#include "gettext.hpp"
#include "msg.hpp"
+#include "mainloop.hpp"
#include "video/surface.hpp"
#include "video/screen.hpp"
#include "video/drawing_context.hpp"
#include "worldmap.hpp"
#include "resources.hpp"
#include "misc.hpp"
+#include "msg.hpp"
#include "player_status.hpp"
#include "textscroller.hpp"
#include "main.hpp"
#include "control/joystickkeyboardcontroller.hpp"
#include "object/background.hpp"
#include "object/tilemap.hpp"
-#include "scripting/script_interpreter.hpp"
-#include "exceptions.hpp"
Menu* worldmap_menu = 0;
namespace WorldMapNS {
+WorldMap* WorldMap::current_ = NULL;
+
Direction reverse_dir(Direction direction)
{
switch(direction)
tux_sprite->set_action(moving ? "small-walking" : "small-stop");
break;
default:
- msg_debug("Bonus type not handled in worldmap.");
+ msg_debug << "Bonus type not handled in worldmap." << std::endl;
tux_sprite->set_action("large-stop");
break;
}
if (dir == D_NONE)
{
// Should never be reached if tiledata is good
- msg_warning("Could not determine where to walk next");
+ msg_warning << "Could not determine where to walk next" << std::endl;
stop();
return;
}
}
else
{
- msg_warning("Tilemap data is buggy");
+ msg_warning << "Tilemap data is buggy" << std::endl;
stop();
}
}
parse_level_tile(iter.lisp());
} else if(iter.item() == "special-tile") {
parse_special_tile(iter.lisp());
+ } else if(iter.item() == "name") {
+ // skip
} else {
- msg_warning("Unknown token '" << iter.item() << "' in worldmap");
+ msg_warning << "Unknown token '" << iter.item() << "' in worldmap" << std::endl;
}
}
if(solids == 0)
// Do we want to bail out instead...? We might get messages from modders
// who can't make their levels run because they're too dumb to watch
// their terminals...
- msg_warning("level file '" << level.name
- << "' does not exist and will not be added to the worldmap");
+ msg_warning << "level file '" << level.name << "' does not exist and will not be added to the worldmap" << std::endl;
return;
}
level_lisp->get("name", level.title);
} catch(std::exception& e) {
- msg_warning("Problem when reading leveltitle: " << e.what());
+ msg_warning << "Problem when reading leveltitle: " << e.what() << std::endl;
return;
}
}
}
}
-void
-WorldMap::get_input()
-{
- main_controller->update();
-
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- if (Menu::current())
- Menu::current()->event(event);
- main_controller->process_event(event);
- if(event.type == SDL_QUIT)
- throw graceful_shutdown();
- }
-}
-
Vector
WorldMap::get_next_tile(Vector pos, Direction direction)
{
}
void
+WorldMap::finished_level(const std::string& filename)
+{
+ // TODO calculate level from filename?
+ (void) filename;
+ Level* level = at_level();
+
+ bool old_level_state = level->solved;
+ level->solved = true;
+ level->sprite->set_action("solved");
+
+ // deal with statistics
+ level->statistics.merge(global_stats);
+ calculate_total_stats();
+
+ if(savegame_file != "")
+ savegame(savegame_file);
+
+ if (old_level_state != level->solved && level->auto_path) {
+ // 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());
+
+ if (tile->getData() & Tile::WORLDMAP_NORTH
+ && tux->back_direction != D_NORTH)
+ dir = D_NORTH;
+ else if (tile->getData() & Tile::WORLDMAP_SOUTH
+ && tux->back_direction != D_SOUTH)
+ dir = D_SOUTH;
+ else if (tile->getData() & Tile::WORLDMAP_EAST
+ && tux->back_direction != D_EAST)
+ dir = D_EAST;
+ else if (tile->getData() & Tile::WORLDMAP_WEST
+ && tux->back_direction != D_WEST)
+ dir = D_WEST;
+
+ if (dir != D_NONE) {
+ tux->set_direction(dir);
+ }
+ }
+
+ if (level->extro_script != "") {
+ /* TODO
+ try {
+ std::auto_ptr<ScriptInterpreter> interpreter
+ (new ScriptInterpreter(levels_path));
+ std::istringstream in(level->extro_script);
+ interpreter->run_script(in, "level-extro-script");
+ add_object(interpreter.release());
+ } catch(std::exception& e) {
+ msg_fatal << "Couldn't run level-extro-script:" << e.what() << std::endl;
