// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
+#include <config.h>
#include <iostream>
#include <sstream>
+#include <stdexcept>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <cmath>
#include <SDL.h>
#include <SDL_image.h>
-
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "defines.h"
-#include "app/globals.h"
-#include "title.h"
-#include "video/screen.h"
-#include "video/surface.h"
-#include "high_scores.h"
-#include "gui/menu.h"
-#include "special/timer.h"
-#include "special/frame_rate.h"
-#include "app/setup.h"
-#include "level.h"
-#include "level_subset.h"
-#include "gameloop.h"
-#include "worldmap.h"
-#include "leveleditor.h"
-#include "scene.h"
-#include "player.h"
-#include "tile.h"
-#include "sector.h"
-#include "tilemap.h"
-#include "resources.h"
-#include "special/base.h"
-#include "app/gettext.h"
-#include "misc.h"
-
-static Surface* bkg_title;
-static Surface* logo;
-static Surface* img_choose_subset;
-
-static bool walking;
-static Timer random_timer;
-
-static int frame;
-
-static GameSession* titlesession;
-
-static std::vector<LevelSubset*> contrib_subsets;
-static LevelSubset* current_contrib_subset = 0;
-
-static std::set<std::string> worldmap_list;
-
-static LevelEditor* leveleditor;
-
-void update_load_save_game_menu(Menu* pmenu)
+#include <physfs.h>
+
+#include "title.hpp"
+#include "mainloop.hpp"
+#include "video/screen.hpp"
+#include "video/drawing_context.hpp"
+#include "video/surface.hpp"
+#include "audio/sound_manager.hpp"
+#include "gui/menu.hpp"
+#include "timer.hpp"
+#include "lisp/lisp.hpp"
+#include "lisp/parser.hpp"
+#include "level.hpp"
+#include "world.hpp"
+#include "game_session.hpp"
+#include "worldmap.hpp"
+#include "player_status.hpp"
+#include "tile.hpp"
+#include "sector.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/player.hpp"
+#include "resources.hpp"
+#include "gettext.hpp"
+#include "misc.hpp"
+#include "textscroller.hpp"
+#include "file_system.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "control/codecontroller.hpp"
+#include "main.hpp"
+#include "msg.hpp"
+#include "console.hpp"
+
+void
+TitleScreen::update_load_game_menu()
{
- for(int i = 2; i < 7; ++i)
- {
- // FIXME: Insert a real savegame struct/class here instead of
- // doing string vodoo
- std::string tmp = slotinfo(i - 1);
- pmenu->item[i].kind = MN_ACTION;
- pmenu->item[i].change_text(tmp.c_str());
- }
+ load_game_menu.reset(new Menu());
+
+ load_game_menu->add_label(_("Start Game"));
+ load_game_menu->add_hl();
+ for(int i = 1; i <= 5; ++i) {
+ load_game_menu->add_entry(i, get_slotinfo(i));
+ }
+ load_game_menu->add_hl();
+ load_game_menu->add_back(_("Back"));
}
-void free_contrib_menu()
+void
+TitleScreen::free_contrib_menu()
{
- for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
- i != contrib_subsets.end(); ++i)
+ for(std::vector<World*>::iterator i = contrib_worlds.begin();
+ i != contrib_worlds.end(); ++i)
delete *i;
- contrib_subsets.clear();
- contrib_menu->clear();
+ contrib_worlds.clear();
+ current_contrib_world = 0;
+ current_world = -1;
}
-void generate_contrib_menu()
+void
+TitleScreen::generate_contrib_menu()
{
-
- /** Generating contrib levels list by making use of Level Subset */
- std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
+ /** Generating contrib levels list by making use of Level Subset */
+ std::vector<std::string> level_worlds;
+ char** files = PHYSFS_enumerateFiles("levels/");
+ for(const char* const* filename = files; *filename != 0; ++filename) {
+ std::string filepath = std::string("levels/") + *filename;
+ if(PHYSFS_isDirectory(filepath.c_str()))
+ level_worlds.push_back(filepath);
+ }
+ PHYSFS_freeList(files);
free_contrib_menu();
+ contrib_menu.reset(new Menu());
- contrib_menu->additem(MN_LABEL,_("Contrib Levels"),0,0);
- contrib_menu->additem(MN_HL,"",0,0);
