bb936021b31a3a78213c728fcf59e1d4d36fcf18
[supertux.git] / src / title.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //
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.
11 //
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.
16 // 
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
20 //  02111-1307, USA.
21
22 #include <iostream>
23 #include <sstream>
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <errno.h>
28 #include <unistd.h>
29 #include <cmath>
30 #include <SDL.h>
31 #include <SDL_image.h>
32
33 #ifndef WIN32
34 #include <sys/types.h>
35 #include <ctype.h>
36 #endif
37
38 #include "defines.h"
39 #include "app/globals.h"
40 #include "title.h"
41 #include "video/screen.h"
42 #include "video/surface.h"
43 #include "high_scores.h"
44 #include "gui/menu.h"
45 #include "special/timer.h"
46 #include "special/frame_rate.h"
47 #include "app/setup.h"
48 #include "level.h"
49 #include "level_subset.h"
50 #include "gameloop.h"
51 #include "worldmap.h"
52 #include "leveleditor.h"
53 #include "scene.h"
54 #include "player.h"
55 #include "tile.h"
56 #include "sector.h"
57 #include "tilemap.h"
58 #include "resources.h"
59 #include "special/base.h"
60 #include "app/gettext.h"
61 #include "misc.h"
62 #include "camera.h"
63
64 static Surface* bkg_title;
65 static Surface* logo;
66 static Surface* img_choose_subset;
67
68 static bool walking;
69 static Timer random_timer;
70
71 static int frame;
72
73 static GameSession* titlesession;
74
75 static std::vector<LevelSubset*> contrib_subsets;
76 static LevelSubset* current_contrib_subset = 0;
77 static int first_level_index;
78
79 static std::set<std::string> worldmap_list;
80
81 static LevelEditor* leveleditor;
82
83 void update_load_save_game_menu(Menu* pmenu)
84 {
85   for(int i = 2; i < 7; ++i)
86     {
87       // FIXME: Insert a real savegame struct/class here instead of
88       // doing string vodoo
89       std::string tmp = slotinfo(i - 1);
90       pmenu->item[i].kind = MN_ACTION;
91       pmenu->item[i].change_text(tmp.c_str());
92     }
93 }
94
95 void free_contrib_menu()
96 {
97   for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
98       i != contrib_subsets.end(); ++i)
99     delete *i;
100
101   contrib_subsets.clear();
102   contrib_menu->clear();
103 }
104
105 void generate_contrib_menu()
106 {
107   /** Generating contrib levels list by making use of Level Subset */
108   std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
109
110   free_contrib_menu();
111
112   contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
113   contrib_menu->additem(MN_HL,"",0,0);
114   int i = 0;
115
116   for(std::set<std::string>::iterator it = worldmap_list.begin(); it != worldmap_list.end(); ++it)
117     {
118     WorldMapNS::WorldMap worldmap;
119     worldmap.loadmap((*it).c_str());
120     contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i);
121     ++i;
122     }
123
124   contrib_menu->additem(MN_HL,"",0,0);
125
126   first_level_index = i;
127   for (std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it)
128     {
129       LevelSubset* subset = new LevelSubset();
130       subset->load(*it);
131       if(subset->hide_from_contribs)
132         {
133         delete subset;
134         continue;
135         }
136       contrib_menu->additem(MN_GOTO, subset->title, 0, contrib_subset_menu, i);
137       contrib_subsets.push_back(subset);
138       ++i;
139     }
140
141   contrib_menu->additem(MN_HL,"",0,0);
142   contrib_menu->additem(MN_BACK,_("Back"),0,0);
143
144   level_subsets.clear();
145 }
146
147 void check_levels_contrib_menu()
148 {
149   static int current_subset = -1;
150
151   int index = contrib_menu->check();
152   if (index == -1)
153     return;
154
155   if((unsigned)index < worldmap_list.size())
156     {
157     WorldMapNS::WorldMap worldmap;
158     std::set<std::string>::iterator it = worldmap_list.begin();
159     for(int i = index; i > 0; --i)
160     ++it;
161
162     std::string map_filename = *it;
163
164     worldmap.set_map_filename(map_filename);
165
166     // hack to erase the extension
167     unsigned int ext_pos = it->find_last_of(".");
168     if(ext_pos != std::string::npos)
169       map_filename.erase(ext_pos, map_filename.size() - ext_pos);
170
171     // TODO: slots should be available for contrib maps
172     worldmap.loadgame(st_save_dir + "/" + map_filename + "-slot1.stsg");
173
174     worldmap.display();  // run the map
175
176     Menu::set_current(main_menu);
177     }
178   else if (index < (int)contrib_subsets.size() + first_level_index)
179     {
180     index -= first_level_index;
