Unified Messaging Subsystem
[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 #include <physfs.h>
35
36 #include "title.hpp"
37 #include "video/screen.hpp"
38 #include "video/surface.hpp"
39 #include "audio/sound_manager.hpp"
40 #include "gui/menu.hpp"
41 #include "timer.hpp"
42 #include "lisp/lisp.hpp"
43 #include "lisp/parser.hpp"
44 #include "level.hpp"
45 #include "level_subset.hpp"
46 #include "game_session.hpp"
47 #include "worldmap.hpp"
48 #include "player_status.hpp"
49 #include "tile.hpp"
50 #include "sector.hpp"
51 #include "object/tilemap.hpp"
52 #include "object/camera.hpp"
53 #include "object/player.hpp"
54 #include "resources.hpp"
55 #include "gettext.hpp"
56 #include "misc.hpp"
57 #include "textscroller.hpp"
58 #include "file_system.hpp"
59 #include "control/joystickkeyboardcontroller.hpp"
60 #include "control/codecontroller.hpp"
61 #include "main.hpp"
62 #include "exceptions.hpp"
63 #include "msg.hpp"
64
65 static Surface* bkg_title;
66 static Surface* logo;
67 //static Surface* img_choose_subset;
68
69 static bool walking;
70 static Timer random_timer;
71
72 static int frame;
73
74 static GameSession* titlesession;
75 static CodeController* controller;
76
77 static std::vector<LevelSubset*> contrib_subsets;
78 static LevelSubset* current_contrib_subset = 0;
79 static int current_subset = -1;
80
81 /* If the demo was stopped - because game started, level
82    editor was excuted, etc - call this when you get back
83    to the title code.
84  */
85 void resume_demo()
86 {
87   player_status->reset();
88   titlesession->get_current_sector()->activate("main");
89   titlesession->set_current();
90
91   //frame_rate.update();
92 }
93
94 void update_load_save_game_menu(Menu* menu)
95 {
96   msg_debug("update loadsavemenu");
97   for(int i = 1; i < 6; ++i) {
98     MenuItem& item = menu->get_item_by_id(i);
99     item.kind = MN_ACTION;
100     item.change_text(slotinfo(i));
101   }
102 }
103
104 void free_contrib_menu()
105 {
106   for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
107       i != contrib_subsets.end(); ++i)
108     delete *i;
109
110   contrib_subsets.clear();
111   contrib_menu->clear();
112   current_contrib_subset = 0;
113   current_subset = -1;
114 }
115
116 void generate_contrib_menu()
117 {
118   /** Generating contrib levels list by making use of Level Subset  */
119   std::vector<std::string> level_subsets; 
120   char** files = PHYSFS_enumerateFiles("levels/");
121   for(const char* const* filename = files; *filename != 0; ++filename) {
122     std::string filepath = std::string("levels/") + *filename;
123     if(PHYSFS_isDirectory(filepath.c_str()))
124       level_subsets.push_back(filepath);
125   }
126   PHYSFS_freeList(files);
127
128   free_contrib_menu();
129
130   contrib_menu->add_label(_("Contrib Levels"));
131   contrib_menu->add_hl();
132   
133   int i = 0;
134   for (std::vector<std::string>::iterator it = level_subsets.begin();
135       it != level_subsets.end(); ++it) {
136     try {
137       std::auto_ptr<LevelSubset> subset (new LevelSubset());
138       subset->load(*it);
139       if(subset->hide_from_contribs) {
140         continue;
141       }
142       contrib_menu->add_submenu(subset->title, contrib_subset_menu, i++);
143       contrib_subsets.push_back(subset.release());
144     } catch(std::exception& e) {
145 #ifdef DEBUG
146       msg_warning("Couldn't parse levelset info for '"
147         << *it << "': " << e.what() << "");
148 #endif
149     }
150   }
151
152   contrib_menu->add_hl();
153   contrib_menu->add_back(_("Back"));
154 }
155
156 std::string get_level_name(const std::string& filename)
157 {
158   try {
159     lisp::Parser parser;
160     std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
161
162     const lisp::Lisp* level = root->get_lisp("supertux-level");
163     if(!level)
164       return "";
165
166     std::string name;
167     level->get("name", name);
168     return name;
169   } catch(std::exception& e) {
170     msg_warning("Problem getting name of '" << filename << "'.");
171     return "";
172   }
173 }
174
175 void check_levels_contrib_menu()
176 {
177   int index = contrib_menu->check();
178   if (index == -1)
179     return;
180
181   LevelSubset& subset = * (contrib_subsets[index]);
182   
183   if(subset.has_worldmap) {
184     WorldMapNS::WorldMap worldmap;
185     worldmap.set_map_filename(subset.get_worldmap_filename());
186     sound_manager->stop_music();
187
188     // some fading
189     fadeout(256);
