GameSession* GameSession::current_ = 0;
GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
- : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(false),
+ : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
subset(subset_)
{
current_ = this;
GameSession::restart_level()
{
game_pause = false;
- exit_status = NONE;
- end_sequence = false;
+ exit_status = ES_NONE;
+ end_sequence = NO_ENDSEQUENCE;
fps_timer.init(true);
frame_timer.init(true);
white_text->drawf(str, 0, 224, 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);
+ white_small_text->drawf(str, 0, 360, A_HMIDDLE, A_TOP, 1);
flipscreen();
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();
}
}
void
GameSession::process_events()
{
- if (end_sequence)
+ 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))
if (Menu::current())
{
Menu::current()->event(event);
- st_pause_ticks_start();
+ if(!Menu::current())
+ st_pause_ticks_stop();
}
switch(event.type)
}
}
}
- else
+ else // normal mode
{
if(!Menu::current() && !game_pause)
st_pause_ticks_stop();
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
{
}
}
-
void
GameSession::check_end_conditions()
{
Player* tux = world->get_tux();
/* End of level? */
- if (tux->base.x >= World::current()->get_level()->endpos + 32 * (get_level()->use_endsequence ? 22 : 10))
+ 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_sequence)
+ else if(!end_sequence && endtile && endtile->data == 0)
{
- end_sequence = true;
+ end_sequence = ENDSEQUENCE_RUNNING;
last_x_pos = -1;
- music_manager->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!?
+ if(st_gl_mode != ST_GL_TEST)
+ drawendscreen();
+
+ 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);
break;
case MNID_ABORTLEVEL:
st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
break;
}
}
update_time = last_update_time = st_get_ticks();
- /* Clear screen: */
- clearscreen(0, 0, 0);
- updatescreen();
-
// Eat unneeded events
SDL_Event event;
while (SDL_PollEvent(&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);
// 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_sequence)
- 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() && world->get_tux()->dying == DYING_NOT)
+ 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())
+ if(world->get_tux()->invincible_timer.check() && !end_sequence)
{
- if(world->get_music_type() != HERRING_MUSIC)
- world->play_music(HERRING_MUSIC);
+ world->play_music(HERRING_MUSIC);
}
/* are we low on time ? */
- else if (time_left.get_left() < TIME_WARNING
- && (world->get_music_type() == LEVEL_MUSIC))
+ 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)
+ else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
{
world->play_music(LEVEL_MUSIC);
}
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", 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);
white_text->draw("COINS", screen->h, 0, 1);
if (player_status.lives >= 5)
{
sprintf(str, "%dx", player_status.lives);
- gold_text->draw(str, 585, 20);
+ gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP);
tux_life->draw(565+(18*3), 20);
}
else
{
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);