// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#include <config.h>
+
#include <iostream>
#include <sstream>
#include <cassert>
#include "app/setup.h"
#include "high_scores.h"
#include "gui/menu.h"
-#include "badguy.h"
#include "sector.h"
-#include "special.h"
-#include "player.h"
#include "level.h"
#include "scene.h"
-#include "collision.h"
#include "tile.h"
-#include "particlesystem.h"
+#include "object/particlesystem.h"
+#include "object/background.h"
+#include "object/tilemap.h"
+#include "object/camera.h"
+#include "object/player.h"
#include "resources.h"
-#include "background.h"
-#include "tilemap.h"
#include "app/gettext.h"
#include "worldmap.h"
#include "intro.h"
#include "misc.h"
-#include "camera.h"
#include "statistics.h"
+#include "timer.h"
+#include "object/fireworks.h"
GameSession* GameSession::current_ = 0;
bool compare_last(std::string& haystack, std::string needle)
{
-int haystack_size = haystack.size();
-int needle_size = needle.size();
+ int haystack_size = haystack.size();
+ int needle_size = needle.size();
-if(haystack_size < needle_size)
- return false;
+ if(haystack_size < needle_size)
+ return false;
-if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
- return true;
-return false;
+ if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
+ return true;
+ return false;
}
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
+GameSession::GameSession(const std::string& levelfile_, int mode,
+ Statistics* statistics)
: level(0), currentsector(0), st_gl_mode(mode),
- end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+ end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_),
best_level_statistics(statistics)
{
current_ = this;
- global_frame_counter = 0;
game_pause = false;
fps_fps = 0;
- fps_timer.init(true);
- frame_timer.init(true);
- random_timer.init(true);
- frame_rate.set_fps(100);
-
context = new DrawingContext();
- if(flip_levels_mode)
- flip_level = true;
-
last_swap_point = Vector(-1, -1);
last_swap_stats.reset();
exit_status = ES_NONE;
end_sequence = NO_ENDSEQUENCE;
- fps_timer.init(true);
- frame_timer.init(true);
- random_timer.init(true);
-
last_keys.clear();
+#if 0
Vector tux_pos = Vector(-1,-1);
if (currentsector)
- { // Tux has lost a life, so we try to respawn him at the nearest reset point
+ {
+ // Tux has lost a life, so we try to respawn him at the nearest reset point
tux_pos = currentsector->player->base;
}
+#endif
delete level;
currentsector = 0;
level = new Level;
- level->load(levelname);
- if(flip_level)
- level->do_vertical_flip();
+ 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());
- global_stats.set_total_points(TIME_NEEDED_STAT, level->time_left);
+ global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
currentsector = level->get_sector("main");
if(!currentsector)
Termination::abort("Level has no main sector.", "");
currentsector->activate("main");
+#if 0
// Set Tux to the nearest reset point
if(tux_pos.x != -1)
{
currentsector->camera->reset(Vector(currentsector->player->base.x,
currentsector->player->base.y));
}
+#endif
if (st_gl_mode != ST_GL_DEMO_GAME)
{
levelintro();
}
- time_left.init(true);
start_timers();
currentsector->play_music(LEVEL_MUSIC);
}
char str[60];
DrawingContext context;
- currentsector->background->draw(context);
+ for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+ i != currentsector->gameobjects.end(); ++i) {
+ Background* background = dynamic_cast<Background*> (*i);
+ if(background) {
+ background->draw(context);
+ }
+ }
// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
// CENTER_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(white_text, str, Vector(screen->w/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
- if(level->get_author().size())
+ if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
+ //TODO make author check case/blank-insensitive
context.draw_text(white_small_text,
- std::string(_("by ")) + level->get_author(),
+ std::string(_("contributed by ")) + level->get_author(),
Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
- if(flip_level)
- context.draw_text(white_text,
- _("Level Vertically Flipped!"),
- Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
if(best_level_statistics != NULL)
best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
void
GameSession::start_timers()
{
