fix some more timings and the long standing gradient software bug (which was function...
[supertux.git] / src / title.cpp
index f30f469..e150112 100644 (file)
 //  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 <errno.h>
 #include <unistd.h>
+#include <cmath>
 #include <SDL.h>
 #include <SDL_image.h>
 
 #endif
 
 #include "defines.h"
-#include "globals.h"
+#include "app/globals.h"
 #include "title.h"
-#include "screen/screen.h"
-#include "screen/texture.h"
+#include "video/screen.h"
+#include "video/surface.h"
 #include "high_scores.h"
-#include "menu.h"
+#include "gui/menu.h"
 #include "timer.h"
-#include "setup.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 "math.h"
 #include "tile.h"
 #include "sector.h"
 #include "tilemap.h"
 #include "resources.h"
+#include "app/gettext.h"
+#include "misc.h"
+#include "camera.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 int first_level_index;
+
+static std::set<std::string> worldmap_list;
+
+static FrameRate frame_rate(100);  
+
+/* 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();
+  titlesession->set_current();
+
+  frame_rate.update();
+}
+
+void update_load_save_game_menu(Menu* pmenu)
+{
+  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());
+    }
+}
 
 void free_contrib_menu()
 {
@@ -81,70 +118,138 @@ void free_contrib_menu()
 
 void generate_contrib_menu()
 {
-  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_LABEL,_("Contrib Levels"),0,0);
+  contrib_menu->additem(MN_HL,"",0,0);
+  int 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);
+    ++i;
+    }
+
   contrib_menu->additem(MN_HL,"",0,0);
 
-  for (int i = 0; i < level_subsets.num_items; ++i)
+  first_level_index = i;
+  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+1);
+      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);
+      ++i;
     }
 
   contrib_menu->additem(MN_HL,"",0,0);
-  contrib_menu->additem(MN_BACK,"Back",0,0);
+  contrib_menu->additem(MN_BACK,_("Back"),0,0);
 
-  string_list_free(&level_subsets);
+  level_subsets.clear();
 }
 
-void check_contrib_menu()
+void check_levels_contrib_menu()
 {
   static int current_subset = -1;
 
   int index = contrib_menu->check();
-  if (index != -1)
+  if (index == -1)
+    return;
+
+  if((unsigned)index < worldmap_list.size())
     {
-      index -= 1;
-      if (index >= 0 && 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 = &subset;
+    WorldMapNS::WorldMap worldmap;
+    std::set<std::string>::iterator it = worldmap_list.begin();
+    for(int i = index; i > 0; --i)
+    ++it;
+
+    std::string map_filename = *it;
+
+    // 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->clear();
+    worldmap.set_map_filename(map_filename);
 
-              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 = new Level;
-                  level->load(subset.get_level_filename(i));
-                  contrib_subset_menu->additem(MN_ACTION, level->get_name(), 0, 0, i);
-                  delete level;
-                }
-              
-              contrib_subset_menu->additem(MN_HL,"",0,0);      
-              contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
+    // hack to erase the extension
+    unsigned int ext_pos = it->find_last_of(".");
+    if(ext_pos != std::string::npos)
+      map_filename.erase(ext_pos, map_filename.size() - ext_pos);
 
