X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.cpp;h=3b593f955e95d12961ecde83c8e8385aea9850e7;hb=626ab69641b179048b9d0fc528cd1626886fe9db;hp=e2c44b9f003b6970783932f8e0059170fcdcfac6;hpb=65d4a9ee3602f105940b49374ddfd92599576dc9;p=supertux.git diff --git a/src/gameloop.cpp b/src/gameloop.cpp index e2c44b9f0..3b593f955 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -18,17 +18,20 @@ // 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 -#include -#include -#include -#include -#include +#include +#include +#include +#include +#include +#include +#include #include -#include -#include +#include +#include + #include #ifndef WIN32 @@ -36,38 +39,57 @@ #include #endif -#include "defines.h" -#include "globals.h" +#include "app/globals.h" #include "gameloop.h" -#include "screen.h" -#include "setup.h" -#include "high_scores.h" -#include "menu.h" -#include "badguy.h" -#include "world.h" -#include "special.h" -#include "player.h" +#include "video/screen.h" +#include "app/setup.h" +#include "gui/menu.h" +#include "sector.h" #include "level.h" -#include "scene.h" -#include "collision.h" #include "tile.h" -#include "particlesystem.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 "music_manager.h" +#include "app/gettext.h" +#include "worldmap.h" +#include "misc.h" +#include "statistics.h" +#include "timer.h" +#include "object/fireworks.h" GameSession* GameSession::current_ = 0; -GameSession::GameSession(const std::string& subset_, int levelnb_, int mode) - : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE), - subset(subset_) +bool compare_last(std::string& haystack, std::string needle) +{ + int haystack_size = haystack.size(); + int needle_size = needle.size(); + + if(haystack_size < needle_size) + return false; + + if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0) + return true; + return false; +} + +GameSession::GameSession(const std::string& levelfile_, int mode, + Statistics* statistics) + : level(0), currentsector(0), st_gl_mode(mode), + end_sequence(NO_ENDSEQUENCE), levelfile(levelfile_), + best_level_statistics(statistics) { current_ = this; - global_frame_counter = 0; game_pause = false; + fps_fps = 0; - fps_timer.init(true); - frame_timer.init(true); + context = new DrawingContext(); restart_level(); } @@ -79,88 +101,92 @@ GameSession::restart_level() exit_status = ES_NONE; end_sequence = NO_ENDSEQUENCE; - fps_timer.init(true); - frame_timer.init(true); - - float old_x_pos = -1; + last_keys.clear(); - if (world) - { // Tux has lost a life, so we try to respawn him at the nearest reset point - old_x_pos = world->get_tux()->base.x; +#if 0 + Vector tux_pos = Vector(-1,-1); + if (currentsector) + { + // Tux has lost a life, so we try to respawn him at the nearest reset point + tux_pos = currentsector->player->base; } +#endif - delete world; - - if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE) - { - world = new World(subset); - } - else if (st_gl_mode == ST_GL_DEMO_GAME) - { - world = new World(subset); - } - else - { - world = new World(subset, levelnb); - } - - // Set Tux to the nearest reset point - if (old_x_pos != -1) - { - ResetPoint best_reset_point = { -1, -1 }; - for(std::vector::iterator i = get_level()->reset_points.begin(); - i != get_level()->reset_points.end(); ++i) - { - if (i->x < old_x_pos && best_reset_point.x < i->x) - best_reset_point = *i; - } - - if (best_reset_point.x != -1) - { - world->get_tux()->base.x = best_reset_point.x; - world->get_tux()->base.y = best_reset_point.y; - } - } - - if (st_gl_mode != ST_GL_DEMO_GAME) - { - if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE) - levelintro(); + 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()); } + currentsector->activate(reset_pos); + } else { + currentsector = level->get_sector("main"); + if(!currentsector) + throw std::runtime_error("Couldn't find main sector"); + currentsector->activate("main"); + } + + if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE) + levelintro(); - time_left.init(true); start_timers(); - world->play_music(LEVEL_MUSIC); + currentsector->play_music(LEVEL_MUSIC); } GameSession::~GameSession() { - delete world; + delete level; + delete context; } void -GameSession::levelintro(void) +GameSession::levelintro() { - music_manager->halt_music(); + SoundManager::get()->halt_music(); char str[60]; - - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); - else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); - sprintf(str, "%s", world->get_level()->name.c_str()); - gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1); + 