- time_left.start(level->time_left*1000);
+ time_left.start(level->timelimit);
Ticks::pause_init();
- frame_rate.start();
}
void
tux.input.right = DOWN;
tux.input.down = UP;
- if (int(last_x_pos) == int(tux.base.x))
+ if (int(last_x_pos) == int(tux.get_pos().x))
tux.input.up = DOWN;
else
tux.input.up = UP;
- last_x_pos = tux.base.x;
+ last_x_pos = tux.get_pos().x;
SDL_Event event;
while (SDL_PollEvent(&event))
{
char buf[160];
snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
- tux.base.x, tux.base.y);
+ tux.get_pos().x, tux.get_pos().y);
context->draw_text(white_text, buf,
Vector(0, screen->h - white_text->get_height()),
LEFT_ALLIGN, LAYER_FOREGROUND1);
}
if(compare_last(last_keys, "invincible"))
{ // be invincle for the rest of the level
- tux.invincible_timer.start(time_left.get_left());
+ tux.invincible_timer.start(10000);
last_keys.clear();
}
if(compare_last(last_keys, "shrink"))
tux.kill(tux.KILL);
last_keys.clear();
}
+ if(compare_last(last_keys, "grid"))
+ { // toggle debug grid
+ debug_grid = !debug_grid;
+ last_keys.clear();
+ }
if(compare_last(last_keys, "hover"))
{ // toggle hover ability on/off
tux.enable_hover = !tux.enable_hover;
}
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));
+ tux.move(Vector(
+ (currentsector->solids->get_width()*32)
+ - (screen->w*2),
+ 0));
+ currentsector->camera->reset(
+ Vector(tux.get_pos().x, tux.get_pos().y));
last_keys.clear();
}
// temporary to help player's choosing a flapping
Player* tux = currentsector->player;
/* End of level? */
- Tile* endtile = collision_goal(tux->base);
-
- if(end_sequence && !endsequence_timer.check())
- {
+ 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)
- {
- end_sequence = ENDSEQUENCE_WAITING;
- }
- 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);
- tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
+ } else if (!end_sequence && tux->is_dead()) {
+ player_status.bonus = PlayerStatus::NO_BONUS;
- // 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())
- {
- player_status.bonus = PlayerStatus::NO_BONUS;
-
- if (player_status.lives < 0)
- { // No more lives!?
- exit_status = ES_GAME_OVER;
- }
- else
- { // Still has lives, so reset Tux to the levelstart
- restart_level();
- }
-
- return;
+ if (player_status.lives < 0) { // No more lives!?
+ exit_status = ES_GAME_OVER;
+ } else { // Still has lives, so reset Tux to the levelstart
+ restart_level();
}
+
+ return;
+ }
}
void
-GameSession::action(double frame_ratio)
+GameSession::action(float elapsed_time)
{
+ // advance timers
if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
{
// Update Tux and the World
- currentsector->action(frame_ratio);
+ currentsector->action(elapsed_time);
}
// respawning in new sector?
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, 0, 360, Vector(1.4,1.4),
- Vector(0,0), 45, Color(red,green,0), 3, 1300,
- LAYER_FOREGROUND1+1);
-
- SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
- random_timer.start(rand() % 400 + 600); // next firework
- }
}
void
int fps_cnt = 0;
- frame_rate.start();
-
// Eat unneeded events
SDL_Event event;
- while (SDL_PollEvent(&event)) {}
+ while(SDL_PollEvent(&event))
+ {}
draw();
- while (exit_status == ES_NONE)
+ Uint32 lastticks = SDL_GetTicks();
+ fps_ticks = SDL_GetTicks();
+
+ while (exit_status == ES_NONE) {
+ Uint32 ticks = SDL_GetTicks();
+ float elapsed_time = float(ticks - lastticks) / 1000.;
+ if(!game_pause)
+ global_time += elapsed_time;
+ lastticks = ticks;
+
+ // 40fps is minimum
+ if(elapsed_time > .025)
+ elapsed_time = .025;
+
+ /* Handle events: */
+ currentsector->player->input.old_fire = currentsector->player->input.fire;
+ currentsector->player->input.old_up = currentsector->player->input.old_up;
+
+ process_events();
+ process_menu();
+
+ // Update the world state and all objects in the world
+ // Do that with a constante time-delta so that the game will run
+ // determistic and not different on different machines
+ if(!game_pause && !Menu::current())
{
- /* Calculate the movement-factor */
- double frame_ratio = frame_rate.get();
-
- if(!frame_timer.check())
- {
- frame_timer.start(25);
- ++global_frame_counter;
- }
-
- /* Handle events: */
- currentsector->player->input.old_fire
- = currentsector->player->input.fire;
-
- process_events();
- process_menu();
-
- // Update the world state and all objects in the world