+ contrib_menu->add_label(_("Contrib Levels"));
+ contrib_menu->add_hl();
int i = 0;
- for (std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it)
- {
- LevelSubset* subset = new LevelSubset();
- subset->load((*it).c_str());
- contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
- contrib_subset_menu);
- contrib_subsets.push_back(subset);
- ++i;
- }
-
- i = 0;
- for(std::set<std::string>::iterator it = worldmap_list.begin(); it != worldmap_list.end(); ++it)
- {
- WorldMapNS::WorldMap worldmap;
- worldmap.loadmap((*it).c_str());
- contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i + level_subsets.size());
- ++i;
+ for (std::vector<std::string>::iterator it = level_worlds.begin();
+ it != level_worlds.end(); ++it) {
+ try {
+ std::auto_ptr<World> world (new World());
+ world->load(*it + "/info");
+ if(world->hide_from_contribs) {
+ continue;
+ }
+ contrib_menu->add_entry(i++, world->title);
+ contrib_worlds.push_back(world.release());
+ } catch(std::exception& e) {
+#ifdef DEBUG
+ msg_warning << "Couldn't parse levelset info for '" << *it << "': " << e.what() << std::endl;
+#endif
}
+ }
- contrib_menu->additem(MN_HL,"",0,0);
- contrib_menu->additem(MN_BACK,_("Back"),0,0);
-
- level_subsets.clear();
+ contrib_menu->add_hl();
+ contrib_menu->add_back(_("Back"));
}
-void check_levels_contrib_menu()
+std::string
+TitleScreen::get_level_name(const std::string& filename)
{
- static int current_subset = -1;
+ try {
+ lisp::Parser parser;
+ std::auto_ptr<lisp::Lisp> root (parser.parse(filename));
+
+ const lisp::Lisp* level = root->get_lisp("supertux-level");
+ if(!level)
+ return "";
+
+ std::string name;
+ level->get("name", name);
+ return name;
+ } catch(std::exception& e) {
+ msg_warning << "Problem getting name of '" << filename << "'." << std::endl;
+ return "";
+ }
+}
+void
+TitleScreen::check_levels_contrib_menu()
+{
int index = contrib_menu->check();
if (index == -1)
return;
- if (index < (int)contrib_subsets.size())
- {
- if (current_subset != index)
- {
- current_subset = index;
- // FIXME: This shouln't be busy looping
- LevelSubset& subset = * (contrib_subsets[index]);
-
- 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 = 0; i < subset.get_num_levels(); ++i)
- {
- /** get level's title */
- std::string level_title = "<no title>";
-
- LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
- if(!reader)
- {
- std::cerr << "Error: Could not open level file. Ignoring...\n";
- return;
- }
-
- reader->read_string("name", level_title, true);
- delete reader;
-
- contrib_subset_menu->additem(MN_ACTION, level_title, 0, 0, i);
- }
+ World& world = * (contrib_worlds[index]);
- contrib_subset_menu->additem(MN_HL,"",0,0);
- contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
+ if(!world.is_levelset) {
+ // TODO fade out
+ world.run();
+ world.set_savegame_filename("save/test.save");
+ world.save();
+ }
- titlesession->get_current_sector()->activate();
- titlesession->set_current();
- }
- }
- else if((unsigned)index < worldmap_list.size() + (int)contrib_subsets.size())
- {
- WorldMapNS::WorldMap worldmap;
- std::set<std::string>::iterator it = worldmap_list.begin();
- for(int i = index - contrib_subsets.size(); i > 0; --i)
- ++it;
- worldmap.loadmap((*it));
- worldmap.display();
+ if (current_world != index) {
+ current_world = index;
+ World& world = * (contrib_worlds[index]);
- Menu::set_current(main_menu);
+ current_contrib_world = &world;
+
+ contrib_world_menu.reset(new Menu());
+
+ contrib_world_menu->add_label(world.title);
+ contrib_world_menu->add_hl();
+
+ for (unsigned int i = 0; i < world.get_num_levels(); ++i)
+ {
+ /** get level's title */
+ std::string filename = world.get_level_filename(i);
+ std::string title = get_level_name(filename);
+ contrib_world_menu->add_entry(i, title);
}
+
+ contrib_world_menu->add_hl();