+ }
+ */
+ }
+
+ if (!level->next_worldmap.empty()) {
+ // Load given worldmap
+ loadmap(level->next_worldmap);
+ }
+
+ if (level->quit_worldmap)
+ main_loop->exit_screen();
+}
+
+void
WorldMap::update(float delta)
{
Menu* menu = Menu::current();
Menu::set_current(0);
break;
case MNID_QUITWORLDMAP: // Quit Worldmap
- quit = true;
+ main_loop->exit_screen();
break;
}
- } else if(menu == options_menu) {
- process_options_menu();
}
return;
GameObject* object = *i;
object->update(delta);
}
+
// remove old GameObjects
for(GameObjects::iterator i = game_objects.begin();
i != game_objects.end(); ) {
++i;
}
}
-
+
+ // position "camera"
+ Vector tux_pos = tux->get_pos();
+ camera_offset.x = tux_pos.x - SCREEN_WIDTH/2;
+ camera_offset.y = tux_pos.y - SCREEN_HEIGHT/2;
+
+ if (camera_offset.x < 0)
+ camera_offset.x = 0;
+ 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;
+
+ // handle input
bool enter_level = false;
if(main_controller->pressed(Controller::ACTION)
|| main_controller->pressed(Controller::JUMP)
}
/* Check level action */
- bool level_finished = true;
Level* level = at_level();
- if (!level)
- {
- msg_warning("No level to enter at: "
- << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y);
+ if (!level) {
+ msg_warning << "No level to enter at: " << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
return;
- }
-
-
- if (level->pos == tux->get_tile_pos())
- {
- sound_manager->stop_music();
- PlayerStatus old_player_status;
- old_player_status = *player_status;
-
- // do a shriking fade to the level
- shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
- (level->pos.y*32 + 16 + offset.y)), 500);
- GameSession session(levels_path + level->name,
- ST_GL_LOAD_LEVEL_FILE, &level->statistics);
-
- switch (session.run())
- {
- case GameSession::ES_LEVEL_FINISHED:
- {
- level_finished = true;
- bool old_level_state = level->solved;
- level->solved = true;
- level->sprite->set_action("solved");
-
- // deal with statistics
- level->statistics.merge(global_stats);
- calculate_total_stats();
-
- if (old_level_state != level->solved && level->auto_path)
- { // 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());
-
- if (tile->getData() & Tile::WORLDMAP_NORTH
- && tux->back_direction != D_NORTH)
- dir = D_NORTH;
- else if (tile->getData() & Tile::WORLDMAP_SOUTH
- && tux->back_direction != D_SOUTH)
- dir = D_SOUTH;
- else if (tile->getData() & Tile::WORLDMAP_EAST
- && tux->back_direction != D_EAST)
- dir = D_EAST;
- else if (tile->getData() & Tile::WORLDMAP_WEST
- && tux->back_direction != D_WEST)
- dir = D_WEST;
-
- if (dir != D_NONE)
- {
- tux->set_direction(dir);
- }
- }
- }
-
- break;
- case GameSession::ES_LEVEL_ABORT:
- level_finished = false;
- /* In case the player's abort the level, keep it using the old
- status. But the minimum lives and no bonus. */
- player_status->coins = std::min(old_player_status.coins, player_status->coins);
- player_status->bonus = NO_BONUS;
- break;
- /*
- case GameSession::ES_GAME_OVER:
- {
- level_finished = false;
- // draw an end screen
- // TODO: in the future, this should make a dialog a la SuperMario, asking
- // if the player wants to restart the world map with no score and from
- // level 1
- char str[80];
-
- DrawingContext context;
- context.draw_gradient(Color (200,240,220), Color(200,200,220),
- LAYER_BACKGROUND0);
-
- context.draw_text(blue_text, _("GAMEOVER"),
- Vector(SCREEN_WIDTH/2, 200), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
- sprintf(str, _("COINS: %d"), player_status->coins);
- context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH/2, SCREEN_WIDTH - 32), CENTER_ALLIGN,
- LAYER_FOREGROUND1);
-
- total_stats.draw_message_info(context, _("Total Statistics"));
-
- context.do_drawing();
-
- wait_for_event(2.0, 6.0);
-
- quit = true;
- player_status->reset();
- break;
- }
- */
- case GameSession::ES_NONE:
- assert(false);
- // Should never be reached
