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;
77 static int first_level_index;
79 static std::set<std::string> worldmap_list;
81 static FrameRate frame_rate(100);
83 void update_load_save_game_menu(Menu* pmenu)
85 for(int i = 2; i < 7; ++i)
87 // FIXME: Insert a real savegame struct/class here instead of
89 std::string tmp = slotinfo(i - 1);
90 pmenu->item[i].kind = MN_ACTION;
91 pmenu->item[i].change_text(tmp.c_str());
95 void free_contrib_menu()
97 for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
98 i != contrib_subsets.end(); ++i)
101 contrib_subsets.clear();
102 contrib_menu->clear();
105 void generate_contrib_menu()
107 /** Generating contrib levels list by making use of Level Subset */
108 std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
112 contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
113 contrib_menu->additem(MN_HL,"",0,0);
116 for(std::set<std::string>::iterator it = worldmap_list.begin(); it != worldmap_list.end(); ++it)
118 WorldMapNS::WorldMap worldmap;
119 worldmap.loadmap((*it).c_str());
120 contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i);
124 contrib_menu->additem(MN_HL,"",0,0);
126 first_level_index = i;
127 for (std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it)
129 LevelSubset* subset = new LevelSubset();
131 if(subset->hide_from_contribs)
136 contrib_menu->additem(MN_GOTO, subset->title, 0, contrib_subset_menu, i);
137 contrib_subsets.push_back(subset);
141 contrib_menu->additem(MN_HL,"",0,0);
142 contrib_menu->additem(MN_BACK,_("Back"),0,0);
144 level_subsets.clear();
147 void check_levels_contrib_menu()
149 static int current_subset = -1;
151 int index = contrib_menu->check();
155 if((unsigned)index < worldmap_list.size())
157 WorldMapNS::WorldMap worldmap;
158 std::set<std::string>::iterator it = worldmap_list.begin();
159 for(int i = index; i > 0; --i)
162 std::string map_filename = *it;
166 DrawingContext context;
167 context.draw_text(white_text, "Loading...",
168 Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
169 context.do_drawing();
171 worldmap.set_map_filename(map_filename);
173 // hack to erase the extension
174 unsigned int ext_pos = it->find_last_of(".");
175 if(ext_pos != std::string::npos)
176 map_filename.erase(ext_pos, map_filename.size() - ext_pos);
178 // TODO: slots should be available for contrib maps
179 worldmap.loadgame(st_save_dir + "/" + map_filename + "-slot1.stsg");
181 worldmap.display(); // run the map
183 Menu::set_current(main_menu);
185 else if (index < (int)contrib_subsets.size() + first_level_index)
187 index -= first_level_index;
188 if (current_subset != index)
190 current_subset = index;
191 // FIXME: This shouln't be busy looping
192 LevelSubset& subset = * (contrib_subsets[index]);
194 current_contrib_subset = ⊂
196 contrib_subset_menu->clear();
198 contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
199 contrib_subset_menu->additem(MN_HL,"",0,0);
201 for (int i = 0; i < subset.get_num_levels(); ++i)
203 /** get level's title */
204 std::string level_title = "<no title>";
206 LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
209 std::cerr << "Error: Could not open level file. Ignoring...\n";
213 reader->read_string("name", level_title, true);
216 contrib_subset_menu->additem(MN_ACTION, level_title, 0, 0, i);
219 contrib_subset_menu->additem(MN_HL,"",0,0);
220 contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
222 titlesession->get_current_sector()->activate();
223 titlesession->set_current();
228 void check_contrib_subset_menu()
230 int index = contrib_subset_menu->check();
233 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
235 std::cout << "Starting level: " << index << std::endl;
238 current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
240 player_status.reset();
241 Menu::set_current(main_menu);
242 titlesession->get_current_sector()->activate();
243 titlesession->set_current();
248 /* If the demo was stopped - because game started, level
249 editor was excuted, etc - call this when you get back
254 // FIXME: shouldn't be needed if GameSession
255 // didn't relay on global variables
256 titlesession->get_current_sector()->activate();
257 titlesession->set_current();
