// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
-// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// 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 <SDL.h>
#include "game_session.hpp"
-#include "msg.hpp"
-#include "worldmap.hpp"
+#include "log.hpp"
+#include "worldmap/worldmap.hpp"
#include "mainloop.hpp"
-#include "video/screen.hpp"
#include "audio/sound_manager.hpp"
#include "gui/menu.hpp"
#include "sector.hpp"
#include "lisp/lisp.hpp"
#include "lisp/parser.hpp"
#include "resources.hpp"
-#include "worldmap.hpp"
-#include "misc.hpp"
#include "statistics.hpp"
#include "timer.hpp"
-#include "object/fireworks.hpp"
+#include "options_menu.hpp"
#include "textscroller.hpp"
#include "control/codecontroller.hpp"
#include "control/joystickkeyboardcontroller.hpp"
#include "file_system.hpp"
#include "gameconfig.hpp"
#include "gettext.hpp"
-#include "exceptions.hpp"
+#include "console.hpp"
#include "flip_level_transformer.hpp"
+#include "trigger/secretarea_trigger.hpp"
+#include "trigger/sequence_trigger.hpp"
+#include "random_generator.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "object/endsequence_walkright.hpp"
+#include "object/endsequence_walkleft.hpp"
+#include "object/endsequence_fireworks.hpp"
+#include "direction.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"
// binary fraction...
static const float LOGICAL_FPS = 64.0;
-using namespace WorldMapNS;
+enum GameMenuIDs {
+ MNID_CONTINUE,
+ MNID_ABORTLEVEL
+};
-GameSession* GameSession::current_ = 0;
+GameSession* GameSession::current_ = NULL;
-GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
- Statistics* statistics)
- : level(0), currentsector(0), mode(mode),
- end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
+GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
+ : level(0), currentsector(0),
+ end_sequence(0),
levelfile(levelfile_), best_level_statistics(statistics),
- capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
+ capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
+ play_time(0)
{
current_ = this;
- currentsector = 0;
-
+ currentsector = NULL;
+
game_pause = false;
- fps_fps = 0;
- Console::registerCommandReceiver(this);
+ statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
+
+ restart_level();
- restart_level(true);
+ game_menu.reset(new Menu());
+ game_menu->add_label(_("Pause"));
+ game_menu->add_hl();
+ game_menu->add_entry(MNID_CONTINUE, _("Continue"));
+ game_menu->add_submenu(_("Options"), get_options_menu());
+ game_menu->add_hl();
+ game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
}
void
-GameSession::restart_level(bool fromBeginning)
+GameSession::restart_level()
{
game_pause = false;
- end_sequence = NO_ENDSEQUENCE;
+ end_sequence = 0;
main_controller->reset();
- delete level;
currentsector = 0;
- level = new Level;
+ level.reset(new Level);
level->load(levelfile);
+ level->stats.total_coins = level->get_total_coins();
+ 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();
- global_stats.reset();
- global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
- global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
-
- // get time
- int time = 0;
- for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
- {
- Sector* sec = *i;
-
- for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
- j != sec->gameobjects.end(); ++j)
- {
- GameObject* obj = *j;
-
- LevelTime* lt = dynamic_cast<LevelTime*> (obj);
- if(lt)
- time += int(lt->get_level_time());
- }
- }
- global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
-
- if (fromBeginning) reset_sector="";
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(!currentsector) {
throw std::runtime_error("Couldn't find main sector");
currentsector->activate("main");
}
-
- if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
- levelintro();
+
+ //levelintro();
currentsector->play_music(LEVEL_MUSIC);
- if(capture_file != "")
+ if(capture_file != "") {
+ int newSeed=0; // next run uses a new seed
+ while (newSeed == 0) // which is the next non-zero random num.
