-/*
- gameloop.c
-
- Super Tux - Game Loop!
-
- by Bill Kendrick & Tobias Glaesser
- bill@newbreedsoftware.com
- http://www.newbreedsoftware.com/supertux/
-
- April 11, 2000 - March 15, 2004
-*/
-
+// $Id$
+//
+// SuperTux
+// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
+// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// 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 <iostream>
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include "collision.h"
#include "tile.h"
#include "particlesystem.h"
-
-/* extern variables */
-
-int game_started = false;
-
-/* Local variables: */
-static SDL_Event event;
-static SDLKey key;
-static char level_subset[100];
-static float fps_fps;
-static int st_gl_mode;
-static unsigned int last_update_time;
-static unsigned int update_time;
-static int pause_menu_frame;
-static int debug_fps;
+#include "resources.h"
+#include "music_manager.h"
GameSession* GameSession::current_ = 0;
-/* Local function prototypes: */
-void levelintro(void);
-void loadshared(void);
-void unloadshared(void);
-void drawstatus(void);
-void drawendscreen(void);
-void drawresultscreen(void);
-
-GameSession::GameSession()
+GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
+ : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
+ subset(subset_)
{
current_ = this;
- assert(0);
-}
-
-GameSession::GameSession(const std::string& filename)
-{
- current_ = this;
-
- world = &::world;
+
+ global_frame_counter = 0;
+ game_pause = false;
- timer_init(&fps_timer, true);
- timer_init(&frame_timer, true);
+ fps_timer.init(true);
+ frame_timer.init(true);
- world->load(filename);
+ restart_level();
}
-GameSession::GameSession(const std::string& subset, int levelnb, int mode)
+void
+GameSession::restart_level()
{
- current_ = this;
+ game_pause = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
- world = &::world;
+ fps_timer.init(true);
+ frame_timer.init(true);
- timer_init(&fps_timer, true);
- timer_init(&frame_timer, true);
+ float old_x_pos = -1;
- game_started = true;
-
- st_gl_mode = mode;
- level = levelnb;
-
- /* Init the game: */
- world->arrays_free();
- world->set_defaults();
-
- strcpy(level_subset, subset.c_str());
+ 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;
+ }
+
+ delete world;
if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
{
- if (world->load(level_subset))
- exit(1);
+ world = new World(subset);
+ }
+ else if (st_gl_mode == ST_GL_DEMO_GAME)
+ {
+ world = new World(subset);
}
else
{
- if(world->load(level_subset, level) != 0)
- exit(1);
+ world = new World(subset, levelnb);
}
- world->get_level()->load_gfx();
- loadshared();
-
- world->activate_bad_guys();
- world->activate_particle_systems();
- world->get_level()->load_song();
-
- tux.init();
-
- if(st_gl_mode != ST_GL_TEST)
- load_hs();
-
- if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- levelintro();
+ // Set Tux to the nearest reset point
+ if (old_x_pos != -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;
+ }
+ }
+
+ if (st_gl_mode != ST_GL_DEMO_GAME)
+ {
+ if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+ levelintro();
+ }
- timer_init(&time_left,true);
+ time_left.init(true);
start_timers();
+ world->play_music(LEVEL_MUSIC);
+}
- if(st_gl_mode == ST_GL_LOAD_GAME)
- loadgame(levelnb);
+GameSession::~GameSession()
+{
+ delete world;
}
void
GameSession::levelintro(void)
{
+ music_manager->halt_music();
+
char str[60];
- /* Level Intro: */
- clearscreen(0, 0, 0);
-
- sprintf(str, "LEVEL %d", level);
