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<LevelSubset*> contrib_subsets;
66 std::string current_contrib_subset;
68 void free_contrib_menu()
70 for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
71 i != contrib_subsets.end(); ++i)
74 contrib_subsets.clear();
75 contrib_menu->clear();
78 void generate_contrib_menu()
80 string_list_type level_subsets = dsubdirs("/levels", "info");
84 contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
85 contrib_menu->additem(MN_HL,"",0,0);
87 for (int i = 0; i < level_subsets.num_items; ++i)
89 LevelSubset* subset = new LevelSubset();
90 subset->load(level_subsets.item[i]);
91 contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
92 contrib_subset_menu, i+1);
93 contrib_subsets.push_back(subset);
96 contrib_menu->additem(MN_HL,"",0,0);
97 contrib_menu->additem(MN_BACK,"Back",0,0);
99 string_list_free(&level_subsets);
102 void check_contrib_menu()
104 static int current_subset = -1;
106 int index = contrib_menu->check();
110 if (index >= 0 && index <= int(contrib_subsets.size()))
112 if (current_subset != index)
114 current_subset = index;
115 // FIXME: This shouln't be busy looping
116 LevelSubset& subset = * (contrib_subsets[index]);
118 current_contrib_subset = subset.name;
120 std::cout << "Updating the contrib subset menu..." << subset.levels << std::endl;
122 contrib_subset_menu->clear();
124 contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
125 contrib_subset_menu->additem(MN_HL,"",0,0);
126 for (int i = 1; i <= subset.levels; ++i)
129 level.load(subset.name, i, 0);
130 contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
132 contrib_subset_menu->additem(MN_HL,"",0,0);
133 contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
143 void check_contrib_subset_menu()
145 int index = contrib_subset_menu->check();
148 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
150 std::cout << "Starting level: " << index << std::endl;
151 GameSession session(current_contrib_subset, index, ST_GL_PLAY);
153 player_status.reset();
154 Menu::set_current(main_menu);
159 void draw_background()
161 /* Draw the title background: */
163 bkg_title->draw_bg();
166 void draw_demo(GameSession* session, double frame_ratio)
168 World* world = session->get_world();
169 World::set_current(world);
170 Level* plevel = session->get_level();
171 Player* tux = world->get_tux();
173 world->play_music(LEVEL_MUSIC);
175 global_frame_counter++;
176 tux->key_event((SDLKey) keymap.right,DOWN);
178 if(random_timer.check())
181 tux->key_event((SDLKey) keymap.jump,UP);
183 tux->key_event((SDLKey) keymap.jump,DOWN);
187 random_timer.start(rand() % 3000 + 3000);
191 // Wrap around at the end of the level back to the beginnig
192 if(plevel->width * 32 - 320 < tux->base.x)
197 tux->can_jump = true;
198 float last_tux_x_pos = tux->base.x;
199 world->action(frame_ratio);
202 // disabled for now, since with the new jump code we easily get deadlocks
203 // Jump if tux stays in the same position for one loop, ie. if he is
204 // stuck behind a wall
205 if (last_tux_x_pos == tux->base.x)
213 /* --- TITLE SCREEN --- */
216 random_timer.init(true);
220 st_pause_ticks_init();
222 GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
224 clearscreen(0, 0, 0);
228 bkg_title = new Surface(datadir + "/images/background/arctis.jpg", IGNORE_ALPHA);
229 logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
230 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
232 /* --- Main title loop: --- */
235 /* Draw the title background: */
236 bkg_title->draw_bg();
238 update_time = st_get_ticks();
239 random_timer.start(rand() % 2000 + 2000);
241 Menu::set_current(main_menu);
242 while (Menu::current())
244 // if we spent to much time on a menu entry
245 if( (update_time - last_update_time) > 1000)
246 update_time = last_update_time = st_get_ticks();
248 // Calculate the movement-factor
249 double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
250 if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
251 frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
252 /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
256 while (SDL_PollEvent(&event))
260 Menu::current()->event(event);
262 // FIXME: QUIT signal should be handled more generic, not locally
263 if (event.type == SDL_QUIT)
264 Menu::set_current(0);
267 /* Draw the background: */
268 draw_demo(&session, frame_ratio);
270 if (Menu::current() == main_menu)
271 logo->draw(screen->w/2 - logo->w/2, 30);
273 white_small_text->draw(" SuperTux " VERSION "\n"
274 "Copyright (c) 2003 SuperTux Devel Team\n"
275 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
276 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
278 0, screen->h - 70, 0);
280 /* Don't draw menu, if quit is true */
281 Menu* menu = Menu::current();
287 if(menu == main_menu)
289 switch (main_menu->check())
292 // Start Game, ie. goto the slots menu
293 update_load_save_game_menu(load_game_menu);
297 puts("Entering contrib menu");
298 generate_contrib_menu();
300 case MNID_LEVELEDITOR:
302 Menu::set_current(main_menu);
305 display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
306 Menu::set_current(main_menu);
308 case MNID_QUITMAINMENU:
309 Menu::set_current(0);
313 else if(menu == options_menu)
315 process_options_menu();
317 else if(menu == load_game_menu)
319 if(event.key.keysym.sym == SDLK_DELETE)
321 int slot = menu->get_active_item_id();
323 sprintf(str,"Are you sure you want to delete slot %d?", slot);
327 if(confirm_dialog(str))
329 sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
330 printf("Removing: %s\n",str);
334 update_load_save_game_menu(load_game_menu);
335 Menu::set_current(main_menu);
336 update_time = st_get_ticks();
338 else if (process_load_game_menu())
340 // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
341 //titletux.level_begin();
342 update_time = st_get_ticks();
345 else if(menu == contrib_menu)
347 check_contrib_menu();
349 else if (menu == contrib_subset_menu)
351 check_contrib_subset_menu();
355 mouse_cursor->draw();
359 /* Set the time of the last update and the time of the current update */
360 last_update_time = update_time;
361 update_time = st_get_ticks();
372 delete img_choose_subset;