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 white_small_text->draw(" SuperTux " VERSION "\n"
298 "Copyright (c) 2003 SuperTux Devel Team\n"
299 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
300 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
304 /* Don't draw menu, if quit is true */
305 Menu* menu = Menu::current();
311 if(menu == main_menu)
313 switch (main_menu->check())
316 // Start Game, ie. goto the slots menu
317 update_load_save_game_menu(load_game_menu);
321 puts("Entering contrib menu");
322 generate_contrib_menu();
324 case MNID_LEVELEDITOR:
326 Menu::set_current(main_menu);
329 display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
330 Menu::set_current(main_menu);
332 case MNID_QUITMAINMENU:
333 Menu::set_current(0);
337 else if(menu == options_menu)
339 process_options_menu();
341 else if(menu == load_game_menu)
343 if(event.key.keysym.sym == SDLK_DELETE)
345 int slot = menu->get_active_item_id();
347 sprintf(str,"Are you sure you want to delete slot %d?", slot);
351 if(confirm_dialog(str))
353 sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
354 printf("Removing: %s\n",str);
358 update_load_save_game_menu(load_game_menu);
359 update_time = st_get_ticks();
361 else if (process_load_game_menu())
363 // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
366 //titletux.level_begin();
367 update_time = st_get_ticks();
370 else if(menu == contrib_menu)
372 check_contrib_menu();
374 else if (menu == contrib_subset_menu)
376 check_contrib_subset_menu();
380 mouse_cursor->draw();
384 /* Set the time of the last update and the time of the current update */
385 last_update_time = update_time;
386 update_time = st_get_ticks();
397 delete img_choose_subset;