- Refactored worldmap a bit to reuse GameObject from the rest of the game
[supertux.git] / src / title.cpp
1 //  $Id$
2 // 
3 //  SuperTux
4 //  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 //  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 //
7 //  This program is free software; you can redistribute it and/or
8 //  modify it under the terms of the GNU General Public License
9 //  as published by the Free Software Foundation; either version 2
10 //  of the License, or (at your option) any later version.
11 //
12 //  This program is distributed in the hope that it will be useful,
13 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
14 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 //  GNU General Public License for more details.
16 // 
17 //  You should have received a copy of the GNU General Public License
18 //  along with this program; if not, write to the Free Software
19 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
20 //  02111-1307, USA.
21 #include <config.h>
22
23 #include <iostream>
24 #include <sstream>
25 #include <stdexcept>
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <string.h>
29 #include <errno.h>
30 #include <unistd.h>
31 #include <cmath>
32 #include <SDL.h>
33 #include <SDL_image.h>
34
35 #ifndef WIN32
36 #include <sys/types.h>
37 #include <ctype.h>
38 #endif
39
40 #include "title.h"
41 #include "video/screen.h"
42 #include "video/surface.h"
43 #include "gui/menu.h"
44 #include "timer.h"
45 #include "lisp/lisp.h"
46 #include "lisp/parser.h"
47 #include "level.h"
48 #include "level_subset.h"
49 #include "game_session.h"
50 #include "worldmap.h"
51 #include "leveleditor.h"
52 #include "player_status.h"
53 #include "tile.h"
54 #include "sector.h"
55 #include "object/tilemap.h"
56 #include "object/camera.h"
57 #include "object/player.h"
58 #include "resources.h"
59 #include "gettext.h"
60 #include "misc.h"
61 #include "textscroller.h"
62 #include "file_system.h"
63 #include "control/joystickkeyboardcontroller.h"
64 #include "control/codecontroller.h"
65 #include "main.h"
66
67 static Surface* bkg_title;
68 static Surface* logo;
69 //static Surface* img_choose_subset;
70
71 static bool walking;
72 static Timer random_timer;
73
74 static int frame;
75
76 static GameSession* titlesession;
77 static CodeController* controller;
78
79 static std::vector<LevelSubset*> contrib_subsets;
80 static LevelSubset* current_contrib_subset = 0;
81
82 /* If the demo was stopped - because game started, level
83    editor was excuted, etc - call this when you get back
84    to the title code.
85  */
86 void resume_demo()
87 {
88   player_status.reset();
89   titlesession->get_current_sector()->activate("main");
90   titlesession->set_current();
91
92   //frame_rate.update();
93 }
94
95 void update_load_save_game_menu(Menu* menu)
96 {
97   printf("update loadsavemenu.\n");
98   for(int i = 1; i < 6; ++i) {
99     MenuItem& item = menu->get_item_by_id(i);
100     item.kind = MN_ACTION;
101     item.change_text(slotinfo(i));
102   }
103 }
104
105 void free_contrib_menu()
106 {
107   for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
108       i != contrib_subsets.end(); ++i)
109     delete *i;
110
111   contrib_subsets.clear();
112   contrib_menu->clear();
113 }
114
115 void generate_contrib_menu()
116 {
117   /** Generating contrib levels list by making use of Level Subset  */
118   std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
119
120   free_contrib_menu();
121
122   contrib_menu->add_label(_("Contrib Levels"));
123   contrib_menu->add_hl();
124   
125   int i = 0;
126   for (std::set<std::string>::iterator it = level_subsets.begin();
127       it != level_subsets.end(); ++it)
128     {
129       LevelSubset* subset = new LevelSubset();
130       subset->load(*it);
131       if(subset->hide_from_contribs) {
132         delete subset;
133         continue;
134       }
135       contrib_menu->add_submenu(subset->title, contrib_subset_menu, i);
136       contrib_subsets.push_back(subset);
137       ++i;
138     }
139
140   contrib_menu->add_hl();
141   contrib_menu->add_back(_("Back"));
142   
143   level_subsets.clear();
144 }
145
146 std::string get_level_name(const std::string& filename)
147 {
148   try {
149     lisp::Parser parser;
150     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
151
152     const lisp::Lisp* level = root->get_lisp("supertux-level");
153     if(!level)
154       return "";
155
156     std::string name;
157     level->get("name", name);
158     return name;
159   } catch(std::exception& e) {
160     std::cerr << "Problem getting name of '" << filename << "'.\n";
161     return "";
162   }
163 }
164
165 void check_levels_contrib_menu()
166 {