- text_drawf(&blue_text, str, 0, 200, A_HMIDDLE, A_TOP, 1);
+
+ get_level()->draw_bg();
sprintf(str, "%s", world->get_level()->name.c_str());
- text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
- sprintf(str, "TUX x %d", tux.lives);
- text_drawf(&white_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
+ sprintf(str, "TUX x %d", player_status.lives);
+ white_text->drawf(str, 0, 240, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "by %s", world->get_level()->author.c_str());
+ white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
+
flipscreen();
void
GameSession::start_timers()
{
- timer_start(&time_left, world->get_level()->time_left*1000);
+ time_left.start(world->get_level()->time_left*1000);
st_pause_ticks_init();
update_time = st_get_ticks();
}
void
-GameSession::process_events()
+GameSession::on_escape_press()
{
- while (SDL_PollEvent(&event))
- {
- /* Check for menu-events, if the menu is shown */
- if(show_menu)
- menu_event(event);
-
- switch(event.type)
- {
- case SDL_QUIT: /* Quit event - quit: */
- quit = true;
- break;
- case SDL_KEYDOWN: /* A keypress! */
- key = event.key.keysym.sym;
+ if(world->get_tux()->dying || end_sequence != NO_ENDSEQUENCE)
+ return; // don't let the player open the menu, when he is dying
+ if(game_pause)
+ return;
- if(tux.key_event(key,DOWN))
- break;
+ 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 = *world->get_tux();
+ 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();
+ }
+}
- switch(key)
- {
- case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
- if(!game_pause)
- {
- if(st_gl_mode == ST_GL_TEST)
- quit = true;
- else if(show_menu)
- {
- Menu::set_current(game_menu);
- show_menu = 0;
- st_pause_ticks_stop();
- }
- else
- {
- Menu::set_current(game_menu);
- show_menu = 1;
- st_pause_ticks_start();
- }
- }
- break;
- default:
- break;
- }
- break;
- case SDL_KEYUP: /* A keyrelease! */
- key = event.key.keysym.sym;
+void
+GameSession::process_events()
+{
+ if (end_sequence != NO_ENDSEQUENCE)
+ {
+ Player& tux = *world->get_tux();
+
+ tux.input.fire = UP;
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ tux.input.down = UP;
+
+ if (int(last_x_pos) == int(tux.base.x))
+ tux.input.up = DOWN;
+ else
+ tux.input.up = UP;
- if(tux.key_event(key, UP))
- break;
+ last_x_pos = tux.base.x;
- switch(key)
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ /* Check for menu-events, if the menu is shown */
+ if (Menu::current())
{
- case SDLK_p:
- if(!show_menu)
- {
- if(game_pause)
- {
- game_pause = 0;
- st_pause_ticks_stop();
- }
- else
- {
- game_pause = 1;
- st_pause_ticks_start();
- }
- }
- break;
- case SDLK_TAB:
- if(debug_mode)
- {
- tux.size = !tux.size;
- if(tux.size == BIG)
- {
- tux.base.height = 64;
- }
- else
- tux.base.height = 32;
- }
- break;
- case SDLK_END:
- if(debug_mode)
- distros += 50;
- break;
- case SDLK_SPACE:
- if(debug_mode)
- next_level = 1;
- break;
- case SDLK_DELETE:
- if(debug_mode)
- tux.got_coffee = 1;
- break;
- case SDLK_INSERT:
- if(debug_mode)
- timer_start(&tux.invincible_timer,TUX_INVINCIBLE_TIME);
- break;
- case SDLK_l:
- if(debug_mode)
- --tux.lives;
- break;
- case SDLK_s:
- if(debug_mode)
- score += 1000;
- case SDLK_f:
- if(debug_fps)
- debug_fps = false;
- else
- debug_fps = true;
- break;
- default:
- break;
+ Menu::current()->event(event);
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
- break;
- case SDL_JOYAXISMOTION:
- switch(event.jaxis.axis)
+ switch(event.type)
{
- case JOY_X:
- if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- {
- tux.input.left = DOWN;
