X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=edf057fefddd0cf5d3c23e8e61e774b272a980b2;hb=58da7bdf7b352989ef19d89a498938a12ca91b03;hp=662371f2714d2c9033f9188e514c855d18991713;hpb=c0093d25093395cb62fc2526ab42be65a9f015b8;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 662371f27..edf057fef 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -21,6 +21,7 @@ #include #include +#include #include #include #include @@ -39,10 +40,8 @@ #include #endif -#include "app/globals.h" #include "game_session.h" #include "video/screen.h" -#include "app/setup.h" #include "gui/menu.h" #include "sector.h" #include "level.h" @@ -56,7 +55,6 @@ #include "lisp/lisp.h" #include "lisp/parser.h" #include "resources.h" -#include "app/gettext.h" #include "worldmap.h" #include "misc.h" #include "statistics.h" @@ -66,6 +64,13 @@ #include "control/codecontroller.h" #include "control/joystickkeyboardcontroller.h" #include "main.h" +#include "gameconfig.h" +#include "gettext.h" + +// the engine will be run with a lofical framerate of 64fps. +// We choose 64fps here because it is a power of 2, so 1/64 gives an "even" +// binary fraction... +static const float LOGICAL_FPS = 64.0; GameSession* GameSession::current_ = 0; @@ -73,7 +78,8 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, Statistics* statistics) : level(0), currentsector(0), mode(mode), end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0), - levelfile(levelfile_), best_level_statistics(statistics) + levelfile(levelfile_), best_level_statistics(statistics), + capture_demo_stream(0), playback_demo_stream(0), demo_controller(0) { current_ = this; @@ -93,7 +99,6 @@ GameSession::restart_level() end_sequence = NO_ENDSEQUENCE; main_controller->reset(); - last_keys.clear(); delete level; currentsector = 0; @@ -126,16 +131,55 @@ GameSession::restart_level() start_timers(); currentsector->play_music(LEVEL_MUSIC); + + if(capture_file != "") + record_demo(capture_file); } GameSession::~GameSession() { + delete capture_demo_stream; + delete playback_demo_stream; + delete demo_controller; + delete end_sequence_controller; delete level; delete context; } void +GameSession::record_demo(const std::string& filename) +{ + delete capture_demo_stream; + + capture_demo_stream = new std::ofstream(filename.c_str()); + if(!capture_demo_stream->good()) { + std::stringstream msg; + msg << "Couldn't open demo file '" << filename << "' for writing."; + throw std::runtime_error(msg.str()); + } + capture_file = filename; +} + +void +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; + msg << "Couldn't open demo file '" << filename << "' for reading."; + throw std::runtime_error(msg.str()); + } + + Player& tux = *currentsector->player; + demo_controller = new CodeController(); + tux.set_controller(demo_controller); +} + +void GameSession::levelintro() { sound_manager->halt_music(); @@ -172,8 +216,7 @@ GameSession::levelintro() context.do_drawing(); - SDL_Event event; - wait_for_event(event,1000,3000,true); + wait_for_event(1.0, 3.0); } /* Reset Timers */ @@ -181,7 +224,6 @@ void GameSession::start_timers() { time_left.start(level->timelimit); - Ticks::pause_init(); } void @@ -195,10 +237,8 @@ GameSession::on_escape_press() } else if (!Menu::current()) { Menu::set_current(game_menu); game_menu->set_active_item(MNID_CONTINUE); - Ticks::pause_start(); game_pause = true; } else { - Ticks::pause_stop(); game_pause = false; } } @@ -212,7 +252,6 @@ GameSession::process_events() // end of pause mode? if(!Menu::current() && game_pause) { game_pause = false; - Ticks::pause_stop(); } if (end_sequence != NO_ENDSEQUENCE) { @@ -238,6 +277,39 @@ GameSession::process_events() if(event.type == SDL_QUIT) throw std::runtime_error("Received window close"); } + + // playback a demo? + if(playback_demo_stream != 0) { + demo_controller->update(); + char left = false; + char right = false; + char up = false; + char down = false; + char jump = false; + char action = false; + playback_demo_stream->get(left); + playback_demo_stream->get(right); + playback_demo_stream->get(up); + playback_demo_stream->get(down); + playback_demo_stream->get(jump); + playback_demo_stream->get(action); + demo_controller->press(Controller::LEFT, left); + demo_controller->press(Controller::RIGHT, right); + demo_controller->press(Controller::UP, up); + demo_controller->press(Controller::DOWN, down); + demo_controller->press(Controller::JUMP, jump); + demo_controller->press(Controller::ACTION, action); + } + + // save input for demo? + if(capture_demo_stream != 0) { + capture_demo_stream ->put(main_controller->hold(Controller::LEFT)); + 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::ACTION)); + } } void @@ -249,55 +321,44 @@ GameSession::try_cheats() // but could be used for some cheating, nothing wrong with