-/*
- 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 <math.h>
#include "collision.h"
#include "tile.h"
#include "particlesystem.h"
+#include "resources.h"
+#include "music_manager.h"
+
+GameSession* GameSession::current_ = 0;
+
+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;
+
+ global_frame_counter = 0;
+ game_pause = false;
+ fps_fps = 0;
+
+ fps_timer.init(true);
+ frame_timer.init(true);
+
+ restart_level();
+}
-/* extern variables */
+void
+GameSession::restart_level()
+{
+ game_pause = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
+
+ fps_timer.init(true);
+ frame_timer.init(true);
-st_level current_level;
-int game_started = false;
+ float old_x_pos = -1;
+
+ 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;
-/* Local variables: */
+ if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+ {
+ world = new World(subset);
+ }
+ else if (st_gl_mode == ST_GL_DEMO_GAME)
+ {
+ world = new World(subset);
+ }
+ else
+ {
+ world = new World(subset, levelnb);
+ }
-static texture_type img_waves[3], img_water, img_pole, img_poletop, img_flag[2];
-static texture_type img_cloud[2][4];
-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;
+ // 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();
+ }
-/* Local function prototypes: */
+ time_left.init(true);
+ start_timers();
+ world->play_music(LEVEL_MUSIC);
+}
-void levelintro(void);
-void loadshared(void);
-void unloadshared(void);
-void drawstatus(void);
-void drawendscreen(void);
-void drawresultscreen(void);
+GameSession::~GameSession()
+{
+ delete world;
+}
-void levelintro(void)
+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", current_level.name.c_str());
- text_drawf(&gold_text, str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ sprintf(str, "%s", world->get_level()->name.c_str());
+ 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();
}
/* Reset Timers */
-void start_timers(void)
+void
+GameSession::start_timers()
{
- timer_start(&time_left,current_level.time_left*1000);
+ time_left.start(world->get_level()->time_left*1000);
st_pause_ticks_init();
update_time = st_get_ticks();
}
-void activate_bad_guys(st_level* plevel)
+void
+GameSession::on_escape_press()
{
- for (std::vector<BadGuyData>::iterator i = plevel->badguy_data.begin();
- i != plevel->badguy_data.end();
- ++i)
- {
- add_bad_guy(i->x, i->y, i->kind);
- }
-}
+ 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;
-void activate_particle_systems(void)
-{
- if(current_level.particle_system == "clouds")
+ if(st_gl_mode == ST_GL_TEST)
{
- particle_systems.push_back(new CloudParticleSystem);
+ exit_status = ES_LEVEL_ABORT;
}
- else if(current_level.particle_system == "snow")
+ else if (!Menu::current())
{
- particle_systems.push_back(new SnowParticleSystem);
- }
- else if(current_level.particle_system != "")
- {
- st_abort("unknown particle system specified in level", "");
+ /* 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();
}
}
-/* --- GAME EVENT! --- */
-
-void game_event(void)
+void
+GameSession::process_events()
{
- while (SDL_PollEvent(&event))
+ if (end_sequence != NO_ENDSEQUENCE)
{
- /* 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 = 1;
- break;
- case SDL_KEYDOWN: /* A keypress! */
- key = event.key.keysym.sym;
+ Player& tux = *world->get_tux();
+
+ tux.input.fire = UP;
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ tux.input.down = UP;
- if(tux.key_event(key,DOWN))
- break;
-
- switch(key)
- {
- case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
- if(!game_pause)
- {
- if(st_gl_mode == ST_GL_TEST)
- quit = 1;
- 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;
+ 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 */
-}
-
-/* --- GAME ACTION! --- */
-
-int game_action(void)
-{
- unsigned int i;
-
- /* (tux.is_dead() || next_level) */
- if (tux.is_dead() || next_level)
+ }
+ }
+ else // normal mode
{
- /* Tux either died, or reached the end of a level! */
-
- halt_music();
+ if(!Menu::current() && !game_pause)
+ st_pause_ticks_stop();
-
- if (next_level)
+ 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
{
- level_free_gfx();
- level_free(¤t_level);
- level_free_song();
- unloadshared();
