renamed timer_type to Timer
[supertux.git] / src / title.cpp
index 8bc8fa8..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 Player titletux;
-static timer_type random_timer;
+static Timer random_timer;
 
 static SDL_Event event;
 static SDLKey key;
@@ -65,89 +63,92 @@ void draw_background()
   texture_draw_bg(&bkg_title);
 }
 
-void draw_demo()
+void draw_demo(GameSession* session, double frame_ratio)
 {
-  /* DEMO begin */
-  /* update particle systems */
+  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);
     }
 
-  /* Draw particle systems (background) */
+  // Draw particle systems (background)
   for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
     {
       (*p)->draw(scroll_x, 0, 0);
     }
+  */
 
-  /* Draw interactive tiles: */
-
+  // 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)]);
+          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
+                     plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
         }
     }
 
   global_frame_counter++;
-  titletux.key_event(SDLK_RIGHT,DOWN);
+  tux->key_event(SDLK_RIGHT,DOWN);
   
-  if(timer_check(&random_timer))
+  if(random_timer.check())
     {
       if(walking)
-        titletux.key_event(SDLK_UP,UP);
+        tux->key_event(SDLK_UP,UP);
       else
-        titletux.key_event(SDLK_UP,DOWN);
+        tux->key_event(SDLK_UP,DOWN);
     }
   else
     {
-      timer_start(&random_timer, rand() % 3000 + 3000);
+      random_timer.start(rand() % 3000 + 3000);
       walking = !walking;
     }
   
   // Wrap around at the end of the level back to the beginnig
-  if(current_level.width * 32 - 320 < titletux.base.x)
+  if(plevel->width * 32 - 320 < tux->base.x)
     {
-      titletux.base.x = titletux.base.x - (current_level.width * 32 - 640);
-      scroll_x = titletux.base.x - 320;
+      tux->base.x = tux->base.x - (plevel->width * 32 - 640);
+      scroll_x = tux->base.x - 320;
     }
 
-  float last_tux_x_pos = titletux.base.x;
-  titletux.action();
+
+
+  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 == titletux.base.x)
+  if (last_tux_x_pos == tux->base.x)
     walking = false;
 
-  titletux.draw();
+  tux->draw();
 
   /* DEMO end */
 }
 
 /* --- TITLE SCREEN --- */
-
-int title(void)
+bool title(void)
 {
-  int done;
   string_list_type level_subsets;
   st_subset subset;
   level_subsets = dsubdirs("/levels", "info");
-  timer_init(&random_timer, true);
+  random_timer.init(true);
 
   walking = true;
-  titletux.init();
 
   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();
@@ -163,9 +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;
 
@@ -174,13 +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. */
@@ -190,16 +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 */
@@ -208,16 +204,15 @@ int title(void)
               if (key == SDLK_ESCAPE)
                 {
                   /* Escape: Quit: */
-
-                  quit = 1;
+                  done = true;
                 }
             }
         }
 
       /* Draw the background: */
       draw_background();
-      draw_demo();
-
+      draw_demo(&session, frame_ratio);
+      
       if (current_menu == main_menu)
         texture_draw(&logo, 160, 30);
 
@@ -231,21 +226,24 @@ int title(void)
 
       /* 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())
             {
+#if 0
             case 0:
+              // Quick Play
+              // FIXME: obsolete
               done = 0;
               i = 0;
               if(level_subsets.num_items != 0)
@@ -274,12 +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)
@@ -322,18 +318,23 @@ int title(void)
               titletux.level_begin();
               update_time = st_get_ticks();
               break;
-            case 1:
+#endif
+            case 0:
+              // Start Game, ie. goto the slots menu
               update_load_save_game_menu(load_game_menu, true);
               break;
+            case 1:
+              // Contrib Menu
+              break;
             case 3:
               done = 1;
-              quit = leveleditor(1);
+              done = leveleditor(1);
               break;
             case 4:
               display_credits();
               break;
             case 5:
-              quit = 1;
+              done = true;
               break;
             }
         }
@@ -343,7 +344,18 @@ 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)
+        {
+          
         }
 
       mouse_cursor->draw();
@@ -366,8 +378,7 @@ int title(void)
   string_list_free(&level_subsets);
 
   /* Return to main! */
-
-  return(quit);
+  return done;
 }
 
 #define MAX_VEL 10
@@ -378,7 +389,7 @@ void display_credits()
 {
   int done;
   int scroll, speed;
-  timer_type timer;
+  Timer timer;
   int n,d;
   int length;
   FILE* fi;
@@ -405,8 +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;
@@ -491,10 +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);