167   static int current_subset = -1;
168
169   int index = contrib_menu->check();
170   if (index == -1)
171     return;
172
173   LevelSubset& subset = * (contrib_subsets[index]);
174   
175   if(subset.has_worldmap) {
176     WorldMapNS::WorldMap worldmap;
177     worldmap.set_map_filename(subset.get_worldmap_filename());
178
179     // some fading
180     fadeout(256);
181     DrawingContext context;
182     context.draw_text(white_text, "Loading...",
183         Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
184     context.do_drawing();
185
186     // TODO: slots should be available for contrib maps
187     worldmap.loadgame(user_dir + "/save/" + subset.name + "-slot1.stsg");
188     worldmap.display();  // run the map
189
190     Menu::set_current(main_menu);
191     resume_demo();
192   } else if (current_subset != index) {
193     current_subset = index;
194     LevelSubset& subset = * (contrib_subsets[index]);
195
196     current_contrib_subset = &subset;
197
198     contrib_subset_menu->clear();
199
200     contrib_subset_menu->add_label(subset.title);
201     contrib_subset_menu->add_hl();
202
203     for (int i = 0; i < subset.get_num_levels(); ++i)
204     {
205       /** get level's title */
206       std::string filename = subset.get_level_filename(i);
207       std::string title = get_level_name(filename);
208       contrib_subset_menu->add_entry(i, title);
209     }
210
211     contrib_subset_menu->add_hl();
212     contrib_subset_menu->add_back(_("Back"));
213
214     titlesession->get_current_sector()->activate("main");
215     titlesession->set_current();
216   }
217 }
218
219 void check_contrib_subset_menu()
220 {
221   int index = contrib_subset_menu->check();
222   if (index != -1) {
223     if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION) {
224       GameSession session(
225           current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
226       session.run();
227       player_status.reset();
228       Menu::set_current(main_menu);
229       resume_demo();
230     }
231   }  
232 }
233
234 void draw_demo(float elapsed_time)
235 {
236   static float last_tux_x_pos = -1;
237   static float last_tux_y_pos = -1;
238   Sector* sector  = titlesession->get_current_sector();
239   Player* tux = sector->player;
240
241   sector->play_music(LEVEL_MUSIC);
242
243   controller->update();
244   controller->press(Controller::RIGHT);
245   
246   if(random_timer.check() || 
247       (walking && fabsf(last_tux_x_pos - tux->get_pos().x)) < .1) {
248     walking = false;
249   } else {
250       if(!walking && fabsf(tux->get_pos().y - last_tux_y_pos) < .1) {
251         random_timer.start(float(rand() % 3000 + 3000) / 1000.);
252         walking = true;
253       }
254   }
255   if(!walking)
256     controller->press(Controller::JUMP);
257   last_tux_x_pos = tux->get_pos().x;
258   last_tux_y_pos = tux->get_pos().y;
259
260   // Wrap around at the end of the level back to the beginnig
261   if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
262     sector->activate("main");
263     sector->camera->reset(tux->get_pos());
264   }
265
266   sector->update(elapsed_time);
267   sector->draw(*titlesession->context);
268 }
269
270 /* --- TITLE SCREEN --- */
271 void title()
272 {
273   walking = true;
274   //LevelEditor* leveleditor;
275   MusicRef credits_music;
276   controller = new CodeController();
277
278   titlesession = new GameSession(get_resource_filename("levels/misc/menu.stl"),
279       ST_GL_DEMO_GAME);
280
281   /* Load images: */
282   bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
283   logo = new Surface(datadir + "/images/engine/menu/logo.png", true);
284   //img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
285
286   titlesession->get_current_sector()->activate("main");
287   titlesession->set_current();
288
289   Player* player = titlesession->get_current_sector()->player;
290   player->set_controller(controller);
291
292   /* --- Main title loop: --- */
293   frame = 0;
294
295   random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
296
297   Uint32 lastticks = SDL_GetTicks();
298   
299   Menu::set_current(main_menu);
300   DrawingContext& context = *titlesession->context;
301   bool running = true;
302   while (running)
303     {
304       // Calculate the movement-factor
305       Uint32 ticks = SDL_GetTicks();
306       float elapsed_time = float(ticks - lastticks) / 1000.;
307       global_time += elapsed_time;
308       lastticks = ticks;
309       // 40fps is minimum
310       if(elapsed_time > .04)
311         elapsed_time = .04;
312       
313       /* Lower the speed so that Tux doesn't jump too hectically throught
314          the demo. */
