X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=f1b610814b0c7150d66b9befb3b3a86c2fa97ca6;hb=dd9fdb809ad6effa216e4483f099a48ab2814352;hp=84c1793cbd65d0bfa0ce3b79aee5817bfb3c2ded;hpb=bb1e51d77df632eca2c4977429e831ae44e0dc98;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 84c1793cb..f1b610814 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -20,20 +20,21 @@ #include #include -#include -#include -#include -#include -#include -#include +#include +#include +#include +#include +#include +#include #include -#include +#include #include #include #include "game_session.hpp" #include "log.hpp" +#include "console.hpp" #include "worldmap/worldmap.hpp" #include "mainloop.hpp" #include "audio/sound_manager.hpp" @@ -72,6 +73,7 @@ #include "object/endsequence_walkleft.hpp" #include "object/endsequence_fireworks.hpp" #include "direction.hpp" +#include "scripting/time_scheduler.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" @@ -96,10 +98,11 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) currentsector = NULL; game_pause = false; + speed_before_pause = main_loop->get_speed(); statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png")); - restart_level(true); + restart_level(); game_menu.reset(new Menu()); game_menu->add_label(_("Pause")); @@ -111,7 +114,7 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) } void -GameSession::restart_level(bool fromBeginning) +GameSession::restart_level() { game_pause = false; end_sequence = 0; @@ -126,9 +129,8 @@ GameSession::restart_level(bool fromBeginning) level->stats.total_badguys = level->get_total_badguys(); level->stats.total_secrets = level->get_total_count(); level->stats.reset(); - if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid(); + if(reset_sector != "")level->stats.declare_invalid(); - if (fromBeginning) reset_sector=""; if(reset_sector != "") { currentsector = level->get_sector(reset_sector); if(!currentsector) { @@ -138,7 +140,6 @@ GameSession::restart_level(bool fromBeginning) } currentsector->activate(reset_pos); } else { - player_status->coins += 25; currentsector = level->get_sector("main"); if(!currentsector) throw std::runtime_error("Couldn't find main sector"); @@ -147,6 +148,7 @@ GameSession::restart_level(bool fromBeginning) //levelintro(); + sound_manager->stop_music(); currentsector->play_music(LEVEL_MUSIC); if(capture_file != "") { @@ -277,7 +279,9 @@ GameSession::on_escape_press() 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(); + 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 } @@ -293,11 +297,14 @@ GameSession::on_escape_press() void GameSession::toggle_pause() { - if(Menu::current() == NULL) { + 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; } else { + main_loop->set_speed(speed_before_pause); Menu::set_current(NULL); game_pause = false; } @@ -383,17 +390,8 @@ GameSession::check_end_conditions() /* End of level? */ if(end_sequence && end_sequence->is_done()) { finish(true); - return; } else if (!end_sequence && tux->is_dead()) { - if (player_status->coins < 0) { - // No more coins: restart level from beginning - restart_level(true); - } else { - // Still has coins: restart level from last reset point - restart_level(false); - } - - return; + restart_level(); } } @@ -426,6 +424,7 @@ GameSession::process_menu() switch (game_menu->check()) { case MNID_CONTINUE: Menu::set_current(0); + toggle_pause(); break; case MNID_ABORTLEVEL: Menu::set_current(0); @@ -442,6 +441,11 @@ GameSession::setup() Menu::set_current(NULL); current_ = this; + 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)) @@ -482,9 +486,9 @@ GameSession::update(float elapsed_time) currentsector->update(elapsed_time); } else { if (!end_sequence->is_tux_stopped()) { - currentsector->update(elapsed_time/2); + currentsector->update(elapsed_time); } else { - end_sequence->update(elapsed_time/2); + end_sequence->update(elapsed_time); } } } @@ -592,34 +596,25 @@ GameSession::start_sequence(const std::string& sequencename) } // abort if a sequence is already playing - if (end_sequence) return; + if (end_sequence) + return; if (sequencename == "endsequence") { - - // Determine walking direction for Tux - float xst = 1.f, xend = 2.f; - for(std::vector::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) { - SequenceTrigger* st = dynamic_cast(*i); - if(!st) - continue; - if(st->get_sequence_name() == "stoptux") - xend = st->get_pos().x; - else if(st->get_sequence_name() == "endsequence") - xst = st->get_pos().y; - } - - if (xst > xend) { + 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 { + } else if (sequencename == "fireworks") { + end_sequence = new EndSequenceFireworks(); + } else { log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl; return; } + /* slow down the game for end-sequence */ + main_loop->set_speed(0.5f); + currentsector->add_object(end_sequence); end_sequence->start();