// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
-// Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// 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 <config.h>
-#include <iostream>
#include <fstream>
#include <sstream>
#include <cassert>
#include <SDL.h>
#include "game_session.hpp"
+#include "log.hpp"
+#include "worldmap.hpp"
+#include "mainloop.hpp"
#include "video/screen.hpp"
#include "audio/sound_manager.hpp"
#include "gui/menu.hpp"
#include "player_status.hpp"
#include "object/particlesystem.hpp"
#include "object/background.hpp"
+#include "object/gradient.hpp"
#include "object/tilemap.hpp"
#include "object/camera.hpp"
#include "object/player.hpp"
+#include "object/level_time.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 "file_system.hpp"
#include "gameconfig.hpp"
#include "gettext.hpp"
+#include "console.hpp"
+#include "flip_level_transformer.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;
+using namespace WorldMapNS;
+
GameSession* GameSession::current_ = 0;
GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
currentsector = 0;
game_pause = false;
- music_playing = false;
fps_fps = 0;
- context = new DrawingContext();
+ statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
- restart_level();
+ restart_level(true);
}
void
-GameSession::restart_level()
+GameSession::restart_level(bool fromBeginning)
{
game_pause = false;
- exit_status = ES_NONE;
end_sequence = NO_ENDSEQUENCE;
main_controller->reset();
- delete level;
currentsector = 0;
- level = new Level;
+ level.reset(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);
+
+ // get time
+ int time = 0;
+ for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+ {
+ Sector* sec = *i;
+
+ for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+ j != sec->gameobjects.end(); ++j)
+ {
+ GameObject* obj = *j;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ time += int(lt->get_level_time());
+ }
+ }
+ global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
+ if (fromBeginning) reset_sector="";
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(!currentsector) {
if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
levelintro();
- if (!music_playing)
- {
- currentsector->play_music(LEVEL_MUSIC);
- music_playing = true;
- }
+ currentsector->play_music(LEVEL_MUSIC);
if(capture_file != "")
record_demo(capture_file);
delete demo_controller;
delete end_sequence_controller;
- delete level;
- delete context;
current_ = NULL;
}
{
char str[60];
+ sound_manager->stop_music();
+
DrawingContext context;
for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
i != currentsector->gameobjects.end(); ++i) {
if(background) {
background->draw(context);
}
+ Gradient* gradient = dynamic_cast<Gradient*> (*i);
+ if(gradient) {
+ gradient->draw(context);
+ }
}
// context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
- sprintf(str, "TUX x %d", player_status->lives);
+ sprintf(str, "Coins: %d", player_status->coins);
context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
if(best_level_statistics != NULL)
best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
- context.do_drawing();
-
wait_for_event(1.0, 3.0);
}
return; // don't let the player open the menu, when he is dying
if(mode == ST_GL_TEST) {
- exit_status = ES_LEVEL_ABORT;
+ main_loop->exit_screen();
} else if (!Menu::current()) {
Menu::set_current(game_menu);
game_menu->set_active_item(MNID_CONTINUE);
GameSession::process_events()
{
Player& tux = *currentsector->player;
- main_controller->update();
// end of pause mode?
if(!Menu::current() && game_pause) {
last_x_pos = tux.get_pos().x;
}
- main_controller->update();
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- /* Check for menu-events, if the menu is shown */
- if (Menu::current())
- Menu::current()->event(event);
- main_controller->process_event(event);
- if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close");
- }
-
// playback a demo?