315       elapsed_time /= 2;
316
317       SDL_Event event;
318       main_controller->update();
319       while (SDL_PollEvent(&event)) {
320         if (Menu::current()) {
321           Menu::current()->event(event);
322         }
323         main_controller->process_event(event);
324         if (event.type == SDL_QUIT)
325           throw std::runtime_error("Received window close");
326       }
327   
328       /* Draw the background: */
329       draw_demo(elapsed_time);
330
331       if (Menu::current() == main_menu)
332         context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->w/2, 30),
333             LAYER_FOREGROUND1+1);
334
335       context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
336               Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
337       context.draw_text(white_small_text,
338         _(
339 "Copyright (c) 2005 SuperTux Devel Team\n"
340 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
341 "redistribute it under certain conditions; see the file COPYING for details.\n"
342         ),
343         Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
344         LEFT_ALLIGN, LAYER_FOREGROUND1);
345
346       /* Don't draw menu, if quit is true */
347       Menu* menu = Menu::current();
348       if(menu)
349         {
350           menu->draw(context);
351           menu->update();
352           
353           if(menu == main_menu)
354             {
355               switch (main_menu->check())
356                 {
357                 case MNID_STARTGAME:
358                   // Start Game, ie. goto the slots menu
359                   update_load_save_game_menu(load_game_menu);
360                   break;
361                 case MNID_LEVELS_CONTRIB:
362                   // Contrib Menu
363                   generate_contrib_menu();
364                   break;
365 #if 0
366                 case MNID_LEVELEDITOR: {
367                   LevelEdtiro* leveleditor = new LevelEditor();
368                   leveleditor->run();
369                   delete leveleditor;
370                   Menu::set_current(main_menu);
371                   resume_demo();
372                   break;
373                 }
374 #endif
375                 case MNID_CREDITS:
376                   fadeout(500);
377                   credits_music = sound_manager->load_music(
378                     get_resource_filename("/music/credits.ogg"));
379                   sound_manager->play_music(credits_music);
380                   display_text_file("credits.txt");
381                   fadeout(500);
382                   Menu::set_current(main_menu);
383                   break;
384                 case MNID_QUITMAINMENU:
385                   running = false;
386                   break;
387                 }
388             }
389           else if(menu == options_menu)
390             {
391               process_options_menu();
392             }
393           else if(menu == load_game_menu)
394             {
395               if(event.key.keysym.sym == SDLK_DELETE)
396                 {
397                 int slot = menu->get_active_item_id();
398                 std::stringstream stream;
399                 stream << slot;
400                 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
401                 
402                 if(confirm_dialog(bkg_title, str.c_str()))
403                   {
404                   str = user_dir + "/save/slot" + stream.str() + ".stsg";
405                   printf("Removing: %s\n",str.c_str());
406                   remove(str.c_str());
407                   }
408
409                 update_load_save_game_menu(load_game_menu);
410                 Menu::set_current(main_menu);
411                 resume_demo();
412                 }
413               else if (process_load_game_menu())
414                 {
415                   resume_demo();
416                 }
417             }
418           else if(menu == contrib_menu)
419             {
420               check_levels_contrib_menu();
421             }
422           else if (menu == contrib_subset_menu)
423             {
424               check_contrib_subset_menu();
425             }
426         }
427
428       // reopen menu of user closed it (so that the app doesn't close when user
429       // accidently hit ESC)
430       if(Menu::current() == 0) {
431         Menu::set_current(main_menu);
432       }
433
434       context.do_drawing();
435
436       //frame_rate.update();
437
438       /* Pause: */
439       frame++;
440     }
441   /* Free surfaces: */
442
443   free_contrib_menu();
444   delete titlesession;
445   delete bkg_title;
446   delete logo;
447   //delete img_choose_subset;
448 }