- arrays_free();
- return(0);
- }
- tux.level_begin();
- }
- else
- {
- tux.is_dying();
-
- /* No more lives!? */
-
- if (tux.lives < 0)
- {
- if(st_gl_mode != ST_GL_TEST)
- drawendscreen();
-
- if(st_gl_mode != ST_GL_TEST)
+ Player& tux = *world->get_tux();
+
+ switch(event.type)
{
- if (score > hs_score)
- save_hs(score);
- }
- level_free_gfx();
- level_free(¤t_level);
- level_free_song();
- unloadshared();
- arrays_free();
- return(0);
- } /* if (lives < 0) */
- }
-
- /* Either way, (re-)load the (next) level... */
+ case SDL_QUIT: /* Quit event - quit: */
+ st_abort("Received window close", "");
+ break;
- tux.level_begin();
- set_defaults();
- level_free(¤t_level);
+ 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;
- if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- {
- if(level_load(¤t_level, level_subset) != 0)
- return 0;
- }
- else
- {
- if(level_load(¤t_level,level_subset,level) != 0)
- return 0;
- }
+ 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;
- arrays_free();
- activate_bad_guys(¤t_level);
- activate_particle_systems();
- level_free_gfx();
- level_load_gfx(¤t_level);
- level_free_song();
- level_load_song(¤t_level);
- if(st_gl_mode != ST_GL_TEST)
- levelintro();
- start_timers();
- /* Play music: */
- play_current_music();
+ default:
+ break;
+ } /* switch */
+ }
+ } /* while */
}
+}
- tux.action();
-
- /* Handle bouncy distros: */
- for (i = 0; i < bouncy_distros.size(); i++)
- {
- bouncy_distro_action(&bouncy_distros[i]);
- }
+void
+GameSession::check_end_conditions()
+{
+ Player* tux = world->get_tux();
+ /* End of level? */
+ int endpos = (World::current()->get_level()->width-5) * 32;
+ Tile* endtile = collision_goal(tux->base);
- /* Handle broken bricks: */
- for (i = 0; i < broken_bricks.size(); i++)
+ // fallback in case the other endpositions don't trigger
+ if (!end_sequence && tux->base.x >= endpos)
{
- broken_brick_action(&broken_bricks[i]);
+ 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.)
}
-
-
- /* Handle distro counting: */
-
- if (counting_distros)
+ else if(end_sequence && !endsequence_timer.check())
{
- distro_counter--;
-
- if (distro_counter <= 0)
- counting_distros = -1;
+ exit_status = ES_LEVEL_FINISHED;
+ return;
}
-
-
- /* Handle bouncy bricks: */
-
- for (i = 0; i < bouncy_bricks.size(); i++)
+ else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
{
- bouncy_brick_action(&bouncy_bricks[i]);
+ end_sequence = ENDSEQUENCE_WAITING;
}
-
-
- /* Handle floating scores: */
-
- for (i = 0; i < floating_scores.size(); i++)
+ else if(!end_sequence && endtile && endtile->data == 0)
{
- floating_score_action(&floating_scores[i]);
+ 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
+ { // Still has lives, so reset Tux to the levelstart
+ restart_level();
+ }
- /* Handle bullets: */
-
- for (i = 0; i < bullets.size(); ++i)
- {
- bullet_action(&bullets[i]);
+ return;
}
+}
- /* Handle upgrades: */
-
- for (i = 0; i < upgrades.size(); i++)
+void
+GameSession::action(double frame_ratio)
+{
+ if (exit_status == ES_NONE)
{
- upgrade_action(&upgrades[i]);
+ // Update Tux and the World
+ world->action(frame_ratio);
}
+}
+void
+GameSession::draw()
+{
+ world->draw();
+ drawstatus();
- /* Handle bad guys: */
-
- for (i = 0; i < bad_guys.size(); i++)
+ if(game_pause)
{
- bad_guys[i].action();
+ int x = screen->h / 20;
+ for(int i = 0; i < x; ++i)
+ {
+ 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);
+ blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
}
- /* update particle systems */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
+ if(Menu::current())
{
- (*p)->simulate(frame_ratio);
+ Menu::current()->draw();
+ mouse_cursor->draw();
}
- /* Handle all possible collisions. */
- collision_handler();
-
- return -1;
+ updatescreen();
}
-/* --- GAME DRAW! --- */
-
-void game_draw(void)
+void
+GameSession::process_menu()
{
- int y,x;
-
- /* Draw screen: */
- if(timer_check(&super_bkgd_timer))
- texture_draw(&img_super_bkgd, 0, 0);
- else
+ Menu* menu = Menu::current();
+ if(menu)
{
- /* Draw the real background */
- if(current_level.bkgd_image[0] != '\0')
+ menu->action();
+
+ if(menu == game_menu)
{
