#include "defines.h"
#include "globals.h"
#include "gameloop.h"
-#include "screen.h"
+#include "screen/screen.h"
#include "setup.h"
#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 "tile.h"
#include "particlesystem.h"
#include "resources.h"
-#include "music_manager.h"
+#include "background.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(false),
- 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;
global_frame_counter = 0;
game_pause = false;
+ fps_fps = 0;
fps_timer.init(true);
frame_timer.init(true);
+ context = new DrawingContext();
+
restart_level();
}
GameSession::restart_level()
{
game_pause = false;
- exit_status = NONE;
- end_sequence = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
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];
-
- if (get_level()->img_bkgd)
- get_level()->img_bkgd->draw(0, 0);
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
- sprintf(str, "%s", world->get_level()->name.c_str());
- gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+ DrawingContext context;
+ currentsector->background->draw(context);
+
+ context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
+ LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
- white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "by %s", world->get_level()->author.c_str());
- white_small_text->drawf(str, 0, 360, A_HMIDDLE, A_TOP, 1);
+ context.draw_text_center(white_text, str, Vector(0, 240),
+ LAYER_FOREGROUND1);
+ context.draw_text_center(white_small_text,
+ std::string("by ") + level->get_author(),
+ Vector(0, 400), LAYER_FOREGROUND1);
- flipscreen();
+ context.do_drawing();
SDL_Event event;
wait_for_event(event,1000,3000,true);
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(currentsector->player->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 = LEVEL_ABORT;
+ 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.jump, UP);
+ tux.key_event((SDLKey)keymap.duck, UP);
+ tux.key_event((SDLKey)keymap.left, UP);
+ tux.key_event((SDLKey)keymap.right, UP);
+ tux.key_event((SDLKey)keymap.fire, UP);
+
Menu::set_current(game_menu);
+ st_pause_ticks_start();
}
}
void
GameSession::process_events()
{
- if (end_sequence)
+ if (end_sequence != NO_ENDSEQUENCE)
{
- Player& tux = *world->get_tux();
-
+ Player& tux = *currentsector->player;
+
+ tux.input.fire = UP;
tux.input.left = UP;
- tux.input.right = DOWN;
+ tux.input.right = DOWN;
tux.input.down = UP;
if (int(last_x_pos) == int(tux.base.x))
if (Menu::current())
{
Menu::current()->event(event);
- st_pause_ticks_start();
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
switch(event.type)
}
}
}
- else
+ else // normal mode
{
if(!Menu::current() && !game_pause)
st_pause_ticks_stop();
if (Menu::current())
{
Menu::current()->event(event);
- st_pause_ticks_start();
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
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:
break;
case SDLK_DELETE:
if(debug_mode)
- tux.got_coffee = 1;
+ tux.got_power = tux.FIRE_POWER;
+ break;
+ case SDLK_HOME:
+ if(debug_mode)
+ tux.got_power = tux.ICE_POWER;
break;
case SDLK_INSERT:
if(debug_mode)
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 (tux->base.x >= endpos || (endtile && endtile->data >= 1)
- || (end_sequence && !endsequence_timer.check()))
+ if(end_sequence && !endsequence_timer.check())
{
- exit_status = LEVEL_FINISHED;
+ exit_status = ES_LEVEL_FINISHED;
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 = true;
+ end_sequence = ENDSEQUENCE_RUNNING;
last_x_pos = -1;
- music_manager->halt_music();
- endsequence_timer.start(5000); // 5 seconds until we finish the map
+ 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.)
}
else if (!end_sequence && tux->is_dead())
{
- player_status.lives -= 1;
+ player_status.bonus = PlayerStatus::NO_BONUS;
if (player_status.lives < 0)
{ // No more lives!?
