// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <iostream>
+#include <sstream>
#include <cassert>
#include <cstdio>
#include <cstdlib>
#endif
#include "defines.h"
-#include "globals.h"
+#include "app/globals.h"
#include "gameloop.h"
-#include "screen/screen.h"
-#include "setup.h"
+#include "video/screen.h"
+#include "app/setup.h"
#include "high_scores.h"
-#include "menu.h"
+#include "gui/menu.h"
#include "badguy.h"
#include "sector.h"
#include "special.h"
#include "resources.h"
#include "background.h"
#include "tilemap.h"
-#include "gettext.h"
+#include "app/gettext.h"
+#include "worldmap.h"
+#include "intro.h"
+#include "misc.h"
+#include "camera.h"
+#include "statistics.h"
GameSession* GameSession::current_ = 0;
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_)
+bool compare_last(std::string& haystack, std::string needle)
+{
+int haystack_size = haystack.size();
+int needle_size = needle.size();
+
+if(haystack_size < needle_size)
+ 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)
: 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;
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();
- if(debug_mode)
+ if(flip_levels_mode)
flip_level = true;
+ last_swap_point = Vector(-1, -1);
+ last_swap_stats.reset();
+
restart_level();
}
fps_timer.init(true);
frame_timer.init(true);
+ random_timer.init(true);
-#if 0
- float old_x_pos = -1;
- if (world)
+ last_keys.clear();
+
+ 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;
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)
- st_abort("Level has no main sector.", "");
+ 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)
void
GameSession::levelintro(void)
{
- sound_manager->halt_music();
+ SoundManager::get()->halt_music();
char str[60];
DrawingContext context;
currentsector->background->draw(context);
- context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
- LAYER_FOREGROUND1);
+ context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+ CENTER_ALLIGN, 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();
GameSession::start_timers()
{
time_left.start(level->time_left*1000);
- st_pause_ticks_init();
- update_time = st_get_ticks();
+ Ticks::pause_init();
+ frame_rate.start();
}
void
tux.key_event((SDLKey)keymap.fire, UP);
Menu::set_current(game_menu);
- st_pause_ticks_start();
+ Ticks::pause_start();
}
}
{
Menu::current()->event(event);
if(!Menu::current())
- st_pause_ticks_stop();
+ Ticks::pause_stop();
}
switch(event.type)
{
case SDL_QUIT: /* Quit event - quit: */
- st_abort("Received window close", "");
+ Termination::abort("Received window close", "");
break;
case SDL_KEYDOWN: /* A keypress! */
else // normal mode
{
if(!Menu::current() && !game_pause)
- st_pause_ticks_stop();
+ Ticks::pause_stop();
SDL_Event event;
while (SDL_PollEvent(&event))
{
Menu::current()->event(event);
if(!Menu::current())
- st_pause_ticks_stop();
+ Ticks::pause_stop();
}
else
{
switch(event.type)
{
case SDL_QUIT: /* Quit event - quit: */
- st_abort("Received window close", "");
+ Termination::abort("Received window close", "");
break;
case SDL_KEYDOWN: /* A keypress! */
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);
}
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;
- st_pause_ticks_stop();
+ Ticks::pause_stop();
}
else
{
game_pause = true;
- st_pause_ticks_start();
+ Ticks::pause_start();
}
}
break;
- case SDLK_TAB:
- if(debug_mode)
- {
- tux.grow(false);
- }
- break;
- case SDLK_END:
- if(debug_mode)
- player_status.distros += 50;
- break;
- case SDLK_DELETE:
- if(debug_mode)
- 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)
- tux.invincible_timer.start(TUX_INVINCIBLE_TIME);
- break;
- case SDLK_l:
- if(debug_mode)
- --player_status.lives;
- break;
- case SDLK_s:
- if(debug_mode)
- player_status.score += 1000;
- case SDLK_f:
- if(debug_fps)
- debug_fps = false;
- else
- debug_fps = true;
- break;
default:
break;
}
}
+
+ /* 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, "invincible"))
+ { // be invincle for the rest of the level
+ tux.invincible_timer.start(time_left.get_left());
+ 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.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:
tux.input.down = UP;
}
break;
+
+ case SDL_JOYHATMOTION:
+ if(event.jhat.value & SDL_HAT_UP) {
+ tux.input.up = DOWN;
+ tux.input.down = UP;
+ } else if(event.jhat.value & SDL_HAT_DOWN) {
+ tux.input.up = UP;
+ tux.input.down = DOWN;
+ } else if(event.jhat.value & SDL_HAT_LEFT) {
+ tux.input.left = DOWN;
+ tux.input.right = UP;
+ } else if(event.jhat.value & SDL_HAT_RIGHT) {
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ } else if(event.jhat.value == SDL_HAT_CENTERED) {
+ tux.input.left = UP;
+ tux.input.right = UP;
+ tux.input.up = UP;
+ tux.input.down = UP;
+ }
+ break;
case SDL_JOYBUTTONDOWN:
if (event.jbutton.button == joystick_keymap.a_button)
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)
else if(!end_sequence && endtile && endtile->data == 0)
{
end_sequence = ENDSEQUENCE_RUNNING;
- last_x_pos = -1;
- sound_manager->play_music(level_end_song, 0);
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.)
