removed one of the flapping levels since it doesn't work anymore
[supertux.git] / src / gameloop.cpp
index 5a85fa1..1227231 100644 (file)
@@ -60,6 +60,8 @@
 #include "worldmap.h"
 #include "intro.h"
 #include "misc.h"
+#include "camera.h"
+#include "statistics.h"
 
 GameSession* GameSession::current_ = 0;
 
@@ -76,9 +78,10 @@ if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
 return false;
 }
 
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_)
+GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
   : level(0), currentsector(0), st_gl_mode(mode),
-    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_)
+    end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+    best_level_statistics(statistics)
 {
   current_ = this;
   
@@ -86,8 +89,9 @@ GameSession::GameSession(const std::string& levelname_, int mode, bool flip_leve
   game_pause = false;
   fps_fps = 0;
 
-  fps_timer.init(true);            
+  fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
   frame_rate.set_fps(100);
 
   context = new DrawingContext();
@@ -95,6 +99,9 @@ GameSession::GameSession(const std::string& levelname_, int mode, bool flip_leve
   if(flip_levels_mode)
     flip_level = true;
 
+  last_swap_point = Vector(-1, -1);
+  last_swap_stats.reset();
+
   restart_level();
 }
 
@@ -107,16 +114,15 @@ GameSession::restart_level()
 
   fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
 
   last_keys.clear();
 
-#if 0
-  float old_x_pos = -1;
-  if (world)
+  Vector tux_pos = Vector(-1,-1);
+  if (currentsector)
     { // Tux has lost a life, so we try to respawn him at the nearest reset point
-      old_x_pos = world->get_tux()->base.x;
+      tux_pos = currentsector->player->base;
     }
-#endif
   
   delete level;
   currentsector = 0;
@@ -125,31 +131,39 @@ GameSession::restart_level()
   level->load(levelname);
   if(flip_level)
     level->do_vertical_flip();
+
+  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->time_left);
+
   currentsector = level->get_sector("main");
   if(!currentsector)
     Termination::abort("Level has no main sector.", "");
   currentsector->activate("main");
 
-#if 0 // TODO
   // Set Tux to the nearest reset point
-  if (old_x_pos != -1)
+  if(tux_pos.x != -1)
     {
-      ResetPoint best_reset_point = { -1, -1 };
-      for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
-          i != get_level()->reset_points.end(); ++i)
-        {
-          if (i->x < old_x_pos && best_reset_point.x < i->x)
-            best_reset_point = *i;
-        }
-      
-      if (best_reset_point.x != -1)
-        {
-          world->get_tux()->base.x = best_reset_point.x;
-          world->get_tux()->base.y = best_reset_point.y;
-        }
+    tux_pos = currentsector->get_best_spawn_point(tux_pos);
+
+    if(last_swap_point.x > tux_pos.x)
+      tux_pos = last_swap_point;
+    else  // new swap point
+      {
+      last_swap_point = tux_pos;
+
+      last_swap_stats += global_stats;
+      }
+
+    currentsector->player->base.x = tux_pos.x;
+    currentsector->player->base.y = tux_pos.y;
+
+    // has to reset camera on swapping
+    currentsector->camera->reset(Vector(currentsector->player->base.x,
+                                        currentsector->player->base.y));
     }
-#endif
-    
+
   if (st_gl_mode != ST_GL_DEMO_GAME)
     {
       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
@@ -177,23 +191,28 @@ GameSession::levelintro(void)
   DrawingContext context;
   currentsector->background->draw(context);
 
-  context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
+//  context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+//      CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
       LAYER_FOREGROUND1);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  context.draw_text_center(white_text, str, Vector(0, 240),
-      LAYER_FOREGROUND1);
+  context.draw_text(white_text, str, Vector(screen->w/2, 210),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   if(level->get_author().size())
-    context.draw_text_center(white_small_text,
+    context.draw_text(white_small_text,
       std::string(_("by ")) + level->get_author(), 
-      Vector(0, 400), LAYER_FOREGROUND1);
+      Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
 
   if(flip_level)
-    context.draw_text_center(white_text,
+    context.draw_text(white_text,
       _("Level Vertically Flipped!"),
-      Vector(0, 310), LAYER_FOREGROUND1);
+      Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
+
+  if(best_level_statistics != NULL)
+    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
 
   context.do_drawing();
 
