- added draw_part()
[supertux.git] / src / title.cpp
index 13f878b..d1e93d7 100644 (file)
@@ -10,6 +10,7 @@
   April 11, 2000 - March 15, 2004
 */
 
+#include <iostream>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
 #include "level.h"
 #include "gameloop.h"
 #include "leveleditor.h"
+#include "scene.h"
+#include "player.h"
+#include "math.h"
+#include "tile.h"
+#include "resources.h"
+
+static Surface* bkg_title;
+static Surface* logo;
+static Surface* img_choose_subset;
+
+static bool walking;
+static Timer random_timer;
 
-static texture_type bkg_title, img_choose_subset, anim1, anim2;
 static SDL_Event event;
 static SDLKey key;
-static int quit, frame, pict, i;
+static int frame, i;
+static unsigned int last_update_time;
+static unsigned int update_time;
 
 void display_credits();
 
+std::vector<st_subset> contrib_subsets;
+std::string current_contrib_subset;
+
+void update_contrib_menu()
+{
+  // FIXME: Hack to update only once
+  static bool up_to_date = false;
+
+  if (!up_to_date)
+    {
+      string_list_type level_subsets = dsubdirs("/levels", "info");
+
+      contrib_menu->clear();
+      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)
+        {
+          st_subset subset;
+          subset.load(level_subsets.item[i]);
+          contrib_menu->additem(MN_GOTO, subset.title.c_str(), i, contrib_subset_menu);
+          contrib_subsets.push_back(subset);
+        }
+
+      contrib_menu->additem(MN_HL,"",0,0);
+      contrib_menu->additem(MN_BACK,"Back",0,0);
+
+      string_list_free(&level_subsets);
+      up_to_date = true;
+    }
+}
+
+void check_contrib_menu()
+{
+  static int current_subset = -1;
+
+  int index = contrib_menu->check();
+  if (index != -1)
+    {
+      index -= 2; // FIXME: Hack
+      if (index >= 0 && index <= int(contrib_subsets.size()))
+        {
+          if (current_subset != index)
+            {
+              current_subset = index;
+              // FIXME: This shouln't be busy looping
+              st_subset& subset = contrib_subsets[index];
+          
+              current_contrib_subset = subset.name;
+
+              std::cout << "Updating the contrib subset menu..." << subset.levels << std::endl;
+      
+              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);
+                  contrib_subset_menu->additem(MN_ACTION, level.name, 0, 0);
+                }
+              contrib_subset_menu->additem(MN_HL,"",0,0);      
+              contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
+            }
+        }
+      else
+        {
+          // Back button
+        }
+    }
+}
+
+void check_contrib_subset_menu()
+{
+  int index = contrib_subset_menu->check();
+  if (index != -1)
+    {
+      index -= 1; // FIXME: Hack
+      std::cout << "Sarting level: " << index << std::endl;
+      GameSession session(current_contrib_subset, index, ST_GL_PLAY);
+      session.run();
+      menu_reset();
+      Menu::set_current(main_menu);
+      show_menu = 1;
+    }  
+}
+
 void draw_background()
 {
   /* Draw the title background: */
 
-  texture_draw_bg(&bkg_title, NO_UPDATE);
+  bkg_title->draw_bg();
+}
+
+void draw_demo(GameSession* session, double frame_ratio)
+{
+  World::set_current(session->get_world());
+  //World* world  = session->get_world();
+  Level* plevel = session->get_level();
+  Player* tux = session->get_world()->get_tux();
+  
+  /* FIXME:
+  // update particle systems
+  std::vector<ParticleSystem*>::iterator p;
+  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+    {
+      (*p)->simulate(frame_ratio);
+    }
+
+  // Draw particle systems (background)
+  for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+    {
+      (*p)->draw(scroll_x, 0, 0);
+    }
+  */
+
+  // Draw interactive tiles:
+  for (int y = 0; y < 15; ++y)
+    {
+      for (int x = 0; x < 21; ++x)
+        {
+          Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
+                     plevel->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+        }
+    }
+
+  global_frame_counter++;
+  tux->key_event(SDLK_RIGHT,DOWN);
+  
+  if(random_timer.check())
+    {
+      if(walking)
+        tux->key_event(SDLK_UP,UP);
+      else
+        tux->key_event(SDLK_UP,DOWN);
+    }
+  else
+    {
+      random_timer.start(rand() % 3000 + 3000);
+      walking = !walking;
+    }
+  
+  // Wrap around at the end of the level back to the beginnig
+  if(plevel->width * 32 - 320 < tux->base.x)
+    {
+      tux->base.x = tux->base.x - (plevel->width * 32 - 640);
+      scroll_x = tux->base.x - 320;
+    }
 
