Made Mr_Tree graphic smaller, from 99 to 85 pixels.
[supertux.git] / src / game_session.cpp
index 0c3211e..b0e61b2 100644 (file)
@@ -48,6 +48,7 @@
 #include "object/tilemap.hpp"
 #include "object/camera.hpp"
 #include "object/player.hpp"
+#include "object/level_time.hpp"
 #include "lisp/lisp.hpp"
 #include "lisp/parser.hpp"
 #include "resources.hpp"
@@ -63,6 +64,8 @@
 #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"
@@ -82,7 +85,6 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
   currentsector = 0;
   
   game_pause = false;
-  music_playing = false;
   fps_fps = 0;
 
   context = new DrawingContext();
@@ -108,7 +110,24 @@ GameSession::restart_level()
   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());
-  //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
+  
+  // 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(reset_sector != "") {
     currentsector = level->get_sector(reset_sector);
@@ -128,11 +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);
@@ -188,6 +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) {
@@ -270,7 +287,7 @@ 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?
@@ -367,11 +384,20 @@ 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;
     // 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
@@ -382,6 +408,28 @@ GameSession::check_end_conditions()
   /* End of level? */
   if(end_sequence && endsequence_timer.check()) {
     exit_status = ES_LEVEL_FINISHED;
+    
+    // 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->lives < 0) { // No more lives!?
@@ -443,38 +491,9 @@ 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
@@ -602,7 +621,9 @@ 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);
     }
@@ -674,7 +695,7 @@ 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)
@@ -682,6 +703,10 @@ 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();
@@ -698,15 +723,31 @@ 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());
     }
   } 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";
@@ -721,7 +762,7 @@ 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),
@@ -749,11 +790,12 @@ 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();