static bool walking;
static Timer random_timer;
-static int frame, i;
+static int frame;
static unsigned int last_update_time;
static unsigned int update_time;
-void display_credits();
-
-std::vector<st_subset> contrib_subsets;
+std::vector<LevelSubset*> contrib_subsets;
std::string current_contrib_subset;
+void free_contrib_menu()
+{
+ for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
+ i != contrib_subsets.end(); ++i)
+ delete *i;
+
+ contrib_subsets.clear();
+ contrib_menu->clear();
+}
+
void generate_contrib_menu()
{
string_list_type level_subsets = dsubdirs("/levels", "info");
- contrib_menu->clear();
+ free_contrib_menu();
+
contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
contrib_menu->additem(MN_HL,"",0,0);
for (int i = 0; i < level_subsets.num_items; ++i)
{
- st_subset subset;
- subset.load(level_subsets.item[i]);
- contrib_menu->additem(MN_GOTO, subset.title.c_str(), i, contrib_subset_menu);
+ 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);
}
int index = contrib_menu->check();
if (index != -1)
{
- index -= 2; // FIXME: Hack
+ index -= 1;
if (index >= 0 && index <= int(contrib_subsets.size()))
{
if (current_subset != index)
{
current_subset = index;
// FIXME: This shouln't be busy looping
- st_subset& subset = contrib_subsets[index];
+ LevelSubset& subset = * (contrib_subsets[index]);
current_contrib_subset = subset.name;
for (int i = 1; i <= subset.levels; ++i)
{
Level level;
- level.load(subset.name, i);
- contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0);
+ level.load(subset.name, i, 0);
+ contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
}
contrib_subset_menu->additem(MN_HL,"",0,0);
contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
int index = contrib_subset_menu->check();
if (index != -1)
{
- if (contrib_subset_menu->get_item(index).kind == MN_ACTION)
+ if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
{
- index -= 1; // FIXME: Hack
- std::cout << "Sarting level: " << index << std::endl;
+ 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);
}
}
void draw_demo(GameSession* session, double frame_ratio)
{
- World::set_current(session->get_world());
- //World* world = session->get_world();
+ World* world = session->get_world();
+ World::set_current(world);
Level* plevel = session->get_level();
- Player* tux = session->get_world()->get_tux();
-
- /* FIXME:
- // update particle systems
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->simulate(frame_ratio);
- }
-
- // Draw particle systems (background)
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 0);
- }
- */
-
- // Draw interactive tiles:
- for (int y = 0; y < 15; ++y)
- {
- for (int x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
+ Player* tux = world->get_tux();
+ world->play_music(LEVEL_MUSIC);
+
global_frame_counter++;
- tux->key_event(SDLK_RIGHT,DOWN);
+ tux->key_event((SDLKey) keymap.right,DOWN);
if(random_timer.check())
{
if(walking)
- tux->key_event(SDLK_UP,UP);
+ tux->key_event((SDLKey) keymap.jump,UP);
else
- tux->key_event(SDLK_UP,DOWN);
+ tux->key_event((SDLKey) keymap.jump,DOWN);
}
else
{
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->base.x = tux->base.x - (plevel->width * 32 - 640);
- scroll_x = tux->base.x - 320;
+ tux->level_begin();
}
+ tux->can_jump = true;
float last_tux_x_pos = tux->base.x;
- tux->action(frame_ratio);
+ 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;
+ {
+ walking = false;
+ }
- tux->draw();
+ world->draw();
}
/* --- TITLE SCREEN --- */
void title(void)
{
- st_subset subset;
random_timer.init(true);
walking = true;
updatescreen();
/* Load images: */
- bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
+ 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);
Menu::set_current(main_menu);
while (Menu::current())
{
+ // 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. */
{
Menu::current()->event(event);
}
- else
- {
- // FIXME: QUIT signal should be handled more generic, not locally
- if (event.type == SDL_QUIT)
- Menu::set_current(0);
- }
+ // FIXME: QUIT signal should be handled more generic, not locally
+ if (event.type == SDL_QUIT)
+ Menu::set_current(0);
}
/* Draw the background: */
- draw_background();
draw_demo(&session, frame_ratio);
if (Menu::current() == main_menu)
- logo->draw( 160, 30);
+ 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, 420, 0);
+ 0, screen->h - 70, 0);
/* Don't draw menu, if quit is true */
Menu* menu = Menu::current();
{
switch (main_menu->check())
{
- case 0:
+ case MNID_STARTGAME:
// Start Game, ie. goto the slots menu
update_load_save_game_menu(load_game_menu);
break;
- case 1:
+ case MNID_CONTRIB:
// Contrib Menu
puts("Entering contrib menu");
generate_contrib_menu();
break;
- case 3:
- leveleditor(1);
+ case MNID_LEVELEDITOR:
+ leveleditor();
Menu::set_current(main_menu);
break;
- case 4:
- display_credits();
+ case MNID_CREDITS:
+ display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
Menu::set_current(main_menu);
break;
- case 5:
+ case MNID_QUITMAINMENU:
Menu::set_current(0);
break;
}
}
else if(menu == load_game_menu)
{
- if (process_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();
}
/* Pause: */
frame++;
SDL_Delay(25);
-
}
/* Free surfaces: */
+ free_contrib_menu();
delete bkg_title;
delete logo;
+ delete img_choose_subset;
}
-#define MAX_VEL 10
-#define SPEED 1
-#define SCROLL 60
-
-void display_credits()
-{
- int done;
- int scroll, speed;
- Timer 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)
- {
- while(fgets(temp, sizeof(temp), fi) != NULL)
- {
- temp[strlen(temp)-1]='\0';
- string_list_add_item(&names,temp);
- }
- fclose(fi);
- }
- 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.");
- }
-
-
- timer.init(SDL_GetTicks());
- timer.start(50);
-
- scroll = 0;
- speed = 2;
- done = 0;
-
- n = d = 0;
-
- length = names.num_items;
-
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
-
- while(done == 0)
- {
- /* in case of input, exit */
- SDL_Event event;
- 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();
-
- white_big_text->drawf("- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2);
-
- for(i = 0, n = 0, d = 0; i < length; i++,n++,d++)
- {
- if(names.item[i] == "")
- n--;
- else
- {
- if(names.item[i][0] == ' ')
- white_small_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1);
- else if(names.item[i][0] == ' ')
- white_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
- else if(names.item[i+1][0] == '-' || names.item[i][0] == '-')
- white_big_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3);
- else
- blue_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
- }
- }
-
- flipscreen();
-
- if(60+screen->h+(n*18)+(d*18)-scroll < 0 && 20+60+screen->h+(n*18)+(d*18)-scroll < 0)
- done = 1;
+// EOF //
- scroll += speed;
- if(scroll < 0)
- scroll = 0;
-
- SDL_Delay(35);
-
- if(timer.get_left() < 0)
- {
- frame++;
- timer.start(50);
- }
- }
- string_list_free(&names);
-
- SDL_EnableKeyRepeat(0, 0); // disables key repeating
- Menu::set_current(main_menu);
-}