-  /* Animate title screen: */
 
-  pict = (frame / 5) % 3;
 
-  if (pict == 0)
-    texture_draw_part(&bkg_title, 560, 270, 560, 270, 80, 75, NO_UPDATE);
-  else if (pict == 1)
-    texture_draw(&anim1, 560, 270, NO_UPDATE);
-  else if (pict == 2)
-    texture_draw(&anim2, 560, 270, NO_UPDATE);
+  float last_tux_x_pos = tux->base.x;
+  tux->action(frame_ratio);
+
+  // 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;
+
+  tux->draw();
 }
 
 /* --- TITLE SCREEN --- */
-
-int title(void)
+bool title(void)
 {
-  int done;
-  char str[80];
-  string_list_type level_subsets;
   st_subset subset;
-  level_subsets = dsubdirs("/levels", "info");
+  random_timer.init(true);
+
+  walking = true;
+
+  st_pause_ticks_init();
+
+  GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);
+
+  //FIXME:activate_particle_systems();
 
   /* Reset menu variables */
   menu_reset();
-  menu_set_current(&main_menu);
+  Menu::set_current(main_menu);
 
   clearscreen(0, 0, 0);
   updatescreen();
 
   /* Load images: */
 
-  texture_load(&bkg_title,datadir + "/images/title/title.png", IGNORE_ALPHA);
-  texture_load(&anim1,datadir + "/images/title/title-anim2.png", IGNORE_ALPHA);
-  texture_load(&anim2,datadir + "/images/title/title-anim1.png", IGNORE_ALPHA);
-  texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
+  bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
+  logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
+  img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
 
   /* --- Main title loop: --- */
-
-  done = 0;
-  quit = 0;
+  bool done = 0;
   show_menu = 1;
   frame = 0;
 
   /* Draw the title background: */
-  texture_draw_bg(&bkg_title, NO_UPDATE);
-
+  bkg_title->draw_bg();
   load_hs();
 
-  while (!done && !quit)
+  update_time = st_get_ticks();
+  random_timer.start(rand() % 2000 + 2000);
+
+  while (!done)
     {
+      /* 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;
+
       /* Handle events: */
 
       while (SDL_PollEvent(&event))
         {
+          current_menu->event(event);
           if (event.type == SDL_QUIT)
             {
-              /* Quit event - quit: */
-              quit = 1;
+              done = true;
             }
           else if (event.type == SDL_KEYDOWN)
             {
               /* Keypress... */
-
               key = event.key.keysym.sym;
 
               /* Check for menu events */
-              menu_event(&event.key.keysym);
+              //menu_event(event);
 
               if (key == SDLK_ESCAPE)
                 {
                   /* Escape: Quit: */
-
-                  quit = 1;
+                  done = true;
                 }
             }
-          else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
-            {
-              if (event.jaxis.value > 1024)
-                menuaction = MENU_ACTION_DOWN;
-              else if (event.jaxis.value < -1024)
-                menuaction = MENU_ACTION_UP;
-            }
-          else if (event.type == SDL_JOYBUTTONDOWN)
-            {
-              /* Joystick button: Continue: */
-              menuaction = MENU_ACTION_HIT;
-            }
         }
 
