#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_), subset(subset_)
+ : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
+ subset(subset_)
{
current_ = this;
- end_sequenze = false;
+
+ global_frame_counter = 0;
+ game_pause = false;
+ fps_fps = 0;
+
+ fps_timer.init(true);
+ frame_timer.init(true);
+
restart_level();
}
GameSession::restart_level()
{
game_pause = false;
- exit_status = NONE;
- end_sequenze = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
fps_timer.init(true);
frame_timer.init(true);
world->get_tux()->base.y = best_reset_point.y;
}
}
-
if (st_gl_mode != ST_GL_DEMO_GAME)
{
}
time_left.init(true);
- start_timers();
+ start_timers();
+ world->play_music(LEVEL_MUSIC);
}
GameSession::~GameSession()
void
GameSession::levelintro(void)
{
+ music_manager->halt_music();
+
char str[60];
- /* Level Intro: */
- clearscreen(0, 0, 0);
+
+ get_level()->draw_bg();
sprintf(str, "%s", world->get_level()->name.c_str());
- gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
sprintf(str, "TUX x %d", player_status.lives);
- white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ 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);
void
GameSession::on_escape_press()
{
+ 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;
+
if(st_gl_mode == ST_GL_TEST)
{
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
}
else if (!Menu::current())
{
+ /* 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();
}
}
void
GameSession::process_events()
{
- if (end_sequenze)
+ 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))
tux.input.up = UP;
last_x_pos = tux.base.x;
+
+ SDL_Event event;
+ while (SDL_PollEvent(&event))
+ {
+ /* Check for menu-events, if the menu is shown */
+ if (Menu::current())
+ {
+ Menu::current()->event(event);
+ if(!Menu::current())
+ st_pause_ticks_stop();
+ }
+
+ switch(event.type)
+ {
+ case SDL_QUIT: /* Quit event - quit: */
+ st_abort("Received window close", "");
+ break;
+
+ 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;
+ }
+ }
}
- else
+ else // normal mode
{
+ if(!Menu::current() && !game_pause)
+ st_pause_ticks_stop();
+
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (Menu::current())
{
Menu::current()->event(event);
- st_pause_ticks_start();
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
else
{
Player& tux = *world->get_tux();
- st_pause_ticks_stop();
-
switch(event.type)
{
case SDL_QUIT: /* Quit event - quit: */
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)
}
}
-
void
GameSession::check_end_conditions()
{
Player* tux = world->get_tux();
/* End of level? */
- if (tux->base.x >= World::current()->get_level()->endpos + 320)
+ 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 = ES_LEVEL_FINISHED;
+ return;
+ }
+ else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
{
- exit_status = LEVEL_FINISHED;
+ end_sequence = ENDSEQUENCE_WAITING;
}
- else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequenze)
+ else if(!end_sequence && endtile && endtile->data == 0)
{
- end_sequenze = true;
+ end_sequence = ENDSEQUENCE_RUNNING;
last_x_pos = -1;
- 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!?
+ exit_status = ES_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)
+ if (exit_status == ES_NONE)
{
// Update Tux and the World
world->action(frame_ratio);
{
switch (game_menu->check())
{
- case 2:
+ case MNID_CONTINUE:
st_pause_ticks_stop();
break;
- case 5:
+ case MNID_ABORTLEVEL:
st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
break;
}
}
GameSession::run()
{
Menu::set_current(0);
- Player* tux = world->get_tux();
current_ = this;
- int fps_cnt;
-
- global_frame_counter = 0;
- game_pause = false;
-
- fps_timer.init(true);
- frame_timer.init(true);
+ int fps_cnt = 0;
- last_update_time = st_get_ticks();
- fps_cnt = 0;
-
- /* Clear screen: */
- clearscreen(0, 0, 0);
- updatescreen();
-
- /* Play music: */
- play_current_music();
+ update_time = last_update_time = st_get_ticks();
// Eat unneeded events
SDL_Event event;
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);
}
/* Handle events: */
- tux->input.old_fire = tux->input.fire;
+ world->get_tux()->input.old_fire = world->get_tux()->input.fire;
process_events();
process_menu();
// 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_sequenze)
- 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
{
}
/* Handle time: */
- if (time_left.check())
+ 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() && !end_sequence)
{
- /* are we low on time ? */
- if (time_left.get_left() < TIME_WARNING
- && (get_current_music() != HURRYUP_MUSIC)) /* play the fast music */
- {
- set_current_music(HURRYUP_MUSIC);
- play_current_music();
- }
+ world->play_music(HERRING_MUSIC);
}
- else if(tux->dying == DYING_NOT)
+ /* are we low on time ? */
+ else if (time_left.get_left() < TIME_WARNING && !end_sequence)
{
- tux->kill(KILL);
+ world->play_music(HURRYUP_MUSIC);
+ }
+ /* or just normal music? */
+ else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
+ {
+ world->play_music(LEVEL_MUSIC);
}
/* Calculate frames per second */
}
}
- halt_music();
-
- world->get_level()->free_gfx();
- world->get_level()->cleanup();
- world->get_level()->free_song();
-
return exit_status;
}
/* Bounce a brick: */
void bumpbrick(float x, float y)
{
- World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ World::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
}
{
char str[60];
- sprintf(str, "%d", player_status.score);
+ snprintf(str, 60, "%d", player_status.score);
white_text->draw("SCORE", 0, 0, 1);
gold_text->draw(str, 96, 0, 1);
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", 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);
+ }
sprintf(str, "%d", player_status.distros);
- white_text->draw("DISTROS", screen->h, 0, 1);
- gold_text->draw(str, 608, 0, 1);
+ white_text->draw("COINS", screen->w - white_text->w*9, 0, 1);
+ gold_text->draw(str, screen->w - gold_text->w*2, 0, 1);
- white_text->draw("LIVES", screen->h, 20, 1);
-
- if(show_fps)
+ white_text->draw("LIVES", screen->w - white_text->w*9, 20);
+ if (player_status.lives >= 5)
{
- sprintf(str, "%2.1f", fps_fps);
- white_text->draw("FPS", screen->h, 40, 1);
- gold_text->draw(str, screen->h + 60, 40, 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);
}
-
- for(int i= 0; i < player_status.lives; ++i)
+ else
{
- tux_life->draw(565+(18*i),20);
+ for(int i= 0; i < player_status.lives; ++i)
+ tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
}
-}
-
-void
-GameSession::drawendscreen()
-{
- char str[80];
-
- clearscreen(0, 0, 0);
-
- blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
- sprintf(str, "SCORE: %d", player_status.score);
- gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "COINS: %d", player_status.distros);
- gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
- flipscreen();
-
- SDL_Event event;
- wait_for_event(event,2000,5000,true);
+ 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);
+ }
}
void
{
char str[80];
- clearscreen(0, 0, 0);
+ get_level()->draw_bg();
blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
sprintf(str, "SCORE: %d", player_status.score);
gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
- sprintf(str, "DISTROS: %d", player_status.distros);
+ sprintf(str, "COINS: %d", player_status.distros);
gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
flipscreen();
{
char tmp[1024];
char slotfile[1024];
+ std::string title;
sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+ lisp_object_t* savegame = lisp_read_from_file(slotfile);
+ if (savegame)
+ {
+ LispReader reader(lisp_cdr(savegame));
+ reader.read_string("title", &title);
+ lisp_free(savegame);
+ }
+
if (access(slotfile, F_OK) == 0)
- sprintf(tmp,"Slot %d - Savegame",slot);
+ {
+ 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);