if(playback_demo_stream != 0) {
demo_controller->update();
}
void
-GameSession::try_cheats()
-{
- if(currentsector == 0)
- return;
- 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(main_controller->check_cheatcode("grow")) {
- tux.set_bonus(GROWUP_BONUS, false);
- }
- if(main_controller->check_cheatcode("fire")) {
- tux.set_bonus(FIRE_BONUS, false);
- }
- if(main_controller->check_cheatcode("ice")) {
- tux.set_bonus(ICE_BONUS, false);
- }
- if(main_controller->check_cheatcode("lifeup")) {
- player_status->lives++;
- }
- if(main_controller->check_cheatcode("lifedown")) {
- player_status->lives--;
- }
- if(main_controller->check_cheatcode("grease")) {
- tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
- }
- if(main_controller->check_cheatcode("invincible")) {
- // be invincle for the rest of the level
- tux.invincible_timer.start(10000);
- }
- if(main_controller->check_cheatcode("shrink")) {
- // remove powerups
- tux.kill(tux.SHRINK);
- }
- if(main_controller->check_cheatcode("kill")) {
- // kill Tux, but without losing a life
- player_status->lives++;
- tux.kill(tux.KILL);
- }
-#if 0
- if(main_controller->check_cheatcode("grid")) {
- // toggle debug grid
- debug_grid = !debug_grid;
- }
-#endif
- if(main_controller->check_cheatcode("gotoend")) {
- // goes to the end of the level
- tux.move(Vector(
- (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
- currentsector->camera->reset(
- Vector(tux.get_pos().x, tux.get_pos().y));
- }
- if(main_controller->check_cheatcode("finish")) {
- // finish current sector
- exit_status = ES_LEVEL_FINISHED;
- // don't add points to stats though...
- }
-}
-
-void
GameSession::check_end_conditions()
{
Player* tux = currentsector->player;
/* End of level? */
if(end_sequence && endsequence_timer.check()) {
- exit_status = ES_LEVEL_FINISHED;
+ finish(true);
return;
} else if (!end_sequence && tux->is_dead()) {
- 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();
+ if (player_status->coins < 0) {
+ // No more coins: restart level from beginning
+ player_status->coins = 0;
+ restart_level(true);
+ } else {
+ // Still has coins: restart level from last reset point
+ restart_level(false);
}
return;
}
}
-void
-GameSession::update(float elapsed_time)
-{
- // handle controller
- if(main_controller->pressed(Controller::PAUSE_MENU))
- on_escape_press();
-
- // advance timers
- if(!currentsector->player->growing_timer.started()) {
- // Update Tux and the World
- currentsector->update(elapsed_time);
- }
-
- // respawning in new sector?
- if(newsector != "" && newspawnpoint != "") {
- Sector* sector = level->get_sector(newsector);
- if(sector == 0) {
- std::cerr << "Sector '" << newsector << "' not found.\n";
- }
- sector->activate(newspawnpoint);
- sector->play_music(LEVEL_MUSIC);
- currentsector = sector;
- newsector = "";
- newspawnpoint = "";
- }
-
- // update sounds
- sound_manager->set_listener_position(currentsector->player->get_pos());
-}
-
void
-GameSession::draw()
+GameSession::draw(DrawingContext& context)
{
- currentsector->draw(*context);
- drawstatus(*context);
+ currentsector->draw(context);
+ drawstatus(context);
if(game_pause)
- draw_pause();
-
- if(Menu::current()) {
- Menu::current()->draw(*context);
- }
-
- context->do_drawing();
+ draw_pause(context);
}
void
-GameSession::draw_pause()
+GameSession::draw_pause(DrawingContext& context)
{
- int x = SCREEN_HEIGHT / 20;
- for(int i = 0; i < x; ++i) {
- context->draw_filled_rect(
- Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
- -((pause_menu_frame * i)%SCREEN_WIDTH)
- ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
- Vector(SCREEN_WIDTH,10),
- Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
- LAYER_FOREGROUND1+1);
- }
-
- context->draw_filled_rect(
+ context.draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(
- static_cast<float>(rand() % 50) / 255.0,
- static_cast<float>(rand() % 50) / 255.0,
- static_cast<float>(rand() % 50) / 255.0,
- 0.5), LAYER_FOREGROUND1);
-#if 0
- context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
- Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
-
- const char* str1 = _("Playing: ");
- const char* str2 = level->get_name().c_str();
-
- context->draw_text(blue_text, str1,
- Vector((SCREEN_WIDTH - (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_WIDTH - (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);
-#endif
+ Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
}
void
break;
case MNID_ABORTLEVEL:
Menu::set_current(0);
- exit_status = ES_LEVEL_ABORT;
+ main_loop->exit_screen();
break;
}
- } else if(menu == options_menu) {
- process_options_menu();
- } else if(menu == load_game_menu ) {
- process_load_game_menu();
}
}
}
+void
+GameSession::setup()
+{
+ Menu::set_current(NULL);
+ current_ = this;
+
+ // Eat unneeded events
+ SDL_Event event;
+ while(SDL_PollEvent(&event))
+ {}
+}
+
+void
+GameSession::update(float elapsed_time)
+{
+ process_events();
+ process_menu();
+
+ check_end_conditions();
+
+ // handle controller
+ if(main_controller->pressed(Controller::PAUSE_MENU))
+ on_escape_press();
+
+ // respawning in new sector?
