//  $Id: title.cpp 2702 2005-07-08 12:18:16Z wansti $
// 
//  SuperTux
//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
//
//  This program is free software; you can redistribute it and/or
//  modify it under the terms of the GNU General Public License
//  as published by the Free Software Foundation; either version 2
//  of the License, or (at your option) any later version.
//
//  This program is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU General Public License for more details.
// 
//  You should have received a copy of the GNU General Public License
//  along with this program; if not, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
//  02111-1307, USA.

#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <errno.h>
#include <unistd.h>
#include <SDL.h>
#include <SDL_image.h>

#ifndef WIN32
#include <sys/types.h>
#include <ctype.h>
#endif

#include "defines.h"
#include "globals.h"
#include "title.h"
#include "screen.h"
#include "high_scores.h"
#include "menu.h"
#include "texture.h"
#include "timer.h"
#include "setup.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"
#include "worldmap.h"

static Surface* bkg_title;
static Surface* logo;
static Surface* img_choose_subset;

static bool walking;
static Timer random_timer;

static int frame;
static unsigned int last_update_time;
static unsigned int update_time;

static std::vector<LevelSubset*> contrib_subsets;
static std::string current_contrib_subset;

static string_list_type worldmap_list;

static GameSession* title_session;

void free_contrib_menu()
{
  for(std::vector<LevelSubset*>::iterator i = contrib_subsets.begin();
      i != contrib_subsets.end(); ++i)
    delete *i;

  contrib_subsets.clear();
  contrib_menu->clear();
}

void generate_contrib_menu()
{
  string_list_type level_subsets = dsubdirs("/levels", "info");

  free_contrib_menu();

  contrib_menu->additem(MN_LABEL,"Bonus Levels",0,0);
  contrib_menu->additem(MN_HL,"",0,0);

  for (int i = 0; i < level_subsets.num_items; ++i)
    {
      LevelSubset* subset = new LevelSubset();
      subset->load(level_subsets.item[i]);
      contrib_menu->additem(MN_GOTO, subset->title.c_str(), i,
          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);
    }

  contrib_menu->additem(MN_HL,"",0,0);
  contrib_menu->additem(MN_BACK,"Back",0,0);

  string_list_free(&level_subsets);
}

void check_contrib_menu()
{
  int index = contrib_menu->check();
  if (index == -1)
    return;

  if (index < (int)contrib_subsets.size())
    {
      // FIXME: This shouln't be busy looping
      LevelSubset& subset = * (contrib_subsets[index]);

      current_contrib_subset = subset.name;
 
      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.levels; ++i)
        {
        /** get level's title */
        Level level;
        level.load(subset.name, i+1);
        contrib_subset_menu->additem(MN_ACTION, level.name, 0,0,i+1);
        }

      contrib_subset_menu->additem(MN_HL,"",0,0);      
      contrib_subset_menu->additem(MN_BACK, "Back", 0, 0);
      }
    else if(index < worldmap_list.num_items + (int)contrib_subsets.size())
      {
      // Loading fade
      fadeout();

      emscripten_pause_main_loop();

      delete worldmap;
      worldmap = new WorldMapNS::WorldMap();
      worldmap->loadmap(worldmap_list.item[index - contrib_subsets.size()]);
//      worldmap.set_levels_as_solved();
      static std::string savegame = worldmap_list.item[index - contrib_subsets.size()];
      // remove .stwm...
      savegame = savegame.substr(0, savegame.size()-5);
      savegame = std::string(st_save_dir) + "/" + savegame + ".stsg";
      std::cout << "SaveGameName: " << savegame << "\n";
      worldmap->loadgame(savegame.c_str());

      worldmap->display();

      emscripten_set_main_loop(worldmap_loop, 100);

      emscripten_resume_main_loop();

      //Menu::set_current(main_menu);
      }
}

void check_contrib_subset_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, index, ST_GL_PLAY);
          session.run();
          player_status.reset();
          Menu::set_current(main_menu);
        }
    }  
}

void draw_background()
{
  /* Draw the title background: */

  bkg_title->draw_bg();
}

void draw_demo(GameSession* session, double frame_ratio)
{
  World* world  = session->get_world();
  World::set_current(world);
  Level* plevel = session->get_level();
  Player* tux = world->get_tux();

  world->play_music(LEVEL_MUSIC);
  
  global_frame_counter++;
  tux->key_event((SDLKey) keymap.right,DOWN);
  
  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;
    }

  // Wrap around at the end of the level back to the beginnig
  if(plevel->width * 32 - 320 < tux->base.x)
    {
      tux->level_begin();
      scroll_x = 0;
    }

  tux->can_jump = true;
  float last_tux_x_pos = tux->base.x;
  world->action(frame_ratio);
  

  // 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;
    }

  world->draw();

  //printf("pxx: %s, %s, %d\n", __FILE__, __FUNCTION__, __LINE__);
}

void title_loop()
{
  // 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;

