#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 "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"
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 = 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) {
}
currentsector->activate(reset_pos);
} else {
- player_status->coins += 25;
currentsector = level->get_sector("main");
if(!currentsector)
throw std::runtime_error("Couldn't find main sector");
//levelintro();
+ sound_manager->stop_music();
currentsector->play_music(LEVEL_MUSIC);
if(capture_file != "") {
if(currentsector->player->is_dying() || end_sequence)
{
// Let the timers run out, we fast-forward them to force past a sequence
- if (end_sequence) end_sequence->stop();
+ 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;
}
/* 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
- restart_level(true);
- } else {
- // Still has coins: restart level from last reset point
- restart_level(false);
- }
-
- return;
+ restart_level();
}
}
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))
currentsector->update(elapsed_time);
} else {
if (!end_sequence->is_tux_stopped()) {
- currentsector->update(elapsed_time/2);
+ currentsector->update(elapsed_time);
} else {
- end_sequence->update(elapsed_time/2);
+ end_sequence->update(elapsed_time);
}
}
}
}
// abort if a sequence is already playing
- if (end_sequence) return;
+ if (end_sequence)
+ return;
if (sequencename == "endsequence") {
-
- // Determine walking direction for Tux
- 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)
- continue;
- if(st->get_sequence_name() == "stoptux")
- xend = st->get_pos().x;
- else if(st->get_sequence_name() == "endsequence")
- xst = st->get_pos().y;
- }
-
- if (xst > xend) {
+ 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 {
+ } else if (sequencename == "fireworks") {
+ end_sequence = new EndSequenceFireworks();
+ } else {
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();