X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=058c14b7734833b983c7f8814d22549d9f0cead5;hb=75acd4b141f45e851a492f089aa9ad24a9552409;hp=1b7bc41dd0832cd52c2bf104899321fa0d1d7319;hpb=249d7138cb5c5e071c563a03f4955942cf997dde;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 1b7bc41dd..058c14b77 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -1,9 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2000 Bill Kendrick -// Copyright (C) 2004 Tobias Glaesser -// Copyright (C) 2004 Ingo Ruhnke +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -14,128 +12,145 @@ // 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 -#include +#include "game_session.hpp" + #include #include -#include -#include -#include -#include -#include -#include +#include +#include +#include +#include +#include +#include #include -#include +#include #include +#include #include -#include "game_session.hpp" -#include "video/screen.hpp" -#include "audio/sound_manager.hpp" -#include "gui/menu.hpp" -#include "sector.hpp" +#include "file_system.hpp" +#include "gameconfig.hpp" +#include "gettext.hpp" #include "level.hpp" -#include "tile.hpp" +#include "levelintro.hpp" +#include "log.hpp" +#include "main.hpp" +#include "mainloop.hpp" #include "player_status.hpp" -#include "object/particlesystem.hpp" -#include "object/background.hpp" -#include "object/tilemap.hpp" -#include "object/camera.hpp" -#include "object/player.hpp" -#include "lisp/lisp.hpp" -#include "lisp/parser.hpp" -#include "resources.hpp" -#include "worldmap.hpp" -#include "misc.hpp" +#include "options_menu.hpp" +#include "random_generator.hpp" +#include "sector.hpp" #include "statistics.hpp" #include "timer.hpp" -#include "object/fireworks.hpp" -#include "textscroller.hpp" +#include "audio/sound_manager.hpp" #include "control/codecontroller.hpp" #include "control/joystickkeyboardcontroller.hpp" -#include "main.hpp" -#include "file_system.hpp" -#include "gameconfig.hpp" -#include "gettext.hpp" +#include "gui/menu.hpp" +#include "object/camera.hpp" +#include "object/endsequence_fireworks.hpp" +#include "object/endsequence_walkleft.hpp" +#include "object/endsequence_walkright.hpp" +#include "object/level_time.hpp" +#include "object/player.hpp" +#include "scripting/squirrel_util.hpp" +#include "worldmap/worldmap.hpp" -// the engine will be run with a logical framerate of 64fps. -// We chose 64fps here because it is a power of 2, so 1/64 gives an "even" -// binary fraction... -static const float LOGICAL_FPS = 64.0; +enum GameMenuIDs { + MNID_CONTINUE, + MNID_ABORTLEVEL +}; -GameSession* GameSession::current_ = 0; +GameSession* GameSession::current_ = NULL; -GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, - Statistics* statistics) - : level(0), currentsector(0), mode(mode), - end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0), +GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) + : level(0), currentsector(0), + end_sequence(0), levelfile(levelfile_), best_level_statistics(statistics), - capture_demo_stream(0), playback_demo_stream(0), demo_controller(0) + capture_demo_stream(0), playback_demo_stream(0), demo_controller(0), + play_time(0), edit_mode(false), levelintro_shown(false) { current_ = this; - currentsector = 0; - + currentsector = NULL; + game_pause = false; - music_playing = false; - fps_fps = 0; + speed_before_pause = main_loop->get_speed(); - context = new DrawingContext(); + statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png")); restart_level(); + + game_menu.reset(new Menu()); + game_menu->add_label(level->name); + game_menu->add_hl(); + game_menu->add_entry(MNID_CONTINUE, _("Continue")); + game_menu->add_submenu(_("Options"), get_options_menu()); + game_menu->add_hl(); + game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level")); } void GameSession::restart_level() { + + if (edit_mode) { + force_ghost_mode(); + return; + } + game_pause = false; - exit_status = ES_NONE; - end_sequence = NO_ENDSEQUENCE; + end_sequence = 0; main_controller->reset(); - delete level; currentsector = 0; - level = new