#include "high_scores.h"
#include "menu.h"
#include "badguy.h"
-#include "world.h"
+#include "sector.h"
#include "special.h"
#include "player.h"
#include "level.h"
#include "particlesystem.h"
#include "resources.h"
#include "background.h"
-#include "music_manager.h"
+#include "tilemap.h"
GameSession* GameSession::current_ = 0;
-GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
- : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
- subset(subset_)
+GameSession::GameSession(const std::string& levelname_, int mode)
+ : level(0), currentsector(0), st_gl_mode(mode),
+ end_sequence(NO_ENDSEQUENCE), levelname(levelname_)
{
current_ = this;
fps_timer.init(true);
frame_timer.init(true);
+ context = new DrawingContext();
+
restart_level();
}
fps_timer.init(true);
frame_timer.init(true);
+#if 0
float old_x_pos = -1;
-
if (world)
{ // Tux has lost a life, so we try to respawn him at the nearest reset point
old_x_pos = world->get_tux()->base.x;
}
+#endif
- delete world;
+ delete level;
+ currentsector = 0;
- if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- {
- world = new World(subset);
- }
- else if (st_gl_mode == ST_GL_DEMO_GAME)
- {
- world = new World(subset);
- }
- else
- {
- world = new World(subset, levelnb);
- }
+ level = new Level;
+ level->load(levelname);
+ currentsector = level->get_sector("main");
+ if(!currentsector)
+ st_abort("Level has no main sector.", "");
+ currentsector->activate("main");
+#if 0 // TODO
// Set Tux to the nearest reset point
if (old_x_pos != -1)
{
world->get_tux()->base.y = best_reset_point.y;
}
}
+#endif
if (st_gl_mode != ST_GL_DEMO_GAME)
{
time_left.init(true);
start_timers();
- world->play_music(LEVEL_MUSIC);
+ currentsector->play_music(LEVEL_MUSIC);
}
GameSession::~GameSession()
{
- delete world;
+ delete level;
+ delete context;
}
void
GameSession::levelintro(void)
{
- music_manager->halt_music();
+ sound_manager->halt_music();
char str[60];
DrawingContext context;
- world->background->draw(context);
+ currentsector->background->draw(context);
- sprintf(str, "%s", world->get_level()->name.c_str());
- context.draw_text_center(gold_text, str, Vector(0, 220), 0);
+ context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
+ LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
- context.draw_text_center(white_text, str, Vector(0, 240), 0);
+ context.draw_text_center(white_text, str, Vector(0, 240),
+ LAYER_FOREGROUND1);
- sprintf(str, "by %s", world->get_level()->author.c_str());
- context.draw_text_center(white_small_text, str, Vector(0, 400), 0);
+ context.draw_text_center(white_small_text,
+ std::string("by ") + level->get_author(),
+ Vector(0, 400), LAYER_FOREGROUND1);
context.do_drawing();
void
GameSession::start_timers()
{
- time_left.start(world->get_level()->time_left*1000);
+ time_left.start(level->time_left*1000);
st_pause_ticks_init();
update_time = st_get_ticks();
}
void
GameSession::on_escape_press()
{
- if(world->get_tux()->dying || end_sequence != NO_ENDSEQUENCE)
+ if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
return; // don't let the player open the menu, when he is dying
+
if(game_pause)
return;
/* 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 = *world->get_tux();
+ Player& tux = *(currentsector->player);
tux.key_event((SDLKey)keymap.jump, UP);
tux.key_event((SDLKey)keymap.duck, UP);
tux.key_event((SDLKey)keymap.left, UP);
{
if (end_sequence != NO_ENDSEQUENCE)
{
- Player& tux = *world->get_tux();
+ Player& tux = *currentsector->player;
tux.input.fire = UP;
tux.input.left = UP;
}
else
{
- Player& tux = *world->get_tux();
+ Player& tux = *currentsector->player;
switch(event.type)
{
switch(key)
{
+ case SDLK_a:
+ if(debug_mode)
+ {
+ char buf[160];
+ snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+ tux.base.x, tux.base.y);
+ context->draw_text(white_text, buf,
+ Vector(0, screen->h - white_text->get_height()),
+ LAYER_FOREGROUND1);
+ context->do_drawing();
+ SDL_Delay(1000);
+ }
+ break;
case SDLK_p:
if(!Menu::current())
{
case SDLK_TAB:
if(debug_mode)
{
- tux.size = !tux.size;
- if(tux.size == BIG)
- {
- tux.base.height = 64;
- }
- else
- tux.base.height = 32;
+ tux.grow(false);
}
break;
case SDLK_END:
void
GameSession::check_end_conditions()
{
- Player* tux = world->get_tux();
+ Player* tux = currentsector->player;
/* End of level? */
- int endpos = (World::current()->get_level()->width-5) * 32;
Tile* endtile = collision_goal(tux->base);
- // fallback in case the other endpositions don't trigger
- if (!end_sequence && tux->base.x >= endpos)
- {
- end_sequence = ENDSEQUENCE_WAITING;
- last_x_pos = -1;
- music_manager->play_music(level_end_song, 0);
- endsequence_timer.start(7000);
- tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
- }
- else if(end_sequence && !endsequence_timer.check())
+ if(end_sequence && !endsequence_timer.check())
{
exit_status = ES_LEVEL_FINISHED;
return;
{
end_sequence = ENDSEQUENCE_RUNNING;
last_x_pos = -1;
- music_manager->play_music(level_end_song, 0);
+ sound_manager->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.)