- int s = (int)scroll_x / 30;
- texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s, img_bkgd.h);
- texture_draw_part(&img_bkgd,0,0,screen->w - s ,0,s,img_bkgd.h);
+ 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
+ else if(menu == options_menu)
+ {
+ process_options_menu();
+ }
+ else if(menu == load_game_menu )
{
- clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue);
+ process_load_game_menu();
}
}
+}
- /* Draw particle systems (background) */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 0);
- }
+GameSession::ExitStatus
+GameSession::run()
+{
+ Menu::set_current(0);
+ current_ = this;
+
+ int fps_cnt = 0;
- /* Draw background: */
+ update_time = last_update_time = st_get_ticks();
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- current_level.bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
+ // Eat unneeded events
+ SDL_Event event;
+ while (SDL_PollEvent(&event)) {}
+
+ draw();
- /* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
+ while (exit_status == ES_NONE)
{
- for (x = 0; x < 21; ++x)
+ /* Calculate the movement-factor */
+ double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
+
+ if(!frame_timer.check())
{
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- current_level.ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ frame_timer.start(25);
+ ++global_frame_counter;
}
- }
-
- /* (Bouncy bricks): */
- for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_brick_draw(&bouncy_bricks[i]);
-
- for (unsigned int i = 0; i < bad_guys.size(); ++i)
- bad_guys[i].draw();
- tux.draw();
+ /* Handle events: */
+ world->get_tux()->input.old_fire = world->get_tux()->input.fire;
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullet_draw(&bullets[i]);
+ process_events();
+ process_menu();
- for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_score_draw(&floating_scores[i]);
+ // 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())
+ {
+ // 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
+ {
+ ++pause_menu_frame;
+ SDL_Delay(50);
+ }
- for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrade_draw(&upgrades[i]);
+ draw();
- for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
- bouncy_distro_draw(&bouncy_distros[i]);
+ /* Time stops in pause mode */
+ if(game_pause || Menu::current())
+ {
+ continue;
+ }
- for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_brick_draw(&broken_bricks[i]);
+ /* Set the time of the last update and the time of the current update */
+ last_update_time = update_time;
+ update_time = st_get_ticks();
- /* Draw foreground: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
+ /* 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)
{
- drawshape(32*x - fmodf(scroll_x, 32), y * 32,
- current_level.fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
+ SDL_Delay(10);
+ update_time = st_get_ticks();
}
- }
- /* Draw particle systems (foreground) */
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 1);
- }
+ /* Handle time: */
+ if (!time_left.check() && world->get_tux()->dying == DYING_NOT
+ && !end_sequence)
+ world->get_tux()->kill(Player::KILL);
- drawstatus();
+ /* 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);
+ }
- if(game_pause)
- {
- int x = screen->h / 20;
- for(int i = 0; i < x; ++i)
+ /* Calculate frames per second */
+ if(show_fps)
{
- 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);
+ ++fps_cnt;
+ fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
+
+ if(!fps_timer.check())
+ {
+ fps_timer.start(1000);
+ fps_cnt = 0;
+ }
}
- 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);
}
+
+ return exit_status;
+}
- if(show_menu)
- {
- menu_process_current();
- mouse_cursor->draw();
- }
+/* Bounce a brick: */
+void bumpbrick(float x, float y)
+{
+ World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
- /* (Update it all!) */
- updatescreen();
+ play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
}
-/* --- GAME LOOP! --- */
-
-int gameloop(const char * subset, int levelnb, int mode)
+/* (Status): */
+void
+GameSession::drawstatus()
{
- int fps_cnt, jump, done;
- timer_type fps_timer, frame_timer;
- timer_init(&fps_timer, true);
- timer_init(&frame_timer, true);
