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 Menu::set_current(main_menu);
158 void draw_background()
160 /* Draw the title background: */
162 bkg_title->draw_bg();
165 void draw_demo(GameSession* session, double frame_ratio)
167 World::set_current(session->get_world());
168 //World* world = session->get_world();
169 Level* plevel = session->get_level();
170 Player* tux = session->get_world()->get_tux();
172 session->get_world()->play_music(LEVEL_MUSIC);
175 // update particle systems
176 std::vector<ParticleSystem*>::iterator p;
177 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
179 (*p)->simulate(frame_ratio);
182 // Draw particle systems (background)
183 for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
185 (*p)->draw(scroll_x, 0, 0);
189 // Draw interactive tiles:
190 for (int y = 0; y < 15; ++y)
192 for (int x = 0; x < 21; ++x)
194 Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
195 plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
199 global_frame_counter++;
200 tux->key_event((SDLKey) keymap.right,DOWN);
202 if(random_timer.check())
205 tux->key_event((SDLKey) keymap.jump,UP);
207 tux->key_event((SDLKey) keymap.jump,DOWN);
211 random_timer.start(rand() % 3000 + 3000);
215 // Wrap around at the end of the level back to the beginnig
216 if(plevel->width * 32 - 320 < tux->base.x)
218 tux->base.x = tux->base.x - (plevel->width * 32 - 640);
219 scroll_x = tux->base.x - 320;
222 float last_tux_x_pos = tux->base.x;
223 tux->action(frame_ratio);
225 #if 0 // disabled for now, since with the new jump code we easily get deadlocks
226 // Jump if tux stays in the same position for one loop, ie. if he is
227 // stuck behind a wall
228 if (last_tux_x_pos == tux->base.x)
235 /* --- TITLE SCREEN --- */
238 random_timer.init(true);
242 st_pause_ticks_init();
244 GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
246 clearscreen(0, 0, 0);
250 bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
251 logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
252 img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
254 /* --- Main title loop: --- */
257 /* Draw the title background: */
258 bkg_title->draw_bg();
260 update_time = st_get_ticks();
261 random_timer.start(rand() % 2000 + 2000);
263 Menu::set_current(main_menu);
264 while (Menu::current())
266 // if we spent to much time on a menu entry
267 if( (update_time - last_update_time) > 1000)
268 update_time = last_update_time = st_get_ticks();
270 // Calculate the movement-factor
271 double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
272 if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
273 frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
274 /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
278 while (SDL_PollEvent(&event))
282 Menu::current()->event(event);
284 // FIXME: QUIT signal should be handled more generic, not locally
285 if (event.type == SDL_QUIT)
286 Menu::set_current(0);
289 /* Draw the background: */
291 draw_demo(&session, frame_ratio);
293 if (Menu::current() == main_menu)
294 logo->draw( 160, 30);
296 white_small_text->draw(" SuperTux " VERSION "\n"
297 "Copyright (c) 2003 SuperTux Devel Team\n"
298 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
299 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
303 /* Don't draw menu, if quit is true */
304 Menu* menu = Menu::current();
310 if(menu == main_menu)
312 switch (main_menu->check())
315 // Start Game, ie. goto the slots menu
316 update_load_save_game_menu(load_game_menu);
320 puts("Entering contrib menu");
321 generate_contrib_menu();
323 case MNID_LEVELEDITOR:
325 Menu::set_current(main_menu);
328 display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
329 Menu::set_current(main_menu);
331 case MNID_QUITMAINMENU:
332 Menu::set_current(0);
336 else if(menu == options_menu)
338 process_options_menu();
340 else if(menu == load_game_menu)
342 if(event.key.keysym.sym == SDLK_DELETE)
344 int slot = menu->get_active_item_id();
346 sprintf(str,"Are you sure you want to delete slot %d?", slot);
350 if(confirm_dialog(str))
352 sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
353 printf("Removing: %s\n",str);
357 update_load_save_game_menu(load_game_menu);
358 update_time = st_get_ticks();
360 else if (process_load_game_menu())
362 // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
365 //titletux.level_begin();
366 update_time = st_get_ticks();
369 else if(menu == contrib_menu)
371 check_contrib_menu();
373 else if (menu == contrib_subset_menu)
375 check_contrib_subset_menu();
379 mouse_cursor->draw();
383 /* Set the time of the last update and the time of the current update */
384 last_update_time = update_time;
385 update_time = st_get_ticks();
396 delete img_choose_subset;