181     if (current_subset != index)
182       {
183       current_subset = index;
184       // FIXME: This shouln't be busy looping
185       LevelSubset& subset = * (contrib_subsets[index]);
186
187       current_contrib_subset = &subset;
188
189       contrib_subset_menu->clear();
190
191       contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
192       contrib_subset_menu->additem(MN_HL,"",0,0);
193
194       for (int i = 0; i < subset.get_num_levels(); ++i)
195         {
196         /** get level's title */
197         std::string level_title = "<no title>";
198
199         LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
200         if(!reader)
201           {
202           std::cerr << "Error: Could not open level file. Ignoring...\n";
203           continue;
204           }
205
206         reader->read_string("name", level_title, true);
207         delete reader;
208
209         contrib_subset_menu->additem(MN_ACTION, level_title, 0, 0, i);
210         }
211
212       contrib_subset_menu->additem(MN_HL,"",0,0);      
213       contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
214
215       titlesession->get_current_sector()->activate();
216       titlesession->set_current();
217       }
218     }
219 }
220
221 void check_contrib_subset_menu()
222 {
223   int index = contrib_subset_menu->check();
224   if (index != -1)
225     {
226       if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
227         {
228           std::cout << "Starting level: " << index << std::endl;
229           
230           GameSession session(
231               current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
232           session.run();
233           player_status.reset();
234           Menu::set_current(main_menu);
235           titlesession->get_current_sector()->activate();
236           titlesession->set_current();
237         }
238     }  
239 }
240
241 void draw_demo(double frame_ratio)
242 {
243   Sector* world  = titlesession->get_current_sector();
244   Player* tux = world->player;
245
246   world->play_music(LEVEL_MUSIC);
247   
248   global_frame_counter++;
249   tux->key_event((SDLKey) keymap.right,DOWN);
250   
251   if(random_timer.check())
252     {
253       if(walking)
254         tux->key_event((SDLKey) keymap.jump,UP);
255       else
256         tux->key_event((SDLKey) keymap.jump,DOWN);
257     }
258   else
259     {
260       random_timer.start(rand() % 3000 + 3000);
261       walking = !walking;
262     }
263
264   // Wrap around at the end of the level back to the beginnig
265   if(world->solids->get_width() * 32 - 320 < tux->base.x)
266     {
267       tux->level_begin();
268       world->camera->reset(Vector(tux->base.x, tux->base.y));
269     }
270
271   tux->can_jump = true;
272   float last_tux_x_pos = tux->base.x;
273   world->action(frame_ratio);
274   
275
276   // disabled for now, since with the new jump code we easily get deadlocks
277   // Jump if tux stays in the same position for one loop, ie. if he is
278   // stuck behind a wall
279   if (last_tux_x_pos == tux->base.x)
280     {
281       walking = false;
282     }
283
284   world->draw(*titlesession->context);
285 }
286
287 /* --- TITLE SCREEN --- */
288 void title(void)
289 {
290   random_timer.init(true);
291
292   walking = true;
293
294   Ticks::pause_init();
295
296   titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
297
298   /* Load images: */
299   bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
300   logo = new Surface(datadir + "/images/title/logo.png", true);
301   img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
302
303   /* Generating contrib maps by only using a string_list */
304   worldmap_list = FileSystem::dfiles("levels/worldmap", "", "icyisland.stwm");
305
306   titlesession->get_current_sector()->activate();
307   titlesession->set_current();
308
309   /* --- Main title loop: --- */
310   frame = 0;
311
312   FrameRate frame_rate(100);  
313   frame_rate.set_frame_limit(false);
314   
315   random_timer.start(rand() % 2000 + 2000);
316
317   Menu::set_current(main_menu);
318   DrawingContext& context = *titlesession->context;
319   while (Menu::current())
320     {
321       // if we spent to much time on a menu entry
322       frame_rate.smooth_hanger();
323     
324       // Calculate the movement-factor
325       double frame_ratio = frame_rate.get();
326       
327       if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
328         frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
329       /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
