#include <config.h>
#include <iostream>
+#include <fstream>
#include <sstream>
#include <cassert>
#include <cstdio>
#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"
+// binary fraction...
+static const float LOGICAL_FPS = 64.0;
+
GameSession* GameSession::current_ = 0;
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;
end_sequence = NO_ENDSEQUENCE;
main_controller->reset();
- last_keys.clear();
delete level;
currentsector = 0;
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();
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
// 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
(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
// 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();
}
}
current_ = this;
int fps_cnt = 0;
- double fps_nextframe_ticks; // fps regulating code
// Eat unneeded events
SDL_Event event;
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()
- Uint32 ticks = SDL_GetTicks();
- if (fps_nextframe_ticks - ticks > 15) {
- SDL_Delay((Uint32) (fps_nextframe_ticks - ticks));
- }
+ skipdraw = false;
+
+ // regulate fps
+ ticks = SDL_GetTicks();
+ if(ticks > fps_nextframe_ticks) {
+ // don't draw all frames when we're getting too slow
+ skipdraw = true;
+ } else {
+ 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();
else
{
++pause_menu_frame;
- SDL_Delay(50);
}
- draw();
+ if(!skipdraw)
+ draw();
/* Time stops in pause mode */
if(game_pause || Menu::current())