#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"
#include "statistics.hpp"
#include "timer.hpp"
#include "options_menu.hpp"
-#include "object/fireworks.hpp"
#include "textscroller.hpp"
#include "control/codecontroller.hpp"
#include "control/joystickkeyboardcontroller.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"
+#include "scripting/time_scheduler.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"
GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
: level(0), currentsector(0),
- end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
+ end_sequence(0),
levelfile(levelfile_), best_level_statistics(statistics),
capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
play_time(0)
currentsector = NULL;
game_pause = false;
+ speed_before_pause = main_loop->get_speed();
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 = NO_ENDSEQUENCE;
+ end_sequence = 0;
main_controller->reset();
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 != "") {
delete playback_demo_stream;
delete demo_controller;
- delete end_sequence_controller;
-
current_ = NULL;
}
}
// 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);
std::stringstream ss_coins;
ss_coins << _("Coins") << ": " << player_status->coins;
context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
+ ALIGN_CENTER, LAYER_FOREGROUND1);
if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
context.draw_text(white_small_text,
std::string(_("contributed by ")) + level->get_author(),
- Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ 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
- endsequence_timer.start(FLT_EPSILON);
+ 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
}
void
GameSession::toggle_pause()
{
- if(Menu::current() == NULL) {
+ if(!game_pause) {
+ speed_before_pause = main_loop->get_speed();
+ main_loop->set_speed(0);
Menu::set_current(game_menu.get());
game_menu->set_active_item(MNID_CONTINUE);
game_pause = true;
} else {
+ main_loop->set_speed(speed_before_pause);
Menu::set_current(NULL);
game_pause = false;
}
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();
Player* tux = currentsector->player;
/* End of level? */
- if(end_sequence && endsequence_timer.check()) {
+ 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 = 0;
- restart_level(true);
- } else {
- // Still has coins: restart level from last reset point
- restart_level(false);
- }
-
- return;
+ restart_level();
}
}
{
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
switch (game_menu->check()) {
case MNID_CONTINUE:
Menu::set_current(0);
+ toggle_pause();
break;
case MNID_ABORTLEVEL:
Menu::set_current(0);
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))
// 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 (!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);
+ } else {
+ end_sequence->update(elapsed_time);
+ }
}
}
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();
- }
-
- if(sequencename == "fireworks") {
- currentsector->add_object(new Fireworks());
- }
- } else if(sequencename == "stoptux") {
- if(!end_sequence) {
+ // 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");
}
- end_sequence = ENDSEQUENCE_WAITING;
+ if (end_sequence) end_sequence->stop_tux();
+ return;
+ }
+
+ // abort if a sequence is already playing
+ if (end_sequence)
+ return;
+
+ if (sequencename == "endsequence") {
+ 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();
} else {
- log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
+ log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
+ return;
+ }
+
+ /* slow down the game for end-sequence */
+ main_loop->set_speed(0.5f);
+
+ 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();
}
}