Added auto-walk field for world maps.
[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                       reader.read_bool("auto-path", &level.auto_path);
440                       level.swap_x = level.swap_y = -1;
441                       reader.read_int("swap-x", level.swap_x);
442                       reader.read_int("swap-y", level.swap_y);
443                       level.vertical_flip = false;
444                       reader.read_bool("flip-level", level.vertical_flip);
445                       level.quit_worldmap = false;
446                       reader.read_bool("exit-game", level.quit_worldmap);
447
448                       levels.push_back(level);
449                     }
450
451                   /* Kept for backward compability */
452                   else if (strcmp(lisp_symbol(lisp_car(element)), "level") == 0)
453                     {
454                       Level level;
455                       LispReader reader(lisp_cdr(element));
456                       level.solved = false;
457                       
458                       level.north = true;
459                       level.east  = true;
460                       level.south = true;
461                       level.west  = true;
462
463                       reader.read_string("extro-filename", level.extro_filename);
464                       if(!level.extro_filename.empty())
465                         level.quit_worldmap = true;
466                       reader.read_string("name", level.name, true);
467                       reader.read_int("x", level.x);
468                       reader.read_int("y", level.y);
469                       level.vertical_flip = false;
470                       level.swap_x = level.swap_y = -1;
471
472                       levels.push_back(level);
473                     }
474                   
475                   cur = lisp_cdr(cur);      
476                 }
477             }
478           else
479             {
480               
481             }
482           
483           cur = lisp_cdr(cur);
484         }
485     }
486
487     lisp_free(root_obj);
488     tux = new Tux(this);
489 }
490
491 void WorldMap::get_level_title(Level& level)
492 {
493   /** get level's title */
494   level.title = "<no title>";
495
496   LispReader* reader = LispReader::load(datadir + "/levels/" + level.name, "supertux-level");
497   if(!reader)
498     {
499     std::cerr << "Error: Could not open level file. Ignoring...\n";
500     return;
501     }
502
503   reader->read_string("name", level.title, true);
504   delete reader;
505 }
506
507 void
508 WorldMap::on_escape_press()
509 {
510   // Show or hide the menu
511   if(!Menu::current())
512     Menu::set_current(worldmap_menu); 
513   else
514     Menu::set_current(0); 
515 }
516
517 void
518 WorldMap::get_input()
519 {
520   enter_level = false;
521   input_direction = D_NONE;
522    
523   SDL_Event event;
524   while (SDL_PollEvent(&event))
525     {
526       if (Menu::current())
527         {
528           Menu::current()->event(event);
529         }
530       else
531         {
532           switch(event.type)
533             {
534             case SDL_QUIT:
535               Termination::abort("Received window close", "");
536               break;
537           
538             case SDL_KEYDOWN:
539               switch(event.key.keysym.sym)
540                 {
541                 case SDLK_ESCAPE:
542                   on_escape_press();
543                   break;
544                 case SDLK_LCTRL:
545                 case SDLK_RETURN:
546                   enter_level = true;
547                   break;
548                 default:
549                   break;
550                 }
551               break;
552           
553             case SDL_JOYAXISMOTION:
554               if (event.jaxis.axis == joystick_keymap.x_axis)
555                 {
556                   if (event.jaxis.value < -joystick_keymap.dead_zone)
557                     input_direction = D_WEST;
558                   else if (event.jaxis.value > joystick_keymap.dead_zone)
559                     input_direction = D_EAST;
560                 }
561               else if (event.jaxis.axis == joystick_keymap.y_axis)
562                 {
563                   if (event.jaxis.value > joystick_keymap.dead_zone)
564                     input_direction = D_SOUTH;
565                   else if (event.jaxis.value < -joystick_keymap.dead_zone)
566                     input_direction = D_NORTH;
567                 }
568               break;
569
570             case SDL_JOYBUTTONDOWN:
571               if (event.jbutton.button == joystick_keymap.b_button)
572                 enter_level = true;
