#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"
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
- restart_level(true);
+ restart_level();
game_menu.reset(new Menu());
game_menu->add_label(_("Pause"));
}
void
-GameSession::restart_level(bool fromBeginning)
+GameSession::restart_level()
{
game_pause = false;
end_sequence = 0;
level->stats.total_badguys = level->get_total_badguys();
level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
level->stats.reset();
- if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
+ if(reset_sector != "")level->stats.declare_invalid();
- if (fromBeginning) reset_sector="";
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(!currentsector) {
//levelintro();
+ sound_manager->stop_music();
currentsector->play_music(LEVEL_MUSIC);
if(capture_file != "") {
/* End of level? */
if(end_sequence && end_sequence->is_done()) {
finish(true);
- return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
- // No more coins: restart level from beginning
- player_status->coins += 25;
- restart_level(true);
- } else {
- // Still has coins: restart level from last reset point
- restart_level(false);
- }
-
- return;
+ restart_level();
}
}
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))
if (sequencename == "endsequence") {
// Determine walking direction for Tux
- float xst = 1.f, xend = 2.f;
+ /*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)
end_sequence = new EndSequenceWalkLeft();
} else {
end_sequence = new EndSequenceWalkRight();
+ }*/
+ 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();