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>
36 #include <sys/types.h>
40 #include "app/globals.h"
42 #include "video/screen.h"
43 #include "video/surface.h"
46 #include "special/frame_rate.h"
47 #include "app/setup.h"
48 #include "lisp/lisp.h"
49 #include "lisp/parser.h"
51 #include "level_subset.h"
52 #include "game_session.h"
54 #include "leveleditor.h"
55 #include "player_status.h"
58 #include "object/tilemap.h"
59 #include "object/camera.h"
60 #include "object/player.h"
61 #include "resources.h"
62 #include "app/gettext.h"
64 #include "textscroller.h"
65 #include "control/joystickkeyboardcontroller.h"
66 #include "control/codecontroller.h"
69 static Surface* bkg_title;
71 static Surface* img_choose_subset;
74 static Timer2 random_timer;
78 static GameSession* titlesession;
79 static CodeController* controller;
81 static std::vector<LevelSubset*> contrib_subsets;
82 static LevelSubset* current_contrib_subset = 0;
84 static FrameRate frame_rate(100);
86 /* If the demo was stopped - because game started, level
87 editor was excuted, etc - call this when you get back
92 player_status.reset();
93 titlesession->get_current_sector()->activate("main");
94 titlesession->set_current();
99 void update_load_save_game_menu(Menu* menu)
101 printf("update loadsavemenu.\n");
102 for(int i = 1; i < 6; ++i) {
103 MenuItem& item = menu->get_item_by_id(i);
104 item.kind = MN_ACTION;
105 item.change_text(slotinfo(i));
109 void free_contrib_menu()
111 for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
112 i != contrib_subsets.end(); ++i)
115 contrib_subsets.clear();
116 contrib_menu->clear();
119 void generate_contrib_menu()
121 /** Generating contrib levels list by making use of Level Subset */
122 std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
126 contrib_menu->add_label(_("Contrib Levels"));
127 contrib_menu->add_hl();
130 for (std::set<std::string>::iterator it = level_subsets.begin();
131 it != level_subsets.end(); ++it)
133 LevelSubset* subset = new LevelSubset();
135 if(subset->hide_from_contribs) {
139 contrib_menu->add_submenu(subset->title, contrib_subset_menu, i);
140 contrib_subsets.push_back(subset);
144 contrib_menu->add_hl();
145 contrib_menu->add_back(_("Back"));
147 level_subsets.clear();
150 std::string get_level_name(const std::string& filename)
154 std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
156 const lisp::Lisp* level = root->get_lisp("supertux-level");
161 level->get("name", name);
163 } catch(std::exception& e) {
164 std::cerr << "Problem getting name of '" << filename << "'.\n";
169 void check_levels_contrib_menu()
171 static int current_subset = -1;
173 int index = contrib_menu->check();
177 LevelSubset& subset = * (contrib_subsets[index]);
179 if(subset.has_worldmap) {
180 WorldMapNS::WorldMap worldmap;
181 worldmap.set_map_filename(subset.get_worldmap_filename());
185 DrawingContext context;
186 context.draw_text(white_text, "Loading...",
187 Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
188 context.do_drawing();
190 // TODO: slots should be available for contrib maps
191 worldmap.loadgame(user_dir + "/save/" + subset.name + "-slot1.stsg");
193 worldmap.display(); // run the map
195 Menu::set_current(main_menu);
197 } else if (current_subset != index) {
198 current_subset = index;
199 // FIXME: This shouln't be busy looping
200 LevelSubset& subset = * (contrib_subsets[index]);
202 current_contrib_subset = ⊂
204 contrib_subset_menu->clear();
206 contrib_subset_menu->add_label(subset.title);
207 contrib_subset_menu->add_hl();
209 for (int i = 0; i < subset.get_num_levels(); ++i)
211 /** get level's title */
212 std::string filename = subset.get_level_filename(i);
213 std::string title = get_level_name(filename);
214 contrib_subset_menu->add_entry(i, title);
217 contrib_subset_menu->add_hl();
218 contrib_subset_menu->add_back(_("Back"));
220 titlesession->get_current_sector()->activate("main");
221 titlesession->set_current();
225 void check_contrib_subset_menu()
227 int index = contrib_subset_menu->check();
230 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
232 std::cout << "Starting level: " << index << std::endl;
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 && (int) last_tux_x_pos == (int) tux->get_pos().x)) {