262 void draw_demo(double frame_ratio)
264 Sector* world = titlesession->get_current_sector();
265 Player* tux = world->player;
267 world->play_music(LEVEL_MUSIC);
269 global_frame_counter++;
270 tux->key_event((SDLKey) keymap.right,DOWN);
272 if(random_timer.check())
275 tux->key_event((SDLKey) keymap.jump,UP);
277 tux->key_event((SDLKey) keymap.jump,DOWN);
281 random_timer.start(rand() % 3000 + 3000);
285 // Wrap around at the end of the level back to the beginnig
286 if(world->solids->get_width() * 32 - 320 < tux->base.x)
289 world->camera->reset(Vector(tux->base.x, tux->base.y));
292 tux->can_jump = true;
293 float last_tux_x_pos = tux->base.x;
294 world->action(frame_ratio);
297 // disabled for now, since with the new jump code we easily get deadlocks
298 // Jump if tux stays in the same position for one loop, ie. if he is
299 // stuck behind a wall
300 if (last_tux_x_pos == tux->base.x)
305 world->draw(*titlesession->context);
308 /* --- TITLE SCREEN --- */
312 LevelEditor* leveleditor;
314 random_timer.init(true);
317 titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
320 bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
321 logo = new Surface(datadir + "/images/title/logo.png", true);
322 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
324 /* Generating contrib maps by only using a string_list */
325 worldmap_list = FileSystem::dfiles("levels/worldmap", "", "icyisland.stwm");
327 titlesession->get_current_sector()->activate();
328 titlesession->set_current();
330 /* --- Main title loop: --- */
333 frame_rate.set_frame_limit(false);
335 random_timer.start(rand() % 2000 + 2000);
337 Menu::set_current(main_menu);
338 DrawingContext& context = *titlesession->context;
339 while (Menu::current())
341 // if we spent to much time on a menu entry
342 frame_rate.smooth_hanger();
344 // Calculate the movement-factor
345 double frame_ratio = frame_rate.get();
347 if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
348 frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
349 /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
353 while (SDL_PollEvent(&event))
357 Menu::current()->event(event);
359 // FIXME: QUIT signal should be handled more generic, not locally
360 if (event.type == SDL_QUIT)
361 Menu::set_current(0);
364 /* Draw the background: */
365 draw_demo(frame_ratio);
368 if (Menu::current() == main_menu)
369 context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
370 LAYER_FOREGROUND1+1);
372 context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
373 context.draw_text(white_small_text,
374 _("Copyright (c) 2003 SuperTux Devel Team\n"
375 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
376 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
377 "for details.\n"), Vector(0, screen->h - 70 + white_small_text->get_height()), LEFT_ALLIGN, LAYER_FOREGROUND1);
379 /* Don't draw menu, if quit is true */
380 Menu* menu = Menu::current();
386 if(menu == main_menu)
388 switch (main_menu->check())
391 // Start Game, ie. goto the slots menu
392 update_load_save_game_menu(load_game_menu);
394 case MNID_LEVELS_CONTRIB:
396 puts("Entering contrib menu");
397 generate_contrib_menu();
399 case MNID_LEVELEDITOR:
400 leveleditor = new LevelEditor();
403 Menu::set_current(main_menu);
407 display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
408 Menu::set_current(main_menu);
410 case MNID_QUITMAINMENU:
411 Menu::set_current(0);
415 else if(menu == options_menu)
417 process_options_menu();
419 else if(menu == load_game_menu)
421 if(event.key.keysym.sym == SDLK_DELETE)
423 int slot = menu->get_active_item_id();
424 std::stringstream stream;
426 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
428 if(confirm_dialog(bkg_title, str.c_str()))
430 str = st_save_dir + "/slot" + stream.str() + ".stsg";
431 printf("Removing: %s\n",str.c_str());
435 update_load_save_game_menu(load_game_menu);
436 Menu::set_current(main_menu);
439 else if (process_load_game_menu())
444 else if(menu == contrib_menu)
446 check_levels_contrib_menu();
448 else if (menu == contrib_subset_menu)
450 check_contrib_subset_menu();
454 mouse_cursor->draw(context);
456 context.do_drawing();
467 worldmap_list.clear();
471 delete img_choose_subset;