keys are displayed on the screen, they can be "collected" via a scripting function
[supertux.git] / src / game_session.cpp
index 4f5495c..b7985bb 100644 (file)
 
 #include <SDL.h>
 
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "game_session.h"
-#include "video/screen.h"
-#include "gui/menu.h"
-#include "sector.h"
-#include "level.h"
-#include "tile.h"
-#include "player_status.h"
-#include "object/particlesystem.h"
-#include "object/background.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/player.h"
-#include "lisp/lisp.h"
-#include "lisp/parser.h"
-#include "resources.h"
-#include "worldmap.h"
-#include "misc.h"
-#include "statistics.h"
-#include "timer.h"
-#include "object/fireworks.h"
-#include "textscroller.h"
-#include "control/codecontroller.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "main.h"
-#include "file_system.h"
-#include "gameconfig.h"
-#include "gettext.h"
+#include "game_session.hpp"
+#include "video/screen.hpp"
+#include "audio/sound_manager.hpp"
+#include "gui/menu.hpp"
+#include "sector.hpp"
+#include "level.hpp"
+#include "tile.hpp"
+#include "player_status.hpp"
+#include "object/particlesystem.hpp"
+#include "object/background.hpp"
+#include "object/tilemap.hpp"
+#include "object/camera.hpp"
+#include "object/player.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 "object/fireworks.hpp"
+#include "textscroller.hpp"
+#include "control/codecontroller.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "main.hpp"
+#include "file_system.hpp"
+#include "gameconfig.hpp"
+#include "gettext.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"
@@ -83,6 +79,7 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
 {
   current_ = this;
+  currentsector = 0;
   
   game_pause = false;
   music_playing = false;
@@ -187,8 +184,6 @@ GameSession::play_demo(const std::string& filename)
 void
 GameSession::levelintro()
 {
-  //sound_manager->halt_music();
-  
   char str[60];
 
   DrawingContext context;
@@ -205,7 +200,7 @@ 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);
 
@@ -329,10 +324,10 @@ 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);
@@ -347,7 +342,7 @@ GameSession::try_cheats()
   }
   if(main_controller->check_cheatcode("kill")) {
     // kill Tux, but without losing a life
-    player_status.lives++;
+    player_status->lives++;
     tux.kill(tux.KILL);
   }
 #if 0
@@ -394,7 +389,7 @@ 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();
@@ -429,6 +424,9 @@ GameSession::update(float elapsed_time)
     newsector = "";
     newspawnpoint = "";
   }
+
+  // update sounds
+  sound_manager->set_listener_position(currentsector->player->get_pos());
 }
 
 void 
@@ -530,7 +528,7 @@ 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();
@@ -592,6 +590,9 @@ GameSession::run()
     if(!skipdraw)
       draw();
 
+    // update sounds
+    sound_manager->update();
+
     /* Time stops in pause mode */
     if(game_pause || Menu::current())
     {
@@ -683,6 +684,7 @@ GameSession::display_info_box(const std::string& text)
       running = false;
     box->draw(*context);
     draw();
+    sound_manager->update();
   }
 
   delete box;
@@ -698,7 +700,7 @@ GameSession::start_sequence(const std::string& sequencename)
     end_sequence = ENDSEQUENCE_RUNNING;
     endsequence_timer.start(7.0); // 7 seconds until we finish the map
     last_x_pos = -1;
-    sound_manager->play_music(level_end_song, 0);
+    sound_manager->play_music("music/leveldone.ogg", false);
     currentsector->player->invincible_timer.start(7.0);
 
     if(sequencename == "fireworks") {
@@ -715,17 +717,17 @@ 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);
     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);
   }
 }
@@ -750,7 +752,7 @@ 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();
@@ -798,6 +800,7 @@ bool process_load_game_menu()
   stream << slot;
   std::string slotfile = "save/slot" + stream.str() + ".stsg";
 
+  sound_manager->stop_music();
   fadeout(256);
   DrawingContext context;
   context.draw_text(white_text, "Loading...",