330       frame_ratio /= 2;
331
332       SDL_Event event;
333       while (SDL_PollEvent(&event))
334         {
335           if (Menu::current())
336             {
337               Menu::current()->event(event);
338             }
339          // FIXME: QUIT signal should be handled more generic, not locally
340           if (event.type == SDL_QUIT)
341             Menu::set_current(0);
342         }
343   
344       /* Draw the background: */
345       draw_demo(frame_ratio);
346       
347       
348       if (Menu::current() == main_menu)
349         context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
350             LAYER_FOREGROUND1+1);
351
352       context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
353       context.draw_text(white_small_text,
354         _("Copyright (c) 2003 SuperTux Devel Team\n"
355           "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
356           "are welcome to redistribute it under certain conditions; see the file COPYING\n"
357           "for details.\n"), Vector(0, screen->h - 70 + white_small_text->get_height()), LEFT_ALLIGN, LAYER_FOREGROUND1);
358
359       /* Don't draw menu, if quit is true */
360       Menu* menu = Menu::current();
361       if(menu)
362         {
363           menu->draw(context);
364           menu->action();
365           
366           if(menu == main_menu)
367             {
368               switch (main_menu->check())
369                 {
370                 case MNID_STARTGAME:
371                   // Start Game, ie. goto the slots menu
372                   update_load_save_game_menu(load_game_menu);
373                   break;
374                 case MNID_LEVELS_CONTRIB:
375                   // Contrib Menu
376                   puts("Entering contrib menu");
377                   generate_contrib_menu();
378                   break;
379                 case MNID_LEVELEDITOR:
380                   leveleditor = new LevelEditor();
381                   leveleditor->run();
382                   delete leveleditor;
383                   Menu::set_current(main_menu);
384                   frame_rate.update();
385                   break;
386                 case MNID_CREDITS:
387                   display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
388                   Menu::set_current(main_menu);
389                   break;
390                 case MNID_QUITMAINMENU:
391                   Menu::set_current(0);
392                   break;
393                 }
394             }
395           else if(menu == options_menu)
396             {
397               process_options_menu();
398             }
399           else if(menu == load_game_menu)
400             {
401               if(event.key.keysym.sym == SDLK_DELETE)
402                 {
403                 int slot = menu->get_active_item_id();
404                 std::stringstream stream;
405                 stream << slot;
406                 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
407                 
408                 if(confirm_dialog(bkg_title, str.c_str()))
409                   {
410                   str = st_save_dir + "/slot" + stream.str() + ".stsg";
411                   printf("Removing: %s\n",str.c_str());
412                   remove(str.c_str());
413                   }
414
415                 update_load_save_game_menu(load_game_menu);
416                 Menu::set_current(main_menu);
417                 frame_rate.update();
418                 }
419               else if (process_load_game_menu())
420                 {
421                   // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
422                   titlesession->get_current_sector()->activate();
423                   titlesession->set_current();
424                   //titletux.level_begin();
425                   frame_rate.update();
426                 }
427             }
428           else if(menu == contrib_menu)
429             {
430               check_levels_contrib_menu();
431             }
432           else if (menu == contrib_subset_menu)
433             {
434               check_contrib_subset_menu();
435             }
436         }
437
438       mouse_cursor->draw(context);
439      
440       context.do_drawing();
441
442       frame_rate.update();
443
444       /* Pause: */
445       frame++;
446       SDL_Delay(25);
447     }
448   /* Free surfaces: */
449
450   free_contrib_menu();
451   worldmap_list.clear();
452   delete titlesession;
453   delete bkg_title;
454   delete logo;
455   delete img_choose_subset;
456 }
457
458
459 // EOF //
460