573               else if (event.jbutton.button == joystick_keymap.start_button)
574                 on_escape_press();
575               break;
576
577             default:
578               break;
579             }
580         }
581     }
582
583   if (!Menu::current())
584     {
585       Uint8 *keystate = SDL_GetKeyState(NULL);
586   
587       if (keystate[SDLK_LEFT])
588         input_direction = D_WEST;
589       else if (keystate[SDLK_RIGHT])
590         input_direction = D_EAST;
591       else if (keystate[SDLK_UP])
592         input_direction = D_NORTH;
593       else if (keystate[SDLK_DOWN])
594         input_direction = D_SOUTH;
595     }
596 }
597
598 Vector
599 WorldMap::get_next_tile(Vector pos, Direction direction)
600 {
601   switch(direction)
602     {
603     case D_WEST:
604       pos.x -= 1;
605       break;
606     case D_EAST:
607       pos.x += 1;
608       break;
609     case D_NORTH:
610       pos.y -= 1;
611       break;
612     case D_SOUTH:
613       pos.y += 1;
614       break;
615     case D_NONE:
616       break;
617     }
618   return pos;
619 }
620
621 bool
622 WorldMap::path_ok(Direction direction, Vector old_pos, Vector* new_pos)
623 {
624   *new_pos = get_next_tile(old_pos, direction);
625
626   if (!(new_pos->x >= 0 && new_pos->x < width
627         && new_pos->y >= 0 && new_pos->y < height))
628     { // New position is outsite the tilemap
629       return false;
630     }
631   else
632     { // Check if we the tile allows us to go to new_pos
633       switch(direction)
634         {
635         case D_WEST:
636           return (at(old_pos)->west && at(*new_pos)->east);
637
638         case D_EAST:
639           return (at(old_pos)->east && at(*new_pos)->west);
640
641         case D_NORTH:
642           return (at(old_pos)->north && at(*new_pos)->south);
643
644         case D_SOUTH:
645           return (at(old_pos)->south && at(*new_pos)->north);
646
647         case D_NONE:
648           assert(!"path_ok() can't work if direction is NONE");
649         }
650       return false;
651     }
652 }
653
654 void
655 WorldMap::update(float delta)
656 {
657   if (enter_level && !tux->is_moving())
658     {
659       bool level_finished = true;
660       Level* level = at_level();
661       if (!level)
662         {
663         std::cout << "Nothing to enter at: "
664           << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
665         return;
666         }
667
668
669       if(!level->name.empty())
670         {
671           if (level->x == tux->get_tile_pos().x && 
672               level->y == tux->get_tile_pos().y)
673             {
674               PlayerStatus old_player_status = player_status;
675
676               std::cout << "Enter the current level: " << level->name << std::endl;
677               // do a shriking fade to the level
678               shrink_fade(Vector((level->x*32 + 16 + offset.x),(level->y*32 + 16
679                       + offset.y)), 500);
680               GameSession session(datadir +  "/levels/" + level->name,
681                                   ST_GL_LOAD_LEVEL_FILE, level->vertical_flip);
682
683               switch (session.run())
684                 {
685                 case GameSession::ES_LEVEL_FINISHED:
686                   {
687                     level_finished = true;
688                     bool old_level_state = level->solved;
689                     level->solved = true;
690
691                     if (session.get_current_sector()->player->got_power !=
692                           session.get_current_sector()->player->NONE_POWER)
693                       player_status.bonus = PlayerStatus::FLOWER_BONUS;
694                     else if (session.get_current_sector()->player->size == BIG)
695                       player_status.bonus = PlayerStatus::GROWUP_BONUS;
696                     else
697                       player_status.bonus = PlayerStatus::NO_BONUS;
698
699                     if (old_level_state != level->solved && level->auto_path)
700                       { // Try to detect the next direction to which we should walk
701                         // FIXME: Mostly a hack
702                         Direction dir = D_NONE;
703                     
704                         Tile* tile = at(tux->get_tile_pos());
705
706                         if (tile->north && tux->back_direction != D_NORTH)
707                           dir = D_NORTH;
708                         else if (tile->south && tux->back_direction != D_SOUTH)
709                           dir = D_SOUTH;
710                         else if (tile->east && tux->back_direction != D_EAST)
711                           dir = D_EAST;
712                         else if (tile->west && tux->back_direction != D_WEST)