Level; - level->load(levelfile); - - global_stats.reset(); - global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins()); - global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys()); - //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit); - - if(reset_sector != "") { - currentsector = level->get_sector(reset_sector); - if(!currentsector) { - std::stringstream msg; - msg << "Couldn't find sector '" << reset_sector << "' for resetting tux."; - throw std::runtime_error(msg.str()); + level.reset(new Level); + try { + level->load(levelfile); + level->stats.total_coins = level->get_total_coins(); + level->stats.total_badguys = level->get_total_badguys(); + level->stats.total_secrets = level->get_total_secrets(); + level->stats.reset(); + + if(reset_sector != "") { + currentsector = level->get_sector(reset_sector); + if(!currentsector) { + std::stringstream msg; + msg << "Couldn't find sector '" << reset_sector << "' for resetting tux."; + throw std::runtime_error(msg.str()); + } + level->stats.declare_invalid(); + currentsector->activate(reset_pos); + } else { + currentsector = level->get_sector("main"); + if(!currentsector) + throw std::runtime_error("Couldn't find main sector"); + play_time = 0; + currentsector->activate("main"); } - currentsector->activate(reset_pos); - } else { - currentsector = level->get_sector("main"); - if(!currentsector) - throw std::runtime_error("Couldn't find main sector"); - currentsector->activate("main"); + } catch(std::exception& e) { + log_fatal << "Couldn't start level: " << e.what() << std::endl; + main_loop->exit_screen(); } - - if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE) - levelintro(); - if (!music_playing) - { - currentsector->play_music(LEVEL_MUSIC); - music_playing = true; - } + sound_manager->stop_music(); + currentsector->play_music(LEVEL_MUSIC); - if(capture_file != "") + if(capture_file != "") { + int newSeed=0; // next run uses a new seed + while (newSeed == 0) // which is the next non-zero random num. + newSeed = systemRandom.rand(); + config->random_seed = systemRandom.srand(newSeed); + log_info << "Next run uses random seed " <random_seed <good()) { std::stringstream msg; msg << "Couldn't open demo file '" << filename << "' for writing."; throw std::runtime_error(msg.str()); } capture_file = filename; + + char buf[30]; // save the seed in the demo file + snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed); + for (int i=0; i==0 || buf[i-1]; i++) + capture_demo_stream->put(buf[i]); +} + +int +GameSession::get_demo_random_seed(const std::string& filename) +{ + std::istream* test_stream = new std::ifstream(filename.c_str()); + if(test_stream->good()) { + char buf[30]; // recall the seed from the demo file + int seed; + for (int i=0; i<30 && (i==0 || buf[i-1]); i++) + test_stream->get(buf[i]); + if (sscanf(buf, "random_seed=%10d", &seed) == 1) { + log_info << "Random seed " << seed << " from demo file" << std::endl; + return seed; + } + else + log_info << "Demo file contains no random number" << std::endl; + } + return 0; } void @@ -168,7 +206,7 @@ GameSession::play_demo(const std::string& filename) { delete playback_demo_stream; delete demo_controller; - + playback_demo_stream = new std::ifstream(filename.c_str()); if(!playback_demo_stream->good()) { std::stringstream msg; @@ -179,99 +217,120 @@ GameSession::play_demo(const std::string& filename) Player& tux = *currentsector->player; demo_controller = new CodeController(); tux.set_controller(demo_controller); + + // skip over random seed, if it exists in the file + char buf[30]; // ascii decimal seed + int seed; + for (int i=0; i<30 && (i==0 || buf[i-1]); i++) + playback_demo_stream->get(buf[i]); + if (sscanf(buf, "random_seed=%010d", &seed) != 1) + playback_demo_stream->seekg(0); // old style w/o seed, restart at beg } void -GameSession::levelintro() +GameSession::on_escape_press() { - //sound_manager->halt_music(); - - char str[60]; - - DrawingContext context; - for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); - i != currentsector->gameobjects.end(); ++i) { - Background* background = dynamic_cast (*i); - if(background) { - background->draw(context); - } + if(currentsector->player->is_dying() || end_sequence) + { + // Let the timers run out, we fast-forward them to force past a sequence + if (end_sequence) + end_sequence->stop(); + + currentsector->player->dying_timer.start(FLT_EPSILON); + return; // don't let the player open the menu, when he is dying } -// context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160), -// CENTER_ALLIGN, LAYER_FOREGROUND1); - context.draw_center_text(gold_text, level->get_name(), Vector(0, 160), - LAYER_FOREGROUND1); + if(level->on_menukey_script != "") { + std::istringstream in(level->on_menukey_script); + run_script(in, "OnMenuKeyScript"); + } else { + toggle_pause(); + } +} - sprintf(str, "TUX x %d", player_status.lives); - context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210), - CENTER_ALLIGN, LAYER_FOREGROUND1); +void +GameSession::toggle_pause() +{ + // pause + if(!game_pause) { + speed_before_pause = main_loop->get_speed(); + main_loop->set_speed(0); + Menu::set_current(game_menu.get()); + game_menu->set_active_item(MNID_CONTINUE); + game_pause = true; + } - if((level->get_author().size()) && (level->get_author() != "SuperTux Team")) - //TODO make author check case/blank-insensitive - context.draw_text(white_small_text, - std::string(_("contributed by ")) + level->get_author(), - Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1); + // unpause is done in update() after the menu is processed +} +void +GameSession::set_editmode(bool edit_mode) +{ + if (this->edit_mode == edit_mode) return; + this->edit_mode = edit_mode; - if(best_level_statistics != NULL) - best_level_statistics->draw_message_info(context, _("Best Level Statistics")); + currentsector->get_players()[0]->set_edit_mode(edit_mode); - context.do_drawing(); + if (edit_mode) { - wait_for_event(1.0, 3.0); -} + // entering edit mode -void -GameSession::on_escape_press() -{ - if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE) - return; // don't let the player open the menu, when he is dying - - if(mode == ST_GL_TEST) { - exit_status = ES_LEVEL_ABORT; - } else if (!Menu::current()) { - Menu::set_current(game_menu); - game_menu->set_active_item(MNID_CONTINUE); - game_pause = true; } else { - game_pause = false; + + // leaving edit mode + restart_level(); + } } void -GameSession::process_events() +GameSession::force_ghost_mode() { - Player& tux = *currentsector->player; - main_controller->update(); + currentsector->get_players()[0]->set_ghost_mode(true); +} - // end of pause mode? - if(!Menu::current() && game_pause) { - game_pause = false; - } +HSQUIRRELVM +GameSession::run_script(std::istream& in, const std::string& sourcename) +{ + using namespace Scripting; + + // garbage collect thread list + for(ScriptList::iterator i = scripts.begin(); + i != scripts.end(); ) { + HSQOBJECT& object = *i; + HSQUIRRELVM vm = object_to_vm(object); - if (end_sequence != NO_ENDSEQUENCE) { - if(end_sequence_controller == 0) { - end_sequence_controller = new CodeController(); - tux.set_controller(end_sequence_controller); + if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) { + sq_release(global_vm, &object); + i = scripts.erase(i); + continue; } - end_sequence_controller->press(Controller::RIGHT); - - if (int(last_x_pos) == int(tux.get_pos().x)) - end_sequence_controller->press(Controller::JUMP); - last_x_pos = tux.get_pos().x; + ++i; } - main_controller->update(); - SDL_Event event; - while (SDL_PollEvent(&event)) { - /* Check for menu-events, if the menu is shown */ - if (Menu::current()) - Menu::current()->event(event); - main_controller->process_event(event); - if(event.type == SDL_QUIT) - throw std::runtime_error("Received window close"); + HSQOBJECT object = create_thread(global_vm); + scripts.push_back(object); + + HSQUIRRELVM vm = object_to_vm(object); + + compile_and_run(vm, in, sourcename); + + return vm; +} + +void +GameSession::process_events() +{ + // end of pause mode? + // XXX this looks like a fail-safe to unpause the game if there's no menu + // XXX having it enabled causes some unexpected problems + // XXX hopefully disabling