renamed timer_type to Timer
[supertux.git] / src / title.cpp
index 2b5d1f7..deddd5a 100644 (file)
 #include "scene.h"
 #include "player.h"
 #include "math.h"
-
-void loadshared(void);
-void activate_particle_systems(void);
+#include "tile.h"
+#include "resources.h"
 
 static texture_type bkg_title;
 static texture_type logo;
 static texture_type img_choose_subset;
 
+static bool walking;
+static Timer random_timer;
+
 static SDL_Event event;
 static SDLKey key;
 static int frame, i;
@@ -61,26 +63,92 @@ void draw_background()
   texture_draw_bg(&bkg_title);
 }
 
-/* --- TITLE SCREEN --- */
+void draw_demo(GameSession* session, double frame_ratio)
+{
+  World::set_current(session->get_world());
+  //World* world  = session->get_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);
+    }
 
-int title(void)
+  // 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)]);
+        }
+    }
+
+  global_frame_counter++;
+  tux->key_event(SDLK_RIGHT,DOWN);
+  
+  if(random_timer.check())
+    {
+      if(walking)
+        tux->key_event(SDLK_UP,UP);
+      else
+        tux->key_event(SDLK_UP,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;
+    }
+
+
+
+  float last_tux_x_pos = tux->base.x;
+  tux->action(frame_ratio);
+
+  // 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;
+
+  tux->draw();
+
+  /* DEMO end */
+}
+
+/* --- TITLE SCREEN --- */
+bool title(void)
 {
-  int done;
   string_list_type level_subsets;
   st_subset subset;
   level_subsets = dsubdirs("/levels", "info");
-  timer_type random_timer;
-  timer_init(&random_timer, true);
-  bool walking = true;
-  Player titletux;
-  titletux.init();
+  random_timer.init(true);
+
+  walking = true;
+
   st_pause_ticks_init();
 
-  level_load(&current_level, (datadir + "/levels/misc/menu.stl").c_str());
+  GameSession session(datadir + "/levels/misc/menu.stl");
   loadshared();
-  activate_particle_systems();
-  /* Lower the gravity that tux doesn't jump to hectically through the demo */
-  //gravity = 5;
+
+  //FIXME:activate_particle_systems();
 
   /* Reset menu variables */
   menu_reset();
@@ -96,9 +164,7 @@ int title(void)
   texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
 
   /* --- Main title loop: --- */
-
-  done = 0;
-  quit = 0;
+  bool done = 0;
   show_menu = 1;
   frame = 0;
 
@@ -107,13 +173,12 @@ int title(void)
   load_hs();
 
   update_time = st_get_ticks();
-  timer_start(&random_timer, rand() % 2000 + 2000);
+  random_timer.start(rand() % 2000 + 2000);
 
-  while (!done && !quit)
+  while (!done)
     {
-
       /* Calculate the movement-factor */
-      frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+      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. */
@@ -123,16 +188,14 @@ int title(void)
 
       while (SDL_PollEvent(&event))
         {
-       menu_event(event);
+          menu_event(event);
           if (event.type == SDL_QUIT)
             {
-              /* Quit event - quit: */
-              quit = 1;
+              done = true;
             }
           else if (event.type == SDL_KEYDOWN)
             {
               /* Keypress... */
-
               key = event.key.keysym.sym;
 
               /* Check for menu events */
@@ -141,85 +204,46 @@ int title(void)
               if (key == SDLK_ESCAPE)
                 {
                   /* Escape: Quit: */
-
-                  quit = 1;
+                  done = true;
                 }
             }
         }
 
       /* Draw the background: */
       draw_background();
-
-      /* DEMO begin */
-      /* 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)
-            {
-              drawshape(32*x - fmodf(scroll_x, 32), y * 32,
-                        current_level.ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
-            }
-        }
-
-      global_frame_counter++;
-      titletux.key_event(SDLK_RIGHT,DOWN);
-
+      draw_demo(&session, frame_ratio);
       
