Some more aspect ratio stuff
[supertux.git] / src / game_session.cpp
index 852d8f0..26f65f1 100644 (file)
 
 #include <fstream>
 #include <sstream>
-#include <cassert>
-#include <cstdio>
-#include <cstdlib>
-#include <cmath>
-#include <cstring>
-#include <cerrno>
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <string.h>
+#include <errno.h>
 #include <unistd.h>
-#include <ctime>
+#include <time.h>
 #include <stdexcept>
 
 #include <SDL.h>
 
 #include "game_session.hpp"
 #include "log.hpp"
+#include "console.hpp"
 #include "worldmap/worldmap.hpp"
 #include "mainloop.hpp"
 #include "audio/sound_manager.hpp"
@@ -72,6 +73,7 @@
 #include "object/endsequence_walkleft.hpp"
 #include "object/endsequence_fireworks.hpp"
 #include "direction.hpp"
+#include "scripting/time_scheduler.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"
@@ -90,12 +92,13 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
     end_sequence(0),
     levelfile(levelfile_), best_level_statistics(statistics),
     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
-    play_time(0)
+    play_time(0), edit_mode(false)
 {
   current_ = this;
   currentsector = NULL;
 
   game_pause = false;
+  speed_before_pause = main_loop->get_speed();
 
   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
 
@@ -113,6 +116,12 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
 void
 GameSession::restart_level()
 {
+
+  if (edit_mode) {
+    force_ghost_mode();
+    return;
+  }
+
   game_pause   = false;
   end_sequence = 0;
 
@@ -126,7 +135,6 @@ GameSession::restart_level()
   level->stats.total_badguys = level->get_total_badguys();
   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
   level->stats.reset();
-  if(reset_sector != "")level->stats.declare_invalid();
 
   if(reset_sector != "") {
     currentsector = level->get_sector(reset_sector);
@@ -135,16 +143,19 @@ GameSession::restart_level()
       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
       throw std::runtime_error(msg.str());
     }
+    level->stats.declare_invalid();
     currentsector->activate(reset_pos);
   } else {
     currentsector = level->get_sector("main");
     if(!currentsector)
       throw std::runtime_error("Couldn't find main sector");
+    play_time = 0;
     currentsector->activate("main");
   }
 
   //levelintro();
 
+  sound_manager->stop_music();
   currentsector->play_music(LEVEL_MUSIC);
 
   if(capture_file != "") {
@@ -162,6 +173,7 @@ GameSession::~GameSession()
   delete capture_demo_stream;
   delete playback_demo_stream;
   delete demo_controller;
+  free_options_menu();
 
   current_ = NULL;
 }
@@ -275,7 +287,9 @@ GameSession::on_escape_press()
   if(currentsector->player->is_dying() || end_sequence)
   {
     // Let the timers run out, we fast-forward them to force past a sequence
-    if (end_sequence) end_sequence->stop();
+    if (end_sequence)
+      end_sequence->stop();
+
     currentsector->player->dying_timer.start(FLT_EPSILON);
     return;   // don't let the player open the menu, when he is dying
   }
@@ -291,16 +305,45 @@ GameSession::on_escape_press()
 void
 GameSession::toggle_pause()
 {
-  if(Menu::current() == NULL) {
+  if(!game_pause) {
+    speed_before_pause = main_loop->get_speed();
+    main_loop->set_speed(0);
     Menu::set_current(game_menu.get());
     game_menu->set_active_item(MNID_CONTINUE);
     game_pause = true;
   } else {
+    main_loop->set_speed(speed_before_pause);
     Menu::set_current(NULL);
     game_pause = false;
   }
 }
 