+ newSeed = systemRandom.rand();
+ config->random_seed = systemRandom.srand(newSeed);
+ log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
record_demo(capture_file);
+ }
}
GameSession::~GameSession()
delete playback_demo_stream;
delete demo_controller;
- delete end_sequence_controller;
- delete level;
- Console::unregisterCommandReceiver(this);
-
current_ = NULL;
}
GameSession::record_demo(const std::string& filename)
{
delete capture_demo_stream;
-
- capture_demo_stream = new std::ofstream(filename.c_str());
+
+ capture_demo_stream = new std::ofstream(filename.c_str());
if(!capture_demo_stream->good()) {
std::stringstream msg;
msg << "Couldn't open demo file '" << filename << "' for writing.";
throw std::runtime_error(msg.str());
}
capture_file = filename;
+
+ char buf[30]; // save the seed in the demo file
+ snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
+ for (int i=0; i==0 || buf[i-1]; i++)
+ capture_demo_stream->put(buf[i]);
+}
+
+int
+GameSession::get_demo_random_seed(const std::string& filename)
+{
+ std::istream* test_stream = new std::ifstream(filename.c_str());
+ if(test_stream->good()) {
+ char buf[30]; // recall the seed from the demo file
+ int seed;
+ for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+ test_stream->get(buf[i]);
+ if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
+ log_info << "Random seed " << seed << " from demo file" << std::endl;
+ return seed;
+ }
+ else
+ log_info << "Demo file contains no random number" << std::endl;
+ }
+ return 0;
}
void
{
delete playback_demo_stream;
delete demo_controller;
-
+
playback_demo_stream = new std::ifstream(filename.c_str());
if(!playback_demo_stream->good()) {
std::stringstream msg;
Player& tux = *currentsector->player;
demo_controller = new CodeController();
tux.set_controller(demo_controller);
+
+ // skip over random seed, if it exists in the file
+ char buf[30]; // ascii decimal seed
+ int seed;
+ for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+ playback_demo_stream->get(buf[i]);
+ if (sscanf(buf, "random_seed=%010d", &seed) != 1)
+ playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
}
void
GameSession::levelintro()
{
- char str[60];
-
sound_manager->stop_music();
DrawingContext context;
}
// context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
-// CENTER_ALLIGN, LAYER_FOREGROUND1);
+// ALIGN_CENTER, LAYER_FOREGROUND1);
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
- sprintf(str, "Coins: %d", player_status->coins);
- context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
+ std::stringstream ss_coins;
+ ss_coins << _("Coins") << ": " << player_status->coins;
+ context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
+ ALIGN_CENTER, LAYER_FOREGROUND1);
if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
- //TODO make author check case/blank-insensitive
context.draw_text(white_small_text,
- std::string(_("contributed by ")) + level->get_author(),
- Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
+ std::string(_("contributed by ")) + level->get_author(),
+ Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
if(best_level_statistics != NULL)
best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
void
GameSession::on_escape_press()
{
- if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
+ 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();
+ currentsector->player->dying_timer.start(FLT_EPSILON);
return; // don't let the player open the menu, when he is dying
-
- if(mode == ST_GL_TEST) {
- main_loop->exit_screen();
- } else if (!Menu::current()) {
- Menu::set_current(game_menu);
+ }
+
+ if(level->on_menukey_script != "") {
+ std::istringstream in(level->on_menukey_script);
+ run_script(in, "OnMenuKeyScript");
+ } else {
+ toggle_pause();
+ }
+}
+
+void
+GameSession::toggle_pause()
+{
+ if(Menu::current() == NULL) {
+ Menu::set_current(game_menu.get());
game_menu->set_active_item(MNID_CONTINUE);
game_pause = true;
} else {
+ Menu::set_current(NULL);
game_pause = false;
}
}
+HSQUIRRELVM
+GameSession::run_script(std::istream& in, const std::string& sourcename)
+{
+ using namespace Scripting;
+
+ // garbage collect thread list
+ for(ScriptList::iterator i = scripts.begin();
+ i != scripts.end(); ) {
+ HSQOBJECT& object = *i;
+ HSQUIRRELVM vm = object_to_vm(object);
+
+ if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+ sq_release(global_vm, &object);
+ i = scripts.erase(i);
+ continue;
+ }
+
+ ++i;
+ }
+
+ HSQOBJECT object = create_thread(global_vm);
+ scripts.push_back(object);
+
+ HSQUIRRELVM vm = object_to_vm(object);
+
+ compile_and_run(vm, in, sourcename);
+
+ return vm;
+}
+
void
GameSession::process_events()
{
- Player& tux = *currentsector->player;
-
// end of pause mode?