-      if(timer_check(&random_timer))
-        {
-         if(walking)
-          titletux.key_event(SDLK_UP,UP);
-         else
-         titletux.key_event(SDLK_UP,DOWN);
-        }
-      else
-        {
-          timer_start(&random_timer, rand() % 3000 + 3000);
-         walking = !walking;
-        }
+      if (current_menu == main_menu)
+        texture_draw(&logo, 160, 30);
 
-      if(current_level.width * 32 - 320 < titletux.base.x)
-        {
-          titletux.base.x = 160;
-          scroll_x = 0;
-        }
-
-      titletux.action();
-      titletux.draw();
-
-      /* DEMO end */
+      text_draw(&white_small_text, 
+                " 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);
 
       /* Draw the high score: */
       /*
-      sprintf(str, "High score: %d", hs_score);
-      text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1);
-      sprintf(str, "by %s", hs_name);
-      text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1);
+        sprintf(str, "High score: %d", hs_score);
+        text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1);
+        sprintf(str, "by %s", hs_name);
+        text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1);
       */
 
       /* Don't draw menu, if quit is true */
-      if(show_menu && !quit)
+      if(show_menu && !done)
         menu_process_current();
 
       if(current_menu == main_menu)
         {
           switch (main_menu->check())
             {
-            case 2:
+#if 0
+            case 0:
+              // Quick Play
+              // FIXME: obsolete
               done = 0;
               i = 0;
               if(level_subsets.num_items != 0)
@@ -248,12 +272,10 @@ int title(void)
                           switch(event.type)
                             {
                             case SDL_QUIT:
-                              done = 1;
-                              quit = 1;
+                              done = true;
                               break;
                             case SDL_KEYDOWN:          // key pressed
-                              /* Keypress... */
-
+                              // Keypress...
                               key = event.key.keysym.sym;
 
                               if(key == SDLK_LEFT)
@@ -296,18 +318,23 @@ int title(void)
               titletux.level_begin();
               update_time = st_get_ticks();
               break;
-            case 3:
+#endif
+            case 0:
+              // Start Game, ie. goto the slots menu
               update_load_save_game_menu(load_game_menu, true);
               break;
-            case 5:
+            case 1:
+              // Contrib Menu
+              break;
+            case 3:
               done = 1;
-              quit = leveleditor(1);
+              done = leveleditor(1);
               break;
-            case 6:
+            case 4:
               display_credits();
               break;
-            case 8:
-              quit = 1;
+            case 5:
+              done = true;
               break;
             }
         }
@@ -317,11 +344,20 @@ int title(void)
         }
       else if(current_menu == load_game_menu)
         {
-          process_save_load_game_menu(false);
+          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(current_menu == contrib_menu)
+        {
+          
         }
 
-      texture_draw(&logo, 160, 30);
-
       mouse_cursor->draw();
       
       flipscreen();
@@ -342,8 +378,7 @@ int title(void)
   string_list_free(&level_subsets);
 
   /* Return to main! */
-
-  return(quit);
+  return done;
 }
 
 #define MAX_VEL 10
@@ -354,7 +389,7 @@ void display_credits()
 {
   int done;
   int scroll, speed;
-  timer_type timer;
+  Timer timer;
   int n,d;
   int length;
   FILE* fi;
@@ -381,8 +416,8 @@ void display_credits()
     }
 
 
-  timer_init(&timer, SDL_GetTicks());
-  timer_start(&timer, 50);
+  timer.init(SDL_GetTicks());
+  timer.start(50);
 
   scroll = 0;
   speed = 2;
@@ -467,10 +502,10 @@ void display_credits()
 
       SDL_Delay(35);
 
-      if(timer_get_left(&timer) < 0)
+      if(timer.get_left() < 0)
         {
           frame++;
-          timer_start(&timer, 50);
+          timer.start(50);
         }
     }
   string_list_free(&names);