it won't... + /* + if(!Menu::current() && game_pause) { + game_pause = false; } + */ // playback a demo? if(playback_demo_stream != 0) { @@ -302,343 +361,169 @@ GameSession::process_events() capture_demo_stream ->put(main_controller->hold(Controller::RIGHT)); capture_demo_stream ->put(main_controller->hold(Controller::UP)); capture_demo_stream ->put(main_controller->hold(Controller::DOWN)); - capture_demo_stream ->put(main_controller->hold(Controller::JUMP)); + capture_demo_stream ->put(main_controller->hold(Controller::JUMP)); capture_demo_stream ->put(main_controller->hold(Controller::ACTION)); } } void -GameSession::try_cheats() -{ - if(currentsector == 0) - return; - Player& tux = *currentsector->player; - - // Cheating words (the goal of this is really for debugging, - // but could be used for some cheating, nothing wrong with that) - if(main_controller->check_cheatcode("grow")) { - tux.set_bonus(GROWUP_BONUS, false); - } - if(main_controller->check_cheatcode("fire")) { - tux.set_bonus(FIRE_BONUS, false); - } - if(main_controller->check_cheatcode("ice")) { - tux.set_bonus(ICE_BONUS, false); - } - if(main_controller->check_cheatcode("lifeup")) { - player_status.lives++; - } - if(main_controller->check_cheatcode("lifedown")) { - player_status.lives--; - } - if(main_controller->check_cheatcode("grease")) { - tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); - } - if(main_controller->check_cheatcode("invincible")) { - // be invincle for the rest of the level - tux.invincible_timer.start(10000); - } - if(main_controller->check_cheatcode("shrink")) { - // remove powerups - tux.kill(tux.SHRINK); - } - if(main_controller->check_cheatcode("kill")) { - // kill Tux, but without losing a life - player_status.lives++; - tux.kill(tux.KILL); - } -#if 0 - if(main_controller->check_cheatcode("grid")) { - // toggle debug grid - debug_grid = !debug_grid; - } -#endif - if(main_controller->check_cheatcode("hover")) { - // toggle hover ability on/off - tux.enable_hover = !tux.enable_hover; - } - if(main_controller->check_cheatcode("gotoend")) { - // goes to the end of the level - tux.move(Vector( - (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0)); - currentsector->camera->reset( - Vector(tux.get_pos().x, tux.get_pos().y)); - } - if(main_controller->check_cheatcode("finish")) { - // finish current sector - exit_status = ES_LEVEL_FINISHED; - // don't add points to stats though... - } - // temporary to help player's choosing a flapping - if(main_controller->check_cheatcode("marek")) { - tux.flapping_mode = Player::MAREK_FLAP; - } - if(main_controller->check_cheatcode("ricardo")) { - tux.flapping_mode = Player::RICARDO_FLAP; - } - if(main_controller->check_cheatcode("ryan")) { - tux.flapping_mode = Player::RYAN_FLAP; - } -} - -void GameSession::check_end_conditions() { Player* tux = currentsector->player; /* End of level? */ - if(end_sequence && endsequence_timer.check()) { - exit_status = ES_LEVEL_FINISHED; - return; + if(end_sequence && end_sequence->is_done()) { + finish(true); } else if (!end_sequence && tux->is_dead()) { - 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; + restart_level(); } } void -GameSession::update(float elapsed_time) -{ - // handle controller - if(main_controller->pressed(Controller::PAUSE_MENU)) - on_escape_press(); - - // advance timers - if(!currentsector->player->growing_timer.started()) { - // Update Tux and the World - currentsector->update(elapsed_time); - } - - // respawning in new sector? - if(newsector != "" && newspawnpoint != "") { - Sector* sector = level->get_sector(newsector); - if(sector == 0) { - std::cerr << "Sector '" << newsector << "' not found.