+ contrib_world_menu->add_back(_("Back"));
+
+ Menu::push_current(contrib_world_menu.get());
+ }
}
-void check_contrib_subset_menu()
+void
+TitleScreen::check_contrib_world_menu()
{
- int index = contrib_subset_menu->check();
- if (index != -1)
- {
- if (contrib_subset_menu->get_item_by_id(index).kind == MN_ACTION)
- {
- std::cout << "Starting level: " << index << std::endl;
-
- 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();
- }
- }
+ int index = contrib_world_menu->check();
+ if (index != -1) {
+ if (contrib_world_menu->get_item_by_id(index).kind == MN_ACTION) {
+ sound_manager->stop_music();
+ GameSession* session =
+ new GameSession(
+ current_contrib_world->get_level_filename(index), ST_GL_PLAY);
+ main_loop->push_screen(session);
+ }
+ }
}
-void draw_demo(double frame_ratio)
+void
+TitleScreen::make_tux_jump()
{
- Sector* world = titlesession->get_current_sector();
- Player* tux = world->player;
-
- world->play_music(LEVEL_MUSIC);
-
- global_frame_counter++;
- tux->key_event((SDLKey) keymap.right,DOWN);
+ static Timer randomWaitTimer;
+ static Timer jumpPushTimer;
+ static float last_tux_x_pos = -1;
+ static float last_tux_y_pos = -1;
+
+ Sector* sector = titlesession->get_current_sector();
+ Player* tux = sector->player;
+
+ //sector->play_music(LEVEL_MUSIC);
+
+ controller->update();
+ controller->press(Controller::RIGHT);
+
+ // Determine how far we moved since last frame
+ float dx = fabsf(last_tux_x_pos - tux->get_pos().x);
+ float dy = fabsf(last_tux_y_pos - tux->get_pos().y);
+
+ // Calculate space to check for obstacles
+ Rect lookahead = tux->get_bbox();
+ lookahead.move(Vector(96, 0));
- if(random_timer.check())
- {
- if(walking)
- tux->key_event((SDLKey) keymap.jump,UP);
- else
- tux->key_event((SDLKey) keymap.jump,DOWN);
- }
- else
- {
- random_timer.start(rand() % 3000 + 3000);
- walking = !walking;
- }
+ // Check if we should press the jump button
+ bool randomJump = !randomWaitTimer.started();
+ bool notMoving = (fabsf(dx) + fabsf(dy)) < 0.1;
+ bool pathBlocked = !sector->is_free_space(lookahead);
+ if (!controller->released(Controller::JUMP)
+ && (notMoving || pathBlocked || randomJump)) {
+ float jumpDuration;
+ if(pathBlocked)
+ jumpDuration = 0.5;
+ else
+ jumpDuration = float(rand() % 500 + 300) / 1000.0;
+ jumpPushTimer.start(jumpDuration);
+ randomWaitTimer.start(float(rand() % 3000 + 3000) / 1000.0);
+ }
+
+ // Keep jump button pressed
+ if (jumpPushTimer.started())
+ controller->press(Controller::JUMP);
+
+ // Remember last position, so we can determine if we moved
+ last_tux_x_pos = tux->get_pos().x;
+ last_tux_y_pos = tux->get_pos().y;
// Wrap around at the end of the level back to the beginnig
- if(world->solids->get_width() * 32 - 320 < tux->base.x)
- {
- tux->level_begin();
- }
+ if(sector->solids->get_width() * 32 - 320 < tux->get_pos().x) {
+ sector->activate("main");
+ sector->camera->reset(tux->get_pos());
+ }
+}
- tux->can_jump = true;
- float last_tux_x_pos = tux->base.x;
- world->action(frame_ratio);
-
+TitleScreen::TitleScreen()
+{
+ controller.reset(new CodeController());
+ titlesession.reset(new GameSession("levels/misc/menu.stl", ST_GL_DEMO_GAME));
- // disabled for now, since with the new jump code we easily get deadlocks
- // 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;
- }
+ Player* player = titlesession->get_current_sector()->player;
+ player->set_controller(controller.get());
+}
- world->draw(*titlesession->context);
+TitleScreen::~TitleScreen()
+{
}
-/* --- TITLE SCREEN --- */
-void title(void)
+void
+TitleScreen::setup()
{
- random_timer.init(true);
+ player_status->reset();
- walking = true;
+ Sector* sector = titlesession->get_current_sector();
+ if(Sector::current() != sector) {
+ sector->play_music(LEVEL_MUSIC);
+ sector->activate(sector->player->get_pos());
+ }
- Ticks::pause_init();
+ Menu::set_current(main_menu);
