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>
37 #include "video/screen.hpp"
38 #include "video/surface.hpp"
39 #include "audio/sound_manager.hpp"
40 #include "gui/menu.hpp"
42 #include "lisp/lisp.hpp"
43 #include "lisp/parser.hpp"
45 #include "level_subset.hpp"
46 #include "game_session.hpp"
47 #include "worldmap.hpp"
48 #include "player_status.hpp"
51 #include "object/tilemap.hpp"
52 #include "object/camera.hpp"
53 #include "object/player.hpp"
54 #include "resources.hpp"
55 #include "gettext.hpp"
57 #include "textscroller.hpp"
58 #include "file_system.hpp"
59 #include "control/joystickkeyboardcontroller.hpp"
60 #include "control/codecontroller.hpp"
62 #include "exceptions.hpp"
64 #include "console.hpp"
66 static Surface* bkg_title;
68 //static Surface* img_choose_subset;
72 static GameSession* titlesession;
73 static CodeController* controller;
75 static std::vector<LevelSubset*> contrib_subsets;
76 static LevelSubset* current_contrib_subset = 0;
77 static int current_subset = -1;
79 static Console* console;
81 /* If the demo was stopped - because game started, level
82 editor was excuted, etc - call this when you get back
87 player_status->reset();
88 titlesession->get_current_sector()->activate("main");
89 titlesession->set_current();
91 //frame_rate.update();
94 void update_load_save_game_menu(Menu* menu)
96 msg_debug("update loadsavemenu");
97 for(int i = 1; i < 6; ++i) {
98 MenuItem& item = menu->get_item_by_id(i);
99 item.kind = MN_ACTION;
100 item.change_text(slotinfo(i));
104 void free_contrib_menu()
106 for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
107 i != contrib_subsets.end(); ++i)
110 contrib_subsets.clear();
111 contrib_menu->clear();
112 current_contrib_subset = 0;
116 void generate_contrib_menu()
118 /** Generating contrib levels list by making use of Level Subset */
119 std::vector<std::string> level_subsets;
120 char** files = PHYSFS_enumerateFiles("levels/");
121 for(const char* const* filename = files; *filename != 0; ++filename) {
122 std::string filepath = std::string("levels/") + *filename;
123 if(PHYSFS_isDirectory(filepath.c_str()))
124 level_subsets.push_back(filepath);
126 PHYSFS_freeList(files);
130 contrib_menu->add_label(_("Contrib Levels"));
131 contrib_menu->add_hl();
134 for (std::vector<std::string>::iterator it = level_subsets.begin();
135 it != level_subsets.end(); ++it) {
137 std::auto_ptr<LevelSubset> subset (new LevelSubset());
139 if(subset->hide_from_contribs) {
142 contrib_menu->add_submenu(subset->title, contrib_subset_menu, i++);
143 contrib_subsets.push_back(subset.release());
144 } catch(std::exception& e) {
146 msg_warning("Couldn't parse levelset info for '"
147 << *it << "': " << e.what() << "");
152 contrib_menu->add_hl();
153 contrib_menu->add_back(_("Back"));
156 std::string get_level_name(const std::string& filename)
160 std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
162 const lisp::Lisp* level = root->get_lisp("supertux-level");
167 level->get("name", name);
169 } catch(std::exception& e) {
170 msg_warning("Problem getting name of '" << filename << "'.");
175 void check_levels_contrib_menu()
177 int index = contrib_menu->check();
181 LevelSubset& subset = * (contrib_subsets[index]);
183 if(subset.has_worldmap) {
184 WorldMapNS::WorldMap worldmap;
185 worldmap.set_map_filename(subset.get_worldmap_filename());
186 sound_manager->stop_music();
190 DrawingContext context;
191 context.draw_text(white_text, "Loading...",
192 Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
193 context.do_drawing();
195 // TODO: slots should be available for contrib maps
196 worldmap.loadgame("save/" + subset.name + "-slot1.stsg");
197 worldmap.display(); // run the map
199 Menu::set_current(main_menu);
201 } else if (current_subset != index) {
202 current_subset = index;
203 LevelSubset& subset = * (contrib_subsets[index]);
205 current_contrib_subset = ⊂
207 contrib_subset_menu->clear();
209 contrib_subset_menu->add_label(subset.title);
210 contrib_subset_menu->add_hl();
212 for (int i = 0; i < subset.get_num_levels(); ++i)
214 /** get level's title */
215 std::string filename = subset.get_level_filename(i);
216 std::string title = get_level_name(filename);
217 contrib_subset_menu->add_entry(i, title);
220 contrib_subset_menu->add_hl();
221 contrib_subset_menu->add_back(_("Back"));
223 titlesession->get_current_sector()->activate("main");
224 titlesession->set_current();
228 void check_contrib_subset_menu()
230 int index = contrib_subset_menu->check();
232 if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION) {
233 sound_manager->stop_music();
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 Timer randomWaitTimer;
247 static Timer jumpPushTimer;
