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 <sys/types.h>
42 #include "video/screen.h"
43 #include "video/surface.h"
46 #include "lisp/lisp.h"
47 #include "lisp/parser.h"
49 #include "level_subset.h"
50 #include "game_session.h"
52 #include "leveleditor.h"
53 #include "player_status.h"
56 #include "object/tilemap.h"
57 #include "object/camera.h"
58 #include "object/player.h"
59 #include "resources.h"
62 #include "textscroller.h"
63 #include "file_system.h"
64 #include "control/joystickkeyboardcontroller.h"
65 #include "control/codecontroller.h"
68 static Surface* bkg_title;
70 //static Surface* img_choose_subset;
73 static Timer random_timer;
77 static GameSession* titlesession;
78 static CodeController* controller;
80 static std::vector<LevelSubset*> contrib_subsets;
81 static LevelSubset* current_contrib_subset = 0;
83 /* If the demo was stopped - because game started, level
84 editor was excuted, etc - call this when you get back
89 player_status.reset();
90 titlesession->get_current_sector()->activate("main");
91 titlesession->set_current();
93 //frame_rate.update();
96 void update_load_save_game_menu(Menu* menu)
98 printf("update loadsavemenu.\n");
99 for(int i = 1; i < 6; ++i) {
100 MenuItem& item = menu->get_item_by_id(i);
101 item.kind = MN_ACTION;
102 item.change_text(slotinfo(i));
106 void free_contrib_menu()
108 for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
109 i != contrib_subsets.end(); ++i)
112 contrib_subsets.clear();
113 contrib_menu->clear();
116 void generate_contrib_menu()
118 /** Generating contrib levels list by making use of Level Subset */
119 std::vector<std::string> level_subsets;
120 char** files = PHYSFS_enumerateFiles("levels/");
121 for(const char* const* filename = files; *filename != 0; ++filename) {
122 std::string filepath = std::string("levels/") + *filename;
123 if(PHYSFS_isDirectory(filepath.c_str()))
124 level_subsets.push_back(filepath);
126 PHYSFS_freeList(files);
130 contrib_menu->add_label(_("Contrib Levels"));
131 contrib_menu->add_hl();
134 for (std::vector<std::string>::iterator it = level_subsets.begin();
135 it != level_subsets.end(); ++it) {
137 std::auto_ptr<LevelSubset> subset (new LevelSubset());
139 if(subset->hide_from_contribs) {
142 contrib_menu->add_submenu(subset->title, contrib_subset_menu, i++);
143 contrib_subsets.push_back(subset.release());
144 } catch(std::exception& e) {
146 std::cerr << "Couldn't parse levelset info for '"
147 << *it << "': " << e.what() << "\n";
152 contrib_menu->add_hl();
153 contrib_menu->add_back(_("Back"));
156 std::string get_level_name(const std::string& filename)
160 std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
162 const lisp::Lisp* level = root->get_lisp("supertux-level");
167 level->get("name", name);
169 } catch(std::exception& e) {
170 std::cerr << "Problem getting name of '" << filename << "'.\n";
175 void check_levels_contrib_menu()
177 static int current_subset = -1;
179 int index = contrib_menu->check();
183 LevelSubset& subset = * (contrib_subsets[index]);
185 if(subset.has_worldmap) {
186 WorldMapNS::WorldMap worldmap;
187 worldmap.set_map_filename(subset.get_worldmap_filename());
191 DrawingContext context;
192 context.draw_text(white_text, "Loading...",
193 Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
194 context.do_drawing();
196 // TODO: slots should be available for contrib maps
197 worldmap.loadgame("save/" + subset.name + "-slot1.stsg");
198 worldmap.display(); // run the map
200 Menu::set_current(main_menu);
202 } else if (current_subset != index) {
203 current_subset = index;
204 LevelSubset& subset = * (contrib_subsets[index]);
206 current_contrib_subset = ⊂
208 contrib_subset_menu->clear();
210 contrib_subset_menu->add_label(subset.title);
211 contrib_subset_menu->add_hl();
213 for (int i = 0; i < subset.get_num_levels(); ++i)
215 /** get level's title */
216 std::string filename = subset.get_level_filename(i);
217 std::string title = get_level_name(filename);
218 contrib_subset_menu->add_entry(i, title);
221 contrib_subset_menu->add_hl();
222 contrib_subset_menu->add_back(_("Back"));
224 titlesession->get_current_sector()->activate("main");
225 titlesession->set_current();
229 void check_contrib_subset_menu()
231 int index = contrib_subset_menu->check();
233 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION) {
235 current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
237 player_status.reset();
238 Menu::set_current(main_menu);
244 void draw_demo(float elapsed_time)
