                   Tile* tile = worldmap->at(tile_pos);
297                   Direction dir = D_NONE;
298                   
299                   if (tile->north && back_direction != D_NORTH)
300                     dir = D_NORTH;
301                   else if (tile->south && back_direction != D_SOUTH)
302                     dir = D_SOUTH;
303                   else if (tile->east && back_direction != D_EAST)
304                     dir = D_EAST;
305                   else if (tile->west && back_direction != D_WEST)
306                     dir = D_WEST;
307
308                   if (dir != D_NONE)
309                     {
310                       direction = dir;
311                       back_direction = reverse_dir(direction);
312                     }
313                   else
314                     {
315                       // Should never be reached if tiledata is good
316                       stop();
317                       return;
318                     }
319                 }
320
321               // Walk automatically to the next tile
322               Vector next_tile;
323               if (worldmap->path_ok(direction, tile_pos, &next_tile))
324                 {
325                   tile_pos = next_tile;
326                 }
327               else
328                 {
329                   puts("Tilemap data is buggy");
330                   stop();
331                 }
332             }
333         }
334     }
335 }
336
337 //---------------------------------------------------------------------------
338 Tile::Tile()
339 {
340 }
341
342 Tile::~Tile()
343 {
344   delete sprite;
345 }
346
347 //---------------------------------------------------------------------------
348
349 WorldMap::WorldMap()
350 {
351   tile_manager = new TileManager();
352   //tux = new Tux(this);
353   
354   width  = 20;
355   height = 15;
356   
357   start_x = 4;
358   start_y = 5;
359   
360   level_sprite = new Surface(datadir +  "/images/worldmap/levelmarker.png", true);
361   leveldot_green = new Surface(datadir +  "/images/worldmap/leveldot_green.png", true);
362   leveldot_red = new Surface(datadir +  "/images/worldmap/leveldot_red.png", true);
363
364   input_direction = D_NONE;
365   enter_level = false;
366
367   name = "<no title>";
368   music = "SALCON.MOD";
369 }
370
371 WorldMap::~WorldMap()
372 {
373   delete tux;
374   delete tile_manager;
375
376   delete level_sprite;
377   delete leveldot_green;
378   delete leveldot_red;
379 }
380
381 void
382 WorldMap::load_map()
383 {
384   lisp_object_t* root_obj = lisp_read_from_file(datadir + "/levels/worldmap/" + map_filename);
385   if (!root_obj)
386     st_abort("Couldn't load file", datadir + "/levels/worldmap/" + map_filename);
387
388   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-worldmap") == 0)
389     {
390       lisp_object_t* cur = lisp_cdr(root_obj);
391
392       while(!lisp_nil_p(cur))
393         {
394           lisp_object_t* element = lisp_car(cur);
395
396           if (strcmp(lisp_symbol(lisp_car(element)), "tilemap") == 0)
397             {
398               LispReader reader(lisp_cdr(element));
399               reader.read_int("width",  width);
400               reader.read_int("height", height);
401               reader.read_int_vector("data", tilemap);
402             }
403           else if (strcmp(lisp_symbol(lisp_car(element)), "properties") == 0)
404             {
405               LispReader reader(lisp_cdr(element));
406               reader.read_string("name", name, true);
407               reader.read_string("music", music);
408               reader.read_int("start_pos_x", start_x);
409               reader.read_int("start_pos_y", start_y);
410             }
411           else if (strcmp(lisp_symbol(lisp_car(element)), "levels") == 0)
412             {
413               lisp_object_t* cur = lisp_cdr(element);
414               
415               while(!lisp_nil_p(cur))
416                 {
417                   lisp_object_t* element = lisp_car(cur);
418
419                   if (strcmp(lisp_symbol(lisp_car(element)), "special-tile") == 0)
420                     {
421                       Level level;
422                       LispReader reader(lisp_cdr(element));
423                       level.solved = false;
424                       
425                       level.north = true;
426                       level.east  = true;
427                       level.south = true;
428                       level.west  = true;
429
430                       reader.read_string("extro-filename", level.extro_filename);
431                       reader.read_string("map-message", level.display_map_message);
432                       reader.read_string("goto-world", level.goto_worldmap);
433                       reader.read_string("level", level.name, true);