- // Do that with a constante time-delta so that the game will run
- // determistic and not different on different machines
- if(!game_pause && !Menu::current())
- {
- // Update the world
- check_end_conditions();
- if (end_sequence == ENDSEQUENCE_RUNNING)
- action(frame_ratio/2);
- else if(end_sequence == NO_ENDSEQUENCE)
- action(frame_ratio);
- }
- else
- {
- ++pause_menu_frame;
- SDL_Delay(50);
- }
-
- draw();
-
- /* Time stops in pause mode */
- if(game_pause || Menu::current())
- {
- continue;
- }
-
- frame_rate.update();
+ // Update the world
+ check_end_conditions();
+ if (end_sequence == ENDSEQUENCE_RUNNING)
+ action(elapsed_time/2);
+ else if(end_sequence == NO_ENDSEQUENCE)
+ action(elapsed_time);
+ }
+ else
+ {
+ ++pause_menu_frame;
+ SDL_Delay(50);
+ }
- /* Handle time: */
- if (!time_left.check() && currentsector->player->dying == DYING_NOT
- && !end_sequence)
- currentsector->player->kill(Player::KILL);
+ draw();
- /* Handle music: */
- if(currentsector->player->invincible_timer.check() && !end_sequence)
- {
- currentsector->play_music(HERRING_MUSIC);
- }
- /* are we low on time ? */
- else if (time_left.get_left() < TIME_WARNING && !end_sequence)
- {
- currentsector->play_music(HURRYUP_MUSIC);
- }
- /* or just normal music? */
- else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
- {
- currentsector->play_music(LEVEL_MUSIC);
- }
+ /* Time stops in pause mode */
+ if(game_pause || Menu::current())
+ {
+ continue;
+ }
- /* Calculate frames per second */
- if(show_fps)
- {
- ++fps_cnt;
- fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
+ //frame_rate.update();
+
+ /* Handle time: */
+ if (time_left.check() && currentsector->player->dying == DYING_NOT
+ && !end_sequence)
+ currentsector->player->kill(Player::KILL);
+
+ /* Handle music: */
+ if(currentsector->player->invincible_timer.check() && !end_sequence)
+ {
+ currentsector->play_music(HERRING_MUSIC);
+ }
+ /* are we low on time ? */
+ else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
+ {
+ currentsector->play_music(HURRYUP_MUSIC);
+ }
+ /* or just normal music? */
+ else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
+ {
+ currentsector->play_music(LEVEL_MUSIC);
+ }
- if(!fps_timer.check())
- {
- fps_timer.start(1000);
- fps_cnt = 0;
- }
- }
+ /* Calculate frames per second */
+ if(show_fps)
+ {
+ ++fps_cnt;
+
+ if(SDL_GetTicks() - fps_ticks >= 500)
+ {
+ fps_fps = (float) fps_cnt / .5;
+ fps_cnt = 0;
+ fps_ticks = SDL_GetTicks();
+ }
}
+ }
return exit_status;
}
newspawnpoint = spawnpoint;
}
-/* Bounce a brick: */
-void bumpbrick(float x, float y)
+void
+GameSession::start_sequence(const std::string& sequencename)
{
- Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32));
-
- SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
+ if(sequencename == "endsequence") {
+ if(end_sequence)
+ return;
+
+ end_sequence = ENDSEQUENCE_RUNNING;
+ endsequence_timer.start(7.0); // 7 seconds until we finish the map
+ last_x_pos = -1;
+ SoundManager::get()->play_music(level_end_song, 0);
+ currentsector->player->invincible_timer.start(7.0);
+
+ // add left time to stats
+ global_stats.set_points(TIME_NEEDED_STAT,
+ int(time_left.get_period() - time_left.get_timeleft()));
+
+ if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) {
+ currentsector->add_object(new Fireworks());
+ }
+ } else {
+ std::cout << "Unknown sequence '" << sequencename << "'.\n";
+ }
}
/* (Status): */
LEFT_ALLIGN, LAYER_FOREGROUND1);
}
- if(!time_left.check()) {
+ if(time_left.check()) {
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 );
+ } else if (time_left.get_timeleft() > TIME_WARNING
+ || int(global_time * 2.5) % 2) {
+ sprintf(str, " %d", int(time_left.get_timeleft()));
context.draw_text(white_text, _("TIME"),
Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
context.draw_text(gold_text, str,
}
void
-GameSession::drawresultscreen(void)
+GameSession::drawresultscreen()
{
char str[80];
DrawingContext context;
- currentsector->background->draw(context);
+ for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
+ i != currentsector->gameobjects.end(); ++i) {
+ Background* background = dynamic_cast<Background*> (*i);
+ if(background) {
+ background->draw(context);
+ }
+ }
context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
CENTER_ALLIGN, LAYER_FOREGROUND1);