#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 "gameconfig.h"
-#include "gettext.h"
-
-// the engine will be run with a lofical framerate of 64fps.
-// We choose 64fps here because it is a power of 2, so 1/64 gives an "even"
+#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"
// binary fraction...
static const float LOGICAL_FPS = 64.0;
capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
{
current_ = this;
+ currentsector = 0;
game_pause = false;
+ music_playing = false;
fps_fps = 0;
context = new DrawingContext();
global_stats.reset();
global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
- global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
+ //global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
if(reset_sector != "") {
currentsector = level->get_sector(reset_sector);
if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
levelintro();
- start_timers();
- currentsector->play_music(LEVEL_MUSIC);
+ if (!music_playing)
+ {
+ currentsector->play_music(LEVEL_MUSIC);
+ music_playing = true;
+ }
if(capture_file != "")
record_demo(capture_file);
void
GameSession::levelintro()
{
- sound_manager->halt_music();
-
char str[60];
DrawingContext context;
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);
wait_for_event(1.0, 3.0);
}
-/* Reset Timers */
-void
-GameSession::start_timers()
-{
- time_left.start(level->timelimit);
-}
-
void
GameSession::on_escape_press()
{
void
GameSession::try_cheats()
{
+ if(currentsector == 0)
+ return;
Player& tux = *currentsector->player;
// Cheating words (the goal of this is really for debugging,
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);
}
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
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();
}
void
-GameSession::action(float elapsed_time)
+GameSession::update(float elapsed_time)
{
// handle controller
if(main_controller->pressed(Controller::PAUSE_MENU))
// advance timers
if(!currentsector->player->growing_timer.started()) {
// Update Tux and the World
- currentsector->action(elapsed_time);
+ currentsector->update(elapsed_time);
}
// respawning in new sector?
newsector = "";
newspawnpoint = "";
}
+
+ // update sounds
+ sound_manager->set_listener_position(currentsector->player->get_pos());
}
void
if(Menu::current()) {
Menu::current()->draw(*context);
- mouse_cursor->draw(*context);
}
context->do_drawing();
{
Menu* menu = Menu::current();
if(menu) {
- menu->action();
+ menu->update();
if(menu == game_menu) {
switch (game_menu->check()) {
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;
-
- skipdraw = false;
+ game_time += elapsed_time;
// regulate fps
ticks = SDL_GetTicks();
if(ticks > fps_nextframe_