434                       reader.read_int("x", level.x);
435                       reader.read_int("y", level.y);
436                       level.swap_x = level.swap_y = -1;
437                       reader.read_int("swap-x", level.swap_x);
438                       reader.read_int("swap-y", level.swap_y);
439                       level.vertical_flip = false;
440                       reader.read_bool("flip-level", level.vertical_flip);
441                       level.quit_worldmap = false;
442                       reader.read_bool("exit-game", level.quit_worldmap);
443
444                       levels.push_back(level);
445                     }
446
447                   /* Kept for backward compability */
448                   else if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
449                     {
450                       Level level;
451                       LispReader reader(lisp_cdr(element));
452                       level.solved = false;
453                       
454                       level.north = true;
455                       level.east  = true;
456                       level.south = true;
457                       level.west  = true;
458
459                       reader.read_string("extro-filename", level.extro_filename);
460                       if(!level.extro_filename.empty())
461                         level.quit_worldmap = true;
462                       reader.read_string("name", level.name, true);
463                       reader.read_int("x", level.x);
464                       reader.read_int("y", level.y);
465                       level.vertical_flip = false;
466                       level.swap_x = level.swap_y = -1;
467
468                       levels.push_back(level);
469                     }
470                   
471                   cur = lisp_cdr(cur);      
472                 }
473             }
474           else
475             {
476               
477             }
478           
479           cur = lisp_cdr(cur);
480         }
481     }
482
483     lisp_free(root_obj);
484     tux = new Tux(this);
485 }
486
487 void WorldMap::get_level_title(Level& level)
488 {
489   /** get level's title */
490   level.title = "<no title>";
491
492   FILE * fi;
493   lisp_object_t* root_obj = 0;
494   fi = fopen((datadir +  "/levels/" + level.name).c_str(), "r");
495   if (fi == NULL)
496   {
497     perror((datadir +  "/levels/" + level.name).c_str());
498     return;
499   }
500
501   lisp_stream_t stream;
502   lisp_stream_init_file (&stream, fi);
503   root_obj = lisp_read (&stream);
504
505   if (root_obj->type == LISP_TYPE_EOF || root_obj->type == LISP_TYPE_PARSE_ERROR)
506   {
507     printf("World: Parse Error in file %s", level.name.c_str());
508   }
509
510   if (strcmp(lisp_symbol(lisp_car(root_obj)), "supertux-level") == 0)
511   {
512     LispReader reader(lisp_cdr(root_obj));
513     reader.read_string("name", level.title, true);
514   }
515
516   lisp_free(root_obj);
517
518   fclose(fi);
519 }
520
521 void
522 WorldMap::on_escape_press()
523 {
524   // Show or hide the menu
525   if(!Menu::current())
526     Menu::set_current(worldmap_menu); 
527   else
528     Menu::set_current(0); 
529 }
530
531 void
532 WorldMap::get_input()
533 {
534   enter_level = false;
535   input_direction = D_NONE;
536    
537   SDL_Event event;
538   while (SDL_PollEvent(&event))
539     {
540       if (Menu::current())
541         {
542           Menu::current()->event(event);
543         }
544       else
545         {
546           switch(event.type)
547             {
548             case SDL_QUIT:
549               st_abort("Received window close", "");
550               break;
551           
552             case SDL_KEYDOWN:
553               switch(event.key.keysym.sym)
554                 {
555                 case SDLK_ESCAPE:
556                   on_escape_press();
557                   break;
558                 case SDLK_LCTRL:
559                 case SDLK_RETURN:
560                   enter_level = true;
561                   break;
562                 default:
563                   break;
564                 }
565               break;
566           
567             case SDL_JOYAXISMOTION:
568               if (event.jaxis.axis == joystick_keymap.x_axis)
569                 {
570                   if (event.jaxis.value < -joystick_keymap.dead_zone)
571                     input_direction = D_WEST;
572                   else if (event.jaxis.value > joystick_keymap.dead_zone)
573                     input_direction = D_EAST;
574                 }
575               else if (event.jaxis.axis == joystick_keymap.y_axis)
576                 {
577                   if (event.jaxis.value > joystick_keymap.dead_zone)
