Fixed trailing whitespaces in all(?) source files of supertux, also fixed some svn...
[supertux.git] / src / worldmap / worldmap.cpp
index 94513d2..58fd9fc 100644 (file)
@@ -176,6 +176,8 @@ WorldMap::~WorldMap()
 {
   using namespace Scripting;
 
+  save_state();
+
   for(ScriptList::iterator i = scripts.begin();
       i != scripts.end(); ++i) {
     HSQOBJECT& object = *i;
@@ -431,31 +433,32 @@ WorldMap::finished_level(Level* gamelevel)
   calculate_total_stats();
 
   save_state();
-  if(World::current() != NULL)
-    World::current()->save_state();
 
-  if (old_level_state != level->solved && level->auto_path) {
+  if (old_level_state != level->solved) {
     // Try to detect the next direction to which we should walk
     // FIXME: Mostly a hack
     Direction dir = D_NONE;
 
     const Tile* tile = at(tux->get_tile_pos());
 
+       int dirdata = tile->getData() & Tile::WORLDMAP_DIR_MASK;
     // first, test for crossroads
-    if (tile->getData() & Tile::WORLDMAP_CNSE || tile->getData() && Tile::WORLDMAP_CNSW
-     || tile->getData() & Tile::WORLDMAP_CNEW || tile->getData() && Tile::WORLDMAP_CSEW
-     || tile->getData() & Tile::WORLDMAP_CNSEW)
+    if (dirdata == Tile::WORLDMAP_CNSE ||
+               dirdata == Tile::WORLDMAP_CNSW ||
+               dirdata == Tile::WORLDMAP_CNEW ||
+               dirdata == Tile::WORLDMAP_CSEW ||
+               dirdata == Tile::WORLDMAP_CNSEW)
       dir = D_NONE;
-    else if (tile->getData() & Tile::WORLDMAP_NORTH
+    else if (dirdata & Tile::WORLDMAP_NORTH
         && tux->back_direction != D_NORTH)
       dir = D_NORTH;
-    else if (tile->getData() & Tile::WORLDMAP_SOUTH
+    else if (dirdata & Tile::WORLDMAP_SOUTH
         && tux->back_direction != D_SOUTH)
       dir = D_SOUTH;
-    else if (tile->getData() & Tile::WORLDMAP_EAST
+    else if (dirdata & Tile::WORLDMAP_EAST
         && tux->back_direction != D_EAST)
       dir = D_EAST;
-    else if (tile->getData() & Tile::WORLDMAP_WEST
+    else if (dirdata & Tile::WORLDMAP_WEST
         && tux->back_direction != D_WEST)
       dir = D_WEST;
 
@@ -525,17 +528,25 @@ WorldMap::update(float delta)
     if (camera_offset.y < 0)
       camera_offset.y = 0;
 
-    if (camera_offset.x > solids->get_width()*32 - SCREEN_WIDTH)
-      camera_offset.x = solids->get_width()*32 - SCREEN_WIDTH;
-    if (camera_offset.y > solids->get_height()*32 - SCREEN_HEIGHT)
-      camera_offset.y = solids->get_height()*32 - SCREEN_HEIGHT;
+    if (camera_offset.x > (int)solids->get_width()*32 - SCREEN_WIDTH)
+      camera_offset.x = (int)solids->get_width()*32 - SCREEN_WIDTH;
+    if (camera_offset.y > (int)solids->get_height()*32 - SCREEN_HEIGHT)
+      camera_offset.y = (int)solids->get_height()*32 - SCREEN_HEIGHT;
+
+    if (int(solids->get_width()*32) < SCREEN_WIDTH)
+      camera_offset.x = solids->get_width()*16.0 - SCREEN_WIDTH/2.0;
+    if (int(solids->get_height()*32) < SCREEN_HEIGHT)
+      camera_offset.y = solids->get_height()*16.0 - SCREEN_HEIGHT/2.0;
 
     // handle input
     bool enter_level = false;
     if(main_controller->pressed(Controller::ACTION)
         || main_controller->pressed(Controller::JUMP)
-        || main_controller->pressed(Controller::MENU_SELECT))
-      enter_level = true;
+        || main_controller->pressed(Controller::MENU_SELECT)) {
+      /* some people define UP and JUMP on the same key... */
+      if(!main_controller->pressed(Controller::UP))
+           enter_level = true;
+       }
     if(main_controller->pressed(Controller::PAUSE_MENU))
       on_escape_press();
 
@@ -557,7 +568,6 @@ WorldMap::update(float delta)
     LevelTile* level = at_level();
     if (level && (level->auto_play) && (!level->solved) && (!tux->is_moving())) {
       enter_level = true;
-      level->solved = true;
     }
 
     if (enter_level && !tux->is_moving())
@@ -581,6 +591,10 @@ WorldMap::update(float delta)
             Vector shrinkpos = Vector(level->pos.x*32 + 16 - camera_offset.x,
                                       level->pos.y*32 + 16 - camera_offset.y);
             std::string levelfile = levels_path + level->get_name();
+
+            // update state and savegame
+            save_state();
+
             main_loop->push_screen(new GameSession(levelfile, &level->statistics),
                                    new ShrinkFade(shrinkpos, 0.5));
             in_level = true;
@@ -654,6 +668,10 @@ WorldMap::at_teleporter(const Vector& pos)
 void
 WorldMap::draw(DrawingContext& context)
 {
+  if (int(solids->get_width()*32) < SCREEN_WIDTH || int(solids->get_height()*32) < SCREEN_HEIGHT)
+    context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
+      Color(0.0f, 0.0f, 0.0f, 1.0f), LAYER_BACKGROUND0);
+
   context.set_ambient_color( ambient_light );
   context.push_transform();
   context.set_translation(camera_offset);
@@ -933,27 +951,28 @@ WorldMap::save_state()
     for(LevelTiles::iterator i = levels.begin(); i != levels.end(); ++i) {
       LevelTile* level = *i;
 
-      if (level->solved) {
-        sq_pushstring(vm, level->get_name().c_str(), -1);
-        sq_newtable(vm);
+         sq_pushstring(vm, level->get_name().c_str(), -1);
+         sq_newtable(vm);
 
-        store_bool(vm, "solved", true);
-        // TODO write statistics
-        // i->statistics.write(writer);
+         store_bool(vm, "solved", level->solved);
+         // TODO write statistics
+         // i->statistics.write(writer);
 
-        sq_createslot(vm, -3);
-      }
+         sq_createslot(vm, -3);
     }
 
     sq_createslot(vm, -3);
 
     // push world into worlds table
     sq_createslot(vm, -3);
-  } catch(std::exception& e) {
+  } catch(std::exception& ) {
     sq_settop(vm, oldtop);
   }
 
   sq_settop(vm, oldtop);
+
+  if(World::current() != NULL)
+    World::current()->save_state();
 }
 
 void
@@ -979,7 +998,7 @@ WorldMap::load_state()
     // get table for our world
     sq_pushstring(vm, map_filename.c_str(), map_filename.length());
     if(SQ_FAILED(sq_get(vm, -2)))
-      throw Scripting::SquirrelError(vm, "Couldn't get state.world.mapfilename");
+      throw Scripting::SquirrelError(vm, "Couldn't get state.worlds.mapfilename");
 
     // load tux
     sq_pushstring(vm, "tux", -1);