259 printf("Walking: %d.\n", walking);
261 if(!walking && (int) tux->get_pos().y == (int) last_tux_y_pos) {
262 random_timer.start(float(rand() % 3000 + 3000) / 1000.);
264 printf("Walking: %d.\n", walking);
268 controller->press(Controller::JUMP);
269 last_tux_x_pos = tux->get_pos().x;
270 last_tux_y_pos = tux->get_pos().y;
272 // Wrap around at the end of the level back to the beginnig
273 if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
274 sector->activate("main");
275 sector->camera->reset(tux->get_pos());
278 sector->action(elapsed_time);
279 sector->draw(*titlesession->context);
282 /* --- TITLE SCREEN --- */
286 //LevelEditor* leveleditor;
287 MusicRef credits_music;
288 controller = new CodeController();
292 titlesession = new GameSession(get_resource_filename("levels/misc/menu.stl"),
296 bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
297 logo = new Surface(datadir + "/images/title/logo.png", true);
298 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
300 titlesession->get_current_sector()->activate("main");
301 titlesession->set_current();
303 Player* player = titlesession->get_current_sector()->player;
304 player->set_controller(controller);
306 /* --- Main title loop: --- */
309 random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
311 Uint32 lastticks = SDL_GetTicks();
313 Menu::set_current(main_menu);
314 DrawingContext& context = *titlesession->context;
318 // Calculate the movement-factor
319 Uint32 ticks = SDL_GetTicks();
320 float elapsed_time = float(ticks - lastticks) / 1000.;
321 global_time += elapsed_time;
324 if(elapsed_time > .04)
327 /* Lower the speed so that Tux doesn't jump too hectically throught
332 main_controller->update();
333 while (SDL_PollEvent(&event)) {
334 if (Menu::current()) {
335 Menu::current()->event(event);
337 main_controller->process_event(event);
338 if (event.type == SDL_QUIT)
339 throw std::runtime_error("Received window close");
342 /* Draw the background: */
343 draw_demo(elapsed_time);
345 if (Menu::current() == main_menu)
346 context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->w/2, 30),
347 LAYER_FOREGROUND1+1);
349 context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
350 Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
351 context.draw_text(white_small_text,
353 "Copyright (c) 2003 SuperTux Devel Team\n"
354 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
355 "redistribute it under certain conditions; see the file COPYING for details.\n"
357 Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
358 LEFT_ALLIGN, LAYER_FOREGROUND1);
360 /* Don't draw menu, if quit is true */
361 Menu* menu = Menu::current();
367 if(menu == main_menu)
369 switch (main_menu->check())
372 // Start Game, ie. goto the slots menu
373 update_load_save_game_menu(load_game_menu);
375 case MNID_LEVELS_CONTRIB:
377 puts("Entering contrib menu");
378 generate_contrib_menu();
381 case MNID_LEVELEDITOR: {
382 LevelEdtiro* leveleditor = new LevelEditor();
385 Menu::set_current(main_menu);
392 credits_music = sound_manager->load_music(
393 get_resource_filename("/music/credits.ogg"));
394 sound_manager->play_music(credits_music);
395 display_text_file("credits.txt");
397 Menu::set_current(main_menu);
399 case MNID_QUITMAINMENU:
404 else if(menu == options_menu)
406 process_options_menu();
408 else if(menu == load_game_menu)
410 if(event.key.keysym.sym == SDLK_DELETE)
412 int slot = menu->get_active_item_id();
413 std::stringstream stream;
415 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
417 if(confirm_dialog(bkg_title, str.c_str()))
419 str = user_dir + "/save/slot" + stream.str() + ".stsg";
420 printf("Removing: %s\n",str.c_str());
424 update_load_save_game_menu(load_game_menu);
425 Menu::set_current(main_menu);
428 else if (process_load_game_menu())
433 else if(menu == contrib_menu)
435 check_levels_contrib_menu();
437 else if (menu == contrib_subset_menu)
439 check_contrib_subset_menu();
443 // reopen menu of user closed it (so that the app doesn't close when user
444 // accidently hit ESC)
445 if(Menu::current() == 0) {
446 Menu::set_current(main_menu);
449 mouse_cursor->draw(context);
451 context.do_drawing();
464 delete img_choose_subset;