248 static Timer jumpRecoverTimer;
249 static float last_tux_x_pos = -1;
250 static float last_tux_y_pos = -1;
252 Sector* sector = titlesession->get_current_sector();
253 Player* tux = sector->player;
255 sector->play_music(LEVEL_MUSIC);
257 controller->update();
258 controller->press(Controller::RIGHT);
260 // Determine how far we moved since last frame
261 float dx = fabsf(last_tux_x_pos - tux->get_pos().x);
262 float dy = fabsf(last_tux_y_pos - tux->get_pos().y);
264 // Calculate space to check for obstacles
265 Rect lookahead = Rect(tux->get_bbox());
266 lookahead.move(Vector(lookahead.get_width()*2,0));
268 // Check if we should press the jump button
269 bool randomJump = !randomWaitTimer.started();
270 bool mayJump = !jumpRecoverTimer.started();
271 bool notMoving = (dx+dy < 0.1);
272 bool pathBlocked = !sector->is_free_space(lookahead);
273 if ((notMoving || pathBlocked || randomJump) && mayJump) {
274 float jumpDuration = float(rand() % 200 + 500) / 1000.0;
275 jumpPushTimer.start(jumpDuration);
276 jumpRecoverTimer.start(jumpDuration+0.1);
277 randomWaitTimer.start(float(rand() % 3000 + 3000) / 1000.0);
280 // Keep jump button pressed
281 if (jumpPushTimer.started()) controller->press(Controller::JUMP);
283 // Remember last position, so we can determine if we moved
284 last_tux_x_pos = tux->get_pos().x;
285 last_tux_y_pos = tux->get_pos().y;
287 // Wrap around at the end of the level back to the beginnig
288 if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
289 sector->activate("main");
290 sector->camera->reset(tux->get_pos());
293 sector->update(elapsed_time);
294 sector->draw(*titlesession->context);
297 /* --- TITLE SCREEN --- */
300 //LevelEditor* leveleditor;
301 controller = new CodeController();
303 titlesession = new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME);
306 bkg_title = new Surface("images/background/arctis.jpg");
307 logo = new Surface("images/engine/menu/logo.png");
308 //img_choose_subset = new Surface("images/status/choose-level-subset.png");
310 titlesession->get_current_sector()->activate("main");
311 titlesession->set_current();
313 Player* player = titlesession->get_current_sector()->player;
314 player->set_controller(controller);
316 /* --- Main title loop: --- */
319 Uint32 lastticks = SDL_GetTicks();
321 Menu::set_current(main_menu);
322 DrawingContext& context = *titlesession->context;
324 console = new Console(&context);
329 // Calculate the movement-factor
330 Uint32 ticks = SDL_GetTicks();
331 float elapsed_time = float(ticks - lastticks) / 1000.;
332 game_time += elapsed_time;
335 if(elapsed_time > .04)
338 /* Lower the speed so that Tux doesn't jump too hectically throught
343 main_controller->update();
344 while (SDL_PollEvent(&event)) {
345 if (Menu::current()) {
346 Menu::current()->event(event);
348 main_controller->process_event(event);
349 if (event.type == SDL_QUIT)
350 throw graceful_shutdown();
353 /* Draw the background: */
354 draw_demo(elapsed_time);
356 if (Menu::current() == main_menu)
357 context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->get_width()/2, 30),
358 LAYER_FOREGROUND1+1);
360 context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
361 Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
362 context.draw_text(white_small_text,
364 "Copyright (c) 2006 SuperTux Devel Team\n"
365 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
366 "redistribute it under certain conditions; see the file COPYING for details.\n"
368 Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
369 LEFT_ALLIGN, LAYER_FOREGROUND1);
371 /* Don't draw menu, if quit is true */
372 Menu* menu = Menu::current();
378 if(menu == main_menu)
380 switch (main_menu->check())
383 // Start Game, ie. goto the slots menu
384 update_load_save_game_menu(load_game_menu);
386 case MNID_LEVELS_CONTRIB:
388 generate_contrib_menu();
391 sound_manager->stop_music();
393 sound_manager->play_music("music/credits.ogg");
394 display_text_file("credits.txt");
395 sound_manager->stop_music();
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())) {
418 str = "save/slot" + stream.str() + ".stsg";
419 msg_debug("Removing: " << str);
420 PHYSFS_delete(str.c_str());
423 update_load_save_game_menu(load_game_menu);
424 Menu::set_current(main_menu);
427 else if (process_load_game_menu())
432 else if(menu == contrib_menu)
434 check_levels_contrib_menu();
436 else if (menu == contrib_subset_menu)
438 check_contrib_subset_menu();
442 // reopen menu of user closed it (so that the app doesn't close when user
443 // accidently hit ESC)
444 if(Menu::current() == 0) {
445 Menu::set_current(main_menu);
450 context.do_drawing();
451 sound_manager->update();
453 //frame_rate.update();
465 //delete img_choose_subset;