#include "game_session.hpp"
#include "msg.hpp"
+#include "worldmap.hpp"
+#include "mainloop.hpp"
#include "video/screen.hpp"
#include "audio/sound_manager.hpp"
#include "gui/menu.hpp"
// binary fraction...
static const float LOGICAL_FPS = 64.0;
+using namespace WorldMapNS;
+
GameSession* GameSession::current_ = 0;
GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
game_pause = false;
fps_fps = 0;
- context = new DrawingContext();
- console = new Console(context);
Console::registerCommandReceiver(this);
restart_level(true);
GameSession::restart_level(bool fromBeginning)
{
game_pause = false;
- exit_status = ES_NONE;
end_sequence = NO_ENDSEQUENCE;
main_controller->reset();
delete end_sequence_controller;
delete level;
- delete context;
Console::unregisterCommandReceiver(this);
- delete console;
current_ = NULL;
}
if(best_level_statistics != NULL)
best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
- console->draw();
- 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 graceful_shutdown();
- }
-
// playback a demo?
if(playback_demo_stream != 0) {
demo_controller->update();
return true;
}
if (command == "finish") {
- // finish current sector
- exit_status = ES_LEVEL_FINISHED;
- // don't add points to stats though...
+ if(WorldMap::current() != NULL) {
+ WorldMap::current()->finished_level(levelfile);
+ }
+
return true;
}
if (command == "camera") {
/* End of level? */
if(end_sequence && endsequence_timer.check()) {
- exit_status = ES_LEVEL_FINISHED;
+ finish(true);
// add time spent to statistics
int tottime = 0, remtime = 0;
}
}
-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) {
- msg_warning("Sector '" << newsector << "' not found");
- }
- 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);
- }
-
- console->draw();
- context->do_drawing();
+ draw_pause(context);
}
void
-GameSession::draw_pause()
+GameSession::draw_pause(DrawingContext& context)
{
- context->draw_filled_rect(
+ context.draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
}
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) {
+ msg_warning("Sector '" << newsector << "' not found");
+ }
+ 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 (currentsector->player->invincible_timer.started() &&
+ currentsector->player->invincible_timer.get_timeleft()
+ > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) {
+ currentsector->play_music(HERRING_MUSIC);
+ } else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) {
+ 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() &&
currentsector->player->invincible_timer.get_timeleft()
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) {
main_controller->update();
box->scrolldown();
else if(main_controller->pressed(Controller::UP))
box->scrollup();
- box->draw(*context);
- draw();
+ box->draw(context);
+ draw(context);
+ context.do_drawing();
sound_manager->update();
}
}
}
-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);
- }
- }
-
- 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);
-
- // y == 256 before removal of score
- sprintf(str, _("COINS: %d"), player_status->coins);
- context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
- console->draw();
- 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;
-}