// $Id$
-//
+//
// 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 "lisp/lisp.hpp"
#include "lisp/parser.hpp"
#include "resources.hpp"
-#include "worldmap.hpp"
-#include "misc.hpp"
#include "statistics.hpp"
#include "timer.hpp"
+#include "options_menu.hpp"
#include "object/fireworks.hpp"
#include "textscroller.hpp"
#include "control/codecontroller.hpp"
#include "file_system.hpp"
#include "gameconfig.hpp"
#include "gettext.hpp"
-#include "exceptions.hpp"
+#include "console.hpp"
#include "flip_level_transformer.hpp"
// the engine will be run with a logical framerate of 64fps.
// binary fraction...
static const float LOGICAL_FPS = 64.0;
-namespace {
- const char* consoleCommands[] = {
- "foo",
- "whereami",
- "camera",
- "grow",
- "fire",
- "ice",
- "lifeup",
- "numberofthebeast",
- "lifedown",
- "grease",
- "invincible",
- "mortal",
- "shrink",
- "kill",
- "gotoend",
- "flip",
- "finish"
- };
-}
-
-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),
+GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
+ : level(0), currentsector(0),
end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
levelfile(levelfile_), best_level_statistics(statistics),
capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
{
current_ = this;
- currentsector = 0;
+ currentsector = NULL;
game_pause = false;
- fps_fps = 0;
- for (uint16_t i=0; i < sizeof(::consoleCommands)/sizeof(typeof(consoleCommands[0])); i++) {
- Console::registerCommand(consoleCommands[i], this);
- }
+ statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
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
main_controller->reset();
- delete level;
currentsector = 0;
- level = new Level;
+ level.reset(new Level);
level->load(levelfile);
- 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());
+ level->stats.reset();
+ level->stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
+ level->stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
// get time
int time = 0;
time += int(lt->get_level_time());
}
}
- global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
+ level->stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
if (fromBeginning) reset_sector="";
if(reset_sector != "") {
currentsector->activate("main");
}
- if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
- levelintro();
+ levelintro();
currentsector->play_music(LEVEL_MUSIC);
delete demo_controller;
delete end_sequence_controller;
- delete level;
- for (uint16_t i=0; i < sizeof(::consoleCommands)/sizeof(typeof(consoleCommands[0])); i++) {
- Console::unregisterCommand(consoleCommands[i], this);
- }
current_ = NULL;
}
if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
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 (!Menu::current()) {
+ Menu::set_current(game_menu.get());
game_menu->set_active_item(MNID_CONTINUE);
game_pause = true;
} else {
+ Menu::set_current(NULL);
game_pause = false;
}
}
}
}
-bool
-GameSession::consoleCommand(std::string command)
-{
- if (command == "foo") {
- msg_info("bar");
- 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()
{
/* End of level? */
if(end_sequence && endsequence_timer.check()) {
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) {
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();
}
}
}
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);
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;
+ if (end_sequence)
+ return;
- int fps_cnt = 0;
-
- // Eat unneeded events
- SDL_Event event;
- while(SDL_PollEvent(&event))
- {}
-
- 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();
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)
lt->stop();
}
+ // 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());
+ }
+ }
+ }
+ level->stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
+
if(sequencename == "fireworks") {
currentsector->add_object(new Fireworks());
}
} else if(sequencename == "stoptux") {
if(!end_sequence) {
- msg_warning("Final target reached without "
- << "an active end sequence");
+ log_warning << "Final target reached without an active end sequence" << std::endl;
this->start_sequence("endsequence");
}
end_sequence = ENDSEQUENCE_WAITING;
} else {
- msg_warning("Unknown sequence '" << sequencename << "'");
+ log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
}
}
{
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());
}
}