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);
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 << "Sarting 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::set_current(session->get_world());
169 //World* world = session->get_world();
170 Level* plevel = session->get_level();
171 Player* tux = session->get_world()->get_tux();
173 session->get_world()->play_music(LEVEL_MUSIC);
176 // update particle systems
177 std::vector<ParticleSystem*>::iterator p;
178 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
180 (*p)->simulate(frame_ratio);
183 // Draw particle systems (background)
184 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
186 (*p)->draw(scroll_x, 0, 0);
190 // Draw interactive tiles:
191 for (int y = 0; y < 15; ++y)
193 for (int x = 0; x < 21; ++x)
195 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
196 plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
200 global_frame_counter++;
201 tux->key_event((SDLKey) keymap.right,DOWN);
203 if(random_timer.check())
206 tux->key_event((SDLKey) keymap.jump,UP);
208 tux->key_event((SDLKey) keymap.jump,DOWN);
212 random_timer.start(rand() % 3000 + 3000);
216 // Wrap around at the end of the level back to the beginnig
217 if(plevel->width * 32 - 320 < tux->base.x)
219 tux->base.x = tux->base.x - (plevel->width * 32 - 640);
220 scroll_x = tux->base.x - 320;
223 float last_tux_x_pos = tux->base.x;
224 tux->action(frame_ratio);
226 #if 0 // disabled for now, since with the new jump code we easily get deadlocks
227 // Jump if tux stays in the same position for one loop, ie. if he is
228 // stuck behind a wall
229 if (last_tux_x_pos == tux->base.x)
236 /* --- TITLE SCREEN --- */
239 random_timer.init(true);
243 st_pause_ticks_init();
245 GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
247 clearscreen(0, 0, 0);
251 bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
252 logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
253 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
255 /* --- Main title loop: --- */
258 /* Draw the title background: */
259 bkg_title->draw_bg();
261 update_time = st_get_ticks();
262 random_timer.start(rand() % 2000 + 2000);
264 Menu::set_current(main_menu);
265 while (Menu::current())
267 // if we spent to much time on a menu entry
268 if( (update_time - last_update_time) > 1000)
269 update_time = last_update_time = st_get_ticks();
271 // Calculate the movement-factor
272 double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
273 if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
274 frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
275 /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
279 while (SDL_PollEvent(&event))
283 Menu::current()->event(event);
285 // FIXME: QUIT signal should be handled more generic, not locally
286 if (event.type == SDL_QUIT)
287 Menu::set_current(0);
290 /* Draw the background: */
292 draw_demo(&session, frame_ratio);
294 if (Menu::current() == main_menu)
295 logo->draw( 160, 30);
297 /* Don't draw menu, if quit is true */
298 Menu* menu = Menu::current();
304 if(menu == main_menu)
306 switch (main_menu->check())
309 // Start Game, ie. goto the slots menu
310 update_load_save_game_menu(load_game_menu);
314 puts("Entering contrib menu");
315 generate_contrib_menu();
317 case MNID_LEVELEDITOR:
319 Menu::set_current(main_menu);
322 display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
323 Menu::set_current(main_menu);
325 case MNID_QUITMAINMENU:
326 Menu::set_current(0);
330 else if(menu == options_menu)
332 process_options_menu();
334 else if(menu == load_game_menu)
336 if(event.key.keysym.sym == SDLK_DELETE)
338 int slot = menu->get_active_item_id();
340 sprintf(str,"Are you sure you want to delete slot %d?", slot);
344 if(confirm_dialog(str))
346 sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
347 printf("Removing: %s\n",str);
351 update_load_save_game_menu(load_game_menu);
352 update_time = st_get_ticks();
354 else if (process_load_game_menu())
356 // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
359 //titletux.level_begin();
360 update_time = st_get_ticks();
363 else if(menu == contrib_menu)
365 check_contrib_menu();
367 else if (menu == contrib_subset_menu)
369 check_contrib_subset_menu();
373 mouse_cursor->draw();
377 /* Set the time of the last update and the time of the current update */
378 last_update_time = update_time;
379 update_time = st_get_ticks();
390 delete img_choose_subset;