// 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 <config.h>
#include <iostream>
#include <cerrno>
#include <unistd.h>
#include <ctime>
+#include <stdexcept>
-#include "SDL.h"
+#include <SDL.h>
#ifndef WIN32
#include <sys/types.h>
#include <ctype.h>
#endif
-#include "defines.h"
#include "app/globals.h"
#include "gameloop.h"
#include "video/screen.h"
#include "app/setup.h"
-#include "high_scores.h"
#include "gui/menu.h"
#include "sector.h"
-#include "player.h"
#include "level.h"
-#include "scene.h"
-#include "collision.h"
#include "tile.h"
-#include "particlesystem.h"
+#include "player_status.h"
+#include "object/particlesystem.h"
+#include "object/background.h"
+#include "object/tilemap.h"
+#include "object/camera.h"
+#include "object/player.h"
+#include "lisp/lisp.h"
+#include "lisp/parser.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"
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;
context = new DrawingContext();
- if(flip_levels_mode)
- flip_level = true;
-
- last_swap_point = Vector(-1, -1);
- last_swap_stats.reset();
-
restart_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->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)
- {
- 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)
- levelintro();
+ if(reset_sector != "") {
+ currentsector = level->get_sector(reset_sector);
+ if(!currentsector) {
+ std::stringstream msg;
+ msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
+ throw std::runtime_error(msg.str());
}
+ currentsector->activate(reset_pos);
+ } else {
+ currentsector = level->get_sector("main");
+ if(!currentsector)
+ throw std::runtime_error("Couldn't find main sector");
+ currentsector->activate("main");
+ }
+
+ if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+ levelintro();
start_timers();
currentsector->play_music(LEVEL_MUSIC);
}
void
-GameSession::levelintro(void)
+GameSession::levelintro()
{
SoundManager::get()->halt_music();
char str[60];
DrawingContext context;
- if(currentsector->background)
- 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::on_escape_press()
{
- if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
+ if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
return; // don't let the player open the menu, when he is dying
if(game_pause)
return;
- if(st_gl_mode == ST_GL_TEST)
- {
- exit_status = ES_LEVEL_ABORT;
- }
- else if (!Menu::current())
- {
- /* Tell Tux that the keys are all down, otherwise
- it could have nasty bugs, like going allways to the right
- or whatever that key does */
- Player& tux = *(currentsector->player);
- tux.key_event((SDLKey)keymap.up, UP);
- tux.key_event((SDLKey)keymap.down, UP);
- tux.key_event((SDLKey)keymap.left, UP);
- tux.key_event((SDLKey)keymap.right, UP);
- tux.key_event((SDLKey)keymap.jump, UP);
- tux.key_event((SDLKey)keymap.power, UP);
-
- Menu::set_current(game_menu);
- Ticks::pause_start();
- }
+ if(st_gl_mode == ST_GL_TEST) {
+ exit_status = ES_LEVEL_ABORT;
+ } else if (!Menu::current()) {
+ Menu::set_current(game_menu);
+ Ticks::pause_start();
+ }
}
void
{
Player& tux = *currentsector->player;
- tux.input.fire = UP;
- tux.input.left = UP;
- tux.input.right = DOWN;
- tux.input.down = UP;
+ tux.input.fire = false;
+ tux.input.left = false;
+ tux.input.right = true;
+ tux.input.down = false;
if (int(last_x_pos) == int(tux.get_pos().x))
- tux.input.up = DOWN;
+ tux.input.up = true;
else
- tux.input.up = UP;
+ tux.input.up = false;
last_x_pos = tux.get_pos().x;
{
SDLKey key = event.key.keysym.sym;
- if(tux.key_event(key,DOWN))
+ if(tux.key_event(key, true))
break;
switch(key)
{
SDLKey key = event.key.keysym.sym;
- if(tux.key_event(key, UP))
+ if(tux.key_event(key, false))
break;
switch(key)
}
}
- /* Check if chacrater is ASCII */
- char ch[2];
- if((event.key.keysym.unicode & 0xFF80) == 0)
- {
- ch[0] = event.key.keysym.unicode & 0x7F;
- ch[1] = '\0';
- }
+ /* Check if chacrater is ASCII */
+ char ch[2];
+ if((event.key.keysym.unicode & 0xFF80) == 0)
+ {
+ ch[0] = event.key.keysym.unicode & 0x7F;
+ ch[1] = '\0';
+ }
last_keys.append(ch); // add to cheat keys
-
- // Cheating words (the goal of this is really for debugging,
- // but could be used for some cheating, nothing wrong with that)
- if(compare_last(last_keys, "grow"))
- {
- tux.grow(false);
- last_keys.clear();
- }
- if(compare_last(last_keys, "fire"))
- {
- tux.grow(false);
- tux.got_power = tux.FIRE_POWER;
- last_keys.clear();
- }
- if(compare_last(last_keys, "ice"))
- {
- tux.grow(false);
- tux.got_power = tux.ICE_POWER;
- last_keys.clear();
- }