578                     input_direction = D_SOUTH;
579                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
580                     input_direction = D_NORTH;
581                 }
582               break;
583
584             case SDL_JOYBUTTONDOWN:
585               if (event.jbutton.button == joystick_keymap.b_button)
586                 enter_level = true;
587               else if (event.jbutton.button == joystick_keymap.start_button)
588                 on_escape_press();
589               break;
590
591             default:
592               break;
593             }
594         }
595     }
596
597   if (!Menu::current())
598     {
599       Uint8 *keystate = SDL_GetKeyState(NULL);
600   
601       if (keystate[SDLK_LEFT])
602         input_direction = D_WEST;
603       else if (keystate[SDLK_RIGHT])
604         input_direction = D_EAST;
605       else if (keystate[SDLK_UP])
606         input_direction = D_NORTH;
607       else if (keystate[SDLK_DOWN])
608         input_direction = D_SOUTH;
609     }
610 }
611
612 Vector
613 WorldMap::get_next_tile(Vector pos, Direction direction)
614 {
615   switch(direction)
616     {
617     case D_WEST:
618       pos.x -= 1;
619       break;
620     case D_EAST:
621       pos.x += 1;
622       break;
623     case D_NORTH:
624       pos.y -= 1;
625       break;
626     case D_SOUTH:
627       pos.y += 1;
628       break;
629     case D_NONE:
630       break;
631     }
632   return pos;
633 }
634
635 bool
636 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
637 {
638   *new_pos = get_next_tile(old_pos, direction);
639
640   if (!(new_pos->x >= 0 && new_pos->x < width
641         && new_pos->y >= 0 && new_pos->y < height))
642     { // New position is outsite the tilemap
643       return false;
644     }
645   else
646     { // Check if we the tile allows us to go to new_pos
647       switch(direction)
648         {
649         case D_WEST:
650           return (at(old_pos)->west && at(*new_pos)->east);
651
652         case D_EAST:
653           return (at(old_pos)->east && at(*new_pos)->west);
654
655         case D_NORTH:
656           return (at(old_pos)->north && at(*new_pos)->south);
657
658         case D_SOUTH:
659           return (at(old_pos)->south && at(*new_pos)->north);
660
661         case D_NONE:
662           assert(!"path_ok() can't work if direction is NONE");
663         }
664       return false;
665     }
666 }
667
668 void
669 WorldMap::update(float delta)
670 {
671   if (enter_level && !tux->is_moving())
672     {
673       bool level_finished = true;
674       Level* level = at_level();
675       if (!level)
676         {
677         std::cout << "Nothing to enter at: "
678           << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
679         return;
680         }
681
682
683       if(!level->name.empty())
684         {
685           if (level->x == tux->get_tile_pos().x && 
686               level->y == tux->get_tile_pos().y)
687             {
688               PlayerStatus old_player_status = player_status;
689
690               std::cout << "Enter the current level: " << level->name << std::endl;
691               // do a shriking fade to the level
692               shrink_fade(Vector((level->x*32 + 16 + offset.x),(level->y*32 + 16
693                       + offset.y)), 500);
694               GameSession session(datadir +  "/levels/" + level->name,
695                                   ST_GL_LOAD_LEVEL_FILE, level->vertical_flip);
696
697               switch (session.run())
698                 {
699                 case GameSession::ES_LEVEL_FINISHED:
700                   {
701                     level_finished = true;
702                     bool old_level_state = level->solved;
703                     level->solved = true;
704
705                     if (session.get_current_sector()->player->got_power !=
706                           session.get_current_sector()->player->NONE_POWER)
707                       player_status.bonus = PlayerStatus::FLOWER_BONUS;
708                     else if (session.get_current_sector()->player->size == BIG)
709                       player_status.bonus = PlayerStatus::GROWUP_BONUS;
710                     else
711                       player_status.bonus = PlayerStatus::NO_BONUS;
712
713                     if (old_level_state != level->solved)
714                       { // Try to detect the next direction to which we should walk
715                         // FIXME: Mostly a hack
716                         Direction dir = D_NONE;
717                     
718                         Tile* tile = at(tux->get_tile_pos());
719
720                         if (tile->north && tux->back_direction != D_NORTH)
721                           dir = D_NORTH;
722                         else if (tile->south && tux->back_direction != D_SOUTH)