@@ -356,7 +375,7 @@ GameSession::process_events()
                               tux.base.x, tux.base.y);
                           context->draw_text(white_text, buf,
                               Vector(0, screen->h - white_text->get_height()),
-                              LAYER_FOREGROUND1);
+                              LEFT_ALLIGN, LAYER_FOREGROUND1);
                           context->do_drawing();
                           SDL_Delay(1000);
                         }
@@ -364,6 +383,11 @@ GameSession::process_events()
                       case SDLK_p:
                         if(!Menu::current())
                           {
+                          // "lifeup" cheat activates pause cause of the 'p'
+                          // so work around to ignore it
+                            if(compare_last(last_keys, "lifeu"))
+                              break;
+
                             if(game_pause)
                               {
                                 game_pause = false;
@@ -377,6 +401,10 @@ GameSession::process_events()
                           }
                         break;
                       default:
+                        break;
+                      }
+                  }
+
                         /* Check if chacrater is ASCII */
                         char ch[2];
                         if((event.key.keysym.unicode & 0xFF80) == 0)
@@ -420,9 +448,29 @@ GameSession::process_events()
                           tux.invincible_timer.start(time_left.get_left());
                           last_keys.clear();
                           }
-                        break;
-                      }
-                  }
+                        if(compare_last(last_keys, "shrink"))
+                          {    // remove powerups
+                          tux.kill(tux.SHRINK);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "kill"))
+                          {    // kill Tux, but without losing a life
+                          player_status.lives++;
+                          tux.kill(tux.KILL);
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "hover"))
+                          {    // toggle hover ability on/off
+                          tux.enable_hover = !tux.enable_hover;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "gotoend"))
+                          {    // goes to the end of the level
+                          tux.base.x = (currentsector->solids->get_width()*32) - (screen->w*2);
+                          tux.base.y = 0;
+                          currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
+                          last_keys.clear();
+                          }
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -510,6 +558,7 @@ GameSession::check_end_conditions()
   if(end_sequence && !endsequence_timer.check())
     {
       exit_status = ES_LEVEL_FINISHED;
+      global_stats += last_swap_stats;  // add swap points stats
       return;
     }
   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
@@ -519,10 +568,15 @@ GameSession::check_end_conditions()
   else if(!end_sequence && endtile && endtile->data == 0)
     {
       end_sequence = ENDSEQUENCE_RUNNING;
+      endsequence_timer.start(7000); // 5 seconds until we finish the map
       last_x_pos = -1;
       SoundManager::get()->play_music(level_end_song, 0);
-      endsequence_timer.start(7000); // 5 seconds until we finish the map
       tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
+
+      // add left time to stats
+      global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
+
+      random_timer.start(200);  // start 1st firework
     }
   else if (!end_sequence && tux->is_dead())
     {
@@ -558,6 +612,23 @@ GameSession::action(double frame_ratio)
     currentsector->play_music(LEVEL_MUSIC);
     newsector = newspawnpoint = "";
   }
+
+  // on end sequence make a few fireworks
+  if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check() &&
+     currentsector->end_sequence_animation() == FIREWORKS_ENDSEQ_ANIM)
+    {
+    Vector epicenter = currentsector->camera->get_translation();
+    epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+    epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+    int red = rand() % 255;  // calculate firework color
+    int green = rand() % red;
+    currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
+                                 45, Color(red,green,0), 3, 1300);
+
+    SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+    random_timer.start(rand() % 400 + 600);  // next firework
+    }
 }
 
 void 
@@ -581,8 +652,8 @@ GameSession::draw()
       context->draw_filled_rect(
           Vector(0,0), Vector(screen->w, screen->h),
           Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
-      context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
-          Vector(0, 230), LAYER_FOREGROUND1+2);
+      context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+          Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
 
       char str1[60];
       char str2[124];
@@ -591,10 +662,10 @@ GameSession::draw()
 
       context->draw_text(blue_text, str1,
           Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
-          LAYER_FOREGROUND1+2);
+          LEFT_ALLIGN, LAYER_FOREGROUND1+2);
       context->draw_text(white_text, str2,
           Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
-          LAYER_FOREGROUND1+2);
+          LEFT_ALLIGN, LAYER_FOREGROUND1+2);
     }
 
   if(Menu::current())
@@ -760,39 +831,39 @@ GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
   
-  snprintf(str, 60, " %d", player_status.score);
-  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
+  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
+  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if(st_gl_mode == ST_GL_TEST)
     {
       context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
-          LAYER_FOREGROUND1);
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 
   if(!time_left.check()) {
-    context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0),
-        LAYER_FOREGROUND1);
+    context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
+        CENTER_ALLIGN, LAYER_FOREGROUND1);
   } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
     sprintf(str, " %d", time_left.get_left() / 1000 );
-    context.draw_text_center(white_text, _("TIME"),
-        Vector(0, 0), LAYER_FOREGROUND1);
-    context.draw_text_center(gold_text, str,
-        Vector(4*16, 0), LAYER_FOREGROUND1);
+    context.draw_text(white_text, _("TIME"),
+        Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+    context.draw_text(gold_text, str,
+        Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
   }
 
   sprintf(str, " %d", player_status.distros);
   context.draw_text(white_text, _("COINS"),
       Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
-        LAYER_FOREGROUND1);
+        LEFT_ALLIGN, LAYER_FOREGROUND1);
   context.draw_text(gold_text, str,
-      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
+      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
       float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
-      context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_surface(tux_life, Vector(screen->w - 16, 20),
           LAYER_FOREGROUND1);
     }
@@ -806,16 +877,16 @@ GameSession::drawstatus(DrawingContext& context)
 
   context.draw_text(white_text, _("LIVES"),
       Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
-      LAYER_FOREGROUND1);
+      LEFT_ALLIGN, LAYER_FOREGROUND1);
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
       context.draw_text(white_text, "FPS", 
           Vector(screen->w - white_text->get_text_width("FPS     "), 40),
-          LAYER_FOREGROUND1);
+          LEFT_ALLIGN, LAYER_FOREGROUND1);
       context.draw_text(gold_text, str,
-          Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
+          Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
     }
 }
 
@@ -827,14 +898,14 @@ GameSession::drawresultscreen(void)
   DrawingContext context;
   currentsector->background->draw(context);  
 
-  context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
-      LAYER_FOREGROUND1);
+  context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+      CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), player_status.score);
-  context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
+  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+  context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   sprintf(str, _("COINS: %d"), player_status.distros);
-  context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   context.do_drawing();
   
@@ -891,12 +962,13 @@ bool process_load_game_menu()
       fadeout(256);
 
       DrawingContext context;
-      context.draw_text_center(white_text, "Loading...",
-                               Vector(0, screen->h/2), LAYER_FOREGROUND1);
+      context.draw_text(white_text, "Loading...",
+                        Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
       context.do_drawing();
 
       WorldMapNS::WorldMap worldmap;
 
+      worldmap.set_map_filename("icyisland.stwm");
       // Load the game or at least set the savegame_file variable
       worldmap.loadgame(slotfile);