713                           dir = D_WEST;
714
715                         if (dir != D_NONE)
716                           {
717                             tux->set_direction(dir);
718                             //tux->update(delta);
719                           }
720
721                         std::cout << "Walk to dir: " << dir << std::endl;
722                       }
723                   }
724
725                   break;
726                 case GameSession::ES_LEVEL_ABORT:
727                   level_finished = false;
728                   /* In case the player's abort the level, keep it using the old
729                       status. But the minimum lives and no bonus. */
730                   player_status.score = old_player_status.score;
731                   player_status.distros = old_player_status.distros;
732                   player_status.lives = std::min(old_player_status.lives, player_status.lives);
733                   player_status.bonus = player_status.NO_BONUS;
734
735                   break;
736                 case GameSession::ES_GAME_OVER:
737                   {
738                   level_finished = false;
739                   /* draw an end screen */
740                   /* in the future, this should make a dialog a la SuperMario, asking
741                   if the player wants to restart the world map with no score and from
742                   level 1 */
743                   char str[80];
744
745                   DrawingContext context;
746                   context.draw_gradient(Color (200,240,220), Color(200,200,220),
747                       LAYER_BACKGROUND0);
748
749                   context.draw_text_center(blue_text, _("GAMEOVER"), 
750                       Vector(0, 200), LAYER_FOREGROUND1);
751
752                   sprintf(str, _("SCORE: %d"), player_status.score);
753                   context.draw_text_center(gold_text, str,
754                       Vector(0, 230), LAYER_FOREGROUND1);
755
756                   sprintf(str, _("COINS: %d"), player_status.distros);
757                   context.draw_text_center(gold_text, str,
758                       Vector(0, screen->w - 32), LAYER_FOREGROUND1);
759
760                   context.do_drawing();
761   
762                   SDL_Event event;
763                   wait_for_event(event,2000,5000,true);
764
765                   quit = true;
766                   player_status.reset();
767                   break;
768                   }
769                 case GameSession::ES_NONE:
770                   assert(false);
771                   // Should never be reached 
772                   break;
773                 }
774
775               SoundManager::get()->play_music(song);
776               Menu::set_current(0);
777               if (!savegame_file.empty())
778                 savegame(savegame_file);
779             }
780         }
781       /* The porpose of the next checking is that if the player lost
782          the level (in case there is one), don't show anything */
783       if(level_finished)
784         {
785         if (!level->extro_filename.empty())
786           {
787           // Display a text file
788           display_text_file(level->extro_filename, SCROLL_SPEED_MESSAGE, white_big_text , white_text, white_small_text, blue_text );
789           }
790         if (level->swap_x != -1 && level->swap_y != -1)
791           {
792           // TODO: add an effect, like a camera scrolling, or at least, a fading
793           tux->set_tile_pos(Vector(level->swap_x, level->swap_y));
794           }
795         if (!level->next_worldmap.empty())
796           {
797           // Load given worldmap
798           loadmap(level->next_worldmap);
799           }
800         if (level->quit_worldmap)
801           quit = true;
802         }
803     }
804   else
805     {
806       tux->action(delta);
807       tux->set_direction(input_direction);
808     }
809   
810   Menu* menu = Menu::current();
811   if(menu)
812     {
813       menu->action();
814
815       if(menu == worldmap_menu)
816         {
817           switch (worldmap_menu->check())
818             {
819             case MNID_RETURNWORLDMAP: // Return to game
820               break;
821             case MNID_QUITWORLDMAP: // Quit Worldmap
822               quit = true;
823               break;
824             }
825         }
826       else if(menu == options_menu)
827         {
828           process_options_menu();
829         }
830     }
831 }
832
833 Tile*
834 WorldMap::at(Vector p)
835 {
836   assert(p.x >= 0 
837          && p.x < width
838          && p.y >= 0
839          && p.y < height);
840
841   int x = int(p.x);
842   int y = int(p.y);
843   return tile_manager->get(tilemap[width * y + x]);
