stop invincible music a bit earlier than invinciblility
[supertux.git] / src / game_session.cpp
index 0dc5b06..12c0bd1 100644 (file)
@@ -63,6 +63,8 @@
 #include "file_system.hpp"
 #include "gameconfig.hpp"
 #include "gettext.hpp"
+#include "exceptions.hpp"
+#include "flip_level_transformer.hpp"
 
 // the engine will be run with a logical framerate of 64fps.
 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
@@ -270,7 +272,7 @@ GameSession::process_events()
       Menu::current()->event(event);
     main_controller->process_event(event);
     if(event.type == SDL_QUIT)
-      throw std::runtime_error("Received window close");  
+      throw graceful_shutdown();
   }
 
   // playback a demo?
@@ -338,6 +340,10 @@ GameSession::try_cheats()
     // be invincle for the rest of the level
     tux.invincible_timer.start(10000);
   }
+  if(main_controller->check_cheatcode("mortal")) {
+    // give up invincibility
+    tux.invincible_timer.stop();
+  }
   if(main_controller->check_cheatcode("shrink")) {
     // remove powerups
     tux.kill(tux.SHRINK);
@@ -347,6 +353,9 @@ GameSession::try_cheats()
     player_status->lives++;
     tux.kill(tux.KILL);
   }
+  if(main_controller->check_cheatcode("whereami")) {
+    std::cout << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << "." << std::endl;
+  }
 #if 0
   if(main_controller->check_cheatcode("grid")) {
     // toggle debug grid
@@ -360,6 +369,10 @@ GameSession::try_cheats()
     currentsector->camera->reset(
         Vector(tux.get_pos().x, tux.get_pos().y));
   }
+  if(main_controller->check_cheatcode("flip")) {
+       FlipLevelTransformer flip_transformer;
+    flip_transformer.transform(GameSession::current()->get_current_level());
+  }
   if(main_controller->check_cheatcode("finish")) {
     // finish current sector
     exit_status = ES_LEVEL_FINISHED;
@@ -436,38 +449,9 @@ GameSession::draw()
 void
 GameSession::draw_pause()
 {
-  int x = SCREEN_HEIGHT / 20;
-  for(int i = 0; i < x; ++i) {
-    context->draw_filled_rect(
-        Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
-          -((pause_menu_frame * i)%SCREEN_WIDTH)
-          ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
-        Vector(SCREEN_WIDTH,10),
-        Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
-        LAYER_FOREGROUND1+1);
-  }
-
   context->draw_filled_rect(
       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
-      Color(
-        static_cast<float>(rand() % 50) / 255.0,
-        static_cast<float>(rand() % 50) / 255.0,
-        static_cast<float>(rand() % 50) / 255.0,
-        0.5), LAYER_FOREGROUND1);
-#if 0
-  context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
-      Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
-
-  const char* str1 = _("Playing: ");
-  const char* str2 = level->get_name().c_str();
-
-  context->draw_text(blue_text, str1,
-      Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
-      LEFT_ALLIGN, LAYER_FOREGROUND1+2);
-  context->draw_text(white_text, str2,
-      Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
-      LEFT_ALLIGN, LAYER_FOREGROUND1+2);
-#endif
+      Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
 }
   
 void
@@ -595,7 +579,9 @@ GameSession::run()
     //frame_rate.update();
     
     /* Handle music: */
-    if (currentsector->player->invincible_timer.started() && !end_sequence)
+    if (currentsector->player->invincible_timer.started() && 
+            currentsector->player->invincible_timer.get_timeleft() 
+            > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
     {
       currentsector->play_music(HERRING_MUSIC);
     }
@@ -667,7 +653,7 @@ GameSession::display_info_box(const std::string& text)
     while (SDL_PollEvent(&event)) {
       main_controller->process_event(event);
       if(event.type == SDL_QUIT)
-        throw std::runtime_error("Received window close event");
+        throw graceful_shutdown();
     }
 
     if(main_controller->pressed(Controller::JUMP)
@@ -675,6 +661,10 @@ GameSession::display_info_box(const std::string& text)
         || main_controller->pressed(Controller::PAUSE_MENU)
         || main_controller->pressed(Controller::MENU_SELECT))
       running = false;
+    else if(main_controller->pressed(Controller::DOWN))
+      box->scrolldown();
+    else if(main_controller->pressed(Controller::UP))
+      box->scrollup();
     box->draw(*context);
     draw();
     sound_manager->update();
@@ -700,6 +690,11 @@ GameSession::start_sequence(const std::string& sequencename)
       currentsector->add_object(new Fireworks());
     }
   } else if(sequencename == "stoptux") {
+    if(!end_sequence) {
+      std::cout << "WARNING: Final target reached without "
+        << "an active end sequence." << std::endl;
+      this->start_sequence("endsequence");
+    }
     end_sequence =  ENDSEQUENCE_WAITING;
   } else {
     std::cout << "Unknown sequence '" << sequencename << "'.\n";
@@ -714,7 +709,7 @@ GameSession::drawstatus(DrawingContext& context)
 
   if(config->show_fps) {
     char str[60];
-    snprintf(str, sizeof(str), "%2.1f", fps_fps);
+    snprintf(str, sizeof(str), "%3.1f", fps_fps);
     context.draw_text(white_text, "FPS", 
                       Vector(SCREEN_WIDTH -
                              white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
@@ -742,11 +737,12 @@ GameSession::drawresultscreen()
   context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
+//  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+//  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
+  // y == 256 before removal of score
   sprintf(str, _("COINS: %d"), player_status->coins);
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   context.do_drawing();