//
// SuperTux - A Jump'n Run
// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2006 Christoph Sommer <christoph.sommer@2006.expires.deltadevelopment.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#include <physfs.h>
#include "gettext.hpp"
+#include "msg.hpp"
+#include "mainloop.hpp"
#include "video/surface.hpp"
#include "video/screen.hpp"
#include "video/drawing_context.hpp"
namespace WorldMapNS {
+WorldMap* WorldMap::current_ = NULL;
+
Direction reverse_dir(Direction direction)
{
switch(direction)
tux_sprite->set_action(moving ? "small-walking" : "small-stop");
break;
default:
-#ifdef DEBUG
- std::cerr << "Bonus type not handled in worldmap.\n";
-#endif
+ msg_debug("Bonus type not handled in worldmap.");
tux_sprite->set_action("large-stop");
break;
}
input_direction = dir;
}
-void
-Tux::update(float delta)
+void
+Tux::tryStartWalking()
{
- // check controller
- if(main_controller->pressed(Controller::UP))
- input_direction = D_NORTH;
- else if(main_controller->pressed(Controller::DOWN))
- input_direction = D_SOUTH;
- else if(main_controller->pressed(Controller::LEFT))
- input_direction = D_WEST;
- else if(main_controller->pressed(Controller::RIGHT))
- input_direction = D_EAST;
-
- if(!moving)
+ if (moving) return;
+ if (input_direction == D_NONE) return;
+
+ WorldMap::Level* level = worldmap->at_level();
+
+ // We got a new direction, so lets start walking when possible
+ Vector next_tile;
+ if ((!level || level->solved) && worldmap->path_ok(input_direction, tile_pos, &next_tile))
+ {
+ tile_pos = next_tile;
+ moving = true;
+ direction = input_direction;
+ back_direction = reverse_dir(direction);
+ }
+ else if (input_direction == back_direction)
+ {
+ moving = true;
+ direction = input_direction;
+ tile_pos = worldmap->get_next_tile(tile_pos, direction);
+ back_direction = reverse_dir(direction);
+ }
+
+}
+
+bool
+Tux::canWalk(const Tile* tile, Direction dir)
+{
+ return ((tile->getData() & Tile::WORLDMAP_NORTH && dir == D_NORTH) ||
+ (tile->getData() & Tile::WORLDMAP_SOUTH && dir == D_SOUTH) ||
+ (tile->getData() & Tile::WORLDMAP_EAST && dir == D_EAST) ||
+ (tile->getData() & Tile::WORLDMAP_WEST && dir == D_WEST));
+}
+
+void
+Tux::tryContinueWalking(float elapsed_time)
+{
+ if (!moving) return;
+
+ // Let tux walk
+ offset += TUXSPEED * elapsed_time;
+
+ // Do nothing if we have not yet reached the next tile
+ if (offset <= 32) return;
+
+ offset -= 32;
+
+ // if this is a special_tile with passive_message, display it
+ WorldMap::SpecialTile* special_tile = worldmap->at_special_tile();
+ if(special_tile && special_tile->passive_message)
+ {
+ // direction and the apply_action_ are opposites, since they "see"
+ // directions in a different way
+ if((direction == D_NORTH && special_tile->apply_action_south) ||
+ (direction == D_SOUTH && special_tile->apply_action_north) ||
+ (direction == D_WEST && special_tile->apply_action_east) ||
+ (direction == D_EAST && special_tile->apply_action_west))
{
- if (input_direction != D_NONE)
- {
- WorldMap::Level* level = worldmap->at_level();
-
- // We got a new direction, so lets start walking when possible
- Vector next_tile;
- if ((!level || level->solved)
- && worldmap->path_ok(input_direction, tile_pos, &next_tile))
- {
- tile_pos = next_tile;
- moving = true;
- direction = input_direction;
- back_direction = reverse_dir(direction);
- }
- else if (input_direction == back_direction)
- {
- moving = true;
- direction = input_direction;
- tile_pos = worldmap->get_next_tile(tile_pos, direction);
- back_direction = reverse_dir(direction);
- }
- }
+ worldmap->passive_message = special_tile->map_message;
+ worldmap->passive_message_timer.start(map_message_TIME);
+ }
+ }
+