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); + } + } + +// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160), +// CENTER_ALLIGN, LAYER_FOREGROUND1); + context.draw_center_text(gold_text, level->get_name(), Vector(0, 160), + LAYER_FOREGROUND1); sprintf(str, "TUX x %d", player_status.lives); - 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, 360, A_HMIDDLE, A_TOP, 1); - + context.draw_text(white_text, str, Vector(screen->w/2, 210), + CENTER_ALLIGN, LAYER_FOREGROUND1); - flipscreen(); + 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->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1); + + + if(best_level_statistics != NULL) + best_level_statistics->draw_message_info(context, _("Best Level Statistics")); + + context.do_drawing(); SDL_Event event; wait_for_event(event,1000,3000,true); @@ -170,26 +196,25 @@ GameSession::levelintro(void) void GameSession::start_timers() { - time_left.start(world->get_level()->time_left*1000); - st_pause_ticks_init(); - update_time = st_get_ticks(); + time_left.start(level->timelimit); + Ticks::pause_init(); } 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(game_pause) return; - if(st_gl_mode == ST_GL_TEST) - { - exit_status = ES_LEVEL_ABORT; - } - else if (!Menu::current()) - { - Menu::set_current(game_menu); - st_pause_ticks_start(); - } + if(st_gl_mode == ST_GL_TEST) { + exit_status = ES_LEVEL_ABORT; + } else if (!Menu::current()) { + Menu::set_current(game_menu); + Ticks::pause_start(); + } } void @@ -197,19 +222,19 @@ GameSession::process_events() { if (end_sequence != NO_ENDSEQUENCE) { - Player& tux = *world->get_tux(); + Player& tux = *currentsector->player; - tux.input.fire = UP; - tux.input.left = UP; - tux.input.right = DOWN; - tux.input.down = UP; + tux.input.fire = false; + tux.input.left = false; + tux.input.right = true; + tux.input.down = false; - if (int(last_x_pos) == int(tux.base.x)) - tux.input.up = DOWN; + if (int(last_x_pos) == int(tux.get_pos().x)) + tux.input.up = true; else - tux.input.up = UP; + tux.input.up = false; - last_x_pos = tux.base.x; + last_x_pos = tux.get_pos().x; SDL_Event event; while (SDL_PollEvent(&event)) @@ -219,13 +244,13 @@ GameSession::process_events() { Menu::current()->event(event); if(!Menu::current()) - st_pause_ticks_stop(); + Ticks::pause_stop(); } switch(event.type) { case SDL_QUIT: /* Quit event - quit: */ - st_abort("Received window close", ""); + Termination::abort("Received window close", ""); break; case SDL_KEYDOWN: /* A keypress! */ @@ -252,7 +277,7 @@ GameSession::process_events() else // normal mode { if(!Menu::current() && !game_pause) - st_pause_ticks_stop(); + Ticks::pause_stop(); SDL_Event event; while (SDL_PollEvent(&event)) @@ -261,34 +286,24 @@ GameSession::process_events() if (Menu::current()) { Menu::current()->event(event); - 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); + if(!Menu::current()) + Ticks::pause_stop(); } else { - Player& tux = *world->get_tux(); + Player& tux = *currentsector->player; switch(event.type) { case SDL_QUIT: /* Quit event - quit: */ - st_abort("Received window close", ""); + Termination::abort("Received window close", ""); break; case SDL_KEYDOWN: /* A keypress! */ { SDLKey key = event.key.keysym.sym; - if(tux.key_event(key,DOWN)) + if(tux.key_event(key, true)) break; switch(key) @@ -305,67 +320,58 @@ GameSession::process_events() { SDLKey key = event.key.keysym.sym; - if(tux.key_event(key, UP)) + if(tux.key_event(key, false)) break; switch(key) { + case SDLK_a: + if(debug_mode) + { + char buf[160]; + snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f", + tux.get_pos().x, tux.get_pos().y); + context->draw_text(white_text, buf, + Vector(0, screen->h - white_text->get_height()), + LEFT_ALLIGN, LAYER_FOREGROUND1); + context->do_drawing(); + SDL_Delay(1000); + } + break; case SDLK_p: if(!Menu::current()) { + // "lifeup" cheat activates pause cause of the 'p' + // so work around to ignore it + if(compare_last(last_keys, "lifeu")) + break; + if(game_pause) { game_pause = false; - st_pause_ticks_stop(); + Ticks::pause_stop(); } else { game_pause = true; - st_pause_ticks_start(); - } - } - break; - case SDLK_TAB: - if(debug_mode) - { - tux.size = !tux.size; - if(tux.size == BIG) - { - tux.base.height = 64; + Ticks::pause_start(); } - else - tux.base.height = 