4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License
9 // as published by the Free Software Foundation; either version 2
10 // of the License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful,
13 // but WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 // GNU General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
33 #include <SDL_image.h>
37 #include "mainloop.hpp"
38 #include "video/screen.hpp"
39 #include "video/drawing_context.hpp"
40 #include "video/surface.hpp"
41 #include "audio/sound_manager.hpp"
42 #include "gui/menu.hpp"
44 #include "lisp/lisp.hpp"
45 #include "lisp/parser.hpp"
48 #include "game_session.hpp"
49 #include "worldmap.hpp"
50 #include "player_status.hpp"
53 #include "object/tilemap.hpp"
54 #include "object/camera.hpp"
55 #include "object/player.hpp"
56 #include "resources.hpp"
57 #include "gettext.hpp"
59 #include "textscroller.hpp"
60 #include "file_system.hpp"
61 #include "control/joystickkeyboardcontroller.hpp"
62 #include "control/codecontroller.hpp"
65 #include "console.hpp"
68 TitleScreen::update_load_game_menu()
70 load_game_menu.reset(new Menu());
72 load_game_menu->add_label(_("Start Game"));
73 load_game_menu->add_hl();
74 for(int i = 1; i <= 5; ++i) {
75 load_game_menu->add_entry(i, get_slotinfo(i));
77 load_game_menu->add_hl();
78 load_game_menu->add_back(_("Back"));
82 TitleScreen::free_contrib_menu()
84 for(std::vector<World*>::iterator i = contrib_worlds.begin();
85 i != contrib_worlds.end(); ++i)
88 contrib_worlds.clear();
89 current_contrib_world = 0;
94 TitleScreen::generate_contrib_menu()
96 /** Generating contrib levels list by making use of Level Subset */
97 std::vector<std::string> level_worlds;
98 char** files = PHYSFS_enumerateFiles("levels/");
99 for(const char* const* filename = files; *filename != 0; ++filename) {
100 std::string filepath = std::string("levels/") + *filename;
101 if(PHYSFS_isDirectory(filepath.c_str()))
102 level_worlds.push_back(filepath);
104 PHYSFS_freeList(files);
107 contrib_menu.reset(new Menu());
109 contrib_menu->add_label(_("Contrib Levels"));
110 contrib_menu->add_hl();
113 for (std::vector<std::string>::iterator it = level_worlds.begin();
114 it != level_worlds.end(); ++it) {
116 std::auto_ptr<World> world (new World());
117 world->load(*it + "/info");
118 if(world->hide_from_contribs) {
121 contrib_menu->add_entry(i++, world->title);
122 contrib_worlds.push_back(world.release());
123 } catch(std::exception& e) {
125 msg_warning << "Couldn't parse levelset info for '" << *it << "': " << e.what() << std::endl;
130 contrib_menu->add_hl();
131 contrib_menu->add_back(_("Back"));
135 TitleScreen::get_level_name(const std::string& filename)
139 std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
141 const lisp::Lisp* level = root->get_lisp("supertux-level");
146 level->get("name", name);
148 } catch(std::exception& e) {
149 msg_warning << "Problem getting name of '" << filename << "'." << std::endl;
155 TitleScreen::check_levels_contrib_menu()
157 int index = contrib_menu->check();
161 World& world = * (contrib_worlds[index]);
163 if(!world.is_levelset) {
166 world.set_savegame_filename("save/test.save");
170 if (current_world != index) {
171 current_world = index;
172 World& world = * (contrib_worlds[index]);
174 current_contrib_world = &world;
176 contrib_world_menu.reset(new Menu());
178 contrib_world_menu->add_label(world.title);
179 contrib_world_menu->add_hl();
181 for (unsigned int i = 0; i < world.get_num_levels(); ++i)
183 /** get level's title */
184 std::string filename = world.get_level_filename(i);
185 std::string title = get_level_name(filename);
186 contrib_world_menu->add_entry(i, title);
189 contrib_world_menu->add_hl();
190 contrib_world_menu->add_back(_("Back"));
192 Menu::push_current(contrib_world_menu.get());
197 TitleScreen::check_contrib_world_menu()
199 int index = contrib_world_menu->check();
201 if (contrib_world_menu->get_item_by_id(index).kind == MN_ACTION) {
202 sound_manager->stop_music();
203 GameSession* session =
205 current_contrib_world->get_level_filename(index), ST_GL_PLAY);
206 main_loop->push_screen(session);
212 TitleScreen::make_tux_jump()
214 static Timer randomWaitTimer;
215 static Timer jumpPushTimer;
216 static float last_tux_x_pos = -1;
217 static float last_tux_y_pos = -1;
219 Sector* sector = titlesession->get_current_sector();
220 Player* tux = sector->player;
222 //sector->play_music(LEVEL_MUSIC);
224 controller->update();
225 controller->press(Controller::RIGHT);
227 // Determine how far we moved since last frame
228 float dx = fabsf(last_tux_x_pos - tux->get_pos().x);
229 float dy = fabsf(last_tux_y_pos - tux->get_pos().y);
231 // Calculate space to check for obstacles
232 Rect lookahead = tux->get_bbox();
233 lookahead.move(Vector(96, 0));
235 // Check if we should press the jump button
236 bool randomJump = !randomWaitTimer.started();
