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
29 #include <SDL_image.h>
32 #include <sys/types.h>
40 #include "high_scores.h"
47 #include "leveleditor.h"
52 #include "resources.h"
54 static Surface* bkg_title;
56 static Surface* img_choose_subset;
59 static Timer random_timer;
62 static unsigned int last_update_time;
63 static unsigned int update_time;
65 std::vector<st_subset> contrib_subsets;
66 std::string current_contrib_subset;
68 void generate_contrib_menu()
70 string_list_type level_subsets = dsubdirs("/levels", "info");
72 contrib_menu->clear();
73 contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
74 contrib_menu->additem(MN_HL,"",0,0);
76 for (int i = 0; i < level_subsets.num_items; ++i)
79 subset.load(level_subsets.item[i]);
80 contrib_menu->additem(MN_GOTO, subset.title.c_str(), i,
81 contrib_subset_menu, i+1);
82 contrib_subsets.push_back(subset);
85 contrib_menu->additem(MN_HL,"",0,0);
86 contrib_menu->additem(MN_BACK,"Back",0,0);
88 string_list_free(&level_subsets);
91 void check_contrib_menu()
93 static int current_subset = -1;
95 int index = contrib_menu->check();
99 if (index >= 0 && index <= int(contrib_subsets.size()))
101 if (current_subset != index)
103 current_subset = index;
104 // FIXME: This shouln't be busy looping
105 st_subset& subset = contrib_subsets[index];
107 current_contrib_subset = subset.name;
109 std::cout << "Updating the contrib subset menu..." << subset.levels << std::endl;
111 contrib_subset_menu->clear();
113 contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
114 contrib_subset_menu->additem(MN_HL,"",0,0);
115 for (int i = 1; i <= subset.levels; ++i)
118 level.load(subset.name, i);
119 contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
121 contrib_subset_menu->additem(MN_HL,"",0,0);
122 contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
132 void check_contrib_subset_menu()
134 int index = contrib_subset_menu->check();
137 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
139 std::cout << "Sarting level: " << index << std::endl;
140 GameSession session(current_contrib_subset, index, ST_GL_PLAY);
142 Menu::set_current(main_menu);
147 void draw_background()
149 /* Draw the title background: */
151 bkg_title->draw_bg();
154 void draw_demo(GameSession* session, double frame_ratio)
156 World::set_current(session->get_world());
157 //World* world = session->get_world();
158 Level* plevel = session->get_level();
159 Player* tux = session->get_world()->get_tux();
161 session->get_world()->play_music(LEVEL_MUSIC);
164 // update particle systems
165 std::vector<ParticleSystem*>::iterator p;
166 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
168 (*p)->simulate(frame_ratio);
171 // Draw particle systems (background)
172 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
174 (*p)->draw(scroll_x, 0, 0);
178 // Draw interactive tiles:
179 for (int y = 0; y < 15; ++y)
181 for (int x = 0; x < 21; ++x)
183 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
184 plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
188 global_frame_counter++;
189 tux->key_event((SDLKey) keymap.right,DOWN);
191 if(random_timer.check())
194 tux->key_event((SDLKey) keymap.jump,UP);
196 tux->key_event((SDLKey) keymap.jump,DOWN);
200 random_timer.start(rand() % 3000 + 3000);
204 // Wrap around at the end of the level back to the beginnig
205 if(plevel->width * 32 - 320 < tux->base.x)
207 tux->base.x = tux->base.x - (plevel->width * 32 - 640);
208 scroll_x = tux->base.x - 320;
211 float last_tux_x_pos = tux->base.x;
212 tux->action(frame_ratio);
214 // Jump if tux stays in the same position for one loop, ie. if he is
215 // stuck behind a wall
216 if (last_tux_x_pos == tux->base.x)
222 /* --- TITLE SCREEN --- */
226 random_timer.init(true);
230 st_pause_ticks_init();
232 GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
234 clearscreen(0, 0, 0);
238 bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
239 logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
240 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
242 /* --- Main title loop: --- */
245 /* Draw the title background: */
246 bkg_title->draw_bg();
248 update_time = st_get_ticks();
249 random_timer.start(rand() % 2000 + 2000);
251 Menu::set_current(main_menu);
252 while (Menu::current())
254 // if we spent to much time on a menu entry
255 if( (update_time - last_update_time) > 1000)
256 update_time = last_update_time = st_get_ticks();
258 // Calculate the movement-factor
259 double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
260 if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
261 frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
262 /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
266 while (SDL_PollEvent(&event))
270 Menu::current()->event(event);
272 // FIXME: QUIT signal should be handled more generic, not locally
273 if (event.type == SDL_QUIT)
274 Menu::set_current(0);
277 /* Draw the background: */
279 draw_demo(&session, frame_ratio);
281 if (Menu::current() == main_menu)
282 logo->draw( 160, 30);
284 white_small_text->draw(" SuperTux " VERSION "\n"
285 "Copyright (c) 2003 SuperTux Devel Team\n"
286 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
287 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
291 /* Don't draw menu, if quit is true */
292 Menu* menu = Menu::current();
298 if(menu == main_menu)
300 switch (main_menu->check())
303 // Start Game, ie. goto the slots menu
304 update_load_save_game_menu(load_game_menu);
308 puts("Entering contrib menu");
309 generate_contrib_menu();
311 case MNID_LEVELEDITOR:
313 Menu::set_current(main_menu);
316 display_text_file("CREDITS", bkg_title);
317 Menu::set_current(main_menu);
319 case MNID_QUITMAINMENU:
320 Menu::set_current(0);
324 else if(menu == options_menu)
326 process_options_menu();
328 else if(menu == load_game_menu)
330 if (process_load_game_menu())
332 // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
335 //titletux.level_begin();
336 update_time = st_get_ticks();
339 else if(menu == contrib_menu)
341 check_contrib_menu();
343 else if (menu == contrib_subset_menu)
345 check_contrib_subset_menu();
349 mouse_cursor->draw();
353 /* Set the time of the last update and the time of the current update */
354 last_update_time = update_time;
355 update_time = st_get_ticks();