32; } break; - case SDLK_END: - if(debug_mode) - player_status.distros += 50; - break; - case SDLK_DELETE: - if(debug_mode) - tux.got_coffee = 1; - break; - case SDLK_INSERT: - if(debug_mode) - tux.invincible_timer.start(TUX_INVINCIBLE_TIME); - break; - case SDLK_l: - if(debug_mode) - --player_status.lives; - break; - case SDLK_s: - if(debug_mode) - player_status.score += 1000; - case SDLK_f: - if(debug_fps) - debug_fps = false; - else - debug_fps = true; - break; default: break; } } + + /* Check if chacrater is ASCII */ + char ch[2]; + if((event.key.keysym.unicode & 0xFF80) == 0) + { + ch[0] = event.key.keysym.unicode & 0x7F; + ch[1] = '\0'; + } + last_keys.append(ch); // add to cheat keys + handle_cheats(); break; case SDL_JOYAXISMOTION: @@ -373,44 +379,75 @@ GameSession::process_events() { if (event.jaxis.value < -joystick_keymap.dead_zone) { - tux.input.left = DOWN; - tux.input.right = UP; + tux.input.left = true; + tux.input.right = false; } else if (event.jaxis.value > joystick_keymap.dead_zone) { - tux.input.left = UP; - tux.input.right = DOWN; + tux.input.left = false; + tux.input.right = true; } else { - tux.input.left = DOWN; - tux.input.right = DOWN; + tux.input.left = false; + tux.input.right = false; } } else if (event.jaxis.axis == joystick_keymap.y_axis) { if (event.jaxis.value > joystick_keymap.dead_zone) - tux.input.down = DOWN; + { + tux.input.up = true; + tux.input.down = false; + } else if (event.jaxis.value < -joystick_keymap.dead_zone) - tux.input.down = UP; + { + tux.input.up = false; + tux.input.down = true; + } else - tux.input.down = UP; + { + tux.input.up = false; + tux.input.down = false; + } } break; + + case SDL_JOYHATMOTION: + if(event.jhat.value & SDL_HAT_UP) { + tux.input.up = true; + tux.input.down = false; + } else if(event.jhat.value & SDL_HAT_DOWN) { + tux.input.up = false; + tux.input.down = true; + } else if(event.jhat.value & SDL_HAT_LEFT) { + tux.input.left = true; + tux.input.right = false; + } else if(event.jhat.value & SDL_HAT_RIGHT) { + tux.input.left = false; + tux.input.right = true; + } else if(event.jhat.value == SDL_HAT_CENTERED) { + tux.input.left = false; + tux.input.right = false; + tux.input.up = false; + tux.input.down = false; + } + break; case SDL_JOYBUTTONDOWN: + // FIXME: I assume we have to set old_jump and stuff here?!? if (event.jbutton.button == joystick_keymap.a_button) - tux.input.up = DOWN; + tux.input.jump = true; else if (event.jbutton.button == joystick_keymap.b_button) - tux.input.fire = DOWN; + tux.input.fire = true; else if (event.jbutton.button == joystick_keymap.start_button) on_escape_press(); break; case SDL_JOYBUTTONUP: if (event.jbutton.button == joystick_keymap.a_button) - tux.input.up = UP; + tux.input.jump = false; else if (event.jbutton.button == joystick_keymap.b_button) - tux.input.fire = UP; + tux.input.fire = false; break; default: @@ -422,94 +459,178 @@ GameSession::process_events() } void +GameSession::handle_cheats() +{ + 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(compare_last(last_keys, "grow")) { + tux.grow(false); + last_keys.clear(); + } + if(compare_last(last_keys, "fire")) { + tux.grow(false); + tux.got_power = tux.FIRE_POWER; + last_keys.clear(); + } + if(compare_last(last_keys, "ice")) { + tux.grow(false); + tux.got_power = tux.ICE_POWER; + last_keys.clear(); + } + if(compare_last(last_keys, "lifeup")) { + player_status.lives++; + last_keys.clear(); + } + if(compare_last(last_keys, "lifedown")) { + player_status.lives--; + last_keys.clear(); + } + if(compare_last(last_keys, "grease")) { + tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); + last_keys.clear(); + } + if(compare_last(last_keys, "invincible")) { + // be invincle for the rest of the level + tux.invincible_timer.start(10000); + last_keys.clear(); + } + if(compare_last(last_keys, "shrink")) { + // remove powerups + tux.kill(tux.SHRINK); + last_keys.clear(); + } + if(compare_last(last_keys, "kill")) { + // kill Tux, but without losing a life + player_status.lives++; + tux.kill(tux.KILL); + last_keys.clear(); + } + if(compare_last(last_keys, "grid")) { + // toggle debug grid + debug_grid = !debug_grid; + last_keys.clear(); + } + if(compare_last(last_keys, "hover")) { + // toggle hover ability on/off + tux.enable_hover = !tux.enable_hover; + last_keys.clear(); + } + if(compare_last(last_keys, "gotoend")) { + // goes to the end of the level + tux.move(Vector( + (currentsector->solids->get_width()*32) - (screen->w*2), 