- tux.input.right = UP;
- }
- else if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- {
- tux.input.left = UP;
- tux.input.right = DOWN;
- }
- else
- {
- tux.input.left = DOWN;
- tux.input.right = DOWN;
- }
+ case SDL_QUIT: /* Quit event - quit: */
+ st_abort("Received window close", "");
break;
- case JOY_Y:
- if (event.jaxis.value > JOYSTICK_DEAD_ZONE)
- tux.input.down = DOWN;
- else if (event.jaxis.value < -JOYSTICK_DEAD_ZONE)
- tux.input.down = UP;
- else
- tux.input.down = UP;
- break;
- default:
+ case SDL_KEYDOWN: /* A keypress! */
+ {
+ SDLKey key = event.key.keysym.sym;
+
+ switch(key)
+ {
+ case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
+ on_escape_press();
+ break;
+ default:
+ break;
+ }
+ }
+
+ case SDL_JOYBUTTONDOWN:
+ if (event.jbutton.button == joystick_keymap.start_button)
+ on_escape_press();
break;
}
- break;
- case SDL_JOYBUTTONDOWN:
- if (event.jbutton.button == JOY_A)
- tux.input.up = DOWN;
- else if (event.jbutton.button == JOY_B)
- tux.input.fire = DOWN;
- break;
- case SDL_JOYBUTTONUP:
- if (event.jbutton.button == JOY_A)
- tux.input.up = UP;
- else if (event.jbutton.button == JOY_B)
- tux.input.fire = UP;
-
- break;
-
- default:
- break;
-
- } /* switch */
-
- } /* while */
-}
-
-int
-GameSession::action()
-{
- if (tux.is_dead() || next_level)
+ }
+ }
+ else // normal mode
{
- /* Tux either died, or reached the end of a level! */
- halt_music();
-
- if (next_level)
+ if(!Menu::current() && !game_pause)
+ st_pause_ticks_stop();
+
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
{
- /* End of a level! */
- level++;
- next_level = 0;
- if(st_gl_mode != ST_GL_TEST)
+ /* Check for menu-events, if the menu is shown */
+ if (Menu::current())
{
- drawresultscreen();
+ Menu::current()->event(event);
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
else
{
- world->get_level()->free_gfx();
- world->get_level()->cleanup();
- world->get_level()->free_song();
- world->arrays_free();
+ Player& tux = *world->get_tux();
+
+ switch(event.type)
+ {
+ case SDL_QUIT: /* Quit event - quit: */
+ st_abort("Received window close", "");
+ break;
- unloadshared();
- return(0);
- }
- tux.level_begin();
- }
- else
- {
- tux.is_dying();
+ case SDL_KEYDOWN: /* A keypress! */
+ {
+ SDLKey key = event.key.keysym.sym;
+
+ if(tux.key_event(key,DOWN))
+ break;
+
+ switch(key)
+ {
+ case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
+ on_escape_press();
+ break;
+ default:
+ break;
+ }
+ }
+ break;
+ case SDL_KEYUP: /* A keyrelease! */
+ {
+ SDLKey key = event.key.keysym.sym;
+
+ if(tux.key_event(key, UP))
+ break;
+
+ switch(key)
+ {
+ case SDLK_p:
+ if(!Menu::current())
+ {
+ if(game_pause)
+ {
+ game_pause = false;
+ st_pause_ticks_stop();
+ }
+ else
+ {
+ game_pause = true;
+ st_pause_ticks_start();
+ }
+ }
+ break;
+ case SDLK_TAB:
+ if(debug_mode)
+ {
+ tux.size = !tux.size;
+ if(tux.size == BIG)
+ {
+ tux.base.height = 64;
+ }
+ else
+ tux.base.height = 32;
+ }
+ 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;
+ }
+ }
+ break;
- /* No more lives!? */
+ case SDL_JOYAXISMOTION:
+ if (event.jaxis.axis == joystick_keymap.x_axis)
+ {
+ if (event.jaxis.value < -joystick_keymap.dead_zone)
+ {
+ tux.input.left = DOWN;
+ tux.input.right = UP;
+ }
+ else if (event.jaxis.value > joystick_keymap.dead_zone)
+ {
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ }
+ else
+ {
+ tux.input.left = DOWN;
+ tux.input.right = DOWN;
+ }
+ }
+ else if (event.jaxis.axis == joystick_keymap.y_axis)
+ {
+ if (event.jaxis.value > joystick_keymap.dead_zone)