- if(compare_last(last_keys, "lifeup"))
- {
- player_status.lives++;
- last_keys.clear();
- }
- if(compare_last(last_keys, "lifedown"))
- {
- player_status.lives--;
- last_keys.clear();
- }
- if(compare_last(last_keys, "grease"))
- {
- tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
- last_keys.clear();
- }
- if(compare_last(last_keys, "invincible"))
- { // be invincle for the rest of the level
- tux.invincible_timer.start(10000);
- last_keys.clear();
- }
- 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.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
- if(compare_last(last_keys, "marek"))
- {
- tux.flapping_mode = Player::MAREK_FLAP;
- last_keys.clear();
- }
- if(compare_last(last_keys, "ricardo"))
- {
- tux.flapping_mode = Player::RICARDO_FLAP;
- last_keys.clear();
- }
- if(compare_last(last_keys, "ryan"))
- {
- tux.flapping_mode = Player::RYAN_FLAP;
- last_keys.clear();
- }
+ handle_cheats();
break;
case SDL_JOYAXISMOTION:
{
if (event.jaxis.value < -joystick_keymap.dead_zone)
{
- tux.input.left = DOWN;
- tux.input.right = UP;
+ tux.input.left = true;
+ tux.input.right = false;
}
else if (event.jaxis.value > joystick_keymap.dead_zone)
{
- tux.input.left = UP;
- tux.input.right = DOWN;
+ tux.input.left = false;
+ tux.input.right = true;
}
else
{
- tux.input.left = DOWN;
- tux.input.right = DOWN;
+ tux.input.left = false;
+ tux.input.right = false;
}
}
else if (event.jaxis.axis == joystick_keymap.y_axis)
{
if (event.jaxis.value > joystick_keymap.dead_zone)
{
- tux.input.up = DOWN;
- tux.input.down = UP;
+ tux.input.up = true;
+ tux.input.down = false;
}
else if (event.jaxis.value < -joystick_keymap.dead_zone)
{
- tux.input.up = UP;
- tux.input.down = DOWN;
+ tux.input.up = false;
+ tux.input.down = true;
}
else
{
- tux.input.up = DOWN;
- tux.input.down = DOWN;
+ tux.input.up = false;
+ tux.input.down = false;
}
}
break;
case SDL_JOYHATMOTION:
if(event.jhat.value & SDL_HAT_UP) {
- tux.input.up = DOWN;
- tux.input.down = UP;
+ tux.input.up = true;
+ tux.input.down = false;
} else if(event.jhat.value & SDL_HAT_DOWN) {
- tux.input.up = UP;
- tux.input.down = DOWN;
+ tux.input.up = false;
+ tux.input.down = true;
} else if(event.jhat.value & SDL_HAT_LEFT) {
- tux.input.left = DOWN;
- tux.input.right = UP;
+ tux.input.left = true;
+ tux.input.right = false;
} else if(event.jhat.value & SDL_HAT_RIGHT) {
- tux.input.left = UP;
- tux.input.right = DOWN;
+ tux.input.left = false;
+ tux.input.right = true;
} else if(event.jhat.value == SDL_HAT_CENTERED) {
- tux.input.left = UP;
- tux.input.right = UP;
- tux.input.up = UP;
- tux.input.down = UP;
+ tux.input.left = false;
+ tux.input.right = false;
+ tux.input.up = false;
+ tux.input.down = false;
}
break;
case SDL_JOYBUTTONDOWN:
+ // FIXME: I assume we have to set old_jump and stuff here?!?
if (event.jbutton.button == joystick_keymap.a_button)
- tux.input.jump = DOWN;
+ tux.input.jump = true;
else if (event.jbutton.button == joystick_keymap.b_button)
- tux.input.fire = DOWN;
+ tux.input.fire = true;
else if (event.jbutton.button == joystick_keymap.start_button)
on_escape_press();
break;
case SDL_JOYBUTTONUP:
if (event.jbutton.button == joystick_keymap.a_button)
- tux.input.jump = UP;
+ tux.input.jump = false;
else if (event.jbutton.button == joystick_keymap.b_button)
- tux.input.fire = UP;
+ tux.input.fire = false;
break;
default:
}
void
+GameSession::handle_cheats()
+{
+ 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(compare_last(last_keys, "grow")) {
+ tux.grow(false);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "fire")) {
+ tux.grow(false);
+ tux.got_power = tux.FIRE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ice")) {
+ tux.grow(false);
+ tux.got_power = tux.ICE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifeup")) {
+ player_status.lives++;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifedown")) {
+ player_status.lives--;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "grease")) {
+ tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "invincible")) {
+ // be invincle for the rest of the level
+ tux.invincible_timer.start(10000);
+ last_keys.clear();
+ }
+ 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, "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;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "gotoend")) {
+ // goes to the end of the level
+ 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();
+ }
+ if(compare_last(last_keys, "finish")) {
+ // finish current sector
+ exit_status = ES_LEVEL_FINISHED;
+ // don't add points to stats though...