//printf("pxx: frame ratio: %f\n", frame_ratio);

  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(title_session, frame_ratio);

  if (Menu::current() == 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);

  /* Don't draw menu, if quit is true */
  Menu* menu = Menu::current();
  if(menu)
    {
      menu->draw();
      menu->action();

      if(menu == main_menu)
	{
	  MusicManager* music_manager;
	  MusicRef menu_song;
	  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_CONTRIB:
	      // Contrib Menu
	      puts("Entering contrib menu");
	      generate_contrib_menu();
	      break;
	    case MNID_LEVELEDITOR:
	      leveleditor();
	      Menu::set_current(main_menu);
	      break;
	    case MNID_CREDITS:
	      music_manager = new MusicManager();
	      menu_song  = music_manager->load_music(datadir + "/music/credits.ogg");
	      //music_manager->halt_music();
	      music_manager->play_music(menu_song,0);
	      display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
//	      music_manager->halt_music();
//	      menu_song = music_manager->load_music(datadir + "/music/theme.ogg");
//	      music_manager->play_music(menu_song);
//	      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();
	      char str[1024];
	      sprintf(str,"Are you sure you want to delete slot %d?", slot);

	      draw_background();

	      if(confirm_dialog(str))
		{
		  sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
		  printf("Removing: %s\n",str);
		  remove(str);
		}

	      update_load_save_game_menu(load_game_menu);
	      update_time = st_get_ticks();
	      Menu::set_current(main_menu);
	    }
	  else 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(menu == contrib_menu)
	{
	  check_contrib_menu();
	}
      else if (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(25);
//printf("pxx: title loop finish\n");
}

/* --- TITLE SCREEN --- */
void title(void)
{
  random_timer.init(true);

  walking = true;

  st_pause_ticks_init();

  //music_manager->halt_music();
  //MusicRef song = music_manager->load_music(datadir + "/music/theme.ogg");
  //music_manager->play_music(song);

  title_session = new GameSession(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);

  clearscreen(0, 0, 0);
  updatescreen();

  /* Load images: */
  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);

  /* Generating contrib maps by only using a string_list */
  // Since there isn't any world dir or anything, add a hardcoded entry for Bonus Island
  string_list_init(&worldmap_list);

  string_list_type files = dfiles("levels/worldmaps/", ".stwm", "couldn't list worldmaps");
  for(int i = 0; i < files.num_items; ++i) {
    if(strcmp(files.item[i], "world1.stwm") == 0)
      continue;
    string_list_add_item(&worldmap_list, files.item[i]);
  }
  string_list_free(&files);

  /* --- Main title loop: --- */
  frame = 0;

  /* Draw the title background: */
  bkg_title->draw_bg();

  update_time = st_get_ticks();
  random_timer.start(rand() % 2000 + 2000);

  Menu::set_current(main_menu);

  //printf("pxx: %s, %s, %d\n", __FILE__, __FUNCTION__, __LINE__);

  //title_loop();
//  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;
//
//      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(&session, frame_ratio);
//      
//      if (Menu::current() == 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);
//
//      /* Don't draw menu, if quit is true */
//      Menu* menu = Menu::current();
//      if(menu)
//        {
//          menu->draw();
//          menu->action();
//        
//          if(menu == main_menu)
//            {
//              MusicManager* music_manager;
//	      MusicRef menu_song;
//              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_CONTRIB:
//                  // Contrib Menu
//                  puts("Entering contrib menu");
//                  generate_contrib_menu();
//                  break;
//                case MNID_LEVELEDITOR:
//                  leveleditor();
//                  Menu::set_current(main_menu);
//                  break;
//                case MNID_CREDITS:
//                  music_manager = new MusicManager();
//                  menu_song  = music_manager->load_music(datadir + "/music/credits.ogg");
//                  music_manager->halt_music();
//                  music_manager->play_music(menu_song,0);
//                  display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
//                  music_manager->halt_music();
//                  menu_song = music_manager->load_music(datadir + "/music/theme.ogg");
//                  music_manager->play_music(menu_song);
//                  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();
//                char str[1024];
//                sprintf(str,"Are you sure you want to delete slot %d?", slot);
//                
//                draw_background();
//
//                if(confirm_dialog(str))
//                  {
//                  sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
//                  printf("Removing: %s\n",str);
//                  remove(str);
//                  }
//
//                update_load_save_game_menu(load_game_menu);
//                update_time = st_get_ticks();
//                Menu::set_current(main_menu);
//                }
//              else 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(menu == contrib_menu)
//            {
//              check_contrib_menu();
//            }
//          else if (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(25);
//    }
  /* Free surfaces: */

//  free_contrib_menu();
//  string_list_free(&worldmap_list);
//  delete bkg_title;
//  delete logo;
//  delete img_choose_subset;
}

// EOF //

