-/*
- title.c
-
- Super Tux - Title Screen
-
- by Bill Kendrick
- bill@newbreedsoftware.com
- http://www.newbreedsoftware.com/supertux/
-
- April 11, 2000 - March 15, 2004
-*/
-
+// $Id$
+//
+// SuperTux
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+
+#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "level.h"
#include "gameloop.h"
#include "leveleditor.h"
+#include "scene.h"
+#include "player.h"
+#include "math.h"
+#include "tile.h"
+#include "resources.h"
-static texture_type bkg_title, img_choose_subset, anim1, anim2;
-static SDL_Event event;
-static SDLKey key;
-static int quit, frame, pict, i;
+static Surface* bkg_title;
+static Surface* logo;
+static Surface* img_choose_subset;
-void display_credits();
+static bool walking;
+static Timer random_timer;
-void draw_background()
-{
- /* Draw the title background: */
+static int frame;
+static unsigned int last_update_time;
+static unsigned int update_time;
- texture_draw_bg(&bkg_title, NO_UPDATE);
+std::vector<LevelSubset*> contrib_subsets;
+std::string current_contrib_subset;
- /* Animate title screen: */
-
- pict = (frame / 5) % 3;
+void free_contrib_menu()
+{
+ for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
+ i != contrib_subsets.end(); ++i)
+ delete *i;
- if (pict == 0)
- texture_draw_part(&bkg_title, 560, 270, 560, 270, 80, 75, NO_UPDATE);
- else if (pict == 1)
- texture_draw(&anim1, 560, 270, NO_UPDATE);
- else if (pict == 2)
- texture_draw(&anim2, 560, 270, NO_UPDATE);
+ contrib_subsets.clear();
+ contrib_menu->clear();
}
-/* --- TITLE SCREEN --- */
-
-int title(void)
+void generate_contrib_menu()
{
- int done;
- char str[80];
- string_list_type level_subsets;
- st_subset subset;
- level_subsets = dsubdirs("/levels", "info");
-
- /* Reset menu variables */
- menu_reset();
- menu_set_current(&main_menu);
-
- clearscreen(0, 0, 0);
- updatescreen();
+ string_list_type level_subsets = dsubdirs("/levels", "info");
- /* Load images: */
+ free_contrib_menu();
- texture_load(&bkg_title,datadir + "/images/title/title.png", IGNORE_ALPHA);
- texture_load(&anim1,datadir + "/images/title/title-anim2.png", IGNORE_ALPHA);
- texture_load(&anim2,datadir + "/images/title/title-anim1.png", IGNORE_ALPHA);
- texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
+ contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
+ contrib_menu->additem(MN_HL,"",0,0);
- /* --- Main title loop: --- */
-
- done = 0;
- quit = 0;
- show_menu = 1;
- frame = 0;
-
- /* Draw the title background: */
- texture_draw_bg(&bkg_title, NO_UPDATE);
-
- load_hs();
-
- while (!done && !quit)
+ for (int i = 0; i < level_subsets.num_items; ++i)
{
- /* Handle events: */
-
- while (SDL_PollEvent(&event))
- {
- if (event.type == SDL_QUIT)
- {
- /* Quit event - quit: */
- quit = 1;
- }
- else if (event.type == SDL_KEYDOWN)
- {
- /* Keypress... */
-
- key = event.key.keysym.sym;
-
- /* Check for menu events */
- menu_event(&event.key.keysym);
-
- if (key == SDLK_ESCAPE)
- {
- /* Escape: Quit: */
-
- quit = 1;
- }
- }
-#ifdef JOY_YES
- else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
- {
- if (event.jaxis.value > 1024)
- menuaction = MN_DOWN;
- else if (event.jaxis.value < -1024)
- menuaction = MN_UP;
- }
- else if (event.type == SDL_JOYBUTTONDOWN)
- {
- /* Joystick button: Continue: */
-
- menuaction = MN_HIT;
- }
-#endif
-
- }
+ LevelSubset* subset = new LevelSubset();
+ subset->load(level_subsets.item[i]);
+ contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
+ contrib_subset_menu, i+1);
+ contrib_subsets.push_back(subset);
+ }
- /* Draw the background: */
- draw_background();
+ contrib_menu->additem(MN_HL,"",0,0);
+ contrib_menu->additem(MN_BACK,"Back",0,0);
- /* Draw the high score: */
