When pressing a player's key and then press Esc, the player will still be going in...
[supertux.git] / src / gameloop.cpp
index d523bda..78b4a88 100644 (file)
@@ -58,7 +58,7 @@
 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),
+  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
     subset(subset_)
 {
   current_ = this;
@@ -77,7 +77,7 @@ GameSession::restart_level()
 {
   game_pause   = false;
   exit_status  = NONE;
-  end_sequence = false;
+  end_sequence = NO_ENDSEQUENCE;
 
   fps_timer.init(true);
   frame_timer.init(true);
@@ -188,18 +188,20 @@ GameSession::on_escape_press()
   else if (!Menu::current())
     {
       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();
-          
+         
+      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))
@@ -216,7 +218,8 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-              st_pause_ticks_start();
+             if(!Menu::current())
+             st_pause_ticks_stop();
             }
 
           switch(event.type)
@@ -246,7 +249,7 @@ GameSession::process_events()
             }
         }
     }
-  else
+  else // normal mode
     {
       if(!Menu::current() && !game_pause)
         st_pause_ticks_stop();
@@ -258,7 +261,18 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-              st_pause_ticks_start();
+             if(!Menu::current())
+             st_pause_ticks_stop();
+
+            /* 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);
             }
           else
             {
@@ -407,50 +421,64 @@ GameSession::process_events()
     }
 }
 
-
 void
 GameSession::check_end_conditions()
 {
   Player* tux = world->get_tux();
 
   /* End of level? */
-  if (tux->base.x >= World::current()->get_level()->endpos + 32 * (get_level()->use_endsequence ? 22 : 10))
+  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())
     {
       exit_status = LEVEL_FINISHED;
+      return;
     }
-  else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequence)
+  else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
     {
-      end_sequence = true;
+      end_sequence = ENDSEQUENCE_WAITING;
+    }
+  else if(!end_sequence && endtile && endtile->data == 0)
+    {
+      end_sequence = ENDSEQUENCE_RUNNING;
       last_x_pos = -1;
-      music_manager->halt_music();
+      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
+  else if (!end_sequence && tux->is_dead())
     {
-      // Check End conditions
-      if (tux->is_dead())
-        {
-          player_status.lives -= 1;             
-    
-          if (player_status.lives < 0)
-            { // No more lives!?
-              if(st_gl_mode != ST_GL_TEST)
-                drawendscreen();
-              
-              exit_status = GAME_OVER;
-            }
-          else
-            { // Still has lives, so reset Tux to the levelstart
-              restart_level();
-            }
+      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;
         }
-    } 
+      else
+        { // Still has lives, so reset Tux to the levelstart
+          restart_level();
+        }
+
+      return;
+    }
 }
 
 void
 GameSession::action(double frame_ratio)
 {
-  check_end_conditions();
-  
   if (exit_status == NONE)
     {
       // Update Tux and the World
@@ -526,17 +554,12 @@ GameSession::run()
 
   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)
     {
       /* Calculate the movement-factor */
@@ -559,18 +582,12 @@ GameSession::run()
       // 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
         {
@@ -600,23 +617,22 @@ GameSession::run()
         }
 
       /* Handle time: */
-      if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
+      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())
+      if(world->get_tux()->invincible_timer.check() && !end_sequence)
         {
-          if(world->get_music_type() != HERRING_MUSIC)
-            world->play_music(HERRING_MUSIC);
+          world->play_music(HERRING_MUSIC);
         }
       /* are we low on time ? */
-      else if (time_left.get_left() < TIME_WARNING
-         && (world->get_music_type() == LEVEL_MUSIC))
+      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)
+      else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
         {
           world->play_music(LEVEL_MUSIC);
         }
@@ -662,12 +678,13 @@ GameSession::drawstatus()
       white_text->draw("Press ESC To Return",0,20,1);
     }
 
-  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);
-    }
+  if(!time_left.check()) {
+    white_text->draw("TIME'S UP", 224, 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", 224, 0, 1);
+    gold_text->draw(str, 304, 0, 1);
+  }
 
   sprintf(str, "%d", player_status.distros);
   white_text->draw("COINS", screen->h, 0, 1);
@@ -677,7 +694,7 @@ GameSession::drawstatus()
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      gold_text->draw(str, 585, 20);
+      gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP);
       tux_life->draw(565+(18*3), 20);
     }
   else