#include <cmath>
#include <SDL.h>
#include <SDL_image.h>
-
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "app/globals.h"
-#include "title.h"
-#include "video/screen.h"
-#include "video/surface.h"
-#include "gui/menu.h"
-#include "timer.h"
-#include "special/frame_rate.h"
-#include "app/setup.h"
-#include "lisp/lisp.h"
-#include "lisp/parser.h"
-#include "level.h"
-#include "level_subset.h"
-#include "game_session.h"
-#include "worldmap.h"
-#include "leveleditor.h"
-#include "player_status.h"
-#include "tile.h"
-#include "sector.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/player.h"
-#include "resources.h"
-#include "app/gettext.h"
-#include "misc.h"
-#include "textscroller.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "control/codecontroller.h"
-#include "main.h"
+#include <physfs.h>
+
+#include "title.hpp"
+#include "video/screen.hpp"
+#include "video/surface.hpp"
+#include "audio/sound_manager.hpp"
+#include "gui/menu.hpp"
+#include "timer.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/parser.hpp"
+#include "level.hpp"
+#include "level_subset.hpp"
+#include "game_session.hpp"
+#include "worldmap.hpp"
+#include "player_status.hpp"
+#include "tile.hpp"
+#include "sector.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/player.hpp"
+#include "resources.hpp"
+#include "gettext.hpp"
+#include "misc.hpp"
+#include "textscroller.hpp"
+#include "file_system.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "control/codecontroller.hpp"
+#include "main.hpp"
+#include "exceptions.hpp"
static Surface* bkg_title;
static Surface* logo;
-static Surface* img_choose_subset;
+//static Surface* img_choose_subset;
static bool walking;
-static Timer2 random_timer;
+static Timer random_timer;
static int frame;
static std::vector<LevelSubset*> contrib_subsets;
static LevelSubset* current_contrib_subset = 0;
-
-static FrameRate frame_rate(100);
+static int current_subset = -1;
/* If the demo was stopped - because game started, level
editor was excuted, etc - call this when you get back
*/
void resume_demo()
{
- player_status.reset();
+ player_status->reset();
titlesession->get_current_sector()->activate("main");
titlesession->set_current();
- frame_rate.update();
+ //frame_rate.update();
}
void update_load_save_game_menu(Menu* menu)
contrib_subsets.clear();
contrib_menu->clear();
+ current_contrib_subset = 0;
+ current_subset = -1;
}
void generate_contrib_menu()
{
/** Generating contrib levels list by making use of Level Subset */
- std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
+ std::vector<std::string> level_subsets;
+ char** files = PHYSFS_enumerateFiles("levels/");
+ for(const char* const* filename = files; *filename != 0; ++filename) {
+ std::string filepath = std::string("levels/") + *filename;
+ if(PHYSFS_isDirectory(filepath.c_str()))
+ level_subsets.push_back(filepath);
+ }
+ PHYSFS_freeList(files);
free_contrib_menu();
contrib_menu->add_hl();
int i = 0;
- for (std::set<std::string>::iterator it = level_subsets.begin();
- it != level_subsets.end(); ++it)
- {
- LevelSubset* subset = new LevelSubset();
+ for (std::vector<std::string>::iterator it = level_subsets.begin();
+ it != level_subsets.end(); ++it) {
+ try {
+ std::auto_ptr<LevelSubset> subset (new LevelSubset());
subset->load(*it);
if(subset->hide_from_contribs) {
- delete subset;
continue;
}
- contrib_menu->add_submenu(subset->title, contrib_subset_menu);
- contrib_subsets.push_back(subset);
- ++i;
+ contrib_menu->add_submenu(subset->title, contrib_subset_menu, i++);
+ contrib_subsets.push_back(subset.release());
+ } catch(std::exception& e) {
+#ifdef DEBUG
+ std::cerr << "Couldn't parse levelset info for '"
+ << *it << "': " << e.what() << "\n";
+#endif
}
+ }
contrib_menu->add_hl();
contrib_menu->add_back(_("Back"));
-
- level_subsets.clear();
}
std::string get_level_name(const std::string& filename)
void check_levels_contrib_menu()
{
- static int current_subset = -1;
-
int index = contrib_menu->check();
if (index == -1)
return;
if(subset.has_worldmap) {
WorldMapNS::WorldMap worldmap;
worldmap.set_map_filename(subset.get_worldmap_filename());
+ sound_manager->stop_music();
// some fading
fadeout(256);
context.do_drawing();
// TODO: slots should be available for contrib maps
- worldmap.loadgame(user_dir + "/save/" + subset.name + "-slot1.stsg");
-
+ worldmap.loadgame("save/" + subset.name + "-slot1.stsg");
worldmap.display(); // run the map
Menu::set_current(main_menu);
resume_demo();
} else if (current_subset != index) {
current_subset = index;
- // FIXME: This shouln't be busy looping
LevelSubset& subset = * (contrib_subsets[index]);
current_contrib_subset = ⊂
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->get_level_filename(index), ST_GL_PLAY);
- session.run();
- player_status.reset();
- Menu::set_current(main_menu);
- resume_demo();
- }
- }
+ if (index != -1) {
+ if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION) {
+ sound_manager->stop_music();
+ GameSession session(
+ current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