+void
+GameSession::set_editmode(bool edit_mode)
+{
+  if (this->edit_mode == edit_mode) return;
+  this->edit_mode = edit_mode;
+
+  currentsector->get_players()[0]->set_edit_mode(edit_mode);
+
+  if (edit_mode) {
+
+    // entering edit mode
+
+  } else {
+
+    // leaving edit mode
+    restart_level();
+
+  }
+}
+
+void
+GameSession::force_ghost_mode()
+{
+  currentsector->get_players()[0]->set_ghost_mode(true);
+}
+
 HSQUIRRELVM
 GameSession::run_script(std::istream& in, const std::string& sourcename)
 {
@@ -401,7 +444,7 @@ GameSession::draw_pause(DrawingContext& context)
 {
   context.draw_filled_rect(
       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
-      Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
+      Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
 }
 
 void
@@ -415,6 +458,7 @@ GameSession::process_menu()
       switch (game_menu->check()) {
         case MNID_CONTINUE:
           Menu::set_current(0);
+          toggle_pause();
           break;
         case MNID_ABORTLEVEL:
           Menu::set_current(0);
@@ -431,6 +475,11 @@ GameSession::setup()
   Menu::set_current(NULL);
   current_ = this;
 
+  if(currentsector != Sector::current()) {
+       currentsector->activate(currentsector->player->get_pos());
+  }
+  currentsector->play_music(LEVEL_MUSIC);
+
   // Eat unneeded events
   SDL_Event event;
   while(SDL_PollEvent(&event))
@@ -471,15 +520,15 @@ GameSession::update(float elapsed_time)
       currentsector->update(elapsed_time);
     } else {
       if (!end_sequence->is_tux_stopped()) {
-        currentsector->update(elapsed_time/2);
+        currentsector->update(elapsed_time);
       } else {
-        end_sequence->update(elapsed_time/2);
+        end_sequence->update(elapsed_time);
       }
     }
   }
 
   // update sounds
-  sound_manager->set_listener_position(currentsector->player->get_pos());
+  if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
 
   /* Handle music: */
   if (end_sequence)
@@ -502,6 +551,11 @@ GameSession::finish(bool win)
 {
   using namespace WorldMapNS;
 
+  if (edit_mode) {
+    force_ghost_mode();
+    return;
+  }
+
   if(win) {
     if(WorldMap::current())
       WorldMap::current()->finished_level(level.get());
@@ -531,45 +585,14 @@ GameSession::get_working_directory()
 }
 
 void
-GameSession::display_info_box(const std::string& text)
+GameSession::start_sequence(const std::string& sequencename)
 {
-  InfoBox* box = new InfoBox(text);
-
-  bool running = true;
-  DrawingContext context;
-
-  while(running)  {
-
-    // TODO make a screen out of this, another mainloop is ugly
-    main_controller->update();
-    SDL_Event event;
-    while (SDL_PollEvent(&event)) {
-      main_controller->process_event(event);
-      if(event.type == SDL_QUIT)
-        main_loop->quit();
-    }
-
-    if(main_controller->pressed(Controller::JUMP)
-        || main_controller->pressed(Controller::ACTION)
-        || 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(context);
-    context.do_drawing();
-    sound_manager->update();
+  // do not play sequences when in edit mode
+  if (edit_mode) {
+    force_ghost_mode();
+    return;
   }
 
-  delete box;
-}
-
-void
-GameSession::start_sequence(const std::string& sequencename)
-{
   // handle special "stoptux" sequence
   if (sequencename == "stoptux") {
     if (!end_sequence) {
@@ -581,34 +604,25 @@ GameSession::start_sequence(const std::string& sequencename)
   }
 
   // abort if a sequence is already playing
-  if (end_sequence) return;
+  if (end_sequence)
+         return;
 
   if (sequencename == "endsequence") {
-
-    // Determine walking direction for Tux
-    float xst = 1.f, xend = 2.f;
-    for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
-      SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
-      if(!st)
-       continue;
-      if(st->get_sequence_name() == "stoptux")
-       xend = st->get_pos().x;
-      else if(st->get_sequence_name() == "endsequence")
-       xst = st->get_pos().y;
-    }
-
-    if (xst > xend) {
+    if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
       end_sequence = new EndSequenceWalkLeft();
     } else {
       end_sequence = new EndSequenceWalkRight();
     }
-  }
-  else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
-  else {
+  } else if (sequencename == "fireworks") {
+    end_sequence = new EndSequenceFireworks();
+  else {
     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
     return;
   }
 
+  /* slow down the game for end-sequence */
+  main_loop->set_speed(0.5f);
+
   currentsector->add_object(end_sequence);
   end_sequence->start();