if(!Menu::current() && game_pause) {
game_pause = false;
}
- if (end_sequence != NO_ENDSEQUENCE) {
- if(end_sequence_controller == 0) {
- end_sequence_controller = new CodeController();
- tux.set_controller(end_sequence_controller);
- }
-
- end_sequence_controller->press(Controller::RIGHT);
-
- if (int(last_x_pos) == int(tux.get_pos().x))
- end_sequence_controller->press(Controller::JUMP);
- last_x_pos = tux.get_pos().x;
- }
-
// playback a demo?
if(playback_demo_stream != 0) {
demo_controller->update();
capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
capture_demo_stream ->put(main_controller->hold(Controller::UP));
capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
- capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
+ capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
}
}
-bool
-GameSession::consoleCommand(std::string command)
-{
- if (command == "foo") {
- msg_info("bar");
- return true;
- }
-
- //TODO: Build command list automatically
- if (command == "cmdlist") {
- msg_info("foo, cmdlist, cheats, whereami, camera");
- return true;
- }
- //TODO: remove (or at least hide) this before release
- if (command == "cheats") {
- msg_info("grow, fire, ice, lifeup, numberofthebeast, lifedown, grease, invincible, mortal, shrink, kill, gotoend, flip, finish");
- return true;
- }
-
- if (currentsector == 0) return false;
- Player& tux = *currentsector->player;
-
- // Cheating words (the goal of this is really for debugging,
- // but could be used for some cheating, nothing wrong with that)
- if (command == "grow") {
- tux.set_bonus(GROWUP_BONUS, false);
- return true;
- }
- if (command == "fire") {
- tux.set_bonus(FIRE_BONUS, false);
- return true;
- }
- if (command == "ice") {
- tux.set_bonus(ICE_BONUS, false);
- return true;
- }
- if (command == "lifeup") {
- player_status->incLives();
- return true;
- }
- if (command == "numberofthebeast") {
- player_status->coins += 55;
- return true;
- }
- if (command == "lifedown") {
- player_status->coins = std::max(player_status->coins-25, 0);
- return true;
- }
- if (command == "grease") {
- tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
- return true;
- }
- if (command == "invincible") {
- // be invincle for the rest of the level
- tux.invincible_timer.start(10000);
- return true;
- }
- if (command == "mortal") {
- // give up invincibility
- tux.invincible_timer.stop();
- return true;
- }
- if (command == "shrink") {
- // remove powerups
- tux.kill(tux.SHRINK);
- return true;
- }
- if (command == "kill") {
- tux.kill(tux.KILL);
- return true;
- }
- if (command == "whereami") {
- msg_info("You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y);
- return true;
- }
- if (command == "gotoend") {
- // goes to the end of the level
- tux.move(Vector(
- (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
- currentsector->camera->reset(
- Vector(tux.get_pos().x, tux.get_pos().y));
- return true;
- }
- if (command == "flip") {
- FlipLevelTransformer flip_transformer;
- flip_transformer.transform(GameSession::current()->get_current_level());
- return true;
- }
- if (command == "finish") {
- finish(true);
- return true;
- }
- if (command == "camera") {
- msg_info("Camera is at "
- << Sector::current()->camera->get_translation().x << ","
- << Sector::current()->camera->get_translation().y);
- return true;
- }
-
- return false;
-}
-
void
GameSession::check_end_conditions()
{
Player* tux = currentsector->player;
/* End of level? */
- if(end_sequence && endsequence_timer.check()) {
+ if(end_sequence && end_sequence->is_done()) {
finish(true);
-
- // add time spent to statistics
- int tottime = 0, remtime = 0;
- for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
- {
- Sector* sec = *i;
-
- for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
- j != sec->gameobjects.end(); ++j)
- {
- GameObject* obj = *j;
-
- LevelTime* lt = dynamic_cast<LevelTime*> (obj);
- if(lt)
- {
- tottime += int(lt->get_level_time());
- remtime += int(lt->get_remaining_time());
- }
- }
- }
- global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
-
- return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
- // No more coins: restart level from beginning
- player_status->coins = 0;
- restart_level(true);
- } else {
- // Still has coins: restart level from last reset point
- restart_level(false);
- }
-
- return;
+ restart_level();
}
}
-void
+void
GameSession::draw(DrawingContext& context)
{
currentsector->draw(context);
{
context.draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
+ Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
}
-
+
void
GameSession::process_menu()
{
if(menu) {
menu->update();
- if(menu == game_menu) {
+ if(menu == game_menu.get()) {
switch (game_menu->check()) {
case MNID_CONTINUE:
Menu::set_current(0);
main_loop->exit_screen();
break;
}
- } else if(menu == options_menu) {
- process_options_menu();
}
}
}
void
GameSession::update(float elapsed_time)
{
+ // handle controller
+ if(main_controller->pressed(Controller::PAUSE_MENU))
+ on_escape_press();
+
process_events();
process_menu();
check_end_conditions();
- // handle controller
- if(main_controller->pressed(Controller::PAUSE_MENU))
- on_escape_press();
-
// respawning in new sector?