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
-
- exit_status = GAME_OVER;
+ exit_status = ES_GAME_OVER;
}
else
{ // Still has lives, so reset Tux to the levelstart
void
GameSession::action(double frame_ratio)
{
- check_end_conditions();
-
- if (exit_status == NONE)
+ 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()
{
- world->draw();
- drawstatus();
+ currentsector->draw(*context);
+ drawstatus(*context);
if(game_pause)
{
int x = screen->h / 20;
for(int i = 0; i < x; ++i)
{
- fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
+ 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);
}
- fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
- blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
+ 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);
}
if(Menu::current())
{
- Menu::current()->draw();
- mouse_cursor->draw();
+ Menu::current()->draw(*context);
+ mouse_cursor->draw(*context);
}
- updatescreen();
+ context->do_drawing();
}
void
break;
case MNID_ABORTLEVEL:
st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
break;
}
}
update_time = last_update_time = st_get_ticks();
- /* Clear screen: */
-// clearscreen(0, 0, 0);
-// updatescreen();
-
// Eat unneeded events
SDL_Event event;
while (SDL_PollEvent(&event)) {}
draw();
- float overlap = 0.0f;
- while (exit_status == NONE)
+ while (exit_status == ES_NONE)
{
/* Calculate the movement-factor */
double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
}
/* 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();
// determistic and not different on different machines
if(!game_pause && !Menu::current())
{
- frame_ratio *= game_speed;
- frame_ratio += overlap;
- while (frame_ratio > 0)
- {
- // Update the world
- if (end_sequence)
- action(.5f);
- else
- action(1.0f);
- frame_ratio -= 1.0f;
- }
- overlap = frame_ratio;
+ // 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
{
}
/* Handle time: */
- if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
- world->get_tux()->kill(Player::KILL);
+ if (!time_left.check() && currentsector->player->dying == DYING_NOT
+ && !end_sequence)
+ currentsector->player->kill(Player::KILL);
/* Handle music: */
- if(world->get_tux()->invincible_timer.check())
+ if(currentsector->player->invincible_timer.check() && !end_sequence)
{
- if(world->get_music_type() != HERRING_MUSIC)
- world->play_music(HERRING_MUSIC);
+ currentsector->play_music(HERRING_MUSIC);
}
/* are we low on time ? */
- else if (time_left.get_left() < TIME_WARNING)
+ 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)
+ 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(((int)(x + 1) / 32) * 32,
- (int)(y / 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()
+GameSession::drawstatus(DrawingContext& context)
{
char str[60];
-
- sprintf(str, "%d", player_status.score);
- white_text->draw("SCORE", 0, 0, 1);
- gold_text->draw(str, 96, 0, 1);
+
+ 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);
if(st_gl_mode == ST_GL_TEST)
{
- white_text->draw("Press ESC To Return",0,20,1);
+ context.draw_text(white_text, "Press ESC To Return", Vector(0,20),
+ LAYER_FOREGROUND1);
}
if(!time_left.check()) {
- white_text->draw("TIME'S UP", 224, 0, 1);
+ context.draw_text_center(white_text, "TIME's UP", Vector(0, 0),
+ LAYER_FOREGROUND1);
} else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
sprintf(str, "%d", time_left.get_left() / 1000 );
- white_text->draw("TIME", 224, 0, 1);
- gold_text->draw(str, 304, 0, 1);
+ 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);
}
sprintf(str, "%d", player_status.distros);
- white_text->draw("COINS", screen->h, 0, 1);
- gold_text->draw(str, 608, 0, 1);
+ context.draw_text(white_text, "COINS",
+ Vector(screen->w - white_text->w*9, 0), LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str,
+ Vector(screen->w - gold_text->w*2, 0), LAYER_FOREGROUND1);
- white_text->draw("LIVES", 480, 20);
+ context.draw_text(white_text, "LIVES",
+ Vector(screen->w - white_text->w*9, 20), LAYER_FOREGROUND1);
if (player_status.lives >= 5)
{
sprintf(str, "%dx", player_status.lives);
- gold_text->draw(str, 585, 20);
- tux_life->draw(565+(18*3), 20);
+ 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_surface(tux_life, Vector(screen->w - 16, 20),
+ LAYER_FOREGROUND1);
}
else
{
for(int i= 0; i < player_status.lives; ++i)
- tux_life->draw(565+(18*i),20);
+ context.draw_surface(tux_life,
+ Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+ LAYER_FOREGROUND1);
}
if(show_fps)
{
sprintf(str, "%2.1f", fps_fps);
- white_text->draw("FPS", screen->h, 40, 1);
- gold_text->draw(str, screen->h + 60, 40, 1);
+ context.draw_text(white_text, "FPS",
+ Vector(screen->w - white_text->w*9, 40), LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str,
+ Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
}
}
void
-GameSession::drawendscreen()
-{
- char str[80];
-
- if (get_level()->img_bkgd)
- get_level()->img_bkgd->draw(0, 0);
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
-
- blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "SCORE: %d", player_status.score);
- gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "COINS: %d", player_status.distros);
- gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
- flipscreen();
-
- SDL_Event event;
- wait_for_event(event,2000,5000,true);
-}
-
-void
GameSession::drawresultscreen(void)
{
char str[80];
- if (get_level()->img_bkgd)
- get_level()->img_bkgd->draw(0, 0);
- else
- drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+ DrawingContext context;
+ currentsector->background->draw(context);
- blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+ context.draw_text_center(blue_text, "Result:", Vector(0, 200),
+ LAYER_FOREGROUND1);
sprintf(str, "SCORE: %d", player_status.score);
- gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
sprintf(str, "COINS: %d", player_status.distros);
- gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+ context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
- flipscreen();
+ context.do_drawing();
SDL_Event event;
wait_for_event(event,2000,5000,true);
if (savegame)
{
LispReader reader(lisp_cdr(savegame));
- reader.read_string("title", &title);
+ reader.read_string("title", title);
lisp_free(savegame);
}