+ char str[60];
- game_started = true;
+ snprintf(str, 60, "%d", player_status.score);
+ white_text->draw("SCORE", 0, 0, 1);
+ gold_text->draw(str, 96, 0, 1);
- st_gl_mode = mode;
- level = levelnb;
+ if(st_gl_mode == ST_GL_TEST)
+ {
+ white_text->draw("Press ESC To Return",0,20,1);
+ }
- /* Init the game: */
- arrays_free();
- set_defaults();
+ 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);
+ }
- strcpy(level_subset,subset);
+ 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);
- if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
+ white_text->draw("LIVES", screen->w - white_text->w*9, 20);
+ if (player_status.lives >= 5)
{
- if (level_load(¤t_level, level_subset))
- exit(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);
}
else
{
- if(level_load(¤t_level, level_subset, level) != 0)
- exit(1);
+ for(int i= 0; i < player_status.lives; ++i)
+ tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
}
- level_load_gfx(¤t_level);
- loadshared();
- activate_bad_guys(¤t_level);
- activate_particle_systems();
- level_load_song(¤t_level);
+ if(show_fps)
+ {
+ sprintf(str, "%2.1f", fps_fps);
+ white_text->draw("FPS", screen->w - white_text->w*9, 40, 1);
+ gold_text->draw_align(str, screen->w, 40, A_RIGHT, A_TOP);
+ }
+}
- tux.init();
+void
+GameSession::drawresultscreen(void)
+{
+ char str[80];
- if(st_gl_mode != ST_GL_TEST)
- load_hs();
+ get_level()->draw_bg();
- if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- levelintro();
+ blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
- timer_init(&time_left,true);
- start_timers();
-
- if(st_gl_mode == ST_GL_LOAD_GAME)
- loadgame(levelnb);
-
- /* --- MAIN GAME LOOP!!! --- */
-
- jump = false;
- done = 0;
- quit = 0;
- 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();
-
- /* Play music: */
- play_current_music();
-
-
- while (SDL_PollEvent(&event))
- {}
-
- game_draw();
- do
- {
- jump = false;
-
- /* 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;
-
- if(!timer_check(&frame_timer))
- {
- timer_start(&frame_timer,25);
- ++global_frame_counter;
- }
-
- /* Handle events: */
-
- tux.input.old_fire = tux.input.fire;
-
- game_event();
-
- if(show_menu)
- {
- 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 = 1;
- 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 (game_action() == 0)
- {
- /* == 0: no more lives */
- /* == -1: continues */
- return 0;
- }
- /* --z;
- }*/
- }
- else
- {
- ++pause_menu_frame;
- 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.*/
- game_draw();
-
- /* Time stops in pause mode */
- if(game_pause || show_menu )
- {
- 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();
-
- /* 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 && !jump) {
- SDL_Delay(10);
- update_time = st_get_ticks();
- }
- /*if((update_time - last_update_time) < 10)
- SDL_Delay((11 - (update_time - last_update_time))/2);*/
-
-
-
- /* 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();
- }
-
- }
- 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;
-
- if(!timer_check(&fps_timer))
- {
- timer_start(&fps_timer,1000);
- fps_cnt = 0;
- }
- }
-
- }
- while (!done && !quit);
-
- halt_music();
-
- level_free_gfx();
- level_free(¤t_level);
- level_free_song();
- unloadshared();
- arrays_free();
-
- game_started = false;
-
- return(quit);
-}
-
-
-/* Load graphics/sounds shared between all levels: */
-
-void loadshared(void)
-{
- int i;
-
- /* Tuxes: */
- texture_load(&smalltux_stand_left, datadir + "/images/shared/smalltux-left-6.png", USE_ALPHA);
- texture_load(&smalltux_stand_right, datadir + "/images/shared/smalltux-right-6.png", USE_ALPHA);
-
- texture_load(&smalltux_jump_left, datadir + "/images/shared/smalltux-jump-left.png", USE_ALPHA);
- texture_load(&smalltux_jump_right, datadir + "/images/shared/smalltux-jump-right.png", USE_ALPHA);
-
- tux_right.resize(8);
- texture_load(&tux_right[0], datadir + "/images/shared/smalltux-right-1.png", USE_ALPHA);
- texture_load(&tux_right[1], datadir + "/images/shared/smalltux-right-2.png", USE_ALPHA);
- texture_load(&tux_right[2], datadir + "/images/shared/smalltux-right-3.png", USE_ALPHA);
- texture_load(&tux_right[3], datadir + "/images/shared/smalltux-right-4.png", USE_ALPHA);