844 }
845
846 WorldMap::Level*
847 WorldMap::at_level()
848 {
849   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
850     {
851       if (i->x == tux->get_tile_pos().x && 
852           i->y == tux->get_tile_pos().y)
853         return &*i; 
854     }
855
856   return 0;
857 }
858
859
860 void
861 WorldMap::draw(DrawingContext& context, const Vector& offset)
862 {
863   for(int y = 0; y < height; ++y)
864     for(int x = 0; x < width; ++x)
865       {
866         Tile* tile = at(Vector(x, y));
867         context.draw_surface(tile->sprite,
868             Vector(x*32 + offset.x, y*32 + offset.y), LAYER_TILES);
869       }
870   
871   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
872     {
873       if(i->name.empty())
874         continue;
875
876       if (i->solved)
877         context.draw_surface(leveldot_green,
878             Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
879       else
880         context.draw_surface(leveldot_red,
881             Vector(i->x*32 + offset.x, i->y*32 + offset.y), LAYER_TILES+1);
882     }
883
884   tux->draw(context, offset);
885   draw_status(context);
886 }
887
888 void
889 WorldMap::draw_status(DrawingContext& context)
890 {
891   char str[80];
892   sprintf(str, " %d", player_status.score);
893
894   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
895   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
896
897   sprintf(str, "%d", player_status.distros);
898   context.draw_text(white_text, _("COINS"), Vector(screen->w/2 - 16*5, 0),
899       LAYER_FOREGROUND1);
900   context.draw_text(gold_text, str, Vector(screen->w/2 + (16*5)/2, 0),
901         LAYER_FOREGROUND1);
902
903   if (player_status.lives >= 5)
904     {
905       sprintf(str, "%dx", player_status.lives);
906       context.draw_text(gold_text, str, 
907           Vector(screen->w - gold_text->get_text_width(str) - tux_life->w, 0),
908           LAYER_FOREGROUND1);
909       context.draw_surface(tux_life, Vector(screen->w -
910             gold_text->get_text_width("9"), 0), LAYER_FOREGROUND1);
911     }
912   else
913     {
914       for(int i= 0; i < player_status.lives; ++i)
915         context.draw_surface(tux_life,
916             Vector(screen->w - tux_life->w*4 + (tux_life->w*i), 0),
917             LAYER_FOREGROUND1);
918     }
919   context.draw_text(white_text, _("LIVES"),
920       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 0),
921       LAYER_FOREGROUND1);
922
923   if (!tux->is_moving())
924     {
925       for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
926         {
927           if (i->x == tux->get_tile_pos().x && 
928               i->y == tux->get_tile_pos().y)
929             {
930               if(!i->name.empty())
931                 {
932                 if(i->title == "")
933                   get_level_title(*i);
934
935                 context.draw_text_center(white_text, i->title, 
936                     Vector(0, screen->h - white_text->get_height() - 30),
937                     LAYER_FOREGROUND1);
938                 }
939
940               /* Display a message in the map, if any as been selected */
941               if(!i->display_map_message.empty())
942                 context.draw_text_center(gold_text, i->display_map_message, 
943                     Vector(0, screen->h - white_text->get_height() - 60),
944                     LAYER_FOREGROUND1);
945               break;
946             }
947         }
948     }
949 }
950
951 void
952 WorldMap::display()
953 {
954   Menu::set_current(0);
955
956   quit = false;
957
958   song = SoundManager::get()->load_music(datadir +  "/music/" + music);
959   SoundManager::get()->play_music(song);
960   
961   unsigned int last_update_time;
962   unsigned int update_time;
963
964   last_update_time = update_time = Ticks::get();
965
966   DrawingContext context;
967   while(!quit)
968     {
969       float delta = ((float)(update_time-last_update_time))/100.0;
970
971       delta *= 1.3f;
972
973       if (delta > 10.0f)
974         delta = .3f;
975       
976       last_update_time = update_time;
977       update_time      = Ticks::get();
978
979       Vector tux_pos = tux->get_pos();
980       if (1)
981         {
982           offset.x = -tux_pos.x + screen->w/2;
983           offset.y = -tux_pos.y + screen->h/2;
984
985           if (offset.x > 0) offset.x = 0;
986           if (offset.y > 0) offset.y = 0;
987
988           if (offset.x < screen->w - width*32) offset.x = screen->w - width*32;
989           if (offset.y < screen->h - height*32) offset.y = screen->h - height*32;
990         } 
991
992       draw(context, offset);
993       get_input();
994       update(delta);
995
996       if(Menu::current())
997         {