if(newsector != "" && newspawnpoint != "") {
Sector* sector = level->get_sector(newsector);
if(sector == 0) {
- msg_warning("Sector '" << newsector << "' not found");
+ log_warning << "Sector '" << newsector << "' not found" << std::endl;
}
sector->activate(newspawnpoint);
sector->play_music(LEVEL_MUSIC);
// Update the world state and all objects in the world
if(!game_pause) {
// Update the world
- if (end_sequence == ENDSEQUENCE_RUNNING) {
- currentsector->update(elapsed_time/2);
- } else if(end_sequence == NO_ENDSEQUENCE) {
- if(!currentsector->player->growing_timer.started())
- currentsector->update(elapsed_time);
- }
+ if (!end_sequence) {
+ play_time += elapsed_time; //TODO: make sure we don't count cutscene time
+ level->stats.time = play_time;
+ currentsector->update(elapsed_time);
+ } else {
+ if (!end_sequence->is_tux_stopped()) {
+ currentsector->update(elapsed_time/2);
+ } else {
+ end_sequence->update(elapsed_time/2);
+ }
+ }
}
// update sounds
sound_manager->set_listener_position(currentsector->player->get_pos());
/* Handle music: */
- if (currentsector->player->invincible_timer.started() &&
- currentsector->player->invincible_timer.get_timeleft()
- > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) {
- currentsector->play_music(HERRING_MUSIC);
- } else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) {
- currentsector->play_music(LEVEL_MUSIC);
- }
-}
-
-#if 0
-GameSession::ExitStatus
-GameSession::run()
-{
- Menu::set_current(0);
- current_ = this;
-
- int fps_cnt = 0;
-
- // Eat unneeded events
- SDL_Event event;
- while(SDL_PollEvent(&event))
- {}
+ if (end_sequence)
+ return;
- draw();
-
- Uint32 fps_ticks = SDL_GetTicks();
- Uint32 fps_nextframe_ticks = SDL_GetTicks();
- Uint32 ticks;
- bool skipdraw = false;
-
- while (exit_status == ES_NONE) {
- // we run in a logical framerate so elapsed time is a constant
- // This will make the game run determistic and not different on different
- // machines
- static const float elapsed_time = 1.0 / LOGICAL_FPS;
- // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
- if(!game_pause)
- game_time += elapsed_time;
-
- // regulate fps
- ticks = SDL_GetTicks();
- if(ticks > fps_nextframe_ticks) {
- if(skipdraw == true) {
- // already skipped last frame? we have to slow down the game then...