       /* Draw the background: */
       draw_background();
+      draw_demo(&session, frame_ratio);
+      
+      if (current_menu == main_menu)
+        logo->draw( 160, 30);
+
+      white_small_text->draw(
+                " 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",
+                0, 420, 0);
 
       /* Draw the high score: */
-      sprintf(str, "High score: %d", hs_score);
-      text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
-      sprintf(str, "by %s", hs_name);
-      text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
+      /*
+        sprintf(str, "High score: %d", hs_score);
+        text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1);
+        sprintf(str, "by %s", hs_name);
+        text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1);
+      */
 
       /* Don't draw menu, if quit is true */
-      if(show_menu && !quit)
+      if(show_menu && !done)
         menu_process_current();
 
-      if(current_menu == &main_menu)
+      if(current_menu == main_menu)
         {
-          switch (menu_check(&main_menu))
+          switch (main_menu->check())
             {
-            case 2:
+#if 0
+            case 0:
+              string_list_type level_subsets;
+              level_subsets = dsubdirs("/levels", "info");
+
+              // Quick Play
+              // FIXME: obsolete
               done = 0;
               i = 0;
               if(level_subsets.num_items != 0)
@@ -163,19 +338,19 @@ int title(void)
                   subset.load(level_subsets.item[0]);
                   while(!done)
                     {
-                      texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
+                      img_choose_subset->draw((screen->w - img_choose_subset.w) / 2, 0);
                       if(level_subsets.num_items != 0)
                         {
-                          texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
+                          subset.image->draw((screen->w - subset.image.w) / 2 + 25,78);
                           if(level_subsets.num_items > 1)
                             {
                               if(i > 0)
-                                texture_draw(&arrow_left,(screen->w / 2) - ((subset.title.length()+2)*16)/2,20,NO_UPDATE);
+                                arrow_left->draw((screen->w / 2) - ((subset.title.length()+2)*16)/2,20);
                               if(i < level_subsets.num_items-1)
-                                texture_draw(&arrow_right,(screen->w / 2) + ((subset.description.length())*16)/2,20,NO_UPDATE);
+                                arrow_right->draw((screen->w / 2) + ((subset.description.length())*16)/2,20);
                             }
-                          text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
-                          text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
+                          text_drawf(&gold_text, subset.title.c_str(), 0, 20, A_HMIDDLE, A_TOP, 1);
+                          text_drawf(&gold_text, subset.description.c_str(), 20, -20, A_HMIDDLE, A_BOTTOM, 1);
                         }
                       updatescreen();
                       SDL_Delay(50);
@@ -184,12 +359,10 @@ int title(void)
                           switch(event.type)
                             {
                             case SDL_QUIT:
-                              done = 1;
-                              quit = 1;
+                              done = true;
                               break;
                             case SDL_KEYDOWN:          // key pressed
-                              /* Keypress... */
-
+                              // Keypress...
                               key = event.key.keysym.sym;
 
                               if(key == SDLK_LEFT)
@@ -212,13 +385,13 @@ int title(void)
                                 }
                               else if(key == SDLK_SPACE || key == SDLK_RETURN)
                                 {
-                                  done = YES;
+                                  done = true;
                                   quit = gameloop(subset.name.c_str(),1,ST_GL_PLAY);
                                   subset.free();
                                 }
                               else if(key == SDLK_ESCAPE)
                                 {
-                                  done = YES;
+                                  done = true;
                                 }
                               break;
                             default:
@@ -227,48 +400,79 @@ int title(void)
                         }
                     }
                 }
+              // reset tux
+              scroll_x = 0;
+              titletux.level_begin();
+              update_time = st_get_ticks();
               break;
-            case 3:
-              update_load_save_game_menu(&load_game_menu, YES);
+#endif
+            case 0:
+              // Start Game, ie. goto the slots menu
+              update_load_save_game_menu(load_game_menu);
               break;
-            case 5:
-              done = 1;
-              quit = leveleditor(1);
+            case 1:
+              // Contrib Menu
+              update_contrib_menu();
               break;
-            case 6:
+            case 3:
+              done = true;
+              done = leveleditor(1);
+              menu_reset();
+              show_menu = 1;
+              Menu::set_current(main_menu);
+              break;
+            case 4:
               display_credits();
               break;
-            case 8:
-              quit = 1;
+            case 5:
+              done = true;
               break;
             }
         }
-      else if(current_menu == &options_menu)
+      else if(current_menu == options_menu)
         {
           process_options_menu();
         }
-      else if(current_menu == &load_game_menu)
+      else if(current_menu == load_game_menu)
         {
-          process_save_load_game_menu(NO);
+          if (process_load_game_menu())
+            {
+              // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
+              // reset tux
+              scroll_x = 0;
+              //titletux.level_begin();
+              update_time = st_get_ticks();
+            }
+        }
+      else if(current_menu == contrib_menu)
+        {
+          check_contrib_menu();
+        }
+      else if (current_menu == contrib_subset_menu)
+        {
+          check_contrib_subset_menu();
         }
 