+ // stop if we reached a level, a WORLDMAP_STOP tile or a special tile without a passive_message
+ if ((worldmap->at_level()) || (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP) || (special_tile && !special_tile->passive_message))
+ {
+ if(special_tile && !special_tile->map_message.empty() && !special_tile->passive_message) worldmap->passive_message_timer.start(0);
+ stop();
+ return;
+ }
+
+ // if user wants to change direction, try changing, else guess the direction in which to walk next
+ const Tile* tile = worldmap->at(tile_pos);
+ if (direction != input_direction)
+ {
+ if(canWalk(tile, input_direction))
+ {
+ direction = input_direction;
+ back_direction = reverse_dir(direction);
}
+ }
else
+ {
+ Direction dir = D_NONE;
+ if (tile->getData() & Tile::WORLDMAP_NORTH && back_direction != D_NORTH) dir = D_NORTH;
+ else if (tile->getData() & Tile::WORLDMAP_SOUTH && back_direction != D_SOUTH) dir = D_SOUTH;
+ else if (tile->getData() & Tile::WORLDMAP_EAST && back_direction != D_EAST) dir = D_EAST;
+ else if (tile->getData() & Tile::WORLDMAP_WEST && back_direction != D_WEST) dir = D_WEST;
+
+ if (dir == D_NONE)
{
- // Let tux walk
- offset += TUXSPEED * delta;
-
- if (offset > 32)
- { // We reached the next tile, so we check what to do now
- offset -= 32;
-
- WorldMap::SpecialTile* special_tile = worldmap->at_special_tile();
- if(special_tile && special_tile->passive_message)
- { // direction and the apply_action_ are opposites, since they "see"
- // directions in a different way
- if((direction == D_NORTH && special_tile->apply_action_south) ||
- (direction == D_SOUTH && special_tile->apply_action_north) ||
- (direction == D_WEST && special_tile->apply_action_east) ||
- (direction == D_EAST && special_tile->apply_action_west))
- {
- worldmap->passive_message = special_tile->map_message;
- worldmap->passive_message_timer.start(map_message_TIME);
- }
- }
+ // Should never be reached if tiledata is good
+ msg_warning("Could not determine where to walk next");
+ stop();
+ return;
+ }
- if (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP ||
- (special_tile && !special_tile->passive_message) ||
- worldmap->at_level())
- {
- if(special_tile && !special_tile->map_message.empty() &&
- !special_tile->passive_message)
- worldmap->passive_message_timer.start(0);
- stop();
- }
- else
- {
- const Tile* tile = worldmap->at(tile_pos);
- if (direction != input_direction)
- {
- // Turn to a new direction
- const Tile* tile = worldmap->at(tile_pos);
-
- if((tile->getData() & Tile::WORLDMAP_NORTH
- && input_direction == D_NORTH) ||
- (tile->getData() & Tile::WORLDMAP_SOUTH
- && input_direction == D_SOUTH) ||
- (tile->getData() & Tile::WORLDMAP_EAST
- && input_direction == D_EAST) ||
- (tile->getData() & Tile::WORLDMAP_WEST
- && input_direction == D_WEST))
- { // player has changed direction during auto-movement
- direction = input_direction;
- back_direction = reverse_dir(direction);
- }
- else
- { // player has changed to impossible tile
- back_direction = reverse_dir(direction);
- stop();
- }
- }
- else
- {
- Direction dir = D_NONE;
-
- if (tile->getData() & Tile::WORLDMAP_NORTH
- && back_direction != D_NORTH)
- dir = D_NORTH;
- else if (tile->getData() & Tile::WORLDMAP_SOUTH
- && back_direction != D_SOUTH)
- dir = D_SOUTH;
- else if (tile->getData() & Tile::WORLDMAP_EAST
- && back_direction != D_EAST)
- dir = D_EAST;
- else if (tile->getData() & Tile::WORLDMAP_WEST
- && back_direction != D_WEST)
- dir = D_WEST;
-
- if (dir != D_NONE)
- {
- direction = dir;
- input_direction = direction;
- back_direction = reverse_dir(direction);
- }
- else
- {
- // Should never be reached if tiledata is good
- stop();
- return;
- }
- }