0)); + currentsector->camera->reset( + Vector(tux.get_pos().x, tux.get_pos().y)); + last_keys.clear(); + } + if(compare_last(last_keys, "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(compare_last(last_keys, "marek")) { + tux.flapping_mode = Player::MAREK_FLAP; + last_keys.clear(); + } + if(compare_last(last_keys, "ricardo")) { + tux.flapping_mode = Player::RICARDO_FLAP; + last_keys.clear(); + } + if(compare_last(last_keys, "ryan")) { + tux.flapping_mode = Player::RYAN_FLAP; + last_keys.clear(); + } +} + +void GameSession::check_end_conditions() { - Player* tux = world->get_tux(); + Player* tux = currentsector->player; /* End of level? */ - 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) - { - end_sequence = ENDSEQUENCE_WAITING; - } - else if(!end_sequence && endtile && endtile->data == 0) - { - end_sequence = ENDSEQUENCE_RUNNING; - last_x_pos = -1; - 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 if (!end_sequence && tux->is_dead()) - { - 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(); - } + if(end_sequence && endsequence_timer.check()) { + exit_status = ES_LEVEL_FINISHED; + return; + } else if (!end_sequence && tux->is_dead()) { + player_status.bonus = PlayerStatus::NO_BONUS; - return; + 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; + } } void -GameSession::action(double frame_ratio) +GameSession::action(float elapsed_time) { - if (exit_status == ES_NONE) + // advance timers + if (exit_status == ES_NONE && !currentsector->player->growing_timer.check()) { // Update Tux and the World - world->action(frame_ratio); + currentsector->action(elapsed_time); } + + // respawning in new sector? + if(newsector != "" && newspawnpoint != "") { + Sector* sector = level->get_sector(newsector); + currentsector = sector; + currentsector->activate(newspawnpoint); + currentsector->play_music(LEVEL_MUSIC); + newsector = newspawnpoint = ""; + } } void GameSession::draw() { - world->draw(); - drawstatus(); + currentsector->draw(*context); + drawstatus(*context); if(game_pause) { int x = screen->h / 20; for(int i = 0; i < x; ++i) { - fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1); + context->draw_filled_rect( + Vector(i % 2 ? (pause_menu_frame * i)%screen->w : + -((pause_menu_frame * i)%screen->w) + ,(i*20+pause_menu_frame)%screen->h), + Vector(screen->w,10), + Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1); } - fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128); - blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1); + context->draw_filled_rect( + Vector(0,0), Vector(screen->w, screen->h), + Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1); + context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"), + Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2); + + char str1[60]; + char str2[124]; + sprintf(str1, _("Playing: ")); + sprintf(str2, level->name.c_str()); + + context->draw_text(blue_text, str1, + Vector((screen->w - (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->w - (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); } if(Menu::current()) { - Menu::current()->draw(); - mouse_cursor->draw(); + Menu::current()->draw(*context); + mouse_cursor->draw(*context); } - updatescreen(); + context->do_drawing(); } void @@ -525,10 +646,10 @@ GameSession::process_menu() switch (game_menu->check()) { case MNID_CONTINUE: - st_pause_ticks_stop(); + Ticks::pause_stop(); break; case MNID_ABORTLEVEL: - st_pause_ticks_stop(); + Ticks::pause_stop(); exit_status = ES_LEVEL_ABORT; break; } @@ -552,239 +673,292 @@ GameSession::run() int fps_cnt = 0; - update_time = last_update_time = st_get_ticks(); - // Eat unneeded events SDL_Event event; - while (SDL_PollEvent(&event)) {} + while(SDL_PollEvent(&event)) + {} draw(); - while (exit_status == ES_NONE) - { - /* Calculate the movement-factor */ - double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE); + Uint32 lastticks = SDL_GetTicks(); + fps_ticks = SDL_GetTicks(); - if(!frame_timer.check()) - { - frame_timer.start(25); - ++global_frame_counter; - } + while (exit_status == ES_NONE) { + Uint32 ticks = SDL_GetTicks(); + float elapsed_time = float(ticks - lastticks) / 1000.; + if(!game_pause) + global_time += elapsed_time; + lastticks = ticks; - /* Handle events: */ - world->get_tux()->input.old_fire = world->get_tux()->input.fire; - - 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) - action(frame_ratio/2); - else