+ tux.input.down = DOWN;
+ else if (event.jaxis.value < -joystick_keymap.dead_zone)
+ tux.input.down = UP;
+ else
+ tux.input.down = UP;
+ }
+ break;
+
+ case SDL_JOYBUTTONDOWN:
+ if (event.jbutton.button == joystick_keymap.a_button)
+ tux.input.up = DOWN;
+ else if (event.jbutton.button == joystick_keymap.b_button)
+ tux.input.fire = DOWN;
+ 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.up = UP;
+ else if (event.jbutton.button == joystick_keymap.b_button)
+ tux.input.fire = UP;
+ break;
- if (tux.lives < 0)
- {
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
+ default:
+ break;
+ } /* switch */
+ }
+ } /* while */
+ }
+}
- if(st_gl_mode != ST_GL_TEST)
- {
- if (score > hs_score)
- save_hs(score);
- }
-
- world->get_level()->free_gfx();
- world->get_level()->cleanup();
- world->get_level()->free_song();
- world->arrays_free();
-
- unloadshared();
- return(0);
- } /* if (lives < 0) */
- }
+void
+GameSession::check_end_conditions()
+{
+ Player* tux = world->get_tux();
- /* Either way, (re-)load the (next) level... */
- tux.level_begin();
- world->set_defaults();
-
- world->get_level()->cleanup();
+ /* End of level? */
+ int endpos = (World::current()->get_level()->width-5) * 32;
+ Tile* endtile = collision_goal(tux->base);
- if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- {
- if(world->get_level()->load(level_subset) != 0)
- return 0;
+ // 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())
+ {
+ 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 = ENDSEQUENCE_RUNNING;
+ last_x_pos = -1;
+ music_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.bonus = PlayerStatus::NO_BONUS;
+
+ if (player_status.lives < 0)
+ { // No more lives!?
+ exit_status = ES_GAME_OVER;
}
else
- {
- if(world->get_level()->load(level_subset,level) != 0)
- return 0;
+ { // Still has lives, so reset Tux to the levelstart
+ restart_level();
}
- world->arrays_free();
- world->activate_bad_guys();
- world->activate_particle_systems();
-
- world->get_level()->free_gfx();
- world->get_level()->load_gfx();
- world->get_level()->free_song();
- world->get_level()->load_song();
-
- if(st_gl_mode != ST_GL_TEST)
- levelintro();
- start_timers();
- /* Play music: */
- play_current_music();
+ return;
}
+}
- tux.action();
-
- world->action();
-
- return -1;
+void
+GameSession::action(double frame_ratio)
+{
+ if (exit_status == ES_NONE)
+ {
+ // Update Tux and the World
+ world->action(frame_ratio);
+ }
}
void
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);
}
fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
- text_drawf(&blue_text, "PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
+ blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
}
- if(show_menu)
+ if(Menu::current())
{
- menu_process_current();
+ Menu::current()->draw();
mouse_cursor->draw();
}
updatescreen();
}
+void
+GameSession::process_menu()
+{
+ Menu* menu = Menu::current();
+ if(menu)
+ {
+ menu->action();
-int
+ if(menu == game_menu)
+ {
+ switch (game_menu->check())
+ {
+ case MNID_CONTINUE:
+ st_pause_ticks_stop();
+ break;
+ case MNID_ABORTLEVEL:
+ st_pause_ticks_stop();
+ exit_status = ES_LEVEL_ABORT;
+ break;
+ }
+ }
+ else if(menu == options_menu)
+ {
+ process_options_menu();
+ }
+ else if(menu == load_game_menu )
+ {
+ process_load_game_menu();
+ }
+ }
+}
+
+GameSession::ExitStatus
GameSession::run()
{
+ Menu::set_current(0);
current_ = this;
- int fps_cnt;
- bool done;
-
- global_frame_counter = 0;
- game_pause = 0;
- timer_init(&fps_timer,true);