246 static float last_tux_x_pos = -1;
247 static float last_tux_y_pos = -1;
248 Sector* sector = titlesession->get_current_sector();
249 Player* tux = sector->player;
251 sector->play_music(LEVEL_MUSIC);
253 controller->update();
254 controller->press(Controller::RIGHT);
256 if(random_timer.check() ||
257 (walking && fabsf(last_tux_x_pos - tux->get_pos().x)) < .1) {
260 if(!walking && fabsf(tux->get_pos().y - last_tux_y_pos) < .1) {
261 random_timer.start(float(rand() % 3000 + 3000) / 1000.);
266 controller->press(Controller::JUMP);
267 last_tux_x_pos = tux->get_pos().x;
268 last_tux_y_pos = tux->get_pos().y;
270 // Wrap around at the end of the level back to the beginnig
271 if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
272 sector->activate("main");
273 sector->camera->reset(tux->get_pos());
276 sector->update(elapsed_time);
277 sector->draw(*titlesession->context);
280 /* --- TITLE SCREEN --- */
284 //LevelEditor* leveleditor;
285 MusicRef credits_music;
286 controller = new CodeController();
288 titlesession = new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME);
291 bkg_title = new Surface("images/background/arctis.jpg", false);
292 logo = new Surface("images/engine/menu/logo.png", true);
293 //img_choose_subset = new Surface("images/status/choose-level-subset.png", true);
295 titlesession->get_current_sector()->activate("main");
296 titlesession->set_current();
298 Player* player = titlesession->get_current_sector()->player;
299 player->set_controller(controller);
301 /* --- Main title loop: --- */
304 random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
306 Uint32 lastticks = SDL_GetTicks();
308 Menu::set_current(main_menu);
309 DrawingContext& context = *titlesession->context;
313 // Calculate the movement-factor
314 Uint32 ticks = SDL_GetTicks();
315 float elapsed_time = float(ticks - lastticks) / 1000.;
316 global_time += elapsed_time;
319 if(elapsed_time > .04)
322 /* Lower the speed so that Tux doesn't jump too hectically throught
327 main_controller->update();
328 while (SDL_PollEvent(&event)) {
329 if (Menu::current()) {
330 Menu::current()->event(event);
332 main_controller->process_event(event);
333 if (event.type == SDL_QUIT)
334 throw std::runtime_error("Received window close");
337 /* Draw the background: */
338 draw_demo(elapsed_time);
340 if (Menu::current() == main_menu)
341 context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->w/2, 30),
342 LAYER_FOREGROUND1+1);
344 context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
345 Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
346 context.draw_text(white_small_text,
348 "Copyright (c) 2005 SuperTux Devel Team\n"
349 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
350 "redistribute it under certain conditions; see the file COPYING for details.\n"
352 Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
353 LEFT_ALLIGN, LAYER_FOREGROUND1);
355 /* Don't draw menu, if quit is true */
356 Menu* menu = Menu::current();
362 if(menu == main_menu)
364 switch (main_menu->check())
367 // Start Game, ie. goto the slots menu
368 update_load_save_game_menu(load_game_menu);
370 case MNID_LEVELS_CONTRIB:
372 generate_contrib_menu();
375 case MNID_LEVELEDITOR: {
376 LevelEdtiro* leveleditor = new LevelEditor();
379 Menu::set_current(main_menu);
386 credits_music = sound_manager->load_music(
387 "/music/credits.ogg");
388 sound_manager->play_music(credits_music);
389 display_text_file("credits.txt");
391 Menu::set_current(main_menu);
393 case MNID_QUITMAINMENU:
398 else if(menu == options_menu)
400 process_options_menu();
402 else if(menu == load_game_menu)
404 if(event.key.keysym.sym == SDLK_DELETE)
406 int slot = menu->get_active_item_id();
407 std::stringstream stream;
409 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
411 if(confirm_dialog(bkg_title, str.c_str())) {
412 str = "save/slot" + stream.str() + ".stsg";
413 printf("Removing: %s\n",str.c_str());
414 PHYSFS_delete(str.c_str());
417 update_load_save_game_menu(load_game_menu);
418 Menu::set_current(main_menu);
421 else if (process_load_game_menu())
426 else if(menu == contrib_menu)
428 check_levels_contrib_menu();
430 else if (menu == contrib_subset_menu)
432 check_contrib_subset_menu();
436 // reopen menu of user closed it (so that the app doesn't close when user
437 // accidently hit ESC)
438 if(Menu::current() == 0) {
439 Menu::set_current(main_menu);
442 context.do_drawing();
444 //frame_rate.update();
455 //delete img_choose_subset;