When Esc was pressed the menu was not being shown in leveleditor (fixed).
[supertux.git] / src / worldmap.cpp
index f96b104..f78b3a2 100644 (file)
@@ -362,6 +362,16 @@ WorldMap::load_map()
 }
 
 void
+WorldMap::on_escape_press()
+{
+  // Show or hide the menu
+  if(!Menu::current())
+    Menu::set_current(worldmap_menu); 
+  else
+    Menu::set_current(0); 
+}
+
+void
 WorldMap::get_input()
 {
   enter_level = false;
@@ -370,9 +380,9 @@ WorldMap::get_input()
   SDL_Event event;
   while (SDL_PollEvent(&event))
     {
-      if(show_menu)
+      if (Menu::current())
         {
-          current_menu->event(event);
+          Menu::current()->event(event);
         }
       else
         {
@@ -386,8 +396,7 @@ WorldMap::get_input()
               switch(event.key.keysym.sym)
                 {
                 case SDLK_ESCAPE:
-                  Menu::set_current(worldmap_menu);
-                  show_menu = !show_menu;
+                  on_escape_press();
                   break;
                 case SDLK_LCTRL:
                 case SDLK_RETURN:
@@ -399,26 +408,27 @@ WorldMap::get_input()
               break;
           
             case SDL_JOYAXISMOTION:
-              switch(event.jaxis.axis)
+              if (event.jaxis.axis == joystick_keymap.x_axis)
                 {
-                case JOY_X:
-                  if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
+                  if (event.jaxis.value < -joystick_keymap.dead_zone)
                     input_direction = WEST;
-                  else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
+                  else if (event.jaxis.value > joystick_keymap.dead_zone)
                     input_direction = EAST;
-                  break;
-                case JOY_Y:
-                  if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
+                }
+              else if (event.jaxis.axis == joystick_keymap.y_axis)
+                {
+                  if (event.jaxis.value > joystick_keymap.dead_zone)
                     input_direction = SOUTH;
-                  else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
+                  else if (event.jaxis.value < -joystick_keymap.dead_zone)
                     input_direction = NORTH;
-                  break;
                 }
               break;
 
             case SDL_JOYBUTTONDOWN:
-              if (event.jbutton.button == JOY_B)
+              if (event.jbutton.button == joystick_keymap.b_button)
                 enter_level = true;
+              else if (event.jbutton.button == joystick_keymap.start_button)
+                on_escape_press();
               break;
 
             default:
@@ -427,7 +437,7 @@ WorldMap::get_input()
         }
     }
 
-  if (!show_menu)
+  if (!Menu::current())
     {
       Uint8 *keystate = SDL_GetKeyState(NULL);
   
@@ -503,30 +513,52 @@ WorldMap::update()
 {
   if (enter_level && !tux->is_moving())
     {
-      for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
+      Level* level = at_level();
+      if (level)
         {
-          if (i->x == tux->get_tile_pos().x && 
-              i->y == tux->get_tile_pos().y)
+          if (level->x == tux->get_tile_pos().x && 
+              level->y == tux->get_tile_pos().y)
             {
-              std::cout << "Enter the current level: " << i->name << std::endl;;
+              std::cout << "Enter the current level: " << level->name << std::endl;;
               halt_music();
-              GameSession session(datadir +  "levels/" + i->name,
+              
+              GameSession session(datadir +  "levels/" + level->name,
                                   1, ST_GL_LOAD_LEVEL_FILE);
-              session.run();
 
-              if (1) // FIXME: insert exit status checker here
-                i->solved = true;
+              switch (session.run())
+                {
+                case GameSession::LEVEL_FINISHED:
+                  level->solved = true;
+                  break;
+                case GameSession::LEVEL_ABORT:
+                  // Reseting the player_status might be a worthy
+                  // consideration, but I don't think we need it
+                  // 'cause only the bad players will use it to
+                  // 'cheat' a few items and that isn't necesarry a
+                  // bad thing (ie. better they continue that way,
+                  // then stop playing the game all together since it
+                  // is to hard)
+                  break;
+                case GameSession::GAME_OVER:
+                  quit = true;
+                  break;
+                case GameSession::NONE:
+                  // Should never be reached 
+                  break;
+                }
 
               play_music(song, 1);
-              show_menu = 0;
-              menu_reset();
+              Menu::set_current(0);
               if (!savegame_file.empty())
                 savegame(savegame_file);
               return;
             }
         }
-      std::cout << "Nothing to enter at: "
-                << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
+      else
+        {
+          std::cout << "Nothing to enter at: "
+                    << tux->get_tile_pos().x << ", " << tux->get_tile_pos().y << std::endl;
+        }
     }
   else
     {
@@ -534,20 +566,31 @@ WorldMap::update()
       tux->update(0.33f);
     }
   
-  if(show_menu)
+  Menu* menu = Menu::current();
+  if(menu)
     {
-      if(current_menu == worldmap_menu)
+      menu->action();
+
+      if(menu == worldmap_menu)
         {
           switch (worldmap_menu->check())
             {
             case 2: // Return to game
-              menu_reset();
               break;
-            case 5: // Quit Worldmap
+            case 3:
+              if (!savegame_file.empty())
+                savegame(savegame_file);
+              break;
+                
+            case 6: // Quit Worldmap
               quit = true;
               break;
             }
         }
+      else if(menu == options_menu)
+        {
+          process_options_menu();
+        }
     }
 }
 
@@ -643,8 +686,7 @@ WorldMap::draw_status()
 void
 WorldMap::display()
 {
-  show_menu = 0;
-  menu_reset();
+  Menu::set_current(0);
 
   quit = false;
 
@@ -669,12 +711,17 @@ WorldMap::display()
     get_input();
     update();
 
-    menu_process_current();
+  if(Menu::current())
+    {
+      Menu::current()->draw();
+      mouse_cursor->draw();
+    }
     flipscreen();
 
     SDL_Delay(20);
   }
 
+  halt_music();
   free_music(song);
 }
 
@@ -734,14 +781,21 @@ WorldMap::loadgame(const std::string& filename)
       reader.read_int("score",  &player_status.score);
       reader.read_int("distros", &player_status.distros);
 
+      if (player_status.lives < 0)
+        player_status.lives = 3;
+
       lisp_object_t* tux_cur = 0;
       if (reader.read_lisp("tux", &tux_cur))
         {
           Point p;
+          std::string back_str = "none";
+
           LispReader tux_reader(tux_cur);
           tux_reader.read_int("x", &p.x);
           tux_reader.read_int("y", &p.y);
-      
+          tux_reader.read_string("back", &back_str);
+          
+          tux->back_direction = string_to_direction(back_str);      
           tux->set_tile_pos(p);
         }
 
@@ -757,16 +811,10 @@ WorldMap::loadgame(const std::string& filename)
                 {
                   std::string name;
                   bool solved = false;
-                  std::string back_str ="";
-                  Direction back = NONE;
 
                   LispReader level_reader(data);
                   level_reader.read_string("name",   &name);
                   level_reader.read_bool("solved", &solved);
-                  if (level_reader.read_string("back", &back_str))
-                    back = string_to_direction(back_str);
-
-                  std::cout << "Name: " << name << " " << solved << std::endl;
 
                   for(Levels::iterator i = levels.begin(); i != levels.end(); ++i)
                     {
@@ -783,4 +831,7 @@ WorldMap::loadgame(const std::string& filename)
 
 } // namespace WorldMapNS
 
-/* EOF */
+/* Local Variables: */
+/* mode:c++ */
+/* End: */
+