- timer_init(&frame_timer,true);
- last_update_time = st_get_ticks();
- fps_cnt = 0;
-
- /* Clear screen: */
- clearscreen(0, 0, 0);
- updatescreen();
+ int fps_cnt = 0;
- /* Play music: */
- play_current_music();
+ update_time = last_update_time = st_get_ticks();
- while (SDL_PollEvent(&event))
- {}
+ // Eat unneeded events
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {}
draw();
- done = false;
- quit = false;
- while (!done && !quit)
+ while (exit_status == ES_NONE)
{
/* Calculate the movement-factor */
- frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
- if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
- frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
+ double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
- if(!timer_check(&frame_timer))
+ if(!frame_timer.check())
{
- timer_start(&frame_timer,25);
+ frame_timer.start(25);
++global_frame_counter;
}
/* Handle events: */
-
- tux.input.old_fire = tux.input.fire;
+ world->get_tux()->input.old_fire = world->get_tux()->input.fire;
process_events();
+ process_menu();
- if(show_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())
{
- if(current_menu == game_menu)
- {
- switch (game_menu->check())
- {
- case 2:
- st_pause_ticks_stop();
- break;
- case 3:
- update_load_save_game_menu(save_game_menu, false);
- break;
- case 4:
- update_load_save_game_menu(load_game_menu, true);
- break;
- case 7:
- st_pause_ticks_stop();
- done = true;
- break;
- }
- }
- else if(current_menu == options_menu)
- {
- process_options_menu();
- }
- else if(current_menu == save_game_menu )
- {
- process_save_game_menu();
- }
- else if(current_menu == load_game_menu )
- {
- process_load_game_menu();
- }
- }
-
-
- /* Handle actions: */
-
- if(!game_pause && !show_menu)
- {
- /*float z = frame_ratio;
- frame_ratio = 1;
- while(z >= 1)
- {*/
- if (action() == 0)
- {
- /* == 0: no more lives */
- /* == -1: continues */
- return 0;
- }
- /* --z;
- }*/
+ // 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
{
SDL_Delay(50);
}
- if(debug_mode && debug_fps)
- SDL_Delay(60);
-
- /*Draw the current scene to the screen */
- /*If the machine running the game is too slow
- skip the drawing of the frame (so the calculations are more precise and
- the FPS aren't affected).*/
- /*if( ! fps_fps < 50.0 )
- game_draw();
- else
- jump = true;*/ /*FIXME: Implement this tweak right.*/
draw();
/* Time stops in pause mode */
- if(game_pause || show_menu )
+ if(game_pause || Menu::current())
{
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();
+ 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();
- }
- /*if((update_time - last_update_time) < 10)
- SDL_Delay((11 - (update_time - last_update_time))/2);*/
+ if(last_update_time >= update_time - 12)
+ {
+ SDL_Delay(10);
+ update_time = st_get_ticks();
+ }
/* Handle time: */
- if (timer_check(&time_left))
- {
- /* are we low on time ? */
- if ((timer_get_left(&time_left) < TIME_WARNING)
- && (get_current_music() != HURRYUP_MUSIC)) /* play the fast music */
- {
- set_current_music(HURRYUP_MUSIC);
- play_current_music();
- }
+ if (!time_left.check() && world->get_tux()->dying == DYING_NOT
+ && !end_sequence)
+ world->get_tux()->kill(Player::KILL);
+ /* Handle music: */
+ if(world->get_tux()->invincible_timer.check() && !end_sequence)
+ {
+ world->play_music(HERRING_MUSIC);
+ }
+ /* are we low on time ? */
+ else if (time_left.get_left() < TIME_WARNING && !end_sequence)
+ {
+ world->play_music(HURRYUP_MUSIC);
+ }
+ /* or just normal music? */
+ else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