- sprintf(str, "High score: %d", hs_score);
- text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
- sprintf(str, "by %s", hs_name);
- text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
+ string_list_free(&level_subsets);
+}
- /* Don't draw menu, if quit is true */
- if(show_menu && !quit)
- menu_process_current();
+void check_contrib_menu()
+{
+ static int current_subset = -1;
- if(current_menu == &main_menu)
+ int index = contrib_menu->check();
+ if (index != -1)
+ {
+ index -= 1;
+ if (index >= 0 && index <= int(contrib_subsets.size()))
{
- switch (menu_check(&main_menu))
+ if (current_subset != index)
{
- case 2:
- done = 0;
- i = 0;
- if(level_subsets.num_items != 0)
+ current_subset = index;
+ // FIXME: This shouln't be busy looping
+ LevelSubset& subset = * (contrib_subsets[index]);
+
+ current_contrib_subset = subset.name;
+
+ std::cout << "Updating the contrib subset menu..." << subset.levels << std::endl;
+
+ contrib_subset_menu->clear();
+
+ contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
+ contrib_subset_menu->additem(MN_HL,"",0,0);
+ for (int i = 1; i <= subset.levels; ++i)
{
- subset.load(level_subsets.item[0]);
- while(!done)
- {
- texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
- if(level_subsets.num_items != 0)
- {
- texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
- if(level_subsets.num_items > 1)
- {
- if(i > 0)
- texture_draw(&arrow_left,(screen->w / 2) - ((subset.title.length()+2)*16)/2,20,NO_UPDATE);
- if(i < level_subsets.num_items-1)
- texture_draw(&arrow_right,(screen->w / 2) + ((subset.description.length())*16)/2,20,NO_UPDATE);
- }
- text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
- }
- updatescreen();
- SDL_Delay(50);
- while(SDL_PollEvent(&event) && !done)
- {
- switch(event.type)
- {
- case SDL_QUIT:
- done = 1;
- quit = 1;
- break;
- case SDL_KEYDOWN: // key pressed
- /* Keypress... */
-
- key = event.key.keysym.sym;
-
- if(key == SDLK_LEFT)
- {
- if(i > 0)
- {
- --i;
- subset.free();
- subset.load(level_subsets.item[i]);
- }
- }
- else if(key == SDLK_RIGHT)
- {
- if(i < level_subsets.num_items -1)
- {
- ++i;
- subset.free();
- subset.load(level_subsets.item[i]);
- }
- }
- else if(key == SDLK_SPACE || key == SDLK_RETURN)
- {
- done = YES;
- quit = gameloop(subset.name.c_str(),1,ST_GL_PLAY);
- subset.free();
- }
- else if(key == SDLK_ESCAPE)
- {
- done = YES;
- }
- break;
- default:
- break;
- }
- }
- }
+ Level level;
+ level.load(subset.name, i);
+ contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
}
- break;
- case 3:
- update_load_save_game_menu(&load_game_menu, YES);
- break;
- case 5:
- done = 1;
- quit = leveleditor(1);
- break;
- case 6:
- display_credits();
- break;
- case 8:
- quit = 1;
- break;
+ contrib_subset_menu->additem(MN_HL,"",0,0);
+ contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
}
}
- else if(current_menu == &options_menu)
- {
- process_options_menu();
- }
- else if(current_menu == &load_game_menu)
+ else
{
- process_save_load_game_menu(NO);
+ // Back button
}
-
- flipscreen();
-
- /* Pause: */
- frame++;
- SDL_Delay(50);
-
}
- /* Free surfaces: */
+}
- texture_free(&bkg_title);
- texture_free(&anim1);
- texture_free(&anim2);
- string_list_free(&level_subsets);
+void check_contrib_subset_menu()
+{
+ int index = contrib_subset_menu->check();
+ if (index != -1)
+ {
+ if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
+ {
+ std::cout << "Starting level: " << index << std::endl;
+ GameSession session(current_contrib_subset, index, ST_GL_PLAY);
+ session.run();
+ player_status.reset();
+ Menu::set_current(main_menu);
+ }
+ }
+}
- /* Return to main! */
+void draw_background()
+{
+ /* Draw the title background: */
- return(quit);