+}
- titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
+void
+TitleScreen::leave()
+{
+ Sector* sector = titlesession->get_current_sector();
+ sector->deactivate();
+}
- /* Load images: */
- bkg_title = new Surface(datadir + "/images/background/arctis.jpg", false);
- logo = new Surface(datadir + "/images/title/logo.png", true);
- img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", true);
+void
+TitleScreen::draw(DrawingContext& context)
+{
+ Sector* sector = titlesession->get_current_sector();
+ sector->draw(context);
+
+ /*
+ if (Menu::current() == main_menu)
+ context.draw_surface(logo, Vector(SCREEN_WIDTH/2 - logo->get_width()/2, 30),
+ LAYER_FOREGROUND1+1);
+ */
+
+ context.draw_text(white_small_text, " SuperTux " PACKAGE_VERSION "\n",
+ Vector(0, SCREEN_HEIGHT - 50), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(white_small_text,
+ _(
+"Copyright (c) 2006 SuperTux Devel Team\n"
+"This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you are welcome to\n"
+"redistribute it under certain conditions; see the file COPYING for details.\n"
+),
+ Vector(0, SCREEN_HEIGHT - 50 + white_small_text->get_height() + 5),
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
+}
- /* Generating contrib maps by only using a string_list */
- worldmap_list = FileSystem::dfiles("levels/worldmap", "", "icyisland.stwm");
+void
+TitleScreen::update(float elapsed_time)
+{
+ main_loop->set_speed(0.6);
+ Sector* sector = titlesession->get_current_sector();
+ sector->update(elapsed_time);
- titlesession->get_current_sector()->activate();
- titlesession->set_current();
+ make_tux_jump();
+
+ Menu* menu = Menu::current();
+ if(menu) {
+ menu->update();
+
+ if(menu == main_menu) {
+ switch (main_menu->check()) {
+ case MNID_STARTGAME:
+ // Start Game, ie. goto the slots menu
+ update_load_game_menu();
+ Menu::push_current(load_game_menu.get());
+ break;
+ case MNID_LEVELS_CONTRIB:
+ // Contrib Menu
+ generate_contrib_menu();
+ Menu::push_current(contrib_menu.get());
+ break;
+ case MNID_CREDITS:
+ fadeout(500);
+ main_loop->push_screen(new TextScroller("credits.txt"));
+ break;
+ case MNID_QUITMAINMENU:
+ main_loop->quit();
+ break;
+ }
+ } else if(menu == load_game_menu.get()) {
+ /*
+ if(event.key.keysym.sym == SDLK_DELETE) {
+ int slot = menu->get_active_item_id();
+ std::stringstream stream;
+ stream << slot;
+ std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
+
+ if(confirm_dialog(bkg_title, str.c_str())) {
+ str = "save/slot" + stream.str() + ".stsg";
+ msg_debug << "Removing: " << str << std::endl;
+ PHYSFS_delete(str.c_str());
+ }
- /* --- Main title loop: --- */
- frame = 0;
+ update_load_save_game_menu(load_game_menu);
+ Menu::set_current(main_menu);
+ }*/
+ process_load_game_menu();
+ } else if(menu == contrib_menu.get()) {
+ check_levels_contrib_menu();
+ } else if (menu == contrib_world_menu.get()) {
+ check_contrib_world_menu();
+ }
+ }
- FrameRate frame_rate(100);
- frame_rate.set_frame_limit(false);
-
- random_timer.start(rand() % 2000 + 2000);
+ // reopen menu of user closed it (so that the app doesn't close when user
+ // accidently hit ESC)
+ if(Menu::current() == 0) {
+ Menu::set_current(main_menu);
+ }
+}
- Menu::set_current(main_menu);
- DrawingContext& context = *titlesession->context;
- while (Menu::current())
- {
- // if we spent to much time on a menu entry
- frame_rate.smooth_hanger();
-
- // Calculate the movement-factor
- double frame_ratio = frame_rate.get();
-
- 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. */
- frame_ratio /= 2;
-
- SDL_Event event;
- while (SDL_PollEvent(&event))
- {
- if (Menu::current())
- {
- Menu::current()->event(event);
- }
- // FIXME: QUIT signal should be handled more generic, not locally
- if (event.type == SDL_QUIT)
- Menu::set_current(0);
- }
-
- /* Draw the background: */