+ {
+ world->play_music(LEVEL_MUSIC);
}
- else
- tux.kill(KILL);
/* Calculate frames per second */
if(show_fps)
{
++fps_cnt;
- fps_fps = (1000.0 / (float)timer_get_gone(&fps_timer)) * (float)fps_cnt;
+ fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
- if(!timer_check(&fps_timer))
+ if(!fps_timer.check())
{
- timer_start(&fps_timer,1000);
+ fps_timer.start(1000);
fps_cnt = 0;
}
}
}
-
- halt_music();
-
- world->get_level()->free_gfx();
- world->get_level()->cleanup();
- world->get_level()->free_song();
-
- unloadshared();
- world->arrays_free();
-
- game_started = false;
-
- return(quit);
+
+ return exit_status;
}
/* Bounce a brick: */
void bumpbrick(float x, float y)
{
- world.add_bouncy_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
}
/* (Status): */
-void drawstatus(void)
+void
+GameSession::drawstatus()
{
char str[60];
- sprintf(str, "%d", score);
- text_draw(&white_text, "SCORE", 0, 0, 1);
- text_draw(&gold_text, str, 96, 0, 1);
+ sprintf(str, "%d", player_status.score);
+ white_text->draw("SCORE", 0, 0, 1);
+ gold_text->draw(str, 96, 0, 1);
- if(st_gl_mode != ST_GL_TEST)
+ if(st_gl_mode == ST_GL_TEST)
{
- sprintf(str, "%d", hs_score);
- text_draw(&white_text, "HIGH", 0, 20, 1);
- text_draw(&gold_text, str, 96, 20, 1);
+ white_text->draw("Press ESC To Return",0,20,1);
}
- else
+
+ if(!time_left.check()) {
+ white_text->draw("TIME'S UP", screen->w/2 - white_text->w*8, 0, 1);
+ } 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", screen->w/2 - white_text->w*4, 0, 1);
+ gold_text->draw(str, screen->w/2 + gold_text->w, 0, 1);
+ }
+
+ sprintf(str, "%d", player_status.distros);
+ white_text->draw("COINS", screen->w - white_text->w*9, 0, 1);
+ gold_text->draw(str, screen->w - gold_text->w*2, 0, 1);
+
+ white_text->draw("LIVES", screen->w - white_text->w*9, 20);
+ if (player_status.lives >= 5)
{
- text_draw(&white_text,"Press ESC To Return",0,20,1);
+ sprintf(str, "%dx", player_status.lives);
+ gold_text->draw_align(str, screen->w - gold_text->w, 20, A_RIGHT, A_TOP);
+ tux_life->draw(screen->w - gold_text->w, 20);
}
-
- if (timer_get_left(&time_left) > TIME_WARNING || (global_frame_counter % 10) < 5)
+ else
{
- sprintf(str, "%d", timer_get_left(&time_left) / 1000 );
- text_draw(&white_text, "TIME", 224, 0, 1);
- text_draw(&gold_text, str, 304, 0, 1);
+ for(int i= 0; i < player_status.lives; ++i)
+ tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
}
- sprintf(str, "%d", distros);
- text_draw(&white_text, "DISTROS", screen->h, 0, 1);
- text_draw(&gold_text, str, 608, 0, 1);
-
- text_draw(&white_text, "LIVES", screen->h, 20, 1);
-
if(show_fps)
{
sprintf(str, "%2.1f", fps_fps);
- text_draw(&white_text, "FPS", screen->h, 40, 1);
- text_draw(&gold_text, str, screen->h + 60, 40, 1);
- }
-
- for(int i=0; i < tux.lives; ++i)
- {
- texture_draw(&tux_life,565+(18*i),20);
+ white_text->draw("FPS", screen->w - white_text->w*9, 40, 1);
+ gold_text->draw_align(str, screen->w, 40, A_RIGHT, A_TOP);
}
}
-
-void drawendscreen(void)
-{
- char str[80];
-
- clearscreen(0, 0, 0);
-
- text_drawf(&blue_text, "GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "SCORE: %d", score);
- text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "DISTROS: %d", distros);
- text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
- flipscreen();
-
- SDL_Event event;
- wait_for_event(event,2000,5000,true);
-}
-
-void drawresultscreen(void)
+void
+GameSession::drawresultscreen(void)
{
char str[80];
- clearscreen(0, 0, 0);
+ get_level()->draw_bg();
