Fixed crash.
[supertux.git] / src / gameloop.cpp
index 252c69b..9c52c9f 100644 (file)
@@ -76,7 +76,7 @@ void
 GameSession::restart_level()
 {
   game_pause   = false;
-  exit_status  = NONE;
+  exit_status  = ES_NONE;
   end_sequence = NO_ENDSEQUENCE;
 
   fps_timer.init(true);
@@ -183,11 +183,12 @@ GameSession::on_escape_press()
 
   if(st_gl_mode == ST_GL_TEST)
     {
-      exit_status = LEVEL_ABORT;
+      exit_status = ES_LEVEL_ABORT;
     }
   else if (!Menu::current())
     {
       Menu::set_current(game_menu);
+      st_pause_ticks_start();
     }
 }
 
@@ -217,7 +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)
@@ -259,7 +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
             {
@@ -330,7 +343,11 @@ GameSession::process_events()
                         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)
@@ -424,10 +441,11 @@ GameSession::check_end_conditions()
       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;
+      exit_status = ES_LEVEL_FINISHED;
       return;
     }
   else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
@@ -440,18 +458,18 @@ GameSession::check_end_conditions()
       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;
-      player_status.lives -= 1;             
 
       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
@@ -465,7 +483,7 @@ GameSession::check_end_conditions()
 void
 GameSession::action(double frame_ratio)
 {
-  if (exit_status == NONE)
+  if (exit_status == ES_NONE)
     {
       // Update Tux and the World
       world->action(frame_ratio);
@@ -515,7 +533,7 @@ GameSession::process_menu()
               break;
             case MNID_ABORTLEVEL:
               st_pause_ticks_stop();
-              exit_status = LEVEL_ABORT;
+              exit_status = ES_LEVEL_ABORT;
               break;
             }
         }
@@ -546,8 +564,7 @@ GameSession::run()
 
   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);
@@ -569,19 +586,12 @@ 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
-              check_end_conditions();
-              if (end_sequence == ENDSEQUENCE_RUNNING)
-                action(.5f);
-              else if(end_sequence == NO_ENDSEQUENCE)
-                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
         {
@@ -672,14 +682,12 @@ GameSession::drawstatus()
       white_text->draw("Press ESC To Return",0,20,1);
     }
 
-  if(!end_sequence) {
-    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);
-    }
+  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);