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