- skipdraw = false;
- fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
- } else {
- // don't draw all frames when we're getting too slow
- skipdraw = true;
- }
+ if(currentsector->player->invincible_timer.started()) {
+ if(currentsector->player->invincible_timer.get_timeleft() <=
+ TUX_INVINCIBLE_TIME_WARNING) {
+ currentsector->play_music(HERRING_WARNING_MUSIC);
} else {
- skipdraw = false;
- while(fps_nextframe_ticks > ticks) {
- /* just wait */
- // If we really have to wait long, then do an imprecise SDL_Delay()
- Uint32 diff = fps_nextframe_ticks - ticks;
- if(diff > 15) {
- SDL_Delay(diff - 10);
- }
- ticks = SDL_GetTicks();
- }
- }
- fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
-
- process_events();
- process_menu();
-
- // Update the world state and all objects in the world
- if(!game_pause)
- {
- // Update the world
- check_end_conditions();
- if (end_sequence == ENDSEQUENCE_RUNNING)
- update(elapsed_time/2);
- else if(end_sequence == NO_ENDSEQUENCE)
- update(elapsed_time);
- }
-
- if(!skipdraw)
- draw();
-
- // update sounds
- sound_manager->update();
-
- /* Time stops in pause mode */
- if(game_pause || Menu::current())
- {
- continue;
- }
-
- /* Handle music: */
- if (currentsector->player->invincible_timer.started() &&
- currentsector->player->invincible_timer.get_timeleft()
- > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
- {
currentsector->play_music(HERRING_MUSIC);
}
- /* or just normal music? */
- else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
- {
- currentsector->play_music(LEVEL_MUSIC);
- }
-
- /* Calculate frames per second */
- if(config->show_fps)
- {
- ++fps_cnt;
-
- if(SDL_GetTicks() - fps_ticks >= 500)
- {
- fps_fps = (float) fps_cnt / .5;
- fps_cnt = 0;
- fps_ticks = SDL_GetTicks();
- }
- }
+ } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
+ currentsector->play_music(LEVEL_MUSIC);
}
-
- // just in case
- currentsector = 0;
- main_controller->reset();
- return exit_status;
}
-#endif
void
GameSession::finish(bool win)
{
+ using namespace WorldMapNS;
+
if(win) {
if(WorldMap::current())
- WorldMap::current()->finished_level(levelfile);
+ WorldMap::current()->finished_level(level.get());
}
-
+
main_loop->exit_screen();
}
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)
- throw graceful_shutdown();
+ main_loop->quit();
}
if(main_controller->pressed(Controller::JUMP)
void
GameSession::start_sequence(const std::string& sequencename)
{
- if(sequencename == "endsequence" || sequencename == "fireworks") {
- if(end_sequence)
- return;
-
- end_sequence = ENDSEQUENCE_RUNNING;
- endsequence_timer.start(7.3);
- last_x_pos = -1;
- sound_manager->play_music("music/leveldone.ogg", false);
- currentsector->player->invincible_timer.start(7.3);
-
- // Stop all clocks.
- for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
- i != currentsector->gameobjects.end(); ++i)
- {
- GameObject* obj = *i;
-
- LevelTime* lt = dynamic_cast<LevelTime*> (obj);
- if(lt)
- lt->stop();
+ // handle special "stoptux" sequence
+ if (sequencename == "stoptux") {
+ if (!end_sequence) {
+ log_warning << "Final target reached without an active end sequence" << std::endl;
+ this->start_sequence("endsequence");
}
+ if (end_sequence) end_sequence->stop_tux();
+ return;
+ }
+
+ // abort if a sequence is already playing
+ if (end_sequence) return;
+
+ if (sequencename == "endsequence") {
- if(sequencename == "fireworks") {
- currentsector->add_object(new Fireworks());
+ // 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;
}
- } else if(sequencename == "stoptux") {
- if(!end_sequence) {
- msg_warning("Final target reached without "
- << "an active end sequence");
- this->start_sequence("endsequence");
+
+ if (xst > xend) {
+ end_sequence = new EndSequenceWalkLeft();
+ } else {
+ end_sequence = new EndSequenceWalkRight();
}
- end_sequence = ENDSEQUENCE_WAITING;
- } else {
- msg_warning("Unknown sequence '" << sequencename << "'");
+ }
+ else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
+ else {
+ log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
+ return;
+ }
+
+ currentsector->add_object(end_sequence);
+ end_sequence->start();
+
+ sound_manager->play_music("music/leveldone.ogg", false);
+ currentsector->player->invincible_timer.start(10000.0f);
+
+ // Stop all clocks.
+ for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+ i != currentsector->gameobjects.end(); ++i)
+ {
+ GameObject* obj = *i;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ lt->stop();
}
}
{
player_status->draw(context);
- if(config->show_fps) {
- char str[60];
- snprintf(str, sizeof(str), "%3.1f", fps_fps);
- const char* fpstext = "FPS";
- context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
+ // draw level stats while end_sequence is running
+ if (end_sequence) {
+ level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
}
}
-