-
- // Walk automatically to the next tile
- if(direction != D_NONE)
- {
- Vector next_tile;
- if (worldmap->path_ok(direction, tile_pos, &next_tile))
- {
- tile_pos = next_tile;
- }
- else
- {
- puts("Tilemap data is buggy");
- stop();
- }
- }
- }
- }
+ direction = dir;
+ input_direction = direction;
+ back_direction = reverse_dir(direction);
+ }
+
+ // Walk automatically to the next tile
+ if(direction != D_NONE)
+ {
+ Vector next_tile;
+ if (worldmap->path_ok(direction, tile_pos, &next_tile))
+ {
+ tile_pos = next_tile;
+ }
+ else
+ {
+ msg_warning("Tilemap data is buggy");
+ stop();
}
+ }
+}
+
+void
+Tux::updateInputDirection()
+{
+ if(main_controller->hold(Controller::UP)) input_direction = D_NORTH;
+ else if(main_controller->hold(Controller::DOWN)) input_direction = D_SOUTH;
+ else if(main_controller->hold(Controller::LEFT)) input_direction = D_WEST;
+ else if(main_controller->hold(Controller::RIGHT)) input_direction = D_EAST;
+}
+
+
+void
+Tux::update(float elapsed_time)
+{
+ updateInputDirection();
+ if (moving) tryContinueWalking(elapsed_time); else tryStartWalking();
}
//---------------------------------------------------------------------------
add_object(tux);
messagedot = new Surface("images/worldmap/common/messagedot.png");
- teleporterdot = new Surface("images/worldmap/common/teleporterdot.png");
+ teleporterdot = sprite_manager->create("images/worldmap/common/teleporter.sprite");
name = "<no title>";
- music = "salcon.ogg";
+ music = "music/salcon.ogg";
intro_displayed = false;
total_stats.reset();
Level& level = *i;
delete level.sprite;
}
+ for(SpecialTiles::iterator i = special_tiles.begin(); i != special_tiles.end(); ++i) {
+ delete i->sprite;
+ }
delete tile_manager;
lisp::Parser parser;
std::auto_ptr<lisp::Lisp> root (parser.parse(map_filename));
- const lisp::Lisp* lisp = root->get_lisp("supertux-worldmap");
+ const lisp::Lisp* lisp = root->get_lisp("supertux-level");
if(!lisp)
- throw std::runtime_error("file isn't a supertux-worldmap file.");
+ throw std::runtime_error("file isn't a supertux-level file.");
+ lisp->get("name", name);
+
+ const lisp::Lisp* sector = lisp->get_lisp("sector");
+ if(!sector)
+ throw std::runtime_error("No sector sepcified in worldmap file.");
+
clear_objects();
- lisp::ListIterator iter(lisp);
+ lisp::ListIterator iter(sector);
while(iter.next()) {
if(iter.item() == "tilemap") {
add_object(new TileMap(*(iter.lisp()), tile_manager));
} else if(iter.item() == "background") {
add_object(new Background(*(iter.lisp())));
- } else if(iter.item() == "properties") {
- const lisp::Lisp* props = iter.lisp();
- props->get("name", name);
- props->get("music", music);
+ } else if(iter.item() == "music") {
+ iter.value()->get(music);
} else if(iter.item() == "intro-script") {
iter.value()->get(intro_script);
- } else if(iter.item() == "spawnpoint") {
+ } else if(iter.item() == "worldmap-spawnpoint") {
SpawnPoint* sp = new SpawnPoint(iter.lisp());
spawn_points.push_back(sp);
} else if(iter.item() == "level") {
} else if(iter.item() == "special-tile") {
parse_special_tile(iter.lisp());
} else {
- std::cerr << "Unknown token '" << iter.item() << "' in worldmap.\n";
+ msg_warning("Unknown token '" << iter.item() << "' in worldmap");
}
}
if(solids == 0)
lisp->get("x", special_tile.pos.x);
lisp->get("y", special_tile.pos.y);
+
+ std::string sprite;
+ if (lisp->get("sprite", sprite)) {
+ special_tile.sprite = sprite_manager->create(sprite);
+ } else {
+ special_tile.sprite = 0;
+ }
+
lisp->get("map-message", special_tile.map_message);
special_tile.passive_message = false;
lisp->get("passive-message", special_tile.passive_message);
// 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...