+ if(newsector != "" && newspawnpoint != "") {
+ Sector* sector = level->get_sector(newsector);
+ if(sector == 0) {
+ log_warning << "Sector '" << newsector << "' not found" << std::endl;
+ }
+ sector->activate(newspawnpoint);
+ sector->play_music(LEVEL_MUSIC);
+ currentsector = sector;
+ newsector = "";
+ newspawnpoint = "";
+ }
+
+ // Update the world state and all objects in the world
+ if(!game_pause) {
+ // Update the world
+ if (end_sequence == ENDSEQUENCE_RUNNING) {
+ currentsector->update(elapsed_time/2);
+ } else if(end_sequence == NO_ENDSEQUENCE) {
+ if(!currentsector->player->growing_timer.started())
+ currentsector->update(elapsed_time);
+ }
+ }
+
+ // update sounds
+ sound_manager->set_listener_position(currentsector->player->get_pos());
+
+ /* Handle music: */
+ if (end_sequence)
+ return;
+
+ if(currentsector->player->invincible_timer.started()) {
+ if(currentsector->player->invincible_timer.get_timeleft() <=
+ TUX_INVINCIBLE_TIME_WARNING) {
+ currentsector->play_music(HERRING_WARNING_MUSIC);
+ } else {
+ currentsector->play_music(HERRING_MUSIC);
+ }
+ } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
+ currentsector->play_music(LEVEL_MUSIC);
+ }
+}
+#if 0
GameSession::ExitStatus
GameSession::run()
{
while (exit_status == ES_NONE) {
// we run in a logical framerate so elapsed time is a constant
+ // This will make the game run determistic and not different on different
+ // machines
static const float elapsed_time = 1.0 / LOGICAL_FPS;
// old code... float elapsed_time = float(ticks - lastticks) / 1000.;
if(!game_pause)
}
fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
-#if 0
- float diff = SDL_GetTicks() - fps_nextframe_ticks;
- 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();
// 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())
+ if(!game_pause)
{
// Update the world
check_end_conditions();
else if(end_sequence == NO_ENDSEQUENCE)
update(elapsed_time);
}
- else
- {
- ++pause_menu_frame;
- }
if(!skipdraw)
draw();
continue;
}
- //frame_rate.update();
-
/* Handle music: */
- if (currentsector->player->invincible_timer.started() && !end_sequence)
+ if (currentsector->player->invincible_timer.started() &&
+ currentsector->player->invincible_timer.get_timeleft()
+ > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
{
currentsector->play_music(HERRING_MUSIC);
}
main_controller->reset();
return exit_status;
}
+#endif
void
GameSession::finish(bool win)
{
- if(win)
- exit_status = ES_LEVEL_FINISHED;
- else
- exit_status = ES_LEVEL_ABORT;
+ if(win) {
+ if(WorldMap::current())
+ WorldMap::current()->finished_level(levelfile);
+ }
+
+ main_loop->exit_screen();
}
void
InfoBox* box = new InfoBox(text);
bool running = true;
+ DrawingContext context;
+
while(running) {
+ // TODO make a screen out of this, another mainloop is ugly
main_controller->update();
SDL_Event event;
while (SDL_PollEvent(&event)) {
main_controller->process_event(event);
if(event.type == SDL_QUIT)
- throw std::runtime_error("Received window close event");
+ main_loop->quit();
}
if(main_controller->pressed(Controller::JUMP)
|| main_controller->pressed(Controller::PAUSE_MENU)
|| main_controller->pressed(Controller::MENU_SELECT))
running = false;
- box->draw(*context);
- draw();
+ else if(main_controller->pressed(Controller::DOWN))
+ box->scrolldown();
+ else if(main_controller->pressed(Controller::UP))
