Addon include fixes.
[supertux.git] / src / game_session.cpp
index 26f65f1..45198c4 100644 (file)
 #include "object/endsequence_fireworks.hpp"
 #include "direction.hpp"
 #include "scripting/time_scheduler.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;
+#include "levelintro.hpp"
 
 enum GameMenuIDs {
   MNID_CONTINUE,
@@ -92,7 +88,7 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
     end_sequence(0),
     levelfile(levelfile_), best_level_statistics(statistics),
     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
-    play_time(0), edit_mode(false)
+    play_time(0), edit_mode(false), levelintro_shown(false)
 {
   current_ = this;
   currentsector = NULL;
@@ -153,8 +149,6 @@ GameSession::restart_level()
     currentsector->activate("main");
   }
 
-  //levelintro();
-
   sound_manager->stop_music();
   currentsector->play_music(LEVEL_MUSIC);
 
@@ -243,45 +237,6 @@ GameSession::play_demo(const std::string& filename)
 }
 
 void
-GameSession::levelintro()
-{
-  sound_manager->stop_music();
-
-  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);
-    }
-    Gradient* gradient = dynamic_cast<Gradient*> (*i);
-    if(gradient) {
-      gradient->draw(context);
-    }
-  }
-
-//  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
-//      ALIGN_CENTER, LAYER_FOREGROUND1);
-  context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
-      LAYER_FOREGROUND1);
-
-  std::stringstream ss_coins;
-  ss_coins << _("Coins") << ": " << player_status->coins;
-  context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
-      ALIGN_CENTER, LAYER_FOREGROUND1);
-
-  if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
-    context.draw_text(white_small_text,
-      std::string(_("contributed by ")) + level->get_author(),
-      Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
-
-  if(best_level_statistics != NULL)
-    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
-
-  wait_for_event(1.0, 3.0);
-}
-
-void
 GameSession::on_escape_press()
 {
   if(currentsector->player->is_dying() || end_sequence)
@@ -305,17 +260,16 @@ GameSession::on_escape_press()
 void
 GameSession::toggle_pause()
 {
+  // pause
   if(!game_pause) {
     speed_before_pause = main_loop->get_speed();
     main_loop->set_speed(0);
     Menu::set_current(game_menu.get());
     game_menu->set_active_item(MNID_CONTINUE);
     game_pause = true;
-  } else {
-    main_loop->set_speed(speed_before_pause);
-    Menu::set_current(NULL);
-    game_pause = false;
   }
+
+  // unpause is done in update() after the menu is processed
 }
 
 void
@@ -378,9 +332,14 @@ void
 GameSession::process_events()
 {
   // end of pause mode?
+  // XXX this looks like a fail-safe to unpause the game if there's no menu
+  // XXX having it enabled causes some unexpected problems
+  // XXX hopefully disabling it won't...
+  /*
   if(!Menu::current() && game_pause) {
     game_pause = false;
   }
+  */
 
   // playback a demo?
   if(playback_demo_stream != 0) {
@@ -476,7 +435,7 @@ GameSession::setup()
   current_ = this;
 
   if(currentsector != Sector::current()) {
-       currentsector->activate(currentsector->player->get_pos());
+        currentsector->activate(currentsector->player->get_pos());
   }
   currentsector->play_music(LEVEL_MUSIC);
 
@@ -484,6 +443,11 @@ GameSession::setup()
   SDL_Event event;
   while(SDL_PollEvent(&event))
   {}
+
+  if (!levelintro_shown) {
+    levelintro_shown = true;
+    main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
+  }
 }
 
 void
@@ -496,6 +460,12 @@ GameSession::update(float elapsed_time)
   process_events();
   process_menu();
 
+  // Unpause the game if the menu has been closed
+  if (game_pause && !Menu::current()) {
+    main_loop->set_speed(speed_before_pause);
+    game_pause = false;
+  }
+
   check_end_conditions();
 
   // respawning in new sector?
@@ -605,7 +575,7 @@ GameSession::start_sequence(const std::string& sequencename)
 
   // abort if a sequence is already playing
   if (end_sequence)
-         return;
+          return;
 
   if (sequencename == "endsequence") {
     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
@@ -631,7 +601,7 @@ GameSession::start_sequence(const std::string& sequencename)
 
   // Stop all clocks.
   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
-                 i != currentsector->gameobjects.end(); ++i)
+                  i != currentsector->gameobjects.end(); ++i)
   {
     GameObject* obj = *i;