- break;
- }
-
- sound_manager->play_music(music);
- Menu::set_current(0);
- if (!savegame_file.empty())
- savegame(savegame_file);
- }
- /* The porpose of the next checking is that if the player lost
- the level (in case there is one), don't show anything */
- if(level_finished) {
- if (level->extro_script != "") {
- try {
- std::auto_ptr<ScriptInterpreter> interpreter
- (new ScriptInterpreter(levels_path));
- std::istringstream in(level->extro_script);
- interpreter->run_script(in, "level-extro-script");
- add_object(interpreter.release());
- } catch(std::exception& e) {
- msg_warning("Couldn't run level-extro-script:" << e.what());
- }
- }
+ }
- if (!level->next_worldmap.empty())
- {
- // Load given worldmap
- loadmap(level->next_worldmap);
- }
- if (level->quit_worldmap)
- quit = true;
+ if (level->pos == tux->get_tile_pos()) {
+ // do a shriking fade to the level
+ shrink_fade(Vector((level->pos.x*32 + 16 + offset.x),
+ (level->pos.y*32 + 16 + offset.y)), 500);
+
+ try {
+ GameSession *session =
+ new GameSession(levels_path + level->name,
+ ST_GL_LOAD_LEVEL_FILE, &level->statistics);
+ main_loop->push_screen(session);
+ } catch(std::exception& e) {
+ msg_fatal << "Couldn't load level: " << e.what() << std::endl;
}
+ }
}
else
{
void
WorldMap::draw(DrawingContext& context)
{
+ context.push_transform();
+ context.set_translation(camera_offset);
+
for(GameObjects::iterator i = game_objects.begin();
i != game_objects.end(); ++i) {
GameObject* object = *i;
}
draw_status(context);
+ context.pop_transform();
}
void
}
void
-WorldMap::display()
+WorldMap::setup()
{
- Menu::set_current(0);
-
- quit = false;
-
sound_manager->play_music(music);
+ Menu::set_current(NULL);
- if(!intro_displayed && intro_script != "") {
- try {
- std::auto_ptr<ScriptInterpreter> interpreter
- (new ScriptInterpreter(levels_path));
- std::istringstream in(intro_script);
- interpreter->run_script(in, "worldmap-intro-script");
- add_object(interpreter.release());
- } catch(std::exception& e) {
- msg_warning("Couldn't execute worldmap-intro-script: "
- << e.what());
- }
-
- intro_displayed = true;
- }
-
- Uint32 lastticks = SDL_GetTicks();
- DrawingContext context;
- Console* console = new Console(&context);
- while(!quit) {
- Uint32 ticks = SDL_GetTicks();
- float elapsed_time = float(ticks - lastticks) / 1000;
- game_time += elapsed_time;
- lastticks = ticks;
-
- // 40 fps minimum // TODO use same code as in GameSession here
- if(elapsed_time > .025)
- elapsed_time = .025;
-
- Vector tux_pos = tux->get_pos();
- offset.x = tux_pos.x - SCREEN_WIDTH/2;
- offset.y = tux_pos.y - SCREEN_HEIGHT/2;
-
- if (offset.x < 0)
- offset.x = 0;
- if (offset.y < 0)
- offset.y = 0;
-
- if (offset.x > solids->get_width()*32 - SCREEN_WIDTH)
- offset.x = solids->get_width()*32 - SCREEN_WIDTH;
- if (offset.y > solids->get_height()*32 - SCREEN_HEIGHT)
- offset.y = solids->get_height()*32 - SCREEN_HEIGHT;
-
- context.push_transform();
- context.set_translation(offset);
- draw(context);
- context.pop_transform();
- get_input();
- update(elapsed_time);
- sound_manager->update();
-
- if(Menu::current()) {
- Menu::current()->draw(context);
- }
-
- console->draw();
- context.do_drawing();
- }
-
- delete console;
+ current_ = this;
}
void
void
WorldMap::loadgame(const std::string& filename)
{
- msg_debug("loadgame: " << filename);
+ msg_debug << "loadgame: " << filename << std::endl;
savegame_file = filename;
if (PHYSFS_exists(filename.c_str())) // savegame exists
}
}
} else {
- msg_warning("Unknown token '" << iter.item()
- << "' in levels block in worldmap");
+ msg_warning << "Unknown token '" << iter.item() << "' in levels block in worldmap" << std::endl;
}
}
}
} catch(std::exception& e) {
- msg_warning("Problem loading game '" << filename << "': " << e.what());
+ msg_warning << "Problem loading game '" << filename << "': " << e.what() << std::endl;
load_map();
player_status->reset();
}