#include "player.h"
#include "math.h"
#include "tile.h"
+#include "sector.h"
+#include "tilemap.h"
#include "resources.h"
+#include "gettext.h"
static Surface* bkg_title;
static Surface* logo;
static unsigned int last_update_time;
static unsigned int update_time;
-std::vector<LevelSubset*> contrib_subsets;
-std::string current_contrib_subset;
+static GameSession* titlesession;
+
+static std::vector<LevelSubset*> contrib_subsets;
+static LevelSubset* current_contrib_subset = 0;
+
+static LevelEditor* leveleditor;
void free_contrib_menu()
{
free_contrib_menu();
- contrib_menu->additem(MN_LABEL,"Contrib Levels",0,0);
+ 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)
}
contrib_menu->additem(MN_HL,"",0,0);
- contrib_menu->additem(MN_BACK,"Back",0,0);
+ contrib_menu->additem(MN_BACK,_("Back"),0,0);
string_list_free(&level_subsets);
}
// FIXME: This shouln't be busy looping
LevelSubset& subset = * (contrib_subsets[index]);
- current_contrib_subset = subset.name;
+ current_contrib_subset = ⊂
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)
{
- Level level;
- level.load(subset.name, i, 0);
- contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0, i);
+ Level* level = new Level;
+ level->load(subset.get_level_filename(i));
+ contrib_subset_menu->additem(MN_ACTION, level->get_name(), 0, 0, i);
+ delete level;
}
+
contrib_subset_menu->additem(MN_HL,"",0,0);
- contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
+ contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
+
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
}
}
else
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);
+
+ GameSession session(
+ current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
session.run();
player_status.reset();
Menu::set_current(main_menu);
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
}
}
}
-void draw_demo(GameSession* session, double frame_ratio)
+void draw_demo(double frame_ratio)
{
- World* world = session->get_world();
- World::set_current(world);
- Level* plevel = session->get_level();
- Player* tux = world->get_tux();
+ Sector* world = titlesession->get_current_sector();
+ Player* tux = world->player;
world->play_music(LEVEL_MUSIC);
}
// Wrap around at the end of the level back to the beginnig
- if(plevel->width * 32 - 320 < tux->base.x)
+ if(world->solids->get_width() * 32 - 320 < tux->base.x)
{
tux->level_begin();
}
walking = false;
}
- world->draw();
+ world->draw(*titlesession->context);
}
/* --- TITLE SCREEN --- */
st_pause_ticks_init();
- GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
+ titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
/* Load images: */
bkg_title = new Surface(datadir + "/images/background/arctis.jpg", IGNORE_ALPHA);
random_timer.start(rand() % 2000 + 2000);
Menu::set_current(main_menu);
- DrawingContext& context = World::current()->context;
+ DrawingContext& context = *titlesession->context;
while (Menu::current())
{
// if we spent to much time on a menu entry
}
/* Draw the background: */
- draw_demo(&session, frame_ratio);
+ draw_demo(frame_ratio);
- context.push_transform();
- context.set_translation(Vector(0, 0));
if (Menu::current() == main_menu)
context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
LAYER_FOREGROUND1+1);
context.draw_text(white_small_text,
- " SuperTux " VERSION "\n"
+ _(" 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", Vector(0, screen->h - 70), LAYER_FOREGROUND1);
- context.pop_transform();
+ "for details.\n"), Vector(0, screen->h - 70), LAYER_FOREGROUND1);
/* Don't draw menu, if quit is true */
Menu* menu = Menu::current();
generate_contrib_menu();
break;
case MNID_LEVELEDITOR:
- // TODO
- //leveleditor();
+ leveleditor = new LevelEditor();
+ leveleditor->run();
+ delete leveleditor;
Menu::set_current(main_menu);
break;
case MNID_CREDITS:
{
int slot = menu->get_active_item_id();
char str[1024];
- sprintf(str,"Are you sure you want to delete slot %d?", slot);
+ sprintf(str,_("Are you sure you want to delete slot %d?"), slot);
- if(confirm_dialog(str))
+ if(confirm_dialog(bkg_title, str))
{
sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
printf("Removing: %s\n",str);
else if (process_load_game_menu())
{
// FIXME: shouldn't be needed if GameSession doesn't relay on global variables
+ titlesession->get_current_sector()->activate();
+ titlesession->set_current();
//titletux.level_begin();
update_time = st_get_ticks();
}
/* Free surfaces: */
free_contrib_menu();
+ delete titlesession;
delete bkg_title;
delete logo;
delete img_choose_subset;