190     DrawingContext context;
191     context.draw_text(white_text, "Loading...",
192         Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
193     context.do_drawing();
194
195     // TODO: slots should be available for contrib maps
196     worldmap.loadgame("save/" + subset.name + "-slot1.stsg");
197     worldmap.display();  // run the map
198
199     Menu::set_current(main_menu);
200     resume_demo();
201   } else if (current_subset != index) {
202     current_subset = index;
203     LevelSubset& subset = * (contrib_subsets[index]);
204
205     current_contrib_subset = &subset;
206
207     contrib_subset_menu->clear();
208
209     contrib_subset_menu->add_label(subset.title);
210     contrib_subset_menu->add_hl();
211
212     for (int i = 0; i < subset.get_num_levels(); ++i)
213     {
214       /** get level's title */
215       std::string filename = subset.get_level_filename(i);
216       std::string title = get_level_name(filename);
217       contrib_subset_menu->add_entry(i, title);
218     }
219
220     contrib_subset_menu->add_hl();
221     contrib_subset_menu->add_back(_("Back"));
222
223     titlesession->get_current_sector()->activate("main");
224     titlesession->set_current();
225   }
226 }
227
228 void check_contrib_subset_menu()
229 {
230   int index = contrib_subset_menu->check();
231   if (index != -1) {
232     if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION) {
233       sound_manager->stop_music();
234       GameSession session(
235           current_contrib_subset->get_level_filename(index), ST_GL_PLAY);
236       session.run();
237       player_status->reset();
238       Menu::set_current(main_menu);
239       resume_demo();
240     }
241   }  
242 }
243
244 void draw_demo(float elapsed_time)
245 {
246   static float last_tux_x_pos = -1;
247   static float last_tux_y_pos = -1;
248   Sector* sector  = titlesession->get_current_sector();
249   Player* tux = sector->player;
250
251   sector->play_music(LEVEL_MUSIC);
252
253   controller->update();
254   controller->press(Controller::RIGHT);
255   
256   if(random_timer.check() || 
257       (walking && fabsf(last_tux_x_pos - tux->get_pos().x)) < .1) {
258     walking = false;
259   } else {
260       if(!walking && fabsf(tux->get_pos().y - last_tux_y_pos) < .1) {
261         random_timer.start(float(rand() % 3000 + 3000) / 1000.);
262         walking = true;
263       }
264   }
265   if(!walking)
266     controller->press(Controller::JUMP);
267   last_tux_x_pos = tux->get_pos().x;
268   last_tux_y_pos = tux->get_pos().y;
269
270   // Wrap around at the end of the level back to the beginnig
271   if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
272     sector->activate("main");
273     sector->camera->reset(tux->get_pos());
274   }
275
276   sector->update(elapsed_time);
277   sector->draw(*titlesession->context);
278 }
279
280 /* --- TITLE SCREEN --- */
281 void title()
282 {
283   walking = true;
284   //LevelEditor* leveleditor;
285   controller = new CodeController();
286
287   titlesession = new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME);
288
289   /* Load images: */
290   bkg_title = new Surface("images/background/arctis.jpg");
291   logo = new Surface("images/engine/menu/logo.png");
292   //img_choose_subset = new Surface("images/status/choose-level-subset.png");
293
294   titlesession->get_current_sector()->activate("main");
295   titlesession->set_current();
296
297   Player* player = titlesession->get_current_sector()->player;
298   player->set_controller(controller);
299
300   /* --- Main title loop: --- */
301   frame = 0;
302
303   random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
304
305   Uint32 lastticks = SDL_GetTicks();
306   
307   Menu::set_current(main_menu);
308   DrawingContext& context = *titlesession->context;
309   bool running = true;
310   while (running)
311     {
312       // Calculate the movement-factor
313       Uint32 ticks = SDL_GetTicks();
314       float elapsed_time = float(ticks - lastticks) / 1000.;
315       game_time += elapsed_time;
316       lastticks = ticks;
317       // 40fps is minimum
318       if(elapsed_time > .04)
319         elapsed_time = .04;
320       
321       /* Lower the speed so that Tux doesn't jump too hectically throught
322          the demo. */
323       elapsed_time /= 2;
324
325       SDL_Event event;
326       main_controller->update();
327       while (SDL_PollEvent(&event)) {
328         if (Menu::current()) {