-              titlesession->get_current_sector()->activate();
-              titlesession->set_current();
-            }
-        }
-      else
+    // TODO: slots should be available for contrib maps
+    worldmap.loadgame(st_save_dir + "/" + map_filename + "-slot1.stsg");
+
+    worldmap.display();  // run the map
+
+    Menu::set_current(main_menu);
+    resume_demo();
+    }
+  else if (index < (int)contrib_subsets.size() + first_level_index)
+    {
+    index -= first_level_index;
+    if (current_subset != index)
+      {
+      current_subset = index;
+      // FIXME: This shouln't be busy looping
+      LevelSubset& subset = * (contrib_subsets[index]);
+
+      current_contrib_subset = &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)
         {
-          // Back button
+        /** get level's title */
+        std::string level_title = "<no title>";
+
+        std::string filename = subset.get_level_filename(i);
+        std::string filepath;
+        filepath = st_dir + "/levels/" + filename;
+        if (access(filepath.c_str(), R_OK) != 0)
+        {
+          filepath = datadir + "/levels/" + filename;
+          if (access(filepath.c_str(), R_OK) != 0)
+          {
+            std::cerr << "Error: Level: couldn't find level: " << filename << std::endl;
+            continue;
+          }
         }
+        
+        LispReader* reader = LispReader::load(filepath, "supertux-level");
+        if(!reader)
+          {
+          std::cerr << "Error: Could not open level file. Ignoring...\n";
+          continue;
+          }
+
+        reader->read_string("name", level_title, true);
+        delete reader;
+
+        contrib_subset_menu->additem(MN_ACTION, level_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();
+      titlesession->set_current();
+      }
     }
 }
 
@@ -162,50 +267,46 @@ 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);
   
-  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);
       else
         tux->key_event((SDLKey) keymap.jump,DOWN);
-    }
-  else
-    {
-      random_timer.start(rand() % 3000 + 3000);
-      walking = !walking;
-    }
+  }
 
   // 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;
     }
@@ -216,39 +317,47 @@ void draw_demo(double frame_ratio)
 /* --- TITLE SCREEN --- */
 void title(void)
 {
-  random_timer.init(true);
-
   walking = true;
+  LevelEditor* leveleditor;
 
-  st_pause_ticks_init();
+  Ticks::pause_init();
 
-  titlesession = new GameSession(datadir + "/levels/misc/menu.stl", ST_GL_DEMO_GAME);
+  titlesession = new GameSession("misc/menu.stl", ST_GL_DEMO_GAME);
 
   /* Load images: */
-  bkg_title = new Surface(datadir + "/images/background/arctis.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);
+  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 = FileSystem::dfiles("levels/worldmap", "", "icyisland.stwm");
+
+  titlesession->get_current_sector()->activate();
+  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))
@@ -261,20 +370,22 @@ void title(void)
           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 " PACKAGE_VERSION "\n",
+              Vector(0, screen->h - 70), LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_text(white_small_text,
-          " SuperTux " VERSION "\n"
-          "Copyright (c) 2003 SuperTux Devel Team\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", Vector(0, screen->h - 70), LAYER_FOREGROUND1);
+          "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();
@@ -282,7 +393,7 @@ void title(void)
         {
           menu->draw(context);
           menu->action();
-        
+         
           if(menu == main_menu)
             {
               switch (main_menu->check())
@@ -291,18 +402,22 @@ void title(void)
                   // Start Game, ie. goto the slots menu
                   update_load_save_game_menu(load_game_menu);
                   break;
-                case MNID_CONTRIB:
+                case MNID_LEVELS_CONTRIB:
                   // Contrib Menu
                   puts("Entering contrib menu");
                   generate_contrib_menu();
                   break;
                 case MNID_LEVELEDITOR:
-                  // TODO
-                  //leveleditor();
+                  leveleditor = new LevelEditor();
+                  leveleditor->run();
+                  delete leveleditor;
                   Menu::set_current(main_menu);
+                  resume_demo();
                   break;
                 case MNID_CREDITS:
-                  display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
+                  fadeout(500);
+                  display_text_file("credits.txt", SCROLL_SPEED_CREDITS, white_big_text , white_text, white_small_text, blue_text );
+                  fadeout(500);
                   Menu::set_current(main_menu);
                   break;
                 case MNID_QUITMAINMENU:
@@ -319,32 +434,29 @@ void title(void)
               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)
             {
-              check_contrib_menu();
+              check_levels_contrib_menu();
             }
           else if (menu == contrib_subset_menu)
             {
@@ -356,22 +468,21 @@ void title(void)
      
       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();
+  worldmap_list.clear();
   delete titlesession;
   delete bkg_title;
   delete logo;
   delete img_choose_subset;
 }
 
+
 // EOF //