- texture_load(&tux_right[4], datadir + "/images/shared/smalltux-right-5.png", USE_ALPHA);
- texture_load(&tux_right[5], datadir + "/images/shared/smalltux-right-6.png", USE_ALPHA);
- texture_load(&tux_right[6], datadir + "/images/shared/smalltux-right-7.png", USE_ALPHA);
- texture_load(&tux_right[7], datadir + "/images/shared/smalltux-right-8.png", USE_ALPHA);
-
- tux_left.resize(8);
- texture_load(&tux_left[0], datadir + "/images/shared/smalltux-left-1.png", USE_ALPHA);
- texture_load(&tux_left[1], datadir + "/images/shared/smalltux-left-2.png", USE_ALPHA);
- texture_load(&tux_left[2], datadir + "/images/shared/smalltux-left-3.png", USE_ALPHA);
- texture_load(&tux_left[3], datadir + "/images/shared/smalltux-left-4.png", USE_ALPHA);
- texture_load(&tux_left[4], datadir + "/images/shared/smalltux-left-5.png", USE_ALPHA);
- texture_load(&tux_left[5], datadir + "/images/shared/smalltux-left-6.png", USE_ALPHA);
- texture_load(&tux_left[6], datadir + "/images/shared/smalltux-left-7.png", USE_ALPHA);
- texture_load(&tux_left[7], datadir + "/images/shared/smalltux-left-8.png", USE_ALPHA);
-
- texture_load(&firetux_right[0], datadir + "/images/shared/firetux-right-0.png", USE_ALPHA);
- texture_load(&firetux_right[1], datadir + "/images/shared/firetux-right-1.png", USE_ALPHA);
- texture_load(&firetux_right[2], datadir + "/images/shared/firetux-right-2.png", USE_ALPHA);
-
- texture_load(&firetux_left[0], datadir + "/images/shared/firetux-left-0.png", USE_ALPHA);
- texture_load(&firetux_left[1], datadir + "/images/shared/firetux-left-1.png", USE_ALPHA);
- texture_load(&firetux_left[2], datadir + "/images/shared/firetux-left-2.png", USE_ALPHA);
-
-
- texture_load(&cape_right[0], datadir + "/images/shared/cape-right-0.png",
- USE_ALPHA);
-
- texture_load(&cape_right[1], datadir + "/images/shared/cape-right-1.png",
- USE_ALPHA);
-
- texture_load(&cape_left[0], datadir + "/images/shared/cape-left-0.png",
- USE_ALPHA);
-
- texture_load(&cape_left[1], datadir + "/images/shared/cape-left-1.png",
- USE_ALPHA);
-
- texture_load(&bigtux_right[0], datadir + "/images/shared/bigtux-right-0.png",
- USE_ALPHA);
-
- texture_load(&bigtux_right[1], datadir + "/images/shared/bigtux-right-1.png",
- USE_ALPHA);
-
- texture_load(&bigtux_right[2], datadir + "/images/shared/bigtux-right-2.png",
- USE_ALPHA);
-
- texture_load(&bigtux_right_jump, datadir + "/images/shared/bigtux-right-jump.png", USE_ALPHA);
-
- texture_load(&bigtux_left[0], datadir + "/images/shared/bigtux-left-0.png",
- USE_ALPHA);
-
- texture_load(&bigtux_left[1], datadir + "/images/shared/bigtux-left-1.png",
- USE_ALPHA);
-
- texture_load(&bigtux_left[2], datadir + "/images/shared/bigtux-left-2.png",
- USE_ALPHA);
-
- texture_load(&bigtux_left_jump, datadir + "/images/shared/bigtux-left-jump.png", USE_ALPHA);
-
- texture_load(&bigcape_right[0], datadir + "/images/shared/bigcape-right-0.png",
- USE_ALPHA);
-
- texture_load(&bigcape_right[1], datadir + "/images/shared/bigcape-right-1.png",
- USE_ALPHA);
-
- texture_load(&bigcape_left[0], datadir + "/images/shared/bigcape-left-0.png",
- USE_ALPHA);
-
- texture_load(&bigcape_left[1], datadir + "/images/shared/bigcape-left-1.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_right[0], datadir + "/images/shared/bigfiretux-right-0.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_right[1], datadir + "/images/shared/bigfiretux-right-1.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_right[2], datadir + "/images/shared/bigfiretux-right-2.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_right_jump, datadir + "/images/shared/bigfiretux-right-jump.png", USE_ALPHA);
-
- texture_load(&bigfiretux_left[0], datadir + "/images/shared/bigfiretux-left-0.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_left[1], datadir + "/images/shared/bigfiretux-left-1.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_left[2], datadir + "/images/shared/bigfiretux-left-2.png",
- USE_ALPHA);
-
- texture_load(&bigfiretux_left_jump, datadir + "/images/shared/bigfiretux-left-jump.png", USE_ALPHA);
-
- texture_load(&bigcape_right[0], datadir + "/images/shared/bigcape-right-0.png",