if(end_sequence == NO_ENDSEQUENCE) - action(frame_ratio); - } - else - { - ++pause_menu_frame; - SDL_Delay(50); - } - - draw(); - - /* Time stops in pause mode */ - if(game_pause || Menu::current()) - { - continue; - } + // 40fps is minimum + if(elapsed_time > .025) + elapsed_time = .025; + + /* Handle events: */ + currentsector->player->input.old_fire = currentsector->player->input.fire; + currentsector->player->input.old_up = currentsector->player->input.old_up; - /* Set the time of the last update and the time of the current update */ - last_update_time = update_time; - update_time = st_get_ticks(); + process_events(); + process_menu(); - /* Pause till next frame, if the machine running the game is too fast: */ - /* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But - the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */ - if(last_update_time >= update_time - 12) - { - SDL_Delay(10); - update_time = st_get_ticks(); - } + // 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) + action(elapsed_time/2); + else if(end_sequence == NO_ENDSEQUENCE) + action(elapsed_time); + } + else + { + ++pause_menu_frame; + SDL_Delay(50); + } - /* Handle time: */ - if (!time_left.check() && world->get_tux()->dying == DYING_NOT - && !end_sequence) - world->get_tux()->kill(Player::KILL); + draw(); - /* Handle music: */ - if(world->get_tux()->invincible_timer.check() && !end_sequence) - { - world->play_music(HERRING_MUSIC); - } - /* are we low on time ? */ - 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 && !end_sequence) - { - world->play_music(LEVEL_MUSIC); - } + /* Time stops in pause mode */ + if(game_pause || Menu::current()) + { + continue; + } - /* Calculate frames per second */ - if(show_fps) - { - ++fps_cnt; - fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt; + //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) + { + currentsector->play_music(HERRING_MUSIC); + } + /* are we low on time ? */ + else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence) + { + currentsector->play_music(HURRYUP_MUSIC); + } + /* or just normal music? */ + else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) + { + currentsector->play_music(LEVEL_MUSIC); + } - if(!fps_timer.check()) - { - fps_timer.start(1000); - fps_cnt = 0; - } - } + /* Calculate frames per second */ + if(show_fps) + { + ++fps_cnt; + + if(SDL_GetTicks() - fps_ticks >= 500) + { + fps_fps = (float) fps_cnt / .5; + fps_cnt = 0; + fps_ticks = SDL_GetTicks(); + } } + } return exit_status; } -/* Bounce a brick: */ -void bumpbrick(float x, float y) +void +GameSession::respawn(const std::string& sector, const std::string& spawnpoint) { - World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32, - (int)(y / 32) * 32); + newsector = sector; + newspawnpoint = spawnpoint; +} - play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER); +void +GameSession::set_reset_point(const std::string& sector, const Vector& pos) +{ + reset_sector = sector; + reset_pos = pos; +} + +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; + SoundManager::get()->play_music(level_end_song, 0); + 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()); + } + } else if(sequencename == "stoptux") { + end_sequence = ENDSEQUENCE_WAITING; + } else { + std::cout << "Unknown sequence '" << sequencename << "'.\n"; + } } /* (Status): */ void -GameSession::drawstatus() +GameSession::drawstatus(DrawingContext& context) { char str[60]; - - sprintf(str, "%d", player_status.score); - white_text->draw("SCORE", 0, 0, 1); - gold_text->draw(str, 96, 0, 1); + + 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(st_gl_mode == ST_GL_TEST) { - white_text->draw("Press ESC To Return",0,20,1); + context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20), + LEFT_ALLIGN, LAYER_FOREGROUND1); } - 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); + if(time_left.get_timeleft() < 0) { + context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/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->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(gold_text, str, + Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); } - sprintf(str, "%d", player_status.distros); - white_text->draw("COINS", screen->h, 0, 1); - gold_text->draw(str, 608, 0, 1); + sprintf(str, " %d", player_status.distros); + context.draw_text(white_text, _("COINS"), + Vector(screen->w - 