// 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#endif
-#include "app/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 "timer.h"
+#include "special/frame_rate.h"
#include "app/setup.h"
+#include "lisp/lisp.h"
+#include "lisp/parser.h"
#include "level.h"
#include "level_subset.h"
#include "gameloop.h"
#include "worldmap.h"
#include "leveleditor.h"
-#include "scene.h"
-#include "player.h"
+#include "player_status.h"
#include "tile.h"
#include "sector.h"
-#include "tilemap.h"
+#include "object/tilemap.h"
+#include "object/camera.h"
+#include "object/player.h"
#include "resources.h"
-#include "special/base.h"
#include "app/gettext.h"
#include "misc.h"
+#include "textscroller.h"
static Surface* bkg_title;
static Surface* logo;
static Surface* img_choose_subset;
static bool walking;
-static Timer random_timer;
+static Timer2 random_timer;
static int frame;
-static unsigned int last_update_time;
-static unsigned int update_time;
static GameSession* titlesession;
static std::vector<LevelSubset*> contrib_subsets;
static LevelSubset* current_contrib_subset = 0;
-static string_list_type worldmap_list;
+static FrameRate frame_rate(100);
-static LevelEditor* leveleditor;
+/* If the demo was stopped - because game started, level
+ editor was excuted, etc - call this when you get back
+ to the title code.
+ */
+void resume_demo()
+{
+ // FIXME: shouldn't be needed if GameSession
+ // didn't relay on global variables
+ titlesession->get_current_sector()->activate("main");
+ titlesession->set_current();
+
+ frame_rate.update();
+}
void update_load_save_game_menu(Menu* pmenu)
{
void generate_contrib_menu()
{
- /** Generating contrib levels list by making use of Level Subset */
- string_list_type level_subsets = dsubdirs("/levels", "info");
+ /** Generating contrib levels list by making use of Level Subset */
+ std::set<std::string> level_subsets = FileSystem::dsubdirs("/levels", "info");
free_contrib_menu();
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)
+
+ int i = 0;
+ for (std::set<std::string>::iterator it = level_subsets.begin();
+ it != level_subsets.end(); ++it)
{
LevelSubset* subset = new LevelSubset();
- subset->load(level_subsets.item[i]);
- contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
- contrib_subset_menu, i);
+ subset->load(*it);
+ if(subset->hide_from_contribs) {
+ delete subset;
+ continue;
+ }
+ contrib_menu->additem(MN_GOTO, subset->title, 0, contrib_subset_menu, i);
contrib_subsets.push_back(subset);
- }
-
- for(int i = 0; i < worldmap_list.num_items; i++)
- {
- WorldMapNS::WorldMap worldmap;
- worldmap.loadmap(worldmap_list.item[i]);
- contrib_menu->additem(MN_ACTION, worldmap.get_world_title(),0,0, i + level_subsets.num_items);
+ ++i;
}
contrib_menu->additem(MN_HL,"",0,0);
contrib_menu->additem(MN_BACK,_("Back"),0,0);
- string_list_free(&level_subsets);
+ level_subsets.clear();
+}
+
+std::string get_level_name(const std::string& filename)
+{
+ 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) {
+ std::cerr << "Problem getting name of '" << filename << "'.\n";
+ return "";
+ }
}
void check_levels_contrib_menu()
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 = ⊂
+ LevelSubset& subset = * (contrib_subsets[index]);
+
+ if(subset.has_worldmap) {
+ WorldMapNS::WorldMap worldmap;
+ worldmap.set_map_filename(subset.get_worldmap_filename());
- contrib_subset_menu->clear();
+ // some fading
+ fadeout(256);
+ DrawingContext context;
+ context.draw_text(white_text, "Loading...",
+ Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.do_drawing();
- 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>";
+ // TODO: slots should be available for contrib maps
+ worldmap.loadgame(st_save_dir + "/" + subset.name + "-slot1.stsg");
- LispReader* reader = LispReader::load(subset.get_level_filename(i), "supertux-level");
- if(!reader)
- {
- std::cerr << "Error: Could not open level file. Ignoring...\n";
- return;
- }
+ worldmap.display(); // run the map
- reader->read_string("name", level_title, true);
- delete reader;
+ Menu::set_current(main_menu);
+ resume_demo();
+ } else if (current_subset != index) {
+ current_subset = index;
+ // FIXME: This shouln't be busy looping
+ LevelSubset& subset = * (contrib_subsets[index]);
- contrib_subset_menu->additem(MN_ACTION, level_title, 0, 0, i);
- }
+ current_contrib_subset = ⊂
- contrib_subset_menu->additem(MN_HL,"",0,0);
- contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
+ contrib_subset_menu->clear();
- titlesession->get_current_sector()->activate();
- titlesession->set_current();
- }
- }
- else if(index < worldmap_list.num_items + (int)contrib_subsets.size())
- {
- WorldMapNS::WorldMap worldmap;
- worldmap.loadmap(worldmap_list.item[index - contrib_subsets.size()]);
- worldmap.display();
+ contrib_subset_menu->additem(MN_LABEL, subset.title, 0,0);
+ contrib_subset_menu->additem(MN_HL,"",0,0);
- Menu::set_current(main_menu);
+ for (int i = 0; i < subset.get_num_levels(); ++i)
+ {
+ /** get level's title */
+ std::string filename = subset.get_level_filename(i);
+ std::string title = get_level_name(filename);
+ contrib_subset_menu->additem(MN_ACTION, title, 0, 0, i);
}
+
+ contrib_subset_menu->additem(MN_HL,"",0,0);