+ session.run();
+ player_status->reset();
+ Menu::set_current(main_menu);
+ resume_demo();
+ }
+ }
}
void draw_demo(float elapsed_time)
{
static float last_tux_x_pos = -1;
+ static float last_tux_y_pos = -1;
Sector* sector = titlesession->get_current_sector();
Player* tux = sector->player;
controller->update();
controller->press(Controller::RIGHT);
- if(random_timer.check() || (int) last_tux_x_pos == (int) tux->get_pos().x) {
- random_timer.start(float(rand() % 3000 + 3000) / 1000.);
- walking = !walking;
+ if(random_timer.check() ||
+ (walking && fabsf(last_tux_x_pos - tux->get_pos().x)) < .1) {
+ walking = false;
} else {
- if(!walking)
- controller->press(Controller::JUMP);
+ if(!walking && fabsf(tux->get_pos().y - last_tux_y_pos) < .1) {
+ random_timer.start(float(rand() % 3000 + 3000) / 1000.);
+ walking = true;
+ }
}
+ if(!walking)
+ controller->press(Controller::JUMP);
last_tux_x_pos = tux->get_pos().x;
+ last_tux_y_pos = tux->get_pos().y;
// Wrap around at the end of the level back to the beginnig
if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
sector->camera->reset(tux->get_pos());
}
- sector->action(elapsed_time);
+ sector->update(elapsed_time);
sector->draw(*titlesession->context);
}
void title()
{
walking = true;
- LevelEditor* leveleditor;
- MusicRef credits_music;
+ //LevelEditor* leveleditor;
controller = new CodeController();
- Ticks::pause_init();
-
- titlesession = new GameSession(get_resource_filename("levels/misc/menu.stl"),
- ST_GL_DEMO_GAME);
+ titlesession = new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME);
/* Load images: */
- bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
- logo = new Surface(datadir + "/images/title/logo.png", true);
- img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
+ bkg_title = new Surface("images/background/arctis.jpg");
+ logo = new Surface("images/engine/menu/logo.png");
+ //img_choose_subset = new Surface("images/status/choose-level-subset.png");
titlesession->get_current_sector()->activate("main");
titlesession->set_current();
Menu::set_current(main_menu);
DrawingContext& context = *titlesession->context;
- while (Menu::current())
+ bool running = true;
+ while (running)
{
// Calculate the movement-factor
Uint32 ticks = SDL_GetTicks();
float elapsed_time = float(ticks - lastticks) / 1000.;
- global_time += elapsed_time;
+ game_time += elapsed_time;
lastticks = ticks;
// 40fps is minimum
if(elapsed_time > .04)
Menu::current()->event(event);
}
main_controller->process_event(event);
- // FIXME: QUIT signal should be handled more generic, not locally
if (event.type == SDL_QUIT)
- throw std::runtime_error("Received window close");
+ throw graceful_shutdown();
}
/* Draw the background: */
draw_demo(elapsed_time);
if (Menu::current() == main_menu)
- context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->w/2, 30),
+ context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->get_width()/2, 30),
LAYER_FOREGROUND1+1);
context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(white_small_text,
_(
-"Copyright (c) 2003 SuperTux Devel Team\n"
+"Copyright (c) 2006 SuperTux Devel Team\n"
"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
"redistribute it under certain conditions; see the file COPYING for details.\n"
),
if(menu)
{
menu->draw(context);
- menu->action();
+ menu->update();
if(menu == main_menu)
{
break;
case MNID_LEVELS_CONTRIB:
// Contrib Menu
- puts("Entering contrib menu");
generate_contrib_menu();
break;
#if 0
- case MNID_LEVELEDITOR:
- leveleditor = new LevelEditor();
+ case MNID_LEVELEDITOR: {
+ LevelEdtiro* leveleditor = new LevelEditor();
leveleditor->run();
delete leveleditor;
Menu::set_current(main_menu);
resume_demo();
break;
+ }
#endif
case MNID_CREDITS:
+ sound_manager->stop_music();
fadeout(500);
- credits_music = sound_manager->load_music(
- get_resource_filename("/music/credits.ogg"));
- sound_manager->play_music(credits_music);
+ sound_manager->play_music("music/credits.ogg");
display_text_file("credits.txt");
+ sound_manager->stop_music();
fadeout(500);
Menu::set_current(main_menu);
break;
case MNID_QUITMAINMENU:
- Menu::set_current(0);
+ running = false;
break;
}
}
stream << slot;
std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
- if(confirm_dialog(bkg_title, str.c_str()))
- {
- str = user_dir + "/save/slot" + stream.str() + ".stsg";
+ if(confirm_dialog(bkg_title, str.c_str())) {
+ str = "save/slot" + stream.str() + ".stsg";
printf("Removing: %s\n",str.c_str());
- remove(str.c_str());
- }
+ PHYSFS_delete(str.c_str());
+ }
update_load_save_game_menu(load_game_menu);
Menu::set_current(main_menu);
}
}
- mouse_cursor->draw(context);
-
+ // reopen menu of user closed it (so that the app doesn't close when user
+ // accidently hit ESC)
+ if(Menu::current() == 0) {
+ Menu::set_current(main_menu);
+ }
+
context.do_drawing();
+ sound_manager->update();
- frame_rate.update();
+ //frame_rate.update();
/* Pause: */
frame++;
delete titlesession;
delete bkg_title;
delete logo;
- delete img_choose_subset;
+ //delete img_choose_subset;
}