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->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1); - white_text->draw("LIVES", 480, 20); if (player_status.lives >= 5) { sprintf(str, "%dx", player_status.lives); - gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP); - tux_life->draw(565+(18*3), 20); + float x = screen->w - 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->w - 16, 20), + LAYER_FOREGROUND1); } else { for(int i= 0; i < player_status.lives; ++i) - tux_life->draw(565+(18*i),20); + context.draw_surface(tux_life, + Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20), + LAYER_FOREGROUND1); } + context.draw_text(white_text, _("LIVES"), + Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20), + LEFT_ALLIGN, LAYER_FOREGROUND1); + if(show_fps) { sprintf(str, "%2.1f", fps_fps); - white_text->draw("FPS", screen->h, 40, 1); - gold_text->draw(str, screen->h + 60, 40, 1); + context.draw_text(white_text, "FPS", + Vector(screen->w - white_text->get_text_width("FPS "), 40), + LEFT_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(gold_text, str, + Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1); } } void -GameSession::drawendscreen() +GameSession::drawresultscreen() { char str[80]; - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); - else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); + 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); + } + } - blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1); + context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200), + CENTER_ALLIGN, LAYER_FOREGROUND1); - sprintf(str, "SCORE: %d", player_status.score); - gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1); + sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT)); + context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); - sprintf(str, "COINS: %d", player_status.distros); - gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1); + sprintf(str, _("COINS: %d"), player_status.distros); + context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1); - flipscreen(); + context.do_drawing(); SDL_Event event; wait_for_event(event,2000,5000,true); } -void -GameSession::drawresultscreen(void) +std::string slotinfo(int slot) { - char str[80]; + std::string tmp; + std::string slotfile; + std::string title; + std::stringstream stream; + stream << slot; + slotfile = st_save_dir + "/slot" + stream.str() + ".stsg"; + + 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."); + + savegame->get("title", title); + } catch(std::exception& e) { + return std::string(_("Slot")) + " " + stream.str() + " - " + + std::string(_("Free")); + } - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); - else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); + return std::string("Slot ") + stream.str() + " - " + title; +} - blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1); +bool process_load_game_menu() +{ + int slot = load_game_menu->check(); - sprintf(str, "SCORE: %d", player_status.score); - gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1); + if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION) + { + std::stringstream stream; + stream << slot; + std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg"; - sprintf(str, "COINS: %d", player_status.distros); - gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1); + fadeout(256); + DrawingContext context; + context.draw_text(white_text, "Loading...", + Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1); + context.do_drawing(); - flipscreen(); - - SDL_Event event; - wait_for_event(event,2000,5000,true); -} + WorldMapNS::WorldMap worldmap; -std::string slotinfo(int slot) -{ - char tmp[1024]; - char slotfile[1024]; - std::string title; - sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot); + worldmap.set_map_filename("/levels/world1/worldmap.stwm"); + // Load the game or at least set the savegame_file variable + worldmap.loadgame(slotfile); - lisp_object_t* savegame = lisp_read_from_file(slotfile); - if (savegame) - { - LispReader reader(lisp_cdr(savegame)); - reader.read_string("title", &title); - lisp_free(savegame); - } + worldmap.display(); - if (access(slotfile, F_OK) == 0) - { - if (!title.empty()) - snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str()); - else - snprintf(tmp, 1024,"Slot %d - Savegame",slot); + Menu::set_current(main_menu); + + Ticks::pause_stop(); + return true; } else - sprintf(tmp,"Slot %d - Free",slot); - - return tmp; + { + return false; + } } - -