- USE_ALPHA);
-
- texture_load(&bigcape_right[1], datadir + "/images/shared/bigcape-right-1.png",
- USE_ALPHA);
-
- texture_load(&bigcape_left[0], datadir + "/images/shared/bigcape-left-0.png",
- USE_ALPHA);
-
- texture_load(&bigcape_left[1], datadir + "/images/shared/bigcape-left-1.png",
- USE_ALPHA);
-
-
- texture_load(&ducktux_right, datadir +
- "/images/shared/ducktux-right.png",
- USE_ALPHA);
-
- texture_load(&ducktux_left, datadir +
- "/images/shared/ducktux-left.png",
- USE_ALPHA);
-
- texture_load(&skidtux_right, datadir +
- "/images/shared/skidtux-right.png",
- USE_ALPHA);
-
- texture_load(&skidtux_left, datadir +
- "/images/shared/skidtux-left.png",
- USE_ALPHA);
-
- texture_load(&duckfiretux_right, datadir +
- "/images/shared/duckfiretux-right.png",
- USE_ALPHA);
-
- texture_load(&duckfiretux_left, datadir +
- "/images/shared/duckfiretux-left.png",
- USE_ALPHA);
-
- texture_load(&skidfiretux_right, datadir +
- "/images/shared/skidfiretux-right.png",
- USE_ALPHA);
-
- texture_load(&skidfiretux_left, datadir +
- "/images/shared/skidfiretux-left.png",
- USE_ALPHA);
-
-
- /* Boxes: */
-
- texture_load(&img_box_full, datadir + "/images/shared/box-full.png",
- IGNORE_ALPHA);
- texture_load(&img_box_empty, datadir + "/images/shared/box-empty.png",
- IGNORE_ALPHA);
-
-
- /* Water: */
-
-
- texture_load(&img_water, datadir + "/images/shared/water.png", IGNORE_ALPHA);
-
- texture_load(&img_waves[0], datadir + "/images/shared/waves-0.png",
- USE_ALPHA);
-
- texture_load(&img_waves[1], datadir + "/images/shared/waves-1.png",
- USE_ALPHA);
-
- texture_load(&img_waves[2], datadir + "/images/shared/waves-2.png",
- USE_ALPHA);
-
-
- /* Pole: */
-
- texture_load(&img_pole, datadir + "/images/shared/pole.png", USE_ALPHA);
- texture_load(&img_poletop, datadir + "/images/shared/poletop.png",
- USE_ALPHA);
-
-
- /* Flag: */
-
- texture_load(&img_flag[0], datadir + "/images/shared/flag-0.png",
- USE_ALPHA);
- texture_load(&img_flag[1], datadir + "/images/shared/flag-1.png",
- USE_ALPHA);
-
-
- /* Cloud: */
-
- texture_load(&img_cloud[0][0], datadir + "/images/shared/cloud-00.png",
- USE_ALPHA);
-
- texture_load(&img_cloud[0][1], datadir + "/images/shared/cloud-01.png",
- USE_ALPHA);
-
- texture_load(&img_cloud[0][2], datadir + "/images/shared/cloud-02.png",
- USE_ALPHA);
-
- texture_load(&img_cloud[0][3], datadir + "/images/shared/cloud-03.png",
- USE_ALPHA);
-
-
- texture_load(&img_cloud[1][0], datadir + "/images/shared/cloud-10.png",
- USE_ALPHA);
-
- texture_load(&img_cloud[1][1], datadir + "/images/shared/cloud-11.png",
- USE_ALPHA);
-
- texture_load(&img_cloud[1][2], datadir + "/images/shared/cloud-12.png",
- USE_ALPHA);
-
- texture_load(&img_cloud[1][3], datadir + "/images/shared/cloud-13.png",
- USE_ALPHA);
-
-
- /* Bad guys: */
- load_badguy_gfx();
-
- /* Upgrades: */
-
- texture_load(&img_mints, datadir + "/images/shared/mints.png", USE_ALPHA);
- texture_load(&img_coffee, datadir + "/images/shared/coffee.png", USE_ALPHA);
-
-
- /* Weapons: */
-
- texture_load(&img_bullet, datadir + "/images/shared/bullet.png", USE_ALPHA);
-
- texture_load(&img_red_glow, datadir + "/images/shared/red-glow.png",
- USE_ALPHA);
-
-
-
- /* Distros: */
-
- texture_load(&img_distro[0], datadir + "/images/shared/distro-0.png",
- USE_ALPHA);
-
- texture_load(&img_distro[1], datadir + "/images/shared/distro-1.png",
- USE_ALPHA);
-
- texture_load(&img_distro[2], datadir + "/images/shared/distro-2.png",
- USE_ALPHA);
-
- texture_load(&img_distro[3], datadir + "/images/shared/distro-3.png",
- USE_ALPHA);
-
-
- /* Tux life: */
-
- texture_load(&tux_life, datadir + "/images/shared/tux-life.png",
- USE_ALPHA);
-
- /* Herring: */
-
- texture_load(&img_golden_herring, datadir + "/images/shared/golden-herring.png",
- USE_ALPHA);
-
-
- /* Super background: */
-
- texture_load(&img_super_bkgd, datadir + "/images/shared/super-bkgd.png",
- IGNORE_ALPHA);
-
-
- /* Sound effects: */
-
- /* if (use_sound) // this will introduce SERIOUS bugs here ! because "load_sound"
- // initialize sounds[i] with the correct pointer's value:
- // NULL or something else. And it will be dangerous to
- // play with not-initialized pointers.