+ }
+ // temporary to help player's choosing a flapping
+ if(compare_last(last_keys, "marek")) {
+ tux.flapping_mode = Player::MAREK_FLAP;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ricardo")) {
+ tux.flapping_mode = Player::RICARDO_FLAP;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ryan")) {
+ tux.flapping_mode = Player::RYAN_FLAP;
+ last_keys.clear();
+ }
+}
+
+void
GameSession::check_end_conditions()
{
Player* tux = currentsector->player;
/* End of level? */
if(end_sequence && endsequence_timer.check()) {
- exit_status = ES_LEVEL_FINISHED;
- global_stats += last_swap_stats; // add swap points stats
- return;
+ exit_status = ES_LEVEL_FINISHED;
+ return;
} else if (!end_sequence && tux->is_dead()) {
player_status.bonus = PlayerStatus::NO_BONUS;
Uint32 lastticks = SDL_GetTicks();
fps_ticks = SDL_GetTicks();
- frame_timer.start(.025, true);
while (exit_status == ES_NONE) {
Uint32 ticks = SDL_GetTicks();
float elapsed_time = float(ticks - lastticks) / 1000.;
- global_time += elapsed_time;
+ if(!game_pause)
+ global_time += elapsed_time;
lastticks = ticks;
+
// 40fps is minimum
- if(elapsed_time > .05)
- elapsed_time = .05;
+ if(elapsed_time > .025)
+ elapsed_time = .025;
- if(frame_timer.check()) {
- ++global_frame_counter;
- }
-
/* Handle events: */
currentsector->player->input.old_fire = currentsector->player->input.fire;
currentsector->player->input.old_up = currentsector->player->input.old_up;
//frame_rate.update();
/* Handle time: */
- if (time_left.check() && currentsector->player->dying == DYING_NOT
- && !end_sequence)
+ if (time_left.check() && !end_sequence)
currentsector->player->kill(Player::KILL);
/* Handle music: */
- if(currentsector->player->invincible_timer.check() && !end_sequence)
+ if (currentsector->player->invincible_timer.started() && !end_sequence)
{
currentsector->play_music(HERRING_MUSIC);
}
}
void
+GameSession::set_reset_point(const std::string& sector, const Vector& pos)
+{
+ reset_sector = sector;
+ reset_pos = pos;
+}
+
+void
GameSession::start_sequence(const std::string& sequencename)
{
- if(sequencename == "endsequence") {
+ if(sequencename == "endsequence" || sequencename == "fireworks") {
if(end_sequence)
return;
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) {
+ if(sequencename == "fireworks") {
currentsector->add_object(new Fireworks());
}
+ } else if(sequencename == "stoptux") {
+ end_sequence = ENDSEQUENCE_WAITING;
} else {
std::cout << "Unknown sequence '" << sequencename << "'.\n";
}
LEFT_ALLIGN, LAYER_FOREGROUND1);
}
- if(time_left.check()) {
+ if(time_left.get_timeleft() < 0) {
context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
CENTER_ALLIGN, LAYER_FOREGROUND1);
} else if (time_left.get_timeleft() > TIME_WARNING
- || (global_frame_counter % 10) < 5) {
+ || 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);
}
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);
stream << slot;
slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
- lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
- if (savegame)
- {
- LispReader reader(lisp_cdr(savegame));
- reader.read_string("title", title);
- lisp_free(savegame);
- }
+ try {
+ lisp::Parser parser;
+ std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
- if (access(slotfile.c_str(), F_OK) == 0)
- {
- if (!title.empty())
- tmp = "Slot " + stream.str() + " - " + title;
- else
- tmp = "Slot " + stream.str() + " - Savegame";
- }
- else
- tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
+ const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
+ if(!savegame)
+ throw std::runtime_error("file is not a supertux-savegame.");
+
+ savegame->get("title", title);
+ } catch(std::exception& e) {
+ return std::string(_("Slot")) + " " + stream.str() + " - " +
+ std::string(_("Free"));
+ }
- return tmp;
+ return std::string("Slot ") + stream.str() + " - " + title;
}
bool process_load_game_menu()
stream << slot;
std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
- if (access(slotfile.c_str(), F_OK) != 0)
- {
- shrink_fade(Vector(screen->w/2,screen->h/2), 600);
- draw_intro();
- }
-
fadeout(256);
DrawingContext context;
context.draw_text(white_text, "Loading...",
WorldMapNS::WorldMap worldmap;
- worldmap.set_map_filename("icyisland.stwm");
+ worldmap.set_map_filename("/levels/world1/worldmap.stwm");
// Load the game or at least set the savegame_file variable
worldmap.loadgame(slotfile);