GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
: level(0), currentsector(0),
- end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
+ end_sequence(0),
levelfile(levelfile_), best_level_statistics(statistics),
capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
play_time(0)
{
current_ = this;
currentsector = NULL;
-
+
game_pause = false;
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
GameSession::restart_level(bool fromBeginning)
{
game_pause = false;
- end_sequence = NO_ENDSEQUENCE;
+ end_sequence = 0;
main_controller->reset();
level->stats.total_badguys = level->get_total_badguys();
level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
level->stats.reset();
- if (!fromBeginning) level->stats.declare_invalid();
+ if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
if (fromBeginning) reset_sector="";
if(reset_sector != "") {
throw std::runtime_error("Couldn't find main sector");
currentsector->activate("main");
}
-
+
//levelintro();
currentsector->play_music(LEVEL_MUSIC);
delete playback_demo_stream;
delete demo_controller;
- delete end_sequence_controller;
-
current_ = NULL;
}
GameSession::record_demo(const std::string& filename)
{
delete capture_demo_stream;
-
- capture_demo_stream = new std::ofstream(filename.c_str());
+
+ 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.";
{
delete playback_demo_stream;
delete demo_controller;
-
+
playback_demo_stream = new std::ifstream(filename.c_str());
if(!playback_demo_stream->good()) {
std::stringstream msg;
if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
context.draw_text(white_small_text,
- std::string(_("contributed by ")) + level->get_author(),
+ std::string(_("contributed by ")) + level->get_author(),
Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
if(best_level_statistics != NULL)
void
GameSession::on_escape_press()
{
- if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
+ if(currentsector->player->is_dying() || end_sequence)
+ {
+ // Let the timers run out, we fast-forward them to force past a sequence
+ if (end_sequence) end_sequence->stop();
+ currentsector->player->dying_timer.start(FLT_EPSILON);
return; // don't let the player open the menu, when he is dying
+ }
if(level->on_menukey_script != "") {
std::istringstream in(level->on_menukey_script);
toggle_pause();
}
}
-
+
void
GameSession::toggle_pause()
{
void
GameSession::process_events()
{
- Player& tux = *currentsector->player;
-
// end of pause mode?
if(!Menu::current() && game_pause) {
game_pause = false;
}
- if (end_sequence != NO_ENDSEQUENCE) {
- if(end_sequence_controller == 0) {
- end_sequence_controller = new CodeController();
- tux.set_controller(end_sequence_controller);
- }
-
- end_sequence_controller->press(Controller::RIGHT);
-
- if (int(last_x_pos) == int(tux.get_pos().x))
- end_sequence_controller->press(Controller::JUMP);
- last_x_pos = tux.get_pos().x;
- }
-
// playback a demo?
if(playback_demo_stream != 0) {
demo_controller->update();
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::JUMP));
capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
}
}
Player* tux = currentsector->player;
/* End of level? */
- if(end_sequence && endsequence_timer.check()) {
+ if(end_sequence && end_sequence->is_done()) {
finish(true);
return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
+ if (player_status->coins < 0) {
// No more coins: restart level from beginning
player_status->coins = 0;
restart_level(true);
- } else {
+ } else {
// Still has coins: restart level from last reset point
restart_level(false);
}
-
+
return;
}
}
-void
+void
GameSession::draw(DrawingContext& context)
{
currentsector->draw(context);
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
}
-
+
void
GameSession::process_menu()
{
// handle controller
if(main_controller->pressed(Controller::PAUSE_MENU))
on_escape_press();
-
+
process_events();
process_menu();
// 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 (!end_sequence) {
play_time += elapsed_time; //TODO: make sure we don't count cutscene time
level->stats.time = play_time;
currentsector->update(elapsed_time);
- }
+ } else {
+ if (!end_sequence->is_tux_stopped()) {
+ currentsector->update(elapsed_time/2);
+ } else {
+ end_sequence->update(elapsed_time/2);
+ }
+ }
}
// update sounds
/* Handle music: */
if (end_sequence)
return;
-
+
if(currentsector->player->invincible_timer.started()) {
if(currentsector->player->invincible_timer.get_timeleft() <=
TUX_INVINCIBLE_TIME_WARNING) {
if(WorldMap::current())
WorldMap::current()->finished_level(level.get());
}
-
+
main_loop->exit_screen();
}
bool running = true;
DrawingContext context;
-
+
while(running) {
// TODO make a screen out of this, another mainloop is ugly
if(end_sequence)
return;
- end_sequence = ENDSEQUENCE_RUNNING;
- endsequence_timer.start(7.3);
- last_x_pos = -1;
+ end_sequence = new EndSequence();
+ currentsector->add_object(end_sequence);
+ end_sequence->start();
+
sound_manager->play_music("music/leveldone.ogg", false);
currentsector->player->invincible_timer.start(7.3);
log_warning << "Final target reached without an active end sequence" << std::endl;
this->start_sequence("endsequence");
}
- end_sequence = ENDSEQUENCE_WAITING;
+ if (end_sequence) end_sequence->stop_tux();
} else {
log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
}
level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
}
}
-