329           Menu::current()->event(event);
330         }
331         main_controller->process_event(event);
332         if (event.type == SDL_QUIT)
333           throw graceful_shutdown();
334       }
335   
336       /* Draw the background: */
337       draw_demo(elapsed_time);
338
339       if (Menu::current() == main_menu)
340         context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->get_width()/2, 30),
341             LAYER_FOREGROUND1+1);
342
343       context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
344               Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
345       context.draw_text(white_small_text,
346         _(
347 "Copyright (c) 2006 SuperTux Devel Team\n"
348 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
349 "redistribute it under certain conditions; see the file COPYING for details.\n"
350         ),
351         Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
352         LEFT_ALLIGN, LAYER_FOREGROUND1);
353
354       /* Don't draw menu, if quit is true */
355       Menu* menu = Menu::current();
356       if(menu)
357         {
358           menu->draw(context);
359           menu->update();
360           
361           if(menu == main_menu)
362             {
363               switch (main_menu->check())
364                 {
365                 case MNID_STARTGAME:
366                   // Start Game, ie. goto the slots menu
367                   update_load_save_game_menu(load_game_menu);
368                   break;
369                 case MNID_LEVELS_CONTRIB:
370                   // Contrib Menu
371                   generate_contrib_menu();
372                   break;
373 #if 0
374                 case MNID_LEVELEDITOR: {
375                   LevelEdtiro* leveleditor = new LevelEditor();
376                   leveleditor->run();
377                   delete leveleditor;
378                   Menu::set_current(main_menu);
379                   resume_demo();
380                   break;
381                 }
382 #endif
383                 case MNID_CREDITS:
384                   sound_manager->stop_music();
385                   fadeout(500);
386                   sound_manager->play_music("music/credits.ogg");
387                   display_text_file("credits.txt");
388                   sound_manager->stop_music();
389                   fadeout(500);
390                   Menu::set_current(main_menu);
391                   break;
392                 case MNID_QUITMAINMENU:
393                   running = false;
394                   break;
395                 }
396             }
397           else if(menu == options_menu)
398             {
399               process_options_menu();
400             }
401           else if(menu == load_game_menu)
402             {
403               if(event.key.keysym.sym == SDLK_DELETE)
404                 {
405                 int slot = menu->get_active_item_id();
406                 std::stringstream stream;
407                 stream << slot;
408                 std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
409                 
410                 if(confirm_dialog(bkg_title, str.c_str())) {
411                   str = "save/slot" + stream.str() + ".stsg";
412                   msg_debug("Removing: " << str);
413                   PHYSFS_delete(str.c_str());
414                 }
415
416                 update_load_save_game_menu(load_game_menu);
417                 Menu::set_current(main_menu);
418                 resume_demo();
419                 }
420               else if (process_load_game_menu())
421                 {
422                   resume_demo();
423                 }
424             }
425           else if(menu == contrib_menu)
426             {
427               check_levels_contrib_menu();
428             }
429           else if (menu == contrib_subset_menu)
430             {
431               check_contrib_subset_menu();
432             }
433         }
434
435       // reopen menu of user closed it (so that the app doesn't close when user
436       // accidently hit ESC)
437       if(Menu::current() == 0) {
438         Menu::set_current(main_menu);
439       }
440
441       context.do_drawing();
442       sound_manager->update();
443
444       //frame_rate.update();
445
446       /* Pause: */
447       frame++;
448     }
449   /* Free surfaces: */
450
451   free_contrib_menu();
452   delete titlesession;
453   delete bkg_title;
454   delete logo;
455   //delete img_choose_subset;
456 }