723                           dir = D_SOUTH;
724                         else if (tile->east && tux->back_direction != D_EAST)
725                           dir = D_EAST;
726                         else if (tile->west && tux->back_direction != D_WEST)
727                           dir = D_WEST;
728
729                         if (dir != D_NONE)
730                           {
731                             tux->set_direction(dir);
732                             //tux->update(delta);
733                           }
734
735                         std::cout << "Walk to dir: " << dir << std::endl;
736                       }
737                   }
738
739                   break;
740                 case GameSession::ES_LEVEL_ABORT:
741                   level_finished = false;
742                   /* In case the player's abort the level, keep it using the old
743                       status. But the minimum lives and no bonus. */
744                   player_status.score = old_player_status.score;
745                   player_status.distros = old_player_status.distros;
746                   player_status.lives = std::min(old_player_status.lives, player_status.lives);
747                   player_status.bonus = player_status.NO_BONUS;
748
749                   break;
750                 case GameSession::ES_GAME_OVER:
751                   {
752                   level_finished = false;
753                   /* draw an end screen */
754                   /* in the future, this should make a dialog a la SuperMario, asking
755                   if the player wants to restart the world map with no score and from
756                   level 1 */
757                   char str[80];
758
759                   DrawingContext context;
760                   context.draw_gradient(Color (200,240,220), Color(200,200,220),
761                       LAYER_BACKGROUND0);
762
763                   context.draw_text_center(blue_text, _("GAMEOVER"), 
764                       Vector(0, 200), LAYER_FOREGROUND1);
765
766                   sprintf(str, _("SCORE: %d"), player_status.score);
767                   context.draw_text_center(gold_text, str,
768                       Vector(0, 230), LAYER_FOREGROUND1);
769
770                   sprintf(str, _("COINS: %d"), player_status.distros);
771                   context.draw_text_center(gold_text, str,
772                       Vector(0, screen->w - 32), LAYER_FOREGROUND1);
773
774                   context.do_drawing();
775   
776                   SDL_Event event;
777                   wait_for_event(event,2000,5000,true);
778
779                   quit = true;
780                   player_status.reset();
781                   break;
782                   }
783                 case GameSession::ES_NONE:
784                   assert(false);
785                   // Should never be reached 
786                   break;
787                 }
788
789               sound_manager->play_music(song);
790               Menu::set_current(0);
791               if (!savegame_file.empty())
792                 savegame(savegame_file);
793             }
794         }
795       /* The porpose of the next checking is that if the player lost
796          the level (in case there is one), don't show anything */
797       if(level_finished)
798         {
799         if (!level->extro_filename.empty())
800           {
801           // Display a text file
802           display_text_file(level->extro_filename, SCROLL_SPEED_MESSAGE);
803           }
804         if (level->swap_x != -1 && level->swap_y != -1)
805           {
806           // TODO: add an effect, like a camera scrolling, or at least, a fading
807           tux->set_tile_pos(Vector(level->swap_x, level->swap_y));
808           }
809         if (!level->goto_worldmap.empty())
810           {
811           // Load given worldmap
812           loadmap(level->goto_worldmap);
813           }
814         if (level->quit_worldmap)
815           quit = true;
816         }
817     }
818   else
819     {
820       tux->action(delta);
821       tux->set_direction(input_direction);
822     }
823   
824   Menu* menu = Menu::current();
825   if(menu)
826     {
827       menu->action();
828
829       if(menu == worldmap_menu)
830         {
831           switch (worldmap_menu->check())
832             {
833             case MNID_RETURNWORLDMAP: // Return to game
834               break;
835             case MNID_QUITWORLDMAP: // Quit Worldmap
836               quit = true;
837               break;
838             }
839         }
840       else if(menu == options_menu)
841         {
842           process_options_menu();
843         }
844     }
845 }
846
847 Tile*
848 WorldMap::at(Vector p)
849 {
850   assert(p.x >= 0 