237 bool notMoving = (fabsf(dx) + fabsf(dy)) < 0.1;
238 bool pathBlocked = !sector->is_free_space(lookahead);
239 if (!controller->released(Controller::JUMP)
240 && (notMoving || pathBlocked || randomJump)) {
245 jumpDuration = float(rand() % 500 + 300) / 1000.0;
246 jumpPushTimer.start(jumpDuration);
247 randomWaitTimer.start(float(rand() % 3000 + 3000) / 1000.0);
250 // Keep jump button pressed
251 if (jumpPushTimer.started())
252 controller->press(Controller::JUMP);
254 // Remember last position, so we can determine if we moved
255 last_tux_x_pos = tux->get_pos().x;
256 last_tux_y_pos = tux->get_pos().y;
258 // Wrap around at the end of the level back to the beginnig
259 if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
260 sector->activate("main");
261 sector->camera->reset(tux->get_pos());
265 TitleScreen::TitleScreen()
267 controller.reset(new CodeController());
268 titlesession.reset(new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME));
270 Player* player = titlesession->get_current_sector()->player;
271 player->set_controller(controller.get());
274 TitleScreen::~TitleScreen()
281 player_status->reset();
283 Sector* sector = titlesession->get_current_sector();
284 if(Sector::current() != sector) {
285 sector->play_music(LEVEL_MUSIC);
286 sector->activate(sector->player->get_pos());
289 Menu::set_current(main_menu);
295 Sector* sector = titlesession->get_current_sector();
296 sector->deactivate();
300 TitleScreen::draw(DrawingContext& context)
302 Sector* sector = titlesession->get_current_sector();
303 sector->draw(context);
306 if (Menu::current() == main_menu)
307 context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->get_width()/2, 30),
308 LAYER_FOREGROUND1+1);
311 context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
312 Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
313 context.draw_text(white_small_text,
315 "Copyright (c) 2006 SuperTux Devel Team\n"
316 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
317 "redistribute it under certain conditions; see the file COPYING for details.\n"
319 Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
320 LEFT_ALLIGN, LAYER_FOREGROUND1);
324 TitleScreen::update(float elapsed_time)
326 main_loop->set_speed(0.6);
327 Sector* sector = titlesession->get_current_sector();
328 sector->update(elapsed_time);
332 Menu* menu = Menu::current();
336 if(menu == main_menu) {
337 switch (main_menu->check()) {
339 // Start Game, ie. goto the slots menu
340 update_load_game_menu();
341 Menu::push_current(load_game_menu.get());
343 case MNID_LEVELS_CONTRIB:
345 generate_contrib_menu();
346 Menu::push_current(contrib_menu.get());
350 main_loop->push_screen(new TextScroller("credits.txt"));
352 case MNID_QUITMAINMENU:
356 } else if(menu == load_game_menu.get()) {
358 if(event.key.keysym.sym == SDLK_DELETE) {
359 int slot = menu->get_active_item_id();
360 std::stringstream stream;
362 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
364 if(confirm_dialog(bkg_title, str.c_str())) {
365 str = "save/slot" + stream.str() + ".stsg";
366 msg_debug << "Removing: " << str << std::endl;
367 PHYSFS_delete(str.c_str());
370 update_load_save_game_menu(load_game_menu);
371 Menu::set_current(main_menu);
373 process_load_game_menu();
374 } else if(menu == contrib_menu.get()) {
375 check_levels_contrib_menu();
376 } else if (menu == contrib_world_menu.get()) {
377 check_contrib_world_menu();
381 // reopen menu of user closed it (so that the app doesn't close when user
382 // accidently hit ESC)
383 if(Menu::current() == 0) {
384 Menu::set_current(main_menu);
389 TitleScreen::get_slotinfo(int slot)
392 std::string slotfile;
394 std::stringstream stream;
396 slotfile = "save/slot" + stream.str() + ".stsg";
400 std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
402 const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
404 throw std::runtime_error("file is not a supertux-savegame.");
406 savegame->get("title", title);
407 } catch(std::exception& e) {
408 return std::string(_("Slot")) + " " + stream.str() + " - " +
409 std::string(_("Free"));
412 return std::string("Slot ") + stream.str() + " - " + title;
416 TitleScreen::process_load_game_menu()
418 int slot = load_game_menu->check();
423 if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
426 std::stringstream stream;
428 std::string slotfile = "save/slot" + stream.str() + ".stsg";
430 sound_manager->stop_music();
432 DrawingContext context;
433 context.draw_text(white_text, "Loading...",
434 Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
435 CENTER_ALLIGN, LAYER_FOREGROUND1);
436 context.do_drawing();
438 WorldMapNS::WorldMap* worldmap = new WorldMapNS::WorldMap();
440 worldmap->set_map_filename("/levels/world1/worldmap.stwm");
441 // Load the game or at least set the savegame_file variable
442 worldmap->loadgame(slotfile);
444 main_loop->push_screen(worldmap);
446 //Menu::set_current(main_menu);