- // This is also true with if (use_music)
- Send a mail to me: neoneurone@users.sf.net, if you have another opinion. :)
- */
- for (i = 0; i < NUM_SOUNDS; i++)
- sounds[i] = load_sound(datadir + soundfilenames[i]);
-
- /* Herring song */
- herring_song = load_song(datadir + "/music/SALCON.MOD");
-}
-
-
-/* Free shared data: */
-
-void unloadshared(void)
-{
- int i;
-
- for (i = 0; i < 3; i++)
- {
- texture_free(&tux_right[i]);
- texture_free(&tux_left[i]);
- texture_free(&bigtux_right[i]);
- texture_free(&bigtux_left[i]);
- }
-
- texture_free(&bigtux_right_jump);
- texture_free(&bigtux_left_jump);
-
- for (i = 0; i < 2; i++)
- {
- texture_free(&cape_right[i]);
- texture_free(&cape_left[i]);
- texture_free(&bigcape_right[i]);
- texture_free(&bigcape_left[i]);
- }
-
- texture_free(&ducktux_left);
- texture_free(&ducktux_right);
-
- texture_free(&skidtux_left);
- texture_free(&skidtux_right);
-
- free_badguy_gfx();
-
- texture_free(&img_box_full);
- texture_free(&img_box_empty);
-
- texture_free(&img_water);
- for (i = 0; i < 3; i++)
- texture_free(&img_waves[i]);
-
- texture_free(&img_pole);
- texture_free(&img_poletop);
-
- for (i = 0; i < 2; i++)
- texture_free(&img_flag[i]);
-
- texture_free(&img_mints);
- texture_free(&img_coffee);
+ sprintf(str, "SCORE: %d", player_status.score);
+ gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
- for (i = 0; i < 4; i++)
- {
- texture_free(&img_distro[i]);
- texture_free(&img_cloud[0][i]);
- texture_free(&img_cloud[1][i]);
- }
-
- texture_free(&img_golden_herring);
-
- for (i = 0; i < NUM_SOUNDS; i++)
- free_chunk(sounds[i]);
-
- /* free the herring song */
- free_music( herring_song );
-}
-
-
-/* Draw a tile on the screen: */
-
-void drawshape(float x, float y, unsigned int c, Uint8 alpha)
-{
- if (c != 0)
- {
- Tile* ptile = TileManager::instance()->get(c);
- if(ptile)
- {
- if(ptile->images.size() > 1)
- {
- texture_draw(&ptile->images[( ((global_frame_counter*25) / ptile->anim_speed) % (ptile->images.size()))],x,y, alpha);
- }
- else if (ptile->images.size() == 1)
- {
- texture_draw(&ptile->images[0],x,y, alpha);
- }
- else
- {
- //printf("Tile not dravable %u\n", c);
- }
- }
- }
-}
-
-
-/* What shape is at some position? */
-unsigned int shape(float x, float y)
-{
-
- int xx, yy;
- unsigned int c;
-
- yy = ((int)y / 32);
- xx = ((int)x / 32);
-
- if (yy >= 0 && yy < 15 && xx >= 0 && xx <= current_level.width)
- {
- c = current_level.ia_tiles[yy][xx];
- }
- else
- c = 0;
-
- return(c);
-}
-
-Tile* gettile(float x, float y)
-{
- return TileManager::instance()->get(shape(x, y));
-}
-
-bool issolid(float x, float y)
-{
- Tile* tile = TileManager::instance()->get
- (shape(x,y));
- if(tile)
- {
- if(tile->solid == true)
- return true;
- else
- return false;
- }
- else
- {
- return false;
- }
-}
-
-/* Is it a brick? */
-
-bool isbrick(float x, float y)
-{
- Tile* tile = TileManager::instance()->get
- (shape(x,y));
- if(tile)
- {
- if(tile->brick == true)
- return true;
- else
- return false;
- }
- else
- {
- return false;
- }
-}
-
-
-/* Is it ice? */
-
-bool isice(float x, float y)
-{
- Tile* tile = TileManager::instance()->get
- (shape(x,y));
- if(tile)
- {
- if(tile->ice == true)
- return true;
- else
- return false;
- }
- else
- {
- return false;
- }
-}
-
-/* Is it a full box? */
-
-bool isfullbox(float x, float y)
-{
- Tile* tile = TileManager::instance()->get
- (shape(x,y));
- if(tile)
- {
- if(tile->fullbox == true)
- return true;
- else
- return false;
- }
- else
- {
- return false;
- }
-}
-
-bool isdistro(float x, float y)
-{
- Tile* tile = TileManager::instance()->get(shape(x,y));
- return tile && tile->distro;
-}
-
-/* Break a brick: */
-void trybreakbrick(float x, float y, bool small)
-{
- Tile* tile = gettile(x, y);
- if (tile->brick)
- {
- if (tile->data > 0)
- {
- /* Get a distro from it: */
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
-
- if (!counting_distros)
- {
- counting_distros = true;
- distro_counter = 50;
- }
-
- if (distro_counter <= 0)
- level_change(¤t_level,x, y, TM_IA, tile->next_tile);
-
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- }