998           Menu::current()->draw(context);
999           mouse_cursor->draw(context);
1000         }
1001
1002       context.do_drawing();
1003
1004       SDL_Delay(20);
1005     }
1006 }
1007
1008 void
1009 WorldMap::savegame(const std::string& filename)
1010 {
1011   if(filename != "")
1012     return;
1013
1014   std::cout << "savegame: " << filename << std::endl;
1015   std::ofstream out(filename.c_str());
1016
1017   int nb_solved_levels = 0;
1018   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1019     {
1020       if (i->solved)
1021         ++nb_solved_levels;
1022     }
1023
1024   out << "(supertux-savegame\n"
1025       << "  (version 1)\n"
1026       << "  (title  \"" << name << " - " << nb_solved_levels << "/" << levels.size() << "\")\n"
1027       << "  (map    \"" << map_filename << "\")\n"
1028       << "  (lives   " << player_status.lives << ")\n"
1029       << "  (score   " << player_status.score << ")\n"
1030       << "  (distros " << player_status.distros << ")\n"
1031       << "  (tux (x " << tux->get_tile_pos().x << ") (y " << tux->get_tile_pos().y << ")\n"
1032       << "       (back \"" << direction_to_string(tux->back_direction) << "\")\n"
1033       << "       (bonus \"" << bonus_to_string(player_status.bonus) <<  "\"))\n"
1034       << "  (levels\n";
1035   
1036   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1037     {
1038       if (i->solved)
1039         {
1040           out << "     (level (name \"" << i->name << "\")\n"
1041               << "            (solved #t))\n";
1042         }
1043     }  
1044
1045   out << "   )\n"
1046       << " )\n\n;; EOF ;;" << std::endl;
1047 }
1048
1049 void
1050 WorldMap::loadgame(const std::string& filename)
1051 {
1052   std::cout << "loadgame: " << filename << std::endl;
1053   savegame_file = filename;
1054   map_filename = "icyisland.stwm";
1055
1056   if (access(filename.c_str(), F_OK) != 0)
1057     {
1058     load_map();
1059     return;
1060     }
1061   
1062   lisp_object_t* savegame = lisp_read_from_file(filename);
1063   if (!savegame)
1064     {
1065       std::cout << "WorldMap:loadgame: File not found: " << filename << std::endl;
1066       load_map();
1067       return;
1068     }
1069
1070   lisp_object_t* cur = savegame;
1071
1072   if (strcmp(lisp_symbol(lisp_car(cur)), "supertux-savegame") != 0)
1073     {
1074     load_map();
1075     return;
1076     }
1077
1078   cur = lisp_cdr(cur);
1079   LispReader reader(cur);
1080
1081   /* Get the Map filename and then load it before setting level settings */
1082   reader.read_string("map", map_filename);
1083   load_map(); 
1084
1085   reader.read_int("lives", player_status.lives);
1086   reader.read_int("score", player_status.score);
1087   reader.read_int("distros", player_status.distros);
1088
1089   if (player_status.lives < 0)
1090     player_status.lives = START_LIVES;
1091
1092   lisp_object_t* tux_cur = 0;
1093   if (reader.read_lisp("tux", tux_cur))
1094     {
1095       Vector p;
1096       std::string back_str = "none";
1097       std::string bonus_str = "none";
1098
1099       LispReader tux_reader(tux_cur);
1100       tux_reader.read_float("x", p.x);
1101       tux_reader.read_float("y", p.y);
1102       tux_reader.read_string("back", back_str);
1103       tux_reader.read_string("bonus", bonus_str);
1104       
1105       player_status.bonus = string_to_bonus(bonus_str);
1106       tux->back_direction = string_to_direction(back_str);      
1107       tux->set_tile_pos(p);
1108     }
1109
1110   lisp_object_t* level_cur = 0;
1111   if (reader.read_lisp("levels", level_cur))
1112     {
1113       while(level_cur)
1114         {
1115           lisp_object_t* sym  = lisp_car(lisp_car(level_cur));
1116           lisp_object_t* data = lisp_cdr(lisp_car(level_cur));
1117
1118           if (strcmp(lisp_symbol(sym), "level") == 0)
1119             {
1120               std::string name;
1121               bool solved = false;
1122
1123               LispReader level_reader(data);
1124               level_reader.read_string("name", name, true);
1125               level_reader.read_bool("solved", solved);
1126
1127               for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
1128                 {
1129                   if (name == i->name)
1130                     i->solved = solved;
1131                 }
1132             }
1133
1134           level_cur = lisp_cdr(level_cur);
1135         }
1136     }
1137  
1138   lisp_free(savegame);
1139 }
1140
1141 void
1142 WorldMap::loadmap(const std::string& filename)
1143 {
1144   savegame_file = "";
1145   map_filename = filename;
1146   load_map();
1147 }
1148
1149 } // namespace WorldMapNS
1150
1151 /* Local Variables: */
1152 /* mode:c++ */
1153 /* End: */
1154