}
void
GameSession::action(double frame_ratio)
{
- if (exit_status == ES_NONE && !world->get_tux()->growing_timer.check())
+ if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
{
// Update Tux and the World
- world->action(frame_ratio);
+ currentsector->action(frame_ratio);
}
+
+ // respawning in new sector?
+ if(newsector != "" && newspawnpoint != "") {
+ Sector* sector = level->get_sector(newsector);
+ currentsector = sector;
+ currentsector->activate(newspawnpoint);
+ currentsector->play_music(LEVEL_MUSIC);
+ newsector = newspawnpoint = "";
+ }
}
void
GameSession::draw()
{
- DrawingContext& context = world->context;
-
- world->draw();
- drawstatus(context);
+ currentsector->draw(*context);
+ drawstatus(*context);
if(game_pause)
{
int x = screen->h / 20;
for(int i = 0; i < x; ++i)
{
- context.draw_filled_rect(
+ context->draw_filled_rect(
Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
-((pause_menu_frame * i)%screen->w)
,(i*20+pause_menu_frame)%screen->h),
Vector(screen->w,10),
Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
}
- context.draw_filled_rect(
+ context->draw_filled_rect(
Vector(0,0), Vector(screen->w, screen->h),
Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
- world->context.draw_text_center(blue_text, "PAUSE - Press 'P' To Play",
+ context->draw_text_center(blue_text, "PAUSE - Press 'P' To Play",
Vector(0, 230), LAYER_FOREGROUND1+2);
}
if(Menu::current())
{
- Menu::current()->draw(context);
- mouse_cursor->draw(context);
+ Menu::current()->draw(*context);
+ mouse_cursor->draw(*context);
}
- context.do_drawing();
+ context->do_drawing();
}
void
}
/* Handle events: */
- world->get_tux()->input.old_fire = world->get_tux()->input.fire;
+ currentsector->player->input.old_fire
+ = currentsector->player->input.fire;
process_events();
process_menu();
}
/* Handle time: */
- if (!time_left.check() && world->get_tux()->dying == DYING_NOT
+ if (!time_left.check() && currentsector->player->dying == DYING_NOT
&& !end_sequence)
- world->get_tux()->kill(Player::KILL);
+ currentsector->player->kill(Player::KILL);
/* Handle music: */
- if(world->get_tux()->invincible_timer.check() && !end_sequence)
+ if(currentsector->player->invincible_timer.check() && !end_sequence)
{
- world->play_music(HERRING_MUSIC);
+ currentsector->play_music(HERRING_MUSIC);
}
/* are we low on time ? */
else if (time_left.get_left() < TIME_WARNING && !end_sequence)
{
- world->play_music(HURRYUP_MUSIC);
+ currentsector->play_music(HURRYUP_MUSIC);
}
/* or just normal music? */
- else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
+ else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
{
- world->play_music(LEVEL_MUSIC);
+ currentsector->play_music(LEVEL_MUSIC);
}
/* Calculate frames per second */
return exit_status;
}
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
+{
+ newsector = sector;
+ newspawnpoint = spawnpoint;
+}
+
/* Bounce a brick: */
void bumpbrick(float x, float y)
{
- World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+ Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
(int)(y / 32) * 32));
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+ sound_manager->play_sound(sounds[SND_BRICK], Vector(x, y));
}
/* (Status): */
void
GameSession::drawstatus(DrawingContext& context)
{
- context.push_transform();
- context.set_translation(Vector(0, 0));
-
char str[60];
snprintf(str, 60, "%d", player_status.score);
context.draw_text(gold_text, str,
Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
}
-
- context.pop_transform();
}
void
char str[80];
DrawingContext context;
- world->background->draw(context);
+ currentsector->background->draw(context);
context.draw_text_center(blue_text, "Result:", Vector(0, 200),
LAYER_FOREGROUND1);
if (savegame)
{
LispReader reader(lisp_cdr(savegame));
- reader.read_string("title", &title);
+ reader.read_string("title", title);
lisp_free(savegame);
}