X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=fbeac4ea7b6768a2fe6cae88234cb11e981b3d78;hb=c1583b50b204a0c9e50c7b7750db50d24ff5f6fa;hp=037099c32d736fa531bfc2e949980bf67ee060df;hpb=99095f57c0c103f77fe0a12624450e6f99435830;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 037099c32..fbeac4ea7 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -35,41 +35,37 @@ #include -#ifndef WIN32 -#include -#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" -#include "tile.h" -#include "player_status.h" -#include "object/particlesystem.h" -#include "object/background.h" -#include "object/tilemap.h" -#include "object/camera.h" -#include "object/player.h" -#include "lisp/lisp.h" -#include "lisp/parser.h" -#include "resources.h" -#include "app/gettext.h" -#include "worldmap.h" -#include "misc.h" -#include "statistics.h" -#include "timer.h" -#include "object/fireworks.h" -#include "textscroller.h" -#include "control/codecontroller.h" -#include "control/joystickkeyboardcontroller.h" -#include "main.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" +#include "game_session.hpp" +#include "video/screen.hpp" +#include "audio/sound_manager.hpp" +#include "gui/menu.hpp" +#include "sector.hpp" +#include "level.hpp" +#include "tile.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 "statistics.hpp" +#include "timer.hpp" +#include "object/fireworks.hpp" +#include "textscroller.hpp" +#include "control/codecontroller.hpp" +#include "control/joystickkeyboardcontroller.hpp" +#include "main.hpp" +#include "file_system.hpp" +#include "gameconfig.hpp" +#include "gettext.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; @@ -83,8 +79,10 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, capture_demo_stream(0), playback_demo_stream(0), demo_controller(0) { current_ = this; + currentsector = 0; game_pause = false; + music_playing = false; fps_fps = 0; context = new DrawingContext(); @@ -110,7 +108,7 @@ GameSession::restart_level() 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); + //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit); if(reset_sector != "") { currentsector = level->get_sector(reset_sector); @@ -130,8 +128,11 @@ GameSession::restart_level() if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE) levelintro(); - start_timers(); - currentsector->play_music(LEVEL_MUSIC); + if (!music_playing) + { + currentsector->play_music(LEVEL_MUSIC); + music_playing = true; + } if(capture_file != "") record_demo(capture_file); @@ -183,8 +184,6 @@ GameSession::play_demo(const std::string& filename) void GameSession::levelintro() { - sound_manager->halt_music(); - char str[60]; DrawingContext context; @@ -217,16 +216,7 @@ GameSession::levelintro() context.do_drawing(); - SDL_Event event; - wait_for_event(event,1000,3000,true); -} - -/* Reset Timers */ -void -GameSession::start_timers() -{ - time_left.start(level->timelimit); - Ticks::pause_init(); + wait_for_event(1.0, 3.0); } void @@ -240,10 +230,8 @@ 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; } } @@ -257,7 +245,6 @@ GameSession::process_events() // end of pause mode? if(!Menu::current() && game_pause) { game_pause = false; - Ticks::pause_stop(); } if (end_sequence != NO_ENDSEQUENCE) { @@ -321,6 +308,8 @@ GameSession::process_events() void GameSession::try_cheats() { + if(currentsector == 0) + return; Player& tux = *currentsector->player; // Cheating words (the goal of this is really for debugging, @@ -411,7 +400,7 @@ GameSession::check_end_conditions() } void -GameSession::action(float elapsed_time) +GameSession::update(float elapsed_time) { // handle controller if(main_controller->pressed(Controller::PAUSE_MENU)) @@ -420,7 +409,7 @@ GameSession::action(float elapsed_time) // advance timers if(!currentsector->player->growing_timer.started()) { // Update Tux and the World - currentsector->action(elapsed_time); + currentsector->update(elapsed_time); } // respawning in new sector? @@ -435,6 +424,9 @@ GameSession::action(float elapsed_time) newsector = ""; newspawnpoint = ""; } + + // update sounds + sound_manager->set_listener_position(currentsector->player->get_pos()); } void @@ -448,7 +440,6 @@ GameSession::draw() if(Menu::current()) { Menu::current()->draw(*context); - mouse_cursor->draw(*context); } context->do_drawing(); @@ -491,7 +482,7 @@ GameSession::process_menu() { Menu* menu = Menu::current(); if(menu) { - menu->action(); + menu->update(); if(menu == game_menu) { switch (game_menu->check()) { @@ -537,16 +528,21 @@ GameSession::run() 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; - - skipdraw = false; + game_time += elapsed_time; // regulate fps ticks = SDL_GetTicks(); if(ticks > fps_nextframe_ticks) { - // don't draw all frames when we're getting too slow - skipdraw = true; + 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() @@ -582,9 +578,9 @@ GameSession::run() // Update the world check_end_conditions(); if (end_sequence == ENDSEQUENCE_RUNNING) - action(elapsed_time/2); + update(elapsed_time/2); else if(end_sequence == NO_ENDSEQUENCE) - action(elapsed_time); + update(elapsed_time); } else { @@ -594,6 +590,9 @@ GameSession::run() if(!skipdraw) draw(); + // update sounds + sound_manager->update(); + /* Time stops in pause mode */ if(game_pause || Menu::current()) { @@ -602,10 +601,6 @@ GameSession::run() //frame_rate.update(); - /* Handle time: */ - if (time_left.check() && !end_sequence) - currentsector->player->kill(Player::KILL); - /* Handle music: */ if (currentsector->player->invincible_timer.started() && !end_sequence) { @@ -632,11 +627,21 @@ GameSession::run() } // 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; +} + +void GameSession::respawn(const std::string& sector, const std::string& spawnpoint) { newsector = sector; @@ -650,6 +655,12 @@ GameSession::set_reset_point(const std::string& sector, const Vector& pos) reset_pos = pos; } +std::string +GameSession::get_working_directory() +{ + return FileSystem::dirname(levelfile); +} + void GameSession::display_info_box(const std::string& text) { @@ -688,13 +699,9 @@ GameSession::start_sequence(const std::string& sequencename) end_sequence = ENDSEQUENCE_RUNNING; endsequence_timer.start(7.0); // 7 seconds until we finish the map last_x_pos = -1; - sound_manager->play_music(level_end_song, 0); + sound_manager->play_music("music/leveldone.ogg", false); currentsector->player->invincible_timer.start(7.0); - // add left time to stats - global_stats.set_points(TIME_NEEDED_STAT, - int(time_left.get_period() - time_left.get_timeleft())); - if(sequencename == "fireworks") { currentsector->add_object(new Fireworks()); } @@ -709,58 +716,11 @@ GameSession::start_sequence(const std::string& sequencename) void GameSession::drawstatus(DrawingContext& context) { - char str[60]; - - snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT)); - context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1); - - if(mode == ST_GL_TEST) { - context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20), - LEFT_ALLIGN, LAYER_FOREGROUND1); - } - - if(time_left.get_timeleft() < 0) { - context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0), - CENTER_ALLIGN, LAYER_FOREGROUND1); - } else if (time_left.get_timeleft() > TIME_WARNING - || int(global_time * 2.5) % 2) { - sprintf(str, " %d", int(time_left.get_timeleft())); - context.draw_text(white_text, _("TIME"), - Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); - } - - sprintf(str, " %d", player_status.coins); - context.draw_text(white_text, _("COINS"), - Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0), - LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1); - - if (player_status.lives >= 5) - { - sprintf(str, "%dx", player_status.lives); - float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w; - context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20), - LAYER_FOREGROUND1); - } - else - { - for(int i= 0; i < player_status.lives; ++i) - context.draw_surface(tux_life, - Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 20), - LAYER_FOREGROUND1); - } - - context.draw_text(white_text, _("LIVES"), - Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20), - LEFT_ALLIGN, LAYER_FOREGROUND1); + player_status.draw(context); if(config->show_fps) { - sprintf(str, "%2.1f", fps_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), @@ -796,8 +756,7 @@ 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) @@ -807,7 +766,7 @@ std::string slotinfo(int slot) std::string title; std::stringstream stream; stream << slot; - slotfile = user_dir + "/save/slot" + stream.str() + ".stsg"; + slotfile = "save/slot" + stream.str() + ".stsg"; try { lisp::Parser parser; @@ -830,33 +789,33 @@ 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 = "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(); + sound_manager->stop_music(); + 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; }