that) if(main_controller->check_cheatcode("grow")) { tux.set_bonus(GROWUP_BONUS, false); - last_keys.clear(); } if(main_controller->check_cheatcode("fire")) { tux.set_bonus(FIRE_BONUS, false); - last_keys.clear(); } if(main_controller->check_cheatcode("ice")) { tux.set_bonus(ICE_BONUS, false); - last_keys.clear(); } if(main_controller->check_cheatcode("lifeup")) { player_status.lives++; - last_keys.clear(); } if(main_controller->check_cheatcode("lifedown")) { player_status.lives--; - last_keys.clear(); } if(main_controller->check_cheatcode("grease")) { tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); - last_keys.clear(); } if(main_controller->check_cheatcode("invincible")) { // be invincle for the rest of the level tux.invincible_timer.start(10000); - last_keys.clear(); } if(main_controller->check_cheatcode("shrink")) { // remove powerups tux.kill(tux.SHRINK); - last_keys.clear(); } if(main_controller->check_cheatcode("kill")) { // kill Tux, but without losing a life player_status.lives++; tux.kill(tux.KILL); - last_keys.clear(); } #if 0 if(main_controller->check_cheatcode("grid")) { // toggle debug grid debug_grid = !debug_grid; - last_keys.clear(); } #endif if(main_controller->check_cheatcode("hover")) { // toggle hover ability on/off tux.enable_hover = !tux.enable_hover; - last_keys.clear(); } if(main_controller->check_cheatcode("gotoend")) { // goes to the end of the level @@ -305,7 +366,6 @@ GameSession::try_cheats() (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0)); currentsector->camera->reset( Vector(tux.get_pos().x, tux.get_pos().y)); - last_keys.clear(); } if(main_controller->check_cheatcode("finish")) { // finish current sector @@ -315,15 +375,12 @@ GameSession::try_cheats() // temporary to help player's choosing a flapping if(main_controller->check_cheatcode("marek")) { tux.flapping_mode = Player::MAREK_FLAP; - last_keys.clear(); } if(main_controller->check_cheatcode("ricardo")) { tux.flapping_mode = Player::RICARDO_FLAP; - last_keys.clear(); } if(main_controller->check_cheatcode("ryan")) { tux.flapping_mode = Player::RYAN_FLAP; - last_keys.clear(); } } @@ -456,7 +513,6 @@ GameSession::run() current_ = this; int fps_cnt = 0; - double fps_nextframe_ticks; // fps regulating code // Eat unneeded events SDL_Event event; @@ -465,38 +521,54 @@ GameSession::run() draw(); - Uint32 lastticks = SDL_GetTicks(); - fps_ticks = SDL_GetTicks(); - fps_nextframe_ticks = SDL_GetTicks(); // fps regulating code + Uint32 fps_ticks = SDL_GetTicks(); + Uint32 fps_nextframe_ticks = SDL_GetTicks(); + Uint32 ticks; + bool skipdraw = false; while (exit_status == ES_NONE) { - Uint32 ticks = SDL_GetTicks(); - float elapsed_time = float(ticks - lastticks) / 1000.; + // 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; - lastticks = ticks; - // 40fps is minimum - if(elapsed_time > 0.025){ - elapsed_time = 0.025; - } - - // fps regualting code - const double wantedFps= 60.0; // set to 60 by now - while (fps_nextframe_ticks > SDL_GetTicks()){ - /* just wait */ - // If we really have to wait long, then do an imprecise SDL_Delay() - if (fps_nextframe_ticks - SDL_GetTicks() > 15){ - SDL_Delay(5); - } - + // 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(); + } } + fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS); + +#if 0 float diff = SDL_GetTicks() - fps_nextframe_ticks; - if (diff > 5.0) - fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / wantedFps); // sets the ticks that must have elapsed - else - fps_nextframe_ticks += 1000.0 / wantedFps; // sets the ticks that must have elapsed - // in order for the next frame to start. + if (diff > 5.0) { + // sets the ticks that must have elapsed + fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS); + } 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(); @@ -516,10 +588,10 @@ GameSession::run() else { ++pause_menu_frame; - SDL_Delay(50); } - draw(); + if(!skipdraw) + draw(); /* Time stops in pause mode */ if(game_pause || Menu::current()) @@ -564,6 +636,12 @@ GameSession::run() } void +GameSession::finish() +{ + exit_status = ES_LEVEL_FINISHED; +} + +void GameSession::respawn(const std::string& sector, const std::string& spawnpoint) { newsector = sector; @@ -723,8 +801,7 @@ GameSession::drawresultscreen() context.do_drawing(); - SDL_Event event; - wait_for_event(event,2000,5000,true); + wait_for_event(2.0, 5.0); } std::string slotinfo(int slot) @@ -757,33 +834,32 @@ bool process_load_game_menu() { int slot = load_game_menu->check(); - if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION) - { - std::stringstream stream; - stream << slot; - std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg"; + 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 = user_dir + "/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(); + 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; + 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.set_map_filename("/levels/world1/worldmap.stwm"); + // Load the game or at least set the savegame_file variable + worldmap.loadgame(slotfile); - worldmap.display(); + worldmap.display(); - Menu::set_current(main_menu); + Menu::set_current(main_menu); - Ticks::pause_stop(); - return true; - } - else - { - return false; - } + return true; }