- std::cerr << "Error: level file '" << level.name
- << "' does not exist and will not be added to the worldmap." << std::endl;
+ msg_warning("level file '" << level.name
+ << "' does not exist and will not be added to the worldmap");
return;
}
level_lisp->get("name", level.title);
} catch(std::exception& e) {
- std::cerr << "Problem when reading leveltitle: " << e.what() << "\n";
+ msg_warning("Problem when reading leveltitle: " << e.what());
return;
}
}
}
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);
+ }
+ }
+}
+
+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) {
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)
- {
- std::cout << "No level to enter at: "
- << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y
- << std::endl;
+ if (!level) {
+ msg_warning("No level to enter at: "
+ << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y);
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 = old_player_status.coins;
- player_status->lives = std::min(old_player_status.lives, player_status->lives);
- 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(std::string("music/") + music);
- Menu::set_current(0);
- if (!savegame_file.empty())
- savegame(savegame_file);
+ GameSession *session =
+ new GameSession(levels_path + level->name,
+ ST_GL_LOAD_LEVEL_FILE, &level->statistics);
+ main_loop->push_screen(session);
}
/* The porpose of the next checking is that if the player lost
the level (in case there is one), don't show anything */
interpreter->run_script(in, "level-extro-script");
add_object(interpreter.release());
} catch(std::exception& e) {
- std::cerr << "Couldn't run level-extro-script:" << e.what() << "\n";
+ msg_warning("Couldn't run level-extro-script:" << e.what());
}
}
loadmap(level->next_worldmap);
}
if (level->quit_worldmap)
- quit = true;
+ main_loop->exit_screen();
}
}
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;
if(i->invisible)
continue;
- if (i->teleport_dest != Vector(-1, -1))
- context.draw_surface(teleporterdot,
- Vector(i->pos.x*32, i->pos.y*32), LAYER_TILES+1);
+ if (i->sprite)
+ i->sprite->draw(context, i->pos*32 + Vector(16, 16), LAYER_TILES+1);
+
+ else if (i->teleport_dest != Vector(-1, -1))
+ teleporterdot->draw(context, i->pos*32 + Vector(16, 16), LAYER_TILES+1);
else if (!i->map_message.empty() && !i->passive_message)
context.draw_surface(messagedot,
}
draw_status(context);
+ context.pop_transform();
}
void
}
void
-WorldMap::display()
+WorldMap::setup()
{
- Menu::set_current(0);
-
- quit = false;
-
- sound_manager->play_music(std::string("music/") + music);
-
- 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) {
- std::cerr << "Couldn't execute worldmap-intro-script: "
- << e.what() << "\n";
- }
-
- intro_displayed = true;
- }
+ sound_manager->play_music(music);
+ Menu::set_current(NULL);
- Uint32 lastticks = SDL_GetTicks();
- DrawingContext 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);
- }
-
- context.do_drawing();
- }
+ current_ = this;
}
void
void
WorldMap::loadgame(const std::string& filename)
{
- std::cout << "loadgame: " << filename << std::endl;
+ msg_debug("loadgame: " << filename);
savegame_file = filename;
if (PHYSFS_exists(filename.c_str())) // savegame exists
load_map();
savegame->get("intro-displayed", intro_displayed);
- savegame->get("lives", player_status->lives);
- savegame->get("coins", player_status->coins);
- savegame->get("max-score-multiplier", player_status->max_score_multiplier);
- if (player_status->lives < 0)
- player_status->reset();
const lisp::Lisp* tux_lisp = savegame->get_lisp("tux");
if(tux)
tux_lisp->get("x", p.x);
tux_lisp->get("y", p.y);
tux_lisp->get("back", back_str);
- player_status->read(*tux_lisp);
-
+ player_status->read(*tux_lisp);
+ if (player_status->coins < 0) player_status->reset();
tux->back_direction = string_to_direction(back_str);
tux->set_tile_pos(p);
}
}
}
} else {
- std::cerr << "Unknown token '" << iter.item()
- << "' in levels block in worldmap.\n";
+ msg_warning("Unknown token '" << iter.item()
+ << "' in levels block in worldmap");
}
}
}
} catch(std::exception& e) {
- std::cerr << "Problem loading game '" << filename << "': " << e.what()
- << "\n";
+ msg_warning("Problem loading game '" << filename << "': " << e.what());
load_map();
player_status->reset();
}
}
else
{
- load_map();
+ load_map();
player_status->reset();
}