851          && p.x < width
852          && p.y >= 0
853          && p.y < height);
854
855   int x = int(p.x);
856   int y = int(p.y);
857   return tile_manager->get(tilemap[width * y + x]);
858 }
859
860 WorldMap::Level*
861 WorldMap::at_level()
862 {
863   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
864     {
865       if (i->x == tux->get_tile_pos().x && 
866           i->y == tux->get_tile_pos().y)
867         return &*i; 
868     }
869
870   return 0;
871 }
872
873
874 void
875 WorldMap::draw(DrawingContext& context, const Vector& offset)
876 {
877   for(int y = 0; y < height; ++y)
878     for(int x = 0; x < width; ++x)
879       {
880         Tile* tile = at(Vector(x, y));
881         context.draw_surface(tile->sprite,
882             Vector(x*32 + offset.x, y*32 + offset.y), LAYER_TILES);
883       }
884   
885   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
886     {
887       if(i->name.empty())
888         continue;
889
890       if (i->solved)
891         context.draw_surface(leveldot_green,
892             Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
893       else
894         context.draw_surface(leveldot_red,
895             Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
896     }
897
898   tux->draw(context, offset);
899   draw_status(context);
900 }
901
902 void
903 WorldMap::draw_status(DrawingContext& context)
904 {
905   char str[80];
906   sprintf(str, " %d", player_status.score);
907
908   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
909   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
910
911   sprintf(str, "%d", player_status.distros);
912   context.draw_text(white_text, _("COINS"), Vector(screen->w/2 - 16*5, 0),
913       LAYER_FOREGROUND1);
914   context.draw_text(gold_text, str, Vector(screen->w/2 + (16*5)/2, 0),
915         LAYER_FOREGROUND1);
916
917   if (player_status.lives >= 5)
918     {
919       sprintf(str, "%dx", player_status.lives);
920       context.draw_text(gold_text, str, 
921           Vector(screen->w - gold_text->get_text_width(str) - tux_life->w, 0),
922           LAYER_FOREGROUND1);
923       context.draw_surface(tux_life, Vector(screen->w -
924             gold_text->get_text_width("9"), 0), LAYER_FOREGROUND1);
925     }
926   else
927     {
928       for(int i= 0; i < player_status.lives; ++i)
929         context.draw_surface(tux_life,
930             Vector(screen->w - tux_life->w*4 + (tux_life->w*i), 0),
931             LAYER_FOREGROUND1);
932     }
933   context.draw_text(white_text, _("LIVES"),
934       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 0),
935       LAYER_FOREGROUND1);
936
937   if (!tux->is_moving())
938     {
939       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
940         {
941           if (i->x == tux->get_tile_pos().x && 
942               i->y == tux->get_tile_pos().y)
943             {
944               if(!i->name.empty())
945                 {
946                 if(i->title == "")
947                   get_level_title(*i);
948
949                 context.draw_text_center(white_text, i->title, 
950                     Vector(0, screen->h - white_text->get_height() - 30),
951                     LAYER_FOREGROUND1);
952                 }
953
954               /* Display a message in the map, if any as been selected */
955               if(!i->display_map_message.empty())
956                 context.draw_text_center(gold_text, i->display_map_message, 
957                     Vector(0, screen->h - white_text->get_height() - 60),
958                     LAYER_FOREGROUND1);
959               break;
960             }
961         }
962     }
963 }
964
965 void
966 WorldMap::display()
967 {
968   Menu::set_current(0);
969
970   quit = false;
971
972   song = sound_manager->load_music(datadir +  "/music/" + music);
973   sound_manager->play_music(song);
974   
975   unsigned int last_update_time;
976   unsigned int update_time;
977
978   last_update_time = update_time = st_get_ticks();
979
980   DrawingContext context;
981   while(!quit)
982     {
983       float delta = ((float)(update_time-last_update_time))/100.0;
984
985       delta *= 1.3f;
986
987       if (delta > 10.0f)
988         delta = .3f;
989       
990       last_update_time = update_time;
991       update_time      = st_get_ticks();
992
993       Vector tux_pos = tux->get_pos();
994       if (1)
995         {
996           offset.x = -tux_pos.x + screen->w/2;
997           offset.y = -tux_pos.y + screen->h/2;
998
999           if (offset.x > 0) offset.x = 0;
1000           if (offset.y > 0) offset.y = 0;
1001
1002           if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
1003           if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
1004         } 
1005
1006       draw(context, offset);
1007       get_input();