+ bkg_title->draw_bg();
}
-#define MAX_VEL 10
-#define SPEED 1
-#define SCROLL 60
-
-void display_credits()
+void draw_demo(GameSession* session, double frame_ratio)
{
- int done;
- int scroll, speed;
- timer_type timer;
- int n,d;
- int length;
- FILE* fi;
- char temp[1024];
- string_list_type names;
- char filename[1024];
- string_list_init(&names);
- sprintf(filename,"%s/CREDITS", datadir.c_str());
- if((fi = fopen(filename,"r")) != NULL)
+ World* world = session->get_world();
+ World::set_current(world);
+ Level* plevel = session->get_level();
+ Player* tux = world->get_tux();
+
+ world->play_music(LEVEL_MUSIC);
+
+ global_frame_counter++;
+ tux->key_event((SDLKey) keymap.right,DOWN);
+
+ if(random_timer.check())
{
- while(fgets(temp, sizeof(temp), fi) != NULL)
- {
- temp[strlen(temp)-1]='\0';
- string_list_add_item(&names,temp);
- }
- fclose(fi);
+ if(walking)
+ tux->key_event((SDLKey) keymap.jump,UP);
+ else
+ tux->key_event((SDLKey) keymap.jump,DOWN);
}
else
{
- string_list_add_item(&names,"Credits were not found!");
- string_list_add_item(&names,"Shame on the guy, who");
- string_list_add_item(&names,"forgot to include them");
- string_list_add_item(&names,"in your SuperTux distribution.");
+ random_timer.start(rand() % 3000 + 3000);
+ walking = !walking;
+ }
+
+ // Wrap around at the end of the level back to the beginnig
+ if(plevel->width * 32 - 320 < tux->base.x)
+ {
+ tux->level_begin();
+ scroll_x = 0;
+ }
+
+ tux->can_jump = true;
+ float last_tux_x_pos = tux->base.x;
+ world->action(frame_ratio);
+
+
+ // disabled for now, since with the new jump code we easily get deadlocks
+ // Jump if tux stays in the same position for one loop, ie. if he is
+ // stuck behind a wall
+ if (last_tux_x_pos == tux->base.x)
+ {
+ walking = false;
}
+ world->draw();
+}
+
+/* --- TITLE SCREEN --- */
+void title(void)
+{
+ random_timer.init(true);
+
+ walking = true;
+
+ st_pause_ticks_init();
- timer_init(&timer, SDL_GetTicks());
- timer_start(&timer, 50);
+ GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
+
+ clearscreen(0, 0, 0);
+ updatescreen();
- scroll = 0;
- speed = 2;
- done = 0;
+ /* Load images: */
+ bkg_title = new Surface(datadir + "/images/background/arctis.jpg", IGNORE_ALPHA);
+ logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
+ img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
- n = d = 0;
+ /* --- Main title loop: --- */
+ frame = 0;
- length = names.num_items;
+ /* Draw the title background: */
+ bkg_title->draw_bg();
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+ update_time = st_get_ticks();
+ random_timer.start(rand() % 2000 + 2000);
- while(done == 0)
+ Menu::set_current(main_menu);
+ while (Menu::current())
{
- /* in case of input, exit */
- while(SDL_PollEvent(&event))
- switch(event.type)
- {
- case SDL_KEYDOWN:
- switch(event.key.keysym.sym)
- {
- case SDLK_UP:
- speed -= SPEED;
- break;
- case SDLK_DOWN:
- speed += SPEED;
- break;
- case SDLK_SPACE:
- case SDLK_RETURN:
- if(speed >= 0)
- scroll += SCROLL;
- break;
- case SDLK_ESCAPE:
- done = 1;
- break;
- default:
- break;
- }
- break;
- case SDL_QUIT:
- done = 1;
- break;
- default:
- break;
- }
-
- if(speed > MAX_VEL)
- speed = MAX_VEL;
- else if(speed < -MAX_VEL)
- speed = -MAX_VEL;
-
- /* draw the credits */
-
- draw_background();
-
- text_drawf(&white_big_text, "- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
-
- for(i = 0, n = 0, d = 0; i < length; i++,n++,d++)
+ // if we spent to much time on a menu entry
+ if( (update_time - last_update_time) > 1000)
+ update_time = last_update_time = st_get_ticks();
+
+ // Calculate the movement-factor
+ double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+ if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
+ frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
+ /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
+ frame_ratio /= 2;
+
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
{
- if(names.item[i] == "")
- n--;
- else
+ if (Menu::current())
{
- if(names.item[i][0] == ' ')
- text_drawf(&white_small_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- else if(names.item[i][0] == ' ')
- text_drawf(&white_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
- else if(names.item[i+1][0] == '-' || names.item[i][0] == '-')
- text_drawf(&white_big_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3, NO_UPDATE);
- else
- text_drawf(&blue_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+ Menu::current()->event(event);
}
+ // FIXME: QUIT signal should be handled more generic, not locally
+ if (event.type == SDL_QUIT)
+ Menu::set_current(0);
}
+ /* Draw the background: */
+ draw_demo(&session, frame_ratio);
+
+ if (Menu::current() == main_menu)
+ logo->draw(screen->w/2 - logo->w/2, 30);
+
+ white_small_text->draw(" SuperTux " VERSION "\n"
+ "Copyright (c) 2003 SuperTux Devel Team\n"
+ "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
+ "are welcome to redistribute it under certain conditions; see the file COPYING\n"
+ "for details.\n",
+ 0, screen->h - 70, 0);
- texture_draw_part(&bkg_title, 0, 0, 0, 0, 640, 130, NO_UPDATE);
+ /* Don't draw menu, if quit is true */
+ Menu* menu = Menu::current();
+ if(menu)
+ {
+ menu->draw();
+ menu->action();
+
+ if(menu == main_menu)
+ {
+ switch (main_menu->check())
+ {
+ case MNID_STARTGAME:
+ // Start Game, ie. goto the slots menu
+ update_load_save_game_menu(load_game_menu);
+ break;
+ case MNID_CONTRIB:
+ // Contrib Menu
+ puts("Entering contrib menu");
+ generate_contrib_menu();
+ break;
+ case MNID_LEVELEDITOR:
+ leveleditor();
+ Menu::set_current(main_menu);
+ break;
+ case MNID_CREDITS:
+ display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
+ Menu::set_current(main_menu);
+ break;
+ case MNID_QUITMAINMENU:
+ Menu::set_current(0);
+ break;
+ }
+ }
+ else if(menu == options_menu)
+ {
+ process_options_menu();
+ }
+ else if(menu == load_game_menu)
+ {
+ if(event.key.keysym.sym == SDLK_DELETE)
+ {
+ int slot = menu->get_active_item_id();
+ char str[1024];
+ sprintf(str,"Are you sure you want to delete slot %d?", slot);
+
+ draw_background();
+
+ if(confirm_dialog(str))
+ {
+ sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
+ printf("Removing: %s\n",str);
+ remove(str);
+ }
+
+ update_load_save_game_menu(load_game_menu);
+ Menu::set_current(main_menu);
+ update_time = st_get_ticks();
+ }
+ else if (process_load_game_menu())
+ {
+ // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
+ // reset tux
+ scroll_x = 0;
+ //titletux.level_begin();
+ update_time = st_get_ticks();
+ }
+ }
+ else if(menu == contrib_menu)
+ {
+ check_contrib_menu();
+ }
+ else if (menu == contrib_subset_menu)
+ {
+ check_contrib_subset_menu();
+ }
+ }
+ mouse_cursor->draw();
+
flipscreen();
- if(60+screen->h+(n*18)+(d*18)-scroll < 0 && 20+60+screen->h+(n*18)+(d*18)-scroll < 0)
- done = 1;
-
- scroll += speed;
- if(scroll < 0)
- scroll = 0;
+ /* Set the time of the last update and the time of the current update */
+ last_update_time = update_time;
+ update_time = st_get_ticks();
- SDL_Delay(35);
-
- if(timer_get_left(&timer) < 0)
- {
- frame++;
- timer_start(&timer, 50);
- }
+ /* Pause: */
+ frame++;
+ SDL_Delay(25);
}
- string_list_free(&names);
+ /* Free surfaces: */
- SDL_EnableKeyRepeat(0, 0); // disables key repeating
- show_menu = 1;
- menu_set_current(&main_menu);
+ free_contrib_menu();
+ delete bkg_title;
+ delete logo;
+ delete img_choose_subset;
}
+
+// EOF //
+