+      mouse_cursor->draw();
+      
       flipscreen();
 
+      /* Set the time of the last update and the time of the current update */
+      last_update_time = update_time;
+      update_time = st_get_ticks();
+
       /* Pause: */
       frame++;
-      SDL_Delay(50);
+      SDL_Delay(25);
 
     }
   /* Free surfaces: */
 
-  texture_free(&bkg_title);
-  texture_free(&anim1);
-  texture_free(&anim2);
-  string_list_free(&level_subsets);
-
+  delete bkg_title;
+  delete logo;
+  
   /* Return to main! */
-
-  return(quit);
+  return done;
 }
 
 #define MAX_VEL 10
@@ -279,7 +483,7 @@ void display_credits()
 {
   int done;
   int scroll, speed;
-  timer_type timer;
+  Timer timer;
   int n,d;
   int length;
   FILE* fi;
@@ -306,8 +510,8 @@ void display_credits()
     }
 
 
-  timer_init(&timer, SDL_GetTicks());
-  timer_start(&timer, 50);
+  timer.init(SDL_GetTicks());
+  timer.start(50);
 
   scroll = 0;
   speed = 2;
@@ -362,7 +566,7 @@ void display_credits()
 
       draw_background();
 
-      text_drawf(&white_big_text, "- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
+      white_big_text->drawf("- Credits -", 0, screen->h-scroll, A_HMIDDLE, A_TOP, 2);
 
       for(i = 0, n = 0, d = 0; i < length; i++,n++,d++)
         {
@@ -371,19 +575,16 @@ void display_credits()
           else
             {
               if(names.item[i][0] == ' ')
-                text_drawf(&white_small_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+                white_small_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll-10, A_HMIDDLE, A_TOP, 1);
               else if(names.item[i][0] == '    ')
-                text_drawf(&white_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+                white_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
               else if(names.item[i+1][0] == '-' || names.item[i][0] == '-')
-                text_drawf(&white_big_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3, NO_UPDATE);
+                white_big_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 3);
               else
-                text_drawf(&blue_text, names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
+                blue_text->drawf(names.item[i], 0, 60+screen->h+(n*18)+(d*18)-scroll, A_HMIDDLE, A_TOP, 1);
             }
         }
 
-
-      texture_draw_part(&bkg_title, 0, 0, 0, 0, 640, 130, NO_UPDATE);
-
       flipscreen();
 
       if(60+screen->h+(n*18)+(d*18)-scroll < 0 && 20+60+screen->h+(n*18)+(d*18)-scroll < 0)
@@ -395,15 +596,15 @@ void display_credits()
 
       SDL_Delay(35);
 
-      if(timer_get_left(&timer) < 0)
+      if(timer.get_left() < 0)
         {
           frame++;
-          timer_start(&timer, 50);
+          timer.start(50);
         }
     }
   string_list_free(&names);
 
   SDL_EnableKeyRepeat(0, 0);    // disables key repeating
   show_menu = 1;
-  menu_set_current(&main_menu);
+  Menu::set_current(main_menu);
 }