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
31 #include <SDL_image.h>
34 #include <sys/types.h>
39 #include "app/globals.h"
41 #include "video/screen.h"
42 #include "video/surface.h"
43 #include "high_scores.h"
45 #include "special/timer.h"
46 #include "special/frame_rate.h"
47 #include "app/setup.h"
49 #include "level_subset.h"
52 #include "leveleditor.h"
58 #include "resources.h"
59 #include "special/base.h"
60 #include "app/gettext.h"
64 static Surface* bkg_title;
66 static Surface* img_choose_subset;
69 static Timer random_timer;
73 static GameSession* titlesession;
75 static std::vector<LevelSubset*> contrib_subsets;
76 static LevelSubset* current_contrib_subset = 0;
78 static std::set<std::string> worldmap_list;
80 static LevelEditor* leveleditor;
82 void update_load_save_game_menu(Menu* pmenu)
84 for(int i = 2; i < 7; ++i)
86 // FIXME: Insert a real savegame struct/class here instead of
88 std::string tmp = slotinfo(i - 1);
89 pmenu->item[i].kind = MN_ACTION;
90 pmenu->item[i].change_text(tmp.c_str());
94 void free_contrib_menu()
96 for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
97 i != contrib_subsets.end(); ++i)
100 contrib_subsets.clear();
101 contrib_menu->clear();
104 void generate_contrib_menu()
106 /** Generating contrib levels list by making use of Level Subset */
107 std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
111 contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
112 contrib_menu->additem(MN_HL,"",0,0);
114 for (std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it)
116 LevelSubset* subset = new LevelSubset();
118 contrib_menu->additem(MN_GOTO, subset->title, 0, contrib_subset_menu, i);
119 contrib_subsets.push_back(subset);
123 i = level_subsets.size();
124 for(std::set<std::string>::iterator it = worldmap_list.begin(); it != worldmap_list.end(); ++it)
126 WorldMapNS::WorldMap worldmap;
127 worldmap.loadmap((*it).c_str());
128 contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i);
132 contrib_menu->additem(MN_HL,"",0,0);
133 contrib_menu->additem(MN_BACK,_("Back"),0,0);
135 level_subsets.clear();
138 void check_levels_contrib_menu()
140 static int current_subset = -1;
142 int index = contrib_menu->check();
146 if (index < (int)contrib_subsets.size())
148 if (current_subset != index)
150 current_subset = index;
151 // FIXME: This shouln't be busy looping
152 LevelSubset& subset = * (contrib_subsets[index]);
154 current_contrib_subset = ⊂
156 contrib_subset_menu->clear();
158 contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
159 contrib_subset_menu->additem(MN_HL,"",0,0);
161 for (int i = 0; i < subset.get_num_levels(); ++i)
163 /** get level's title */
164 std::string level_title = "<no title>";
166 LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
169 std::cerr << "Error: Could not open level file. Ignoring...\n";
173 reader->read_string("name", level_title, true);
176 contrib_subset_menu->additem(MN_ACTION, level_title, 0, 0, i);
179 contrib_subset_menu->additem(MN_HL,"",0,0);
180 contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
182 titlesession->get_current_sector()->activate();
183 titlesession->set_current();
186 else if((unsigned)index < worldmap_list.size() + (int)contrib_subsets.size())
188 WorldMapNS::WorldMap worldmap;
189 std::set<std::string>::iterator it = worldmap_list.begin();
190 for(int i = index - contrib_subsets.size(); i > 0; --i)
193 std::string map_filename = *it;
195 worldmap.set_map_filename(map_filename);
197 // hack to erase the extension
198 unsigned int ext_pos = it->find_last_of(".");
199 if(ext_pos != std::string::npos)
200 map_filename.erase(ext_pos, map_filename.size() - ext_pos);
202 // TODO: slots should be available for contrib maps
203 worldmap.loadgame(st_save_dir + "/" + map_filename + "-slot1.stsg");
205 worldmap.display(); // run the map
207 Menu::set_current(main_menu);
211 void check_contrib_subset_menu()
213 int index = contrib_subset_menu->check();
216 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
218 std::cout << "Starting level: " << index << std::endl;
221 current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
223 player_status.reset();
224 Menu::set_current(main_menu);
225 titlesession->get_current_sector()->activate();
226 titlesession->set_current();
231 void draw_demo(double frame_ratio)