+
+ // 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())
{
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
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];
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())
switch (game_menu->check())
{
case MNID_CONTINUE:
- st_pause_ticks_stop();
+ Ticks::pause_stop();
break;
case MNID_ABORTLEVEL:
- st_pause_ticks_stop();
+ Ticks::pause_stop();
exit_status = ES_LEVEL_ABORT;
break;
}
int fps_cnt = 0;
- update_time = last_update_time = st_get_ticks();
+ frame_rate.start();
// Eat unneeded events
SDL_Event event;
while (exit_status == ES_NONE)
{
/* Calculate the movement-factor */
- double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+ double frame_ratio = frame_rate.get();
if(!frame_timer.check())
{
continue;
}
- /* Set the time of the last update and the time of the current update */
- last_update_time = update_time;
- update_time = st_get_ticks();
-
- /* Pause till next frame, if the machine running the game is too fast: */
- /* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
- the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
- if(last_update_time >= update_time - 12)
- {
- SDL_Delay(10);
- update_time = st_get_ticks();
- }
+ frame_rate.update();
/* Handle time: */
if (!time_left.check() && currentsector->player->dying == DYING_NOT
Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
(int)(y / 32) * 32));
- sound_manager->play_sound(sounds[SND_BRICK], Vector(x, y));
+ SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
}
/* (Status): */
{
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);
}
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);
}
}
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();
std::string slotinfo(int slot)
{
- char tmp[1024];
- char slotfile[1024];
+ std::string tmp;
+ std::string slotfile;
std::string title;
- sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+ std::stringstream stream;
+ stream << slot;
+ slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
- lisp_object_t* savegame = lisp_read_from_file(slotfile);
+ lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
if (savegame)
{
LispReader reader(lisp_cdr(savegame));
lisp_free(savegame);
}
- if (access(slotfile, F_OK) == 0)
+ if (access(slotfile.c_str(), F_OK) == 0)
{
if (!title.empty())
- snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
+ tmp = "Slot " + stream.str() + " - " + title;
else
- snprintf(tmp, 1024,_("Slot %d - Savegame"),slot);
+ tmp = "Slot " + stream.str() + " - Savegame";
}
else
- sprintf(tmp,_("Slot %d - Free"),slot);
+ tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
return tmp;
}
+bool process_load_game_menu()
+{
+ int slot = load_game_menu->check();
+
+ if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
+ {
+ std::stringstream stream;
+ stream << slot;
+ std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
+
+ if (access(slotfile.c_str(), F_OK) != 0)
+ {
+ draw_intro();
+ }
+
+ // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
+ fadeout(256);
+
+ DrawingContext context;
+ context.draw_text(white_text, "Loading...",
+ Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.do_drawing();
+
+ WorldMapNS::WorldMap worldmap;
+
+ // Load the game or at least set the savegame_file variable
+ worldmap.loadgame(slotfile);
+
+ worldmap.display();
+ Menu::set_current(main_menu);
+
+ Ticks::pause_stop();
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}