+ contrib_subset_menu->additem(MN_BACK, _("Back"), 0, 0);
+
+ titlesession->get_current_sector()->activate("main");
+ titlesession->set_current();
+ }
}
void check_contrib_subset_menu()
session.run();
player_status.reset();
Menu::set_current(main_menu);
- titlesession->get_current_sector()->activate();
- titlesession->set_current();
+ resume_demo();
}
}
}
-void draw_demo(double frame_ratio)
+void draw_demo(float elapsed_time)
{
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);
+ tux->key_event((SDLKey) keymap.right, true);
- if(random_timer.check())
- {
+ if(random_timer.check()) {
+ random_timer.start(float(rand() % 3000 + 3000) / 1000.);
+ walking = !walking;
+ } else {
if(walking)
- tux->key_event((SDLKey) keymap.jump,UP);
+ tux->key_event((SDLKey) keymap.jump, false);
else
- tux->key_event((SDLKey) keymap.jump,DOWN);
- }
- else
- {
- random_timer.start(rand() % 3000 + 3000);
- walking = !walking;
- }
+ tux->key_event((SDLKey) keymap.jump, true);
+ }
// Wrap around at the end of the level back to the beginnig
- if(world->solids->get_width() * 32 - 320 < tux->base.x)
+ if(world->solids->get_width() * 32 - 320 < tux->get_pos().x)
{
tux->level_begin();
+ world->camera->reset(tux->get_pos());
}
tux->can_jump = true;
- float last_tux_x_pos = tux->base.x;
- world->action(frame_ratio);
+ float last_tux_x_pos = tux->get_pos().x;
+ world->action(elapsed_time);
// 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)
+ if (last_tux_x_pos == tux->get_pos().x)
{
walking = false;
}
/* --- TITLE SCREEN --- */
void title(void)
{
- random_timer.init(true);
-
walking = true;
+ LevelEditor* leveleditor;
+ MusicRef credits_music;
- st_pause_ticks_init();
+ Ticks::pause_init();
- titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
+ titlesession = new GameSession(get_resource_filename("levels/misc/menu.stl"),
+ ST_GL_DEMO_GAME);
/* 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);
- /* Generating contrib maps by only using a string_list */
- worldmap_list = dfiles("levels/worldmap", NULL, "icyisland.stwm");
-
- titlesession->get_current_sector()->activate();
+ titlesession->get_current_sector()->activate("main");
titlesession->set_current();
/* --- Main title loop: --- */
frame = 0;
- update_time = st_get_ticks();
- random_timer.start(rand() % 2000 + 2000);
+ random_timer.start(float(rand() % 2000 + 2000) / 1000.0);
+ Uint32 lastticks = SDL_GetTicks();
+
Menu::set_current(main_menu);
DrawingContext& context = *titlesession->context;
while (Menu::current())
{
- // if we spent to much time on a menu entry
- if( (update_time - last_update_time) > 1000)
- update_time = last_update_time = st_get_ticks();
-
// Calculate the movement-factor
- 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. */
- frame_ratio /= 2;
+ Uint32 ticks = SDL_GetTicks();
+ float elapsed_time = float(ticks - lastticks) / 1000.;
+ global_time += elapsed_time;
+ lastticks = ticks;
+ // 40fps is minimum
+ if(elapsed_time > .04)
+ elapsed_time = .04;
+
+ /* Lower the speed so that Tux doesn't jump too hectically throught
+ the demo. */
+ elapsed_time /= 2;
SDL_Event event;
while (SDL_PollEvent(&event))
if (event.type == SDL_QUIT)
Menu::set_current(0);
}
-
+
/* Draw the background: */
- draw_demo(frame_ratio);
-
+ draw_demo(elapsed_time);
+
+
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", Vector(0, screen->h - 70), LAYER_FOREGROUND1);
+ context.draw_text(white_small_text, " SuperTux " PACKAGE_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()), LAYER_FOREGROUND1);
+ _(
+"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();
{
menu->draw(context);
menu->action();
-
+
if(menu == main_menu)
{
switch (main_menu->check())
leveleditor->run();
delete leveleditor;
Menu::set_current(main_menu);
- update_time = st_get_ticks();
+ resume_demo();
break;
case MNID_CREDITS:
- display_text_file("CREDITS", SCROLL_SPEED_CREDITS);
+ fadeout(500);
+ credits_music = SoundManager::get()->load_music(datadir + "/music/credits.ogg");
+ SoundManager::get()->play_music(credits_music);
+ display_text_file("credits.txt");
+ fadeout(500);
Menu::set_current(main_menu);
break;
case MNID_QUITMAINMENU:
if(event.key.keysym.sym == SDLK_DELETE)
{
int slot = menu->get_active_item_id();
- char str[1024];
- sprintf(str,_("Are you sure you want to delete slot %d?"), slot);
+ std::stringstream stream;
+ stream << slot;
+ std::string str = _("Are you sure you want to delete slot") + stream.str() + "?";
- if(confirm_dialog(bkg_title, str))
+ if(confirm_dialog(bkg_title, str.c_str()))
{
- sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
- printf("Removing: %s\n",str);
- remove(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);
- update_time = st_get_ticks();
+ resume_demo();
}
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();
+ resume_demo();
}
}
else if(menu == contrib_menu)
context.do_drawing();
- /* Set the time of the last update and the time of the current update */
- last_update_time = update_time;
- update_time = st_get_ticks();
+ frame_rate.update();
/* Pause: */
frame++;
- SDL_Delay(25);
}
/* Free surfaces: */
free_contrib_menu();
- string_list_free(&worldmap_list);
delete titlesession;
delete bkg_title;
delete logo;
delete img_choose_subset;
}
-// EOF //
-