added castledoor background, worked on door entry level, added small clover to doodads
[supertux.git] / src / game_session.cpp
index c64b9ba..b0e61b2 100644 (file)
@@ -85,7 +85,6 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
   currentsector = 0;
   
   game_pause = false;
-  music_playing = false;
   fps_fps = 0;
 
   context = new DrawingContext();
@@ -148,11 +147,7 @@ GameSession::restart_level()
   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
     levelintro();
 
-  if (!music_playing)
-  {
-    currentsector->play_music(LEVEL_MUSIC);
-    music_playing = true;
-  }
+  currentsector->play_music(LEVEL_MUSIC);
 
   if(capture_file != "")
     record_demo(capture_file);
@@ -208,6 +203,8 @@ GameSession::levelintro()
 {
   char str[60];
 
+  sound_manager->stop_music();
+
   DrawingContext context;
   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
       i != currentsector->gameobjects.end(); ++i) {
@@ -396,6 +393,11 @@ GameSession::try_cheats()
     exit_status = ES_LEVEL_FINISHED;
     // don't add points to stats though...
   }
+  if(main_controller->check_cheatcode("camera")) {
+    std::cout << "Camera is at " 
+              << Sector::current()->camera->get_translation().x << "," 
+              << Sector::current()->camera->get_translation().y << "\n";
+  }
 }
 
 void
@@ -721,10 +723,21 @@ GameSession::start_sequence(const std::string& sequencename)
       return;
     
     end_sequence = ENDSEQUENCE_RUNNING;
-    endsequence_timer.start(7.0); // 7 seconds until we finish the map
+    endsequence_timer.start(level->extro_length);
     last_x_pos = -1;
-    sound_manager->play_music("music/leveldone.ogg", false);
-    currentsector->player->invincible_timer.start(7.0);
+    sound_manager->play_music("music/" + level->extro_music, false);
+    currentsector->player->invincible_timer.start(level->extro_length);
+
+    // 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();
+    }
 
     if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());