\n"; - } - sector->activate(newspawnpoint); - sector->play_music(LEVEL_MUSIC); - currentsector = sector; - newsector = ""; - newspawnpoint = ""; - } - - // update sounds - sound_manager->set_listener_position(currentsector->player->get_pos()); - sound_manager->update(); -} - -void -GameSession::draw() +GameSession::draw(DrawingContext& context) { - currentsector->draw(*context); - drawstatus(*context); + currentsector->draw(context); + drawstatus(context); if(game_pause) - draw_pause(); - - if(Menu::current()) { - Menu::current()->draw(*context); - } - - context->do_drawing(); + draw_pause(context); } void -GameSession::draw_pause() +GameSession::draw_pause(DrawingContext& context) { - int x = SCREEN_HEIGHT / 20; - for(int i = 0; i < x; ++i) { - context->draw_filled_rect( - Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH : - -((pause_menu_frame * i)%SCREEN_WIDTH) - ,(i*20+pause_menu_frame)%SCREEN_HEIGHT), - Vector(SCREEN_WIDTH,10), - Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1); - } - - context->draw_filled_rect( + context.draw_filled_rect( Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT), - Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1); -#if 0 - context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"), - Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2); - - const char* str1 = _("Playing: "); - const char* str2 = level->get_name().c_str(); - - context->draw_text(blue_text, str1, - Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340), - LEFT_ALLIGN, LAYER_FOREGROUND1+2); - context->draw_text(white_text, str2, - Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340), - LEFT_ALLIGN, LAYER_FOREGROUND1+2); -#endif + Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1); } - + void GameSession::process_menu() { Menu* menu = Menu::current(); if(menu) { - menu->update(); - - if(menu == game_menu) { + if(menu == game_menu.get()) { switch (game_menu->check()) { case MNID_CONTINUE: Menu::set_current(0); + toggle_pause(); break; case MNID_ABORTLEVEL: Menu::set_current(0); - exit_status = ES_LEVEL_ABORT; + main_loop->exit_screen(); break; } - } else if(menu == options_menu) { - process_options_menu(); - } else if(menu == load_game_menu ) { - process_load_game_menu(); } } } - -GameSession::ExitStatus -GameSession::run() +void +GameSession::setup() { - Menu::set_current(0); current_ = this; - - int fps_cnt = 0; + + if(currentsector != Sector::current()) { + currentsector->activate(currentsector->player->get_pos()); + } + currentsector->play_music(LEVEL_MUSIC); // Eat unneeded events SDL_Event event; while(SDL_PollEvent(&event)) {} - draw(); - - Uint32 fps_ticks = SDL_GetTicks(); - Uint32 fps_nextframe_ticks = SDL_GetTicks(); - Uint32 ticks; - bool skipdraw = false; - - while (exit_status == ES_NONE) { - // we run in a logical framerate so elapsed time is a constant - static const float elapsed_time = 1.0 / LOGICAL_FPS; - // old code... float elapsed_time = float(ticks - lastticks) / 1000.; - if(!game_pause) - global_time += elapsed_time; - - // regulate fps - ticks = SDL_GetTicks(); - if(ticks > fps_nextframe_ticks) { - if(skipdraw == true) { - // already skipped last frame? we have to slow down the game then... - skipdraw = false; - fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS); - } else { - // don't draw all frames when we're getting too slow - skipdraw = true; - } - } else { - skipdraw = false; - while(fps_nextframe_ticks > ticks) { - /* just wait */ - // If we really have to wait long, then do an imprecise SDL_Delay() - Uint32 diff = fps_nextframe_ticks - ticks; - if(diff > 15) { - SDL_Delay(diff - 10); - } - ticks = SDL_GetTicks(); - } + if (!levelintro_shown) { + levelintro_shown = true; + main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics)); + } +} + +void +GameSession::update(float elapsed_time) +{ + // handle controller + if(main_controller->pressed(Controller::PAUSE_MENU)) + on_escape_press(); + + process_events(); + process_menu(); + + // Unpause the game if the menu has been closed + if (game_pause && !Menu::current()) { + main_loop->set_speed(speed_before_pause); + game_pause = false; + } + + check_end_conditions(); + + // respawning in new sector? + if(newsector != "" && newspawnpoint != "") { + Sector* sector = level->get_sector(newsector); + if(sector == 0) { + log_warning << "Sector '" << newsector << "' not found" << std::endl; + sector = level->get_sector("main"); } - fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS); + sector->activate(newspawnpoint); + sector->play_music(LEVEL_MUSIC); + currentsector = sector; + //Keep persistent across sectors + if(edit_mode) + currentsector->get_players()[0]->set_edit_mode(edit_mode); + newsector = ""; + newspawnpoint = ""; + } -#if 0 - float diff = SDL_GetTicks() - fps_nextframe_ticks; - if (diff > 5.0) { - // sets the ticks that must have elapsed - fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS); + // Update the world state and all objects in the world + if(!game_pause) { + // Update the world + if (!end_sequence) { + play_time += elapsed_time; //TODO: make sure we don't count cutscene time + level->stats.time = play_time; + currentsector->update(elapsed_time); } else { - // sets the ticks that must have elapsed - // in order for the next frame to start. - fps_nextframe_ticks += 1000.0 / LOGICAL_FPS; - } -#endif - - process_events(); - process_menu(); - - // 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) - update(elapsed_time/2); - else if(end_sequence == NO_ENDSEQUENCE) - update(elapsed_time); - } - else - { - ++pause_menu_frame; + if (!end_sequence->is_tux_stopped()) { + currentsector->update(elapsed_time); + } else { + end_sequence->update(elapsed_time); + } } + } - if(!skipdraw) - draw(); + // update sounds + if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center()); - /* Time stops in pause mode */ - if(game_pause || Menu::current()) - { - continue; - } + /* Handle music: */ + if (end_sequence) + return; - //frame_rate.update(); - - /* Handle music: */ - if (currentsector->player->invincible_timer.started() && !end_sequence) - { + if(currentsector->player->invincible_timer.started()) { + if(currentsector->player->invincible_timer.get_timeleft() <= + TUX_INVINCIBLE_TIME_WARNING) { + currentsector->play_music(HERRING_WARNING_MUSIC); + } else { currentsector->play_music(HERRING_MUSIC); } - /* or just normal music? */ - else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) - { - currentsector->play_music(LEVEL_MUSIC); - } - - /* Calculate frames per second */ - if(config->show_fps) - { - ++fps_cnt; - - if(SDL_GetTicks() - fps_ticks >= 500) - { - fps_fps = (float) fps_cnt / .5; - fps_cnt = 0; - fps_ticks = SDL_GetTicks(); - } - } + } else if(currentsector->get_music_type() != LEVEL_MUSIC) { + currentsector->play_music(LEVEL_MUSIC); } - - // just in case - currentsector = 0; - main_controller->reset(); - return exit_status; } void GameSession::finish(bool win) { - if(win) - exit_status = ES_LEVEL_FINISHED; - else - exit_status = ES_LEVEL_ABORT; + using namespace WorldMapNS; + + if (edit_mode) { + force_ghost_mode(); + return; + } + + if(win) { + if(WorldMap::current()) + WorldMap::current()->finished_level(level.get()); + } + + main_loop->exit_screen(); } void @@ -662,159 +547,70 @@ GameSession::get_working_directory() } void -GameSession::display_info_box(const std::string& text) +GameSession::start_sequence(const std::string& sequencename) { - InfoBox* box = new InfoBox(text); - - bool running = true; - while(running) { - - main_controller->update(); - SDL_Event event; - while (SDL_PollEvent(&event)) { - main_controller->process_event(event); - if(event.type == SDL_QUIT) - throw std::runtime_error("Received window close event"); - } - - if(main_controller->pressed(Controller::JUMP) - || main_controller->pressed(Controller::ACTION) - || main_controller->pressed(Controller::PAUSE_MENU) - || main_controller->pressed(Controller::MENU_SELECT)) - running = false; - box->draw(*context); - draw(); + // do not play sequences when in edit mode + if (edit_mode) { + force_ghost_mode(); + return; } - delete box; -} - -void -GameSession::start_sequence(const std::string& sequencename) -{ - if(sequencename == "endsequence" || sequencename == "fireworks") { - if(end_sequence) - return; - - end_sequence = ENDSEQUENCE_RUNNING; - endsequence_timer.start(7.0); // 7 seconds until we finish the map - last_x_pos = -1; - sound_manager->play_music("music/leveldone.ogg", false); - currentsector->player->invincible_timer.start(7.0); - - if(sequencename == "fireworks") { - currentsector->add_object(new Fireworks()); + // handle special "stoptux" sequence + if (sequencename == "stoptux") { + if (!end_sequence) { + log_warning << "Final target reached without an active end sequence" << std::endl; + this->start_sequence("endsequence"); } - } else if(sequencename == "stoptux") { - end_sequence = ENDSEQUENCE_WAITING; - } else { - std::cout << "Unknown sequence '" << sequencename << "'.