+ box->scrollup();
+ box->draw(context);
+ draw(context);
+ context.do_drawing();
sound_manager->update();
}
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
+ endsequence_timer.start(7.3);
last_x_pos = -1;
sound_manager->play_music("music/leveldone.ogg", false);
- currentsector->player->invincible_timer.start(7.0);
+ currentsector->player->invincible_timer.start(7.3);
+
+ // Stop all clocks.
+ for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+ i != currentsector->gameobjects.end(); ++i)
+ {
+ GameObject* obj = *i;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ lt->stop();
+ }
+
+ // add time spent to statistics
+ int tottime = 0, remtime = 0;
+ for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+ {
+ Sector* sec = *i;
+
+ for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+ j != sec->gameobjects.end(); ++j)
+ {
+ GameObject* obj = *j;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ {
+ tottime += int(lt->get_level_time());
+ remtime += int(lt->get_remaining_time());
+ }
+ }
+ }
+ global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
if(sequencename == "fireworks") {
currentsector->add_object(new Fireworks());
}
} else if(sequencename == "stoptux") {
+ if(!end_sequence) {
+ log_warning << "Final target reached without an active end sequence" << std::endl;
+ this->start_sequence("endsequence");
+ }
end_sequence = ENDSEQUENCE_WAITING;
} else {
- std::cout << "Unknown sequence '" << sequencename << "'.\n";
+ log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
}
}
if(config->show_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 ") - BORDER_X, BORDER_Y + 40),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
+ snprintf(str, sizeof(str), "%3.1f", fps_fps);
+ const char* fpstext = "FPS";
+ context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
}
-}
-void
-GameSession::drawresultscreen()
-{
- char str[80];
-
- DrawingContext context;
- for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
- i != currentsector->gameobjects.end(); ++i) {
- Background* background = dynamic_cast<Background*> (*i);
- if(background) {
- background->draw(context);
- }
+ // draw level stats while end_sequence is running
+ if (end_sequence) {
+ global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
}
-
- context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
-
- sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
- sprintf(str, _("COINS: %d"), player_status->coins);
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
- context.do_drawing();
-
- wait_for_event(2.0, 5.0);
}
-std::string slotinfo(int slot)
-{
- std::string tmp;
- std::string slotfile;
- std::string title;
- std::stringstream stream;
- stream << slot;
- slotfile = "save/slot" + stream.str() + ".stsg";
-
- try {
- lisp::Parser parser;
- std::auto_ptr<lisp::Lisp> 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"));
- }
-
- return std::string("Slot ") + stream.str() + " - " + title;
-}
-
-bool process_load_game_menu()
-{
- int slot = load_game_menu->check();
-
- 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";
-
- 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;
-
- worldmap.set_map_filename("/levels/world1/worldmap.stwm");
- // Load the game or at least set the savegame_file variable
- worldmap.loadgame(slotfile);
-
- worldmap.display();
-
- Menu::set_current(main_menu);
-
- return true;
-}