- else if (!small)
- {
- /* Get rid of it: */
- level_change(¤t_level,x, y, TM_IA, tile->next_tile);
-
- /* Replace it with broken bits: */
- add_broken_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
-
- /* Get some score: */
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
- score = score + SCORE_BRICK;
- }
- }
-}
-
-
-/* Bounce a brick: */
-
-void bumpbrick(float x, float y)
-{
- add_bouncy_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
-
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
-
-}
-
-
-/* Empty a box: */
-void tryemptybox(float x, float y, int col_side)
-{
- Tile* tile = gettile(x,y);
- if (!tile->fullbox)
- return;
-
- // according to the collision side, set the upgrade direction
- if(col_side == LEFT)
- col_side = RIGHT;
- else
- col_side = LEFT;
-
- switch(tile->data)
- {
- case 1: //'A': /* Box with a distro! */
- add_bouncy_distro(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32 - 32);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
- score = score + SCORE_DISTRO;
- distros++;
- break;
-
- case 2: // 'B': /* Add an upgrade! */
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_MINTS);
- else /* Tux is big, add coffee: */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_COFFEE);
- play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
- break;
-
- case 3:// '!': /* Add a golden herring */
- add_upgrade((int)((x + 1) / 32) * 32, (int)(y / 32) * 32 - 32, col_side, UPGRADE_HERRING);
- break;
- default:
- break;
- }
-
- /* Empty the box: */
- level_change(¤t_level,x, y, TM_IA, tile->next_tile);
-}
-
-/* Try to grab a distro: */
-void trygrabdistro(float x, float y, int bounciness)
-{
- Tile* tile = gettile(x, y);
- if (tile && tile->distro)
- {
- level_change(¤t_level,x, y, TM_IA, tile->next_tile);
- play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
-
- if (bounciness == BOUNCE)
- {
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
- }
-
- score = score + SCORE_DISTRO;
- distros++;
- }
-}
-
-/* Try to bump a bad guy from below: */
-void trybumpbadguy(float x, float y)
-{
- /* Bad guys: */
- for (unsigned int i = 0; i < bad_guys.size(); i++)
- {
- if (bad_guys[i].base.x >= x - 32 && bad_guys[i].base.x <= x + 32 &&
- bad_guys[i].base.y >= y - 16 && bad_guys[i].base.y <= y + 16)
- {
- bad_guys[i].collision(&tux, CO_PLAYER, COLLISION_BUMP);
- }
- }
-
-
- /* Upgrades: */
- for (unsigned int i = 0; i < upgrades.size(); i++)
- {
- if (upgrades[i].base.height == 32 &&
- upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
- upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
- {
- upgrades[i].base.xm = -upgrades[i].base.xm;
- upgrades[i].base.ym = -8;
- play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
- }
- }
-}
-
-/* (Status): */
-void drawstatus(void)
-{
- char str[60];
-
- sprintf(str, "%d", score);
- text_draw(&white_text, "SCORE", 0, 0, 1);
- text_draw(&gold_text, str, 96, 0, 1);
-
- 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);
- }
- else
- {
- text_draw(&white_text,"Press ESC To Return",0,20,1);
- }
-
- if (timer_get_left(&time_left) > TIME_WARNING || (global_frame_counter % 10) < 5)
- {
- 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);
- }
-
- 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);
- }
-}
-
-
-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);
+ 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 drawresultscreen(void)
-{
- char str[80];
-
- clearscreen(0, 0, 0);
-
- text_drawf(&blue_text, "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, "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 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 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);
-
- set_defaults();
- level_free(¤t_level);
- if(level_load(¤t_level,level_subset,level) != 0)
- exit(1);
- arrays_free();
- activate_bad_guys(¤t_level);
- activate_particle_systems();
- level_free_gfx();
- level_load_gfx(¤t_level);
- level_free_song();
- level_load_song(¤t_level);
- 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;
}
+