1008       update(delta);
1009
1010       if(Menu::current())
1011         {
1012           Menu::current()->draw(context);
1013           mouse_cursor->draw(context);
1014         }
1015
1016       context.do_drawing();
1017
1018       SDL_Delay(20);
1019     }
1020 }
1021
1022 void
1023 WorldMap::savegame(const std::string& filename)
1024 {
1025   if(filename != "")
1026     return;
1027
1028   std::cout << "savegame: " << filename << std::endl;
1029   std::ofstream out(filename.c_str());
1030
1031   int nb_solved_levels = 0;
1032   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1033     {
1034       if (i->solved)
1035         ++nb_solved_levels;
1036     }
1037
1038   out << "(supertux-savegame\n"
1039       << "  (version 1)\n"
1040       << "  (title  \"" << name << " - " << nb_solved_levels << "/" << levels.size() << "\")\n"
1041       << "  (map    \"" << map_filename << "\")\n"
1042       << "  (lives   " << player_status.lives << ")\n"
1043       << "  (score   " << player_status.score << ")\n"
1044       << "  (distros " << player_status.distros << ")\n"
1045       << "  (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")\n"
1046       << "       (back \"" << direction_to_string(tux->back_direction) << "\")\n"
1047       << "       (bonus \"" << bonus_to_string(player_status.bonus) <<  "\"))\n"
1048       << "  (levels\n";
1049   
1050   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1051     {
1052       if (i->solved)
1053         {
1054           out << "     (level (name \"" << i->name << "\")\n"
1055               << "            (solved #t))\n";
1056         }
1057     }  
1058
1059   out << "   )\n"
1060       << " )\n\n;; EOF ;;" << std::endl;
1061 }
1062
1063 void
1064 WorldMap::loadgame(const std::string& filename)
1065 {
1066   std::cout << "loadgame: " << filename << std::endl;
1067   savegame_file = filename;
1068   map_filename = "icyisland.stwm";
1069
1070   if (access(filename.c_str(), F_OK) != 0)
1071     {
1072     load_map();
1073     return;
1074     }
1075   
1076   lisp_object_t* savegame = lisp_read_from_file(filename);
1077   if (!savegame)
1078     {
1079       std::cout << "WorldMap:loadgame: File not found: " << filename << std::endl;
1080       load_map();
1081       return;
1082     }
1083
1084   lisp_object_t* cur = savegame;
1085
1086   if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
1087     {
1088     load_map();
1089     return;
1090     }
1091
1092   cur = lisp_cdr(cur);
1093   LispReader reader(cur);
1094
1095   /* Get the Map filename and then load it before setting level settings */
1096   reader.read_string("map", map_filename);
1097   load_map(); 
1098
1099   reader.read_int("lives", player_status.lives);
1100   reader.read_int("score", player_status.score);
1101   reader.read_int("distros", player_status.distros);
1102
1103   if (player_status.lives < 0)
1104     player_status.lives = START_LIVES;
1105
1106   lisp_object_t* tux_cur = 0;
1107   if (reader.read_lisp("tux", tux_cur))
1108     {
1109       Vector p;
1110       std::string back_str = "none";
1111       std::string bonus_str = "none";
1112
1113       LispReader tux_reader(tux_cur);
1114       tux_reader.read_float("x", p.x);
1115       tux_reader.read_float("y", p.y);
1116       tux_reader.read_string("back", back_str);
1117       tux_reader.read_string("bonus", bonus_str);
1118       
1119       player_status.bonus = string_to_bonus(bonus_str);
1120       tux->back_direction = string_to_direction(back_str);      
1121       tux->set_tile_pos(p);
1122     }
1123
1124   lisp_object_t* level_cur = 0;
1125   if (reader.read_lisp("levels", level_cur))
1126     {
1127       while(level_cur)
1128         {
1129           lisp_object_t* sym  = lisp_car(lisp_car(level_cur));
1130           lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
1131
1132           if (strcmp(lisp_symbol(sym), "level") == 0)
1133             {
1134               std::string name;
1135               bool solved = false;
1136
1137               LispReader level_reader(data);
1138               level_reader.read_string("name", name, true);
1139               level_reader.read_bool("solved", solved);
1140
1141               for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1142                 {
1143                   if (name == i->name)
1144                     i->solved = solved;
1145                 }
1146             }
1147
1148           level_cur = lisp_cdr(level_cur);
1149         }
1150     }
1151  
1152   lisp_free(savegame);
1153 }
1154
1155 void
1156 WorldMap::loadmap(const std::string& filename)
1157 {
1158   savegame_file = "";
1159   map_filename = filename;
1160   load_map();
1161 }
1162
1163 } // namespace WorldMapNS
1164
1165 /* Local Variables: */
1166 /* mode:c++ */
1167 /* End: */
1168