233 Sector* world = titlesession->get_current_sector();
234 Player* tux = world->player;
236 world->play_music(LEVEL_MUSIC);
238 global_frame_counter++;
239 tux->key_event((SDLKey) keymap.right,DOWN);
241 if(random_timer.check())
244 tux->key_event((SDLKey) keymap.jump,UP);
246 tux->key_event((SDLKey) keymap.jump,DOWN);
250 random_timer.start(rand() % 3000 + 3000);
254 // Wrap around at the end of the level back to the beginnig
255 if(world->solids->get_width() * 32 - 320 < tux->base.x)
258 world->camera->reset(Vector(tux->base.x, tux->base.y));
261 tux->can_jump = true;
262 float last_tux_x_pos = tux->base.x;
263 world->action(frame_ratio);
266 // disabled for now, since with the new jump code we easily get deadlocks
267 // Jump if tux stays in the same position for one loop, ie. if he is
268 // stuck behind a wall
269 if (last_tux_x_pos == tux->base.x)
274 world->draw(*titlesession->context);
277 /* --- TITLE SCREEN --- */
280 random_timer.init(true);
286 titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
289 bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
290 logo = new Surface(datadir + "/images/title/logo.png", true);
291 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
293 /* Generating contrib maps by only using a string_list */
294 worldmap_list = FileSystem::dfiles("levels/worldmap", "", "icyisland.stwm");
296 titlesession->get_current_sector()->activate();
297 titlesession->set_current();
299 /* --- Main title loop: --- */
302 FrameRate frame_rate(100);
303 frame_rate.set_frame_limit(false);
305 random_timer.start(rand() % 2000 + 2000);
307 Menu::set_current(main_menu);
308 DrawingContext& context = *titlesession->context;
309 while (Menu::current())
311 // if we spent to much time on a menu entry
312 frame_rate.smooth_hanger();
314 // Calculate the movement-factor
315 double frame_ratio = frame_rate.get();
317 if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
318 frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
319 /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
323 while (SDL_PollEvent(&event))
327 Menu::current()->event(event);
329 // FIXME: QUIT signal should be handled more generic, not locally
330 if (event.type == SDL_QUIT)
331 Menu::set_current(0);
334 /* Draw the background: */
335 draw_demo(frame_ratio);
338 if (Menu::current() == main_menu)
339 context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
340 LAYER_FOREGROUND1+1);
342 context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
343 context.draw_text(white_small_text,
344 _("Copyright (c) 2003 SuperTux Devel Team\n"
345 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
346 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
347 "for details.\n"), Vector(0, screen->h - 70 + white_small_text->get_height()), LEFT_ALLIGN, LAYER_FOREGROUND1);
349 /* Don't draw menu, if quit is true */
350 Menu* menu = Menu::current();
356 if(menu == main_menu)
358 switch (main_menu->check())
361 // Start Game, ie. goto the slots menu
362 update_load_save_game_menu(load_game_menu);
364 case MNID_LEVELS_CONTRIB:
366 puts("Entering contrib menu");
367 generate_contrib_menu();
369 case MNID_LEVELEDITOR:
370 leveleditor = new LevelEditor();
373 Menu::set_current(main_menu);
377 display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
378 Menu::set_current(main_menu);
380 case MNID_QUITMAINMENU:
381 Menu::set_current(0);
385 else if(menu == options_menu)
387 process_options_menu();
389 else if(menu == load_game_menu)
391 if(event.key.keysym.sym == SDLK_DELETE)
393 int slot = menu->get_active_item_id();
394 std::stringstream stream;
396 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
398 if(confirm_dialog(bkg_title, str.c_str()))
400 str = st_save_dir + "/slot" + stream.str() + ".stsg";
401 printf("Removing: %s\n",str.c_str());
405 update_load_save_game_menu(load_game_menu);
406 Menu::set_current(main_menu);
409 else if (process_load_game_menu())
411 // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
412 titlesession->get_current_sector()->activate();
413 titlesession->set_current();
414 //titletux.level_begin();
418 else if(menu == contrib_menu)
420 check_levels_contrib_menu();
422 else if (menu == contrib_subset_menu)
424 check_contrib_subset_menu();
428 mouse_cursor->draw(context);
430 context.do_drawing();
441 worldmap_list.clear();
445 delete img_choose_subset;