Added level's name when in pause.
[supertux.git] / src / gameloop.cpp
index 7b7afc9..790b8af 100644 (file)
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <iostream>
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <string.h>
-#include <errno.h>
+#include <cassert>
+#include <cstdio>
+#include <cstdlib>
+#include <cmath>
+#include <cstring>
+#include <cerrno>
 #include <unistd.h>
-#include <math.h>
-#include <time.h>
-#include <SDL.h>
+#include <ctime>
+
+#include "SDL.h"
 
 #ifndef WIN32
 #include <sys/types.h>
@@ -55,7 +55,7 @@
 #include "resources.h"
 #include "background.h"
 #include "tilemap.h"
-#include "music_manager.h"
+#include "gettext.h"
 
 GameSession* GameSession::current_ = 0;
 
@@ -145,7 +145,7 @@ GameSession::~GameSession()
 void
 GameSession::levelintro(void)
 {
-  music_manager->halt_music();
+  sound_manager->halt_music();
   
   char str[60];
 
@@ -160,7 +160,7 @@ GameSession::levelintro(void)
       LAYER_FOREGROUND1);
   
   context.draw_text_center(white_small_text,
-      std::string("by ") + level->get_author(), 
+      std::string(_("by ")) + level->get_author(), 
       Vector(0, 400), LAYER_FOREGROUND1);
 
   context.do_drawing();
@@ -316,6 +316,19 @@ GameSession::process_events()
 
                     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())
                           {
@@ -334,13 +347,7 @@ GameSession::process_events()
                       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:
@@ -437,19 +444,9 @@ GameSession::check_end_conditions()
   Player* tux = currentsector->player;
 
   /* End of level? */
-  int endpos = (currentsector->solids->get_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;
@@ -462,7 +459,7 @@ GameSession::check_end_conditions()
     {
       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.)
     }
@@ -491,6 +488,15 @@ GameSession::action(double frame_ratio)
       // Update Tux and the World
       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 
@@ -514,7 +520,7 @@ GameSession::draw()
       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",
+      context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"),
           Vector(0, 230), LAYER_FOREGROUND1+2);
     }
 
@@ -670,13 +676,20 @@ GameSession::run()
   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)
 {
   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): */
@@ -685,35 +698,34 @@ GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
   
-  snprintf(str, 60, "%d", player_status.score);
-  context.draw_text(white_text, "SCORE", Vector(0, 0), LAYER_FOREGROUND1);
+  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)
     {
-      context.draw_text(white_text, "Press ESC To Return", Vector(0,20),
+      context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
           LAYER_FOREGROUND1);
     }
 
   if(!time_left.check()) {
-    context.draw_text_center(white_text, "TIME's UP", Vector(0, 0),
+    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 );
-    context.draw_text_center(white_text, "TIME",
+    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);
   }
 
-  sprintf(str, "%d", player_status.distros);
-  context.draw_text(white_text, "COINS",
-      Vector(screen->w - white_text->w*9, 0), 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);
   context.draw_text(gold_text, str,
-      Vector(screen->w - gold_text->w*2, 0), LAYER_FOREGROUND1);
+      Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1);
 
-  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);
@@ -730,11 +742,24 @@ GameSession::drawstatus(DrawingContext& context)
             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);
+
+  if(game_pause)
+    {
+      sprintf(str, _("Playing: %s"), level->name.c_str());
+
+      context.draw_text(white_text, str, Vector(0,20),
+          LAYER_FOREGROUND1);
+    }
+
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
       context.draw_text(white_text, "FPS", 
-          Vector(screen->w - white_text->w*9, 40), LAYER_FOREGROUND1);
+          Vector(screen->w - white_text->get_text_width("FPS      "), 40),
+          LAYER_FOREGROUND1);
       context.draw_text(gold_text, str,
           Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
     }
@@ -748,13 +773,13 @@ GameSession::drawresultscreen(void)
   DrawingContext context;
   currentsector->background->draw(context);  
 
-  context.draw_text_center(blue_text, "Result:", Vector(0, 200),
+  context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
       LAYER_FOREGROUND1);
 
-  sprintf(str, "SCORE: %d", player_status.score);
+  sprintf(str, _("SCORE: %d"), player_status.score);
   context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
-  sprintf(str, "COINS: %d", player_status.distros);
+  sprintf(str, _("COINS: %d"), player_status.distros);
   context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
 
   context.do_drawing();
@@ -783,10 +808,10 @@ std::string slotinfo(int slot)
       if (!title.empty())
         snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
       else
-        snprintf(tmp, 1024,"Slot %d - Savegame",slot);
+        snprintf(tmp, 1024,_("Slot %d - Savegame"),slot);
     }
   else
-    sprintf(tmp,"Slot %d - Free",slot);
+    sprintf(tmp,_("Slot %d - Free"),slot);
 
   return tmp;
 }