- text_drawf(&blue_text, "Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+ blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
- sprintf(str, "SCORE: %d", score);
- text_drawf(&gold_text, str, 0, 224, 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, "DISTROS: %d", distros);
- text_drawf(&gold_text, str, 0, 256, A_HMIDDLE, A_TOP, 1);
+ sprintf(str, "COINS: %d", player_status.distros);
+ gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
flipscreen();
wait_for_event(event,2000,5000,true);
}
-void
-GameSession::savegame(int slot)
-{
- char savefile[1024];
- FILE* fi;
- unsigned int ui;
-
- sprintf(savefile,"%s/slot%d.save",st_save_dir,slot);
-
- fi = fopen(savefile, "wb");
-
- if (fi == NULL)
- {
- fprintf(stderr, "Warning: I could not open the slot file ");
- }
- else
- {
- fputs(level_subset, fi);
- fputs("\n", fi);
- fwrite(&level,sizeof(int),1,fi);
- fwrite(&score,sizeof(int),1,fi);
- fwrite(&distros,sizeof(int),1,fi);
- fwrite(&scroll_x,sizeof(float),1,fi);
- fwrite(&tux,sizeof(Player),1,fi);
- timer_fwrite(&tux.invincible_timer,fi);
- timer_fwrite(&tux.skidding_timer,fi);
- timer_fwrite(&tux.safe_timer,fi);
- timer_fwrite(&tux.frame_timer,fi);
- timer_fwrite(&time_left,fi);
- ui = st_get_ticks();
- fwrite(&ui,sizeof(int),1,fi);
- }
- fclose(fi);
-
-}
-
-void
-GameSession::loadgame(int slot)
-{
- char savefile[1024];
- char str[100];
- FILE* fi;
- unsigned int ui;
-
- sprintf(savefile,"%s/slot%d.save",st_save_dir,slot);
-
- fi = fopen(savefile, "rb");
-
- if (fi == NULL)
- {
- fprintf(stderr, "Warning: I could not open the slot file ");
-
- }
- else
- {
- fgets(str, 100, fi);
- strcpy(level_subset, str);
- level_subset[strlen(level_subset)-1] = '\0';
- fread(&level,sizeof(int),1,fi);
-
- world->set_defaults();
- world->get_level()->cleanup();
- world->arrays_free();
- world->get_level()->free_gfx();
- world->get_level()->free_song();
-
- if(world->get_level()->load(level_subset,level) != 0)
- exit(1);
-
- world->activate_bad_guys();
- world->activate_particle_systems();
- world->get_level()->load_gfx();
- world->get_level()->load_song();
-
- levelintro();
- update_time = st_get_ticks();
-
- fread(&score, sizeof(int),1,fi);
- fread(&distros, sizeof(int),1,fi);
- fread(&scroll_x,sizeof(float),1,fi);
- fread(&tux, sizeof(Player), 1, fi);
- timer_fread(&tux.invincible_timer,fi);
- timer_fread(&tux.skidding_timer,fi);
- timer_fread(&tux.safe_timer,fi);
- timer_fread(&tux.frame_timer,fi);
- timer_fread(&time_left,fi);
- fread(&ui,sizeof(int),1,fi);
- fclose(fi);
- }
-
-}
-
std::string slotinfo(int slot)
{
- FILE* fi;
+ char tmp[1024];
char slotfile[1024];
- char tmp[200];
- char str[5];
- int slot_level;
- sprintf(slotfile,"%s/slot%d.save",st_save_dir,slot);
-
- fi = fopen(slotfile, "rb");
+ std::string title;
+ sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
- sprintf(tmp,"Slot %d - ",slot);
-
- if (fi == NULL)
+ lisp_object_t* savegame = lisp_read_from_file(slotfile);
+ if (savegame)
{
- strcat(tmp,"Free");
+ LispReader reader(lisp_cdr(savegame));
+ reader.read_string("title", &title);
+ lisp_free(savegame);
}
- else
+
+ if (access(slotfile, F_OK) == 0)
{
- fgets(str, 100, fi);
- str[strlen(str)-1] = '\0';
- strcat(tmp, str);
- strcat(tmp, " / Level:");
- fread(&slot_level,sizeof(int),1,fi);
- sprintf(str,"%d",slot_level);
- strcat(tmp,str);
- fclose(fi);
+ if (!title.empty())
+ snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
+ else
+ snprintf(tmp, 1024,"Slot %d - Savegame",slot);
}
+ else
+ sprintf(tmp,"Slot %d - Free",slot);
return tmp;
}
+