\n"; + if (end_sequence) end_sequence->stop_tux(); + return; } -} -/* (Status): */ -void -GameSession::drawstatus(DrawingContext& context) -{ - player_status.draw(context); - - if(config->show_fps) { - char str[60]; - snprintf(str, sizeof(str), "%2.1f", fps_fps); - context.draw_text(white_text, "FPS", - Vector(SCREEN_WIDTH - - white_text->get_text_width("FPS "), 40), - LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH-4*16, 40), - LEFT_ALLIGN, LAYER_FOREGROUND1); - } -} + // abort if a sequence is already playing + if (end_sequence) + return; -void -GameSession::drawresultscreen() -{ - char str[80]; - - DrawingContext context; - for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); - i != currentsector->gameobjects.end(); ++i) { - Background* background = dynamic_cast (*i); - if(background) { - background->draw(context); + if (sequencename == "endsequence") { + if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) { + end_sequence = new EndSequenceWalkLeft(); + } else { + end_sequence = new EndSequenceWalkRight(); } + } else if (sequencename == "fireworks") { + end_sequence = new EndSequenceFireworks(); + } else { + log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl; + return; } - context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200), - CENTER_ALLIGN, LAYER_FOREGROUND1); + /* slow down the game for end-sequence */ + main_loop->set_speed(0.5f); - sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT)); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); + currentsector->add_object(end_sequence); + end_sequence->start(); - sprintf(str, _("COINS: %d"), player_status.coins); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1); - - context.do_drawing(); - - wait_for_event(2.0, 5.0); -} - -std::string slotinfo(int slot) -{ - std::string tmp; - std::string slotfile; - std::string title; - std::stringstream stream; - stream << slot; - slotfile = "save/slot" + stream.str() + ".stsg"; + sound_manager->play_music("music/leveldone.music", false); + currentsector->player->invincible_timer.start(10000.0f); - try { - lisp::Parser parser; - std::auto_ptr root (parser.parse(slotfile)); - - const lisp::Lisp* savegame = root->get_lisp("supertux-savegame"); - if(!savegame) - throw std::runtime_error("file is not a supertux-savegame."); + // Stop all clocks. + for(std::vector::iterator i = currentsector->gameobjects.begin(); + i != currentsector->gameobjects.end(); ++i) + { + GameObject* obj = *i; - savegame->get("title", title); - } catch(std::exception& e) { - return std::string(_("Slot")) + " " + stream.str() + " - " + - std::string(_("Free")); + LevelTime* lt = dynamic_cast (obj); + if(lt) + lt->stop(); } - - return std::string("Slot ") + stream.str() + " - " + title; } -bool process_load_game_menu() +/* (Status): */ +void +GameSession::drawstatus(DrawingContext& context) { - int slot = load_game_menu->check(); + player_status->draw(context); - if(slot == -1) - return false; - - if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION) - return false; - - std::stringstream stream; - stream << slot; - std::string slotfile = "save/slot" + stream.str() + ".stsg"; - - fadeout(256); - DrawingContext context; - context.draw_text(white_text, "Loading...", - Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), - CENTER_ALLIGN, LAYER_FOREGROUND1); - context.do_drawing(); - - WorldMapNS::WorldMap worldmap; - - worldmap.set_map_filename("/levels/world1/worldmap.stwm"); - // Load the game or at least set the savegame_file variable - worldmap.loadgame(slotfile); - - worldmap.display(); - - Menu::set_current(main_menu); - - return true; + // draw level stats while end_sequence is running + if (end_sequence) { + level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); + } }