- draw_demo(frame_ratio);
-
-
- if (Menu::current() == main_menu)
- context.draw_surface(logo, Vector(screen->w/2 - logo->w/2, 30),
- LAYER_FOREGROUND1+1);
+std::string
+TitleScreen::get_slotinfo(int slot)
+{
+ std::string tmp;
+ std::string slotfile;
+ std::string title;
+ std::stringstream stream;
+ stream << slot;
+ slotfile = "save/slot" + stream.str() + ".stsg";
+
+ try {
+ lisp::Parser parser;
+ std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
+
+ const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
+ if(!savegame)
+ throw std::runtime_error("file is not a supertux-savegame.");
+
+ savegame->get("title", title);
+ } catch(std::exception& e) {
+ return std::string(_("Slot")) + " " + stream.str() + " - " +
+ std::string(_("Free"));
+ }
+
+ return std::string("Slot ") + stream.str() + " - " + title;
+}
- context.draw_text(white_small_text, " SuperTux " VERSION "\n", Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(white_small_text,
- _("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 + white_small_text->get_height()), LEFT_ALLIGN, LAYER_FOREGROUND1);
-
- /* Don't draw menu, if quit is true */
- Menu* menu = Menu::current();
- if(menu)
- {
- menu->draw(context);
- menu->action();
-
- if(menu == main_menu)
- {
- switch (main_menu->check())
- {
- case MNID_STARTGAME:
- // Start Game, ie. goto the slots menu
- update_load_save_game_menu(load_game_menu);
- break;
- case MNID_LEVELS_CONTRIB:
- // Contrib Menu
- puts("Entering contrib menu");
- generate_contrib_menu();
- break;
- case MNID_LEVELEDITOR:
- leveleditor = new LevelEditor();
- leveleditor->run();
- delete leveleditor;
- Menu::set_current(main_menu);
- frame_rate.update();
- break;
- case MNID_CREDITS:
- display_text_file("CREDITS", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
- Menu::set_current(main_menu);
- break;
- case MNID_QUITMAINMENU:
- Menu::set_current(0);
- break;
- }
- }
- else if(menu == options_menu)
- {
- process_options_menu();
- }
- else if(menu == load_game_menu)
- {
- if(event.key.keysym.sym == SDLK_DELETE)
- {
- int slot = menu->get_active_item_id();
- std::stringstream stream;
- stream << slot;
- std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
-
- if(confirm_dialog(bkg_title, str.c_str()))
- {
- str = st_save_dir + "/slot" + stream.str() + ".stsg";
- printf("Removing: %s\n",str.c_str());
- remove(str.c_str());
- }
-
- update_load_save_game_menu(load_game_menu);
- Menu::set_current(main_menu);
- frame_rate.update();
- }
- 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();
- frame_rate.update();
- }
- }
- else if(menu == contrib_menu)
- {
- check_levels_contrib_menu();
- }
- else if (menu == contrib_subset_menu)
- {
- check_contrib_subset_menu();
- }
- }
+bool
+TitleScreen::process_load_game_menu()
+{
+ int slot = load_game_menu->check();
- mouse_cursor->draw(context);
-
- context.do_drawing();
+ if(slot == -1)
+ return false;
- frame_rate.update();
+ if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
+ return false;
- /* Pause: */
- frame++;
- SDL_Delay(25);
- }
- /* Free surfaces: */
+ std::stringstream stream;
+ stream << slot;
+ std::string slotfile = "save/slot" + stream.str() + ".stsg";
- free_contrib_menu();
- worldmap_list.clear();
- delete titlesession;
- delete bkg_title;
- delete logo;
- delete img_choose_subset;
-}
+ sound_manager->stop_music();
+ fadeout(256);
+ DrawingContext context;
+ context.draw_text(white_text, "Loading...",
+ Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.do_drawing();
+ WorldMapNS::WorldMap* worldmap = new WorldMapNS::WorldMap();
-// EOF //
+ worldmap->set_map_filename("/levels/world1/worldmap.stwm");
+ // Load the game or at least set the savegame_file variable
+ worldmap->loadgame(slotfile);
+
+ main_loop->push_screen(worldmap);
+
+ //Menu::set_current(main_menu);
+
+ return true;
+}