X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fgameloop.cpp;h=3b593f955e95d12961ecde83c8e8385aea9850e7;hb=db7e44a2f93bd7c0e7477690e7cc30b6d5273b06;hp=e793a1954f4a0beac5159b80b9e985768d0abdd1;hpb=45d21c1c59a58aa557b62d3aa22ba89a975e323c;p=supertux.git diff --git a/src/gameloop.cpp b/src/gameloop.cpp index e793a1954..3b593f955 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -32,14 +32,13 @@ #include #include -#include "SDL.h" +#include #ifndef WIN32 #include #include #endif -#include "defines.h" #include "app/globals.h" #include "gameloop.h" #include "video/screen.h" @@ -47,8 +46,8 @@ #include "gui/menu.h" #include "sector.h" #include "level.h" -#include "scene.h" #include "tile.h" +#include "player_status.h" #include "object/particlesystem.h" #include "object/background.h" #include "object/tilemap.h" @@ -59,7 +58,6 @@ #include "resources.h" #include "app/gettext.h" #include "worldmap.h" -#include "intro.h" #include "misc.h" #include "statistics.h" #include "timer.h" @@ -93,9 +91,6 @@ GameSession::GameSession(const std::string& levelfile_, int mode, context = new DrawingContext(); - last_swap_point = Vector(-1, -1); - last_swap_stats.reset(); - restart_level(); } @@ -128,40 +123,23 @@ GameSession::restart_level() global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys()); global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit); - currentsector = level->get_sector("main"); - if(!currentsector) - Termination::abort("Level has no main sector.", ""); - currentsector->activate("main"); - -#if 0 - // Set Tux to the nearest reset point - if(tux_pos.x != -1) - { - tux_pos = currentsector->get_best_spawn_point(tux_pos); - - if(last_swap_point.x > tux_pos.x) - tux_pos = last_swap_point; - else // new swap point - { - last_swap_point = tux_pos; - - last_swap_stats += global_stats; - } - - currentsector->player->base.x = tux_pos.x; - currentsector->player->base.y = tux_pos.y; - - // has to reset camera on swapping - currentsector->camera->reset(Vector(currentsector->player->base.x, - currentsector->player->base.y)); - } -#endif - - if (st_gl_mode != ST_GL_DEMO_GAME) - { - if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE) - levelintro(); + 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(); start_timers(); currentsector->play_music(LEVEL_MUSIC); @@ -174,7 +152,7 @@ GameSession::~GameSession() } void -GameSession::levelintro(void) +GameSession::levelintro() { SoundManager::get()->halt_music(); @@ -225,32 +203,18 @@ GameSession::start_timers() void GameSession::on_escape_press() { - if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE) + 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()) - { - /* 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 = *(currentsector->player); - tux.key_event((SDLKey)keymap.up, UP); - tux.key_event((SDLKey)keymap.down, UP); - tux.key_event((SDLKey)keymap.left, UP); - tux.key_event((SDLKey)keymap.right, UP); - tux.key_event((SDLKey)keymap.jump, UP); - tux.key_event((SDLKey)keymap.power, UP); - - Menu::set_current(game_menu); - Ticks::pause_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 @@ -260,15 +224,15 @@ GameSession::process_events() { 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.get_pos().x)) - tux.input.up = DOWN; + tux.input.up = true; else - tux.input.up = UP; + tux.input.up = false; last_x_pos = tux.get_pos().x; @@ -339,7 +303,7 @@ GameSession::process_events() { SDLKey key = event.key.keysym.sym; - if(tux.key_event(key,DOWN)) + if(tux.key_event(key, true)) break; switch(key) @@ -356,7 +320,7 @@ GameSession::process_events() { SDLKey key = event.key.keysym.sym; - if(tux.key_event(key, UP)) + if(tux.key_event(key, false)) break; switch(key) @@ -399,101 +363,15 @@ GameSession::process_events() } } - /* 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'; - } + /* 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 - - // 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(); - } - // 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(); - } + handle_cheats(); break; case SDL_JOYAXISMOTION: @@ -501,74 +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.up = DOWN; - tux.input.down = UP; + tux.input.up = true; + tux.input.down = false; } else if (event.jaxis.value < -joystick_keymap.dead_zone) { - tux.input.up = UP; - tux.input.down = DOWN; + tux.input.up = false; + tux.input.down = true; } else { - tux.input.up = DOWN; - tux.input.down = DOWN; + tux.input.up = false; + tux.input.down = false; } } break; case SDL_JOYHATMOTION: if(event.jhat.value & SDL_HAT_UP) { - tux.input.up = DOWN; - tux.input.down = UP; + tux.input.up = true; + tux.input.down = false; } else if(event.jhat.value & SDL_HAT_DOWN) { - tux.input.up = UP; - tux.input.down = DOWN; + tux.input.up = false; + tux.input.down = true; } else if(event.jhat.value & SDL_HAT_LEFT) { - tux.input.left = DOWN; - tux.input.right = UP; + tux.input.left = true; + tux.input.right = false; } else if(event.jhat.value & SDL_HAT_RIGHT) { - tux.input.left = UP; - tux.input.right = DOWN; + tux.input.left = false; + tux.input.right = true; } else if(event.jhat.value == SDL_HAT_CENTERED) { - tux.input.left = UP; - tux.input.right = UP; - tux.input.up = UP; - tux.input.down = UP; + 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.jump = 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.jump = UP; + tux.input.jump = false; else if (event.jbutton.button == joystick_keymap.b_button) - tux.input.fire = UP; + tux.input.fire = false; break; default: @@ -580,15 +459,101 @@ 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 = currentsector->player; /* End of level? */ if(end_sequence && endsequence_timer.check()) { - exit_status = ES_LEVEL_FINISHED; - global_stats += last_swap_stats; // add swap points stats - return; + exit_status = ES_LEVEL_FINISHED; + return; } else if (!end_sequence && tux->is_dead()) { player_status.bonus = PlayerStatus::NO_BONUS; @@ -809,9 +774,16 @@ GameSession::respawn(const std::string& sector, const std::string& spawnpoint) } 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") { + if(sequencename == "endsequence" || sequencename == "fireworks") { if(end_sequence) return; @@ -825,9 +797,11 @@ GameSession::start_sequence(const std::string& sequencename) global_stats.set_points(TIME_NEEDED_STAT, int(time_left.get_period() - time_left.get_timeleft())); - if(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) { + if(sequencename == "fireworks") { currentsector->add_object(new Fireworks()); } + } else if(sequencename == "stoptux") { + end_sequence = ENDSEQUENCE_WAITING; } else { std::cout << "Unknown sequence '" << sequencename << "'.\n"; } @@ -964,12 +938,6 @@ bool process_load_game_menu() stream << slot; std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg"; - if (access(slotfile.c_str(), F_OK) != 0) - { - shrink_fade(Vector(screen->w/2,screen->h/2), 600); - draw_intro(); - } - fadeout(256); DrawingContext context; context.draw_text(white_text, "Loading...",