Forgot to make this translatable.
[supertux.git] / src / gameloop.cpp
index 62e0d7f..a178f49 100644 (file)
@@ -61,6 +61,7 @@
 #include "intro.h"
 #include "misc.h"
 #include "camera.h"
+#include "statistics.h"
 
 GameSession* GameSession::current_ = 0;
 
@@ -77,9 +78,10 @@ if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
 return false;
 }
 
-GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_)
+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;
   
@@ -87,8 +89,9 @@ GameSession::GameSession(const std::string& levelname_, int mode, bool flip_leve
   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();
@@ -108,6 +111,7 @@ GameSession::restart_level()
 
   fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
 
   last_keys.clear();
 
@@ -148,6 +152,8 @@ GameSession::restart_level()
         levelintro();
     }
 
+  global_stats.reset();
+
   time_left.init(true);
   start_timers();
   currentsector->play_music(LEVEL_MUSIC);
@@ -179,7 +185,7 @@ GameSession::levelintro(void)
   if(level->get_author().size())
     context.draw_text_center(white_small_text,
       std::string(_("by ")) + level->get_author(), 
-      Vector(0, 400), LAYER_FOREGROUND1);
+      Vector(0, 360), LAYER_FOREGROUND1);
 
 
   if(flip_level)
@@ -187,6 +193,9 @@ GameSession::levelintro(void)
       _("Level Vertically Flipped!"),
       Vector(0, 310), LAYER_FOREGROUND1);
 
+  if(best_level_statistics != NULL)
+    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
+
   context.do_drawing();
 
   SDL_Event event;
@@ -405,6 +414,18 @@ GameSession::process_events()
                           {
                           player_status.lives++;
                           last_keys.clear();
+                          // "lifeup" activates pause cause of the 'p'
+                          // so work around to ignore it
+                            if(game_pause)
+                              {
+                                game_pause = false;
+                                Ticks::pause_stop();
+                              }
+                            else
+                              {
+                                game_pause = true;
+                                Ticks::pause_start();
+                              }
                           }
                         if(compare_last(last_keys, "lifedown"))
                           {
@@ -416,7 +437,16 @@ GameSession::process_events()
                           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
+                          tux.kill(tux.KILL);
+                          last_keys.clear();
+                          }
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -513,10 +543,14 @@ GameSession::check_end_conditions()
   else if(!end_sequence && endtile && endtile->data == 0)
     {
       end_sequence = ENDSEQUENCE_RUNNING;
+      random_timer.start(200);  // start 1st firework
       last_x_pos = -1;
       SoundManager::get()->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.)
+
+      // add left time to stats
+      global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
     }
   else if (!end_sequence && tux->is_dead())
     {
@@ -552,6 +586,22 @@ GameSession::action(double frame_ratio)
     currentsector->play_music(LEVEL_MUSIC);
     newsector = newspawnpoint = "";
   }
+
+  // on end sequence make a few fireworks
+  if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
+    {
+    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 
@@ -754,7 +804,7 @@ GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
   
-  snprintf(str, 60, " %d", player_status.score);
+  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
 
@@ -824,7 +874,7 @@ GameSession::drawresultscreen(void)
   context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
       LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), player_status.score);
+  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
   context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
   sprintf(str, _("COINS: %d"), player_status.distros);