some fixes after my latest changes
[supertux.git] / src / game_session.cpp
index 869da50..613d143 100644 (file)
@@ -63,6 +63,8 @@
 #include "file_system.hpp"
 #include "gameconfig.hpp"
 #include "gettext.hpp"
+#include "exceptions.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"
@@ -147,6 +149,8 @@ GameSession::~GameSession()
   delete end_sequence_controller;
   delete level;
   delete context;
+
+  current_ = NULL;
 }
 
 void
@@ -200,7 +204,7 @@ GameSession::levelintro()
   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
       LAYER_FOREGROUND1);
 
-  sprintf(str, "TUX x %d", player_status.lives);
+  sprintf(str, "TUX x %d", player_status->lives);
   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
@@ -268,7 +272,7 @@ GameSession::process_events()
       Menu::current()->event(event);
     main_controller->process_event(event);
     if(event.type == SDL_QUIT)
-      throw std::runtime_error("Received window close");  
+      throw graceful_shutdown();
   }
 
   // playback a demo?
@@ -324,10 +328,10 @@ GameSession::try_cheats()
     tux.set_bonus(ICE_BONUS, false);
   }
   if(main_controller->check_cheatcode("lifeup")) {
-    player_status.lives++;
+    player_status->lives++;
   }
   if(main_controller->check_cheatcode("lifedown")) {
-    player_status.lives--;
+    player_status->lives--;
   }
   if(main_controller->check_cheatcode("grease")) {
     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
@@ -336,25 +340,28 @@ GameSession::try_cheats()
     // be invincle for the rest of the level
     tux.invincible_timer.start(10000);
   }
+  if(main_controller->check_cheatcode("mortal")) {
+    // give up invincibility
+    tux.invincible_timer.stop();
+  }
   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++;
+    player_status->lives++;
     tux.kill(tux.KILL);
   }
+  if(main_controller->check_cheatcode("whereami")) {
+    std::cout << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << "." << std::endl;
+  }
 #if 0
   if(main_controller->check_cheatcode("grid")) {
     // toggle debug grid
     debug_grid = !debug_grid;
   }
 #endif
-  if(main_controller->check_cheatcode("hover")) {
-    // toggle hover ability on/off
-    tux.enable_hover = !tux.enable_hover;
-  }
   if(main_controller->check_cheatcode("gotoend")) {
     // goes to the end of the level
     tux.move(Vector(
@@ -362,21 +369,15 @@ GameSession::try_cheats()
     currentsector->camera->reset(
         Vector(tux.get_pos().x, tux.get_pos().y));
   }
+  if(main_controller->check_cheatcode("flip")) {
+       FlipLevelTransformer flip_transformer;
+    flip_transformer.transform(GameSession::current()->get_current_level());
+  }
   if(main_controller->check_cheatcode("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(main_controller->check_cheatcode("marek")) {
-    tux.flapping_mode = Player::MAREK_FLAP;
-  }
-  if(main_controller->check_cheatcode("ricardo")) {
-    tux.flapping_mode = Player::RICARDO_FLAP;
-  }
-  if(main_controller->check_cheatcode("ryan")) {
-    tux.flapping_mode = Player::RYAN_FLAP;
-  }
 }
 
 void
@@ -389,7 +390,7 @@ GameSession::check_end_conditions()
     exit_status = ES_LEVEL_FINISHED;
     return;
   } else if (!end_sequence && tux->is_dead()) {
-    if (player_status.lives < 0) { // No more lives!?
+    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();
@@ -455,12 +456,17 @@ GameSession::draw_pause()
           -((pause_menu_frame * i)%SCREEN_WIDTH)
           ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
         Vector(SCREEN_WIDTH,10),
-        Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
+        Color(0.1, 0.1, 0.1, static_cast<float>(rand() % 20 + 1) / 255.0),
+        LAYER_FOREGROUND1+1);
   }
 
   context->draw_filled_rect(
       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
-      Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+      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);
@@ -528,7 +534,7 @@ GameSession::run()
     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;
+      game_time += elapsed_time;
 
     // regulate fps
     ticks = SDL_GetTicks();
@@ -674,7 +680,7 @@ GameSession::display_info_box(const std::string& text)
     while (SDL_PollEvent(&event)) {
       main_controller->process_event(event);
       if(event.type == SDL_QUIT)
-        throw std::runtime_error("Received window close event");
+        throw graceful_shutdown();
     }
 
     if(main_controller->pressed(Controller::JUMP)
@@ -682,8 +688,13 @@ GameSession::display_info_box(const std::string& text)
         || main_controller->pressed(Controller::PAUSE_MENU)
         || main_controller->pressed(Controller::MENU_SELECT))
       running = false;
+    else if(main_controller->pressed(Controller::DOWN))
+      box->scrolldown();
+    else if(main_controller->pressed(Controller::UP))
+      box->scrollup();
     box->draw(*context);
     draw();
+    sound_manager->update();
   }
 
   delete box;
@@ -716,17 +727,17 @@ GameSession::start_sequence(const std::string& sequencename)
 void
 GameSession::drawstatus(DrawingContext& context)
 {
-  player_status.draw(context);
+  player_status->draw(context);
 
   if(config->show_fps) {
     char str[60];
-    snprintf(str, sizeof(str), "%2.1f", fps_fps);
+    snprintf(str, sizeof(str), "%3.1f", fps_fps);
     context.draw_text(white_text, "FPS", 
                       Vector(SCREEN_WIDTH -
-                             white_text->get_text_width("FPS     "), 40),
+                             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, 40),
+                      Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
                       LEFT_ALLIGN, LAYER_FOREGROUND1);
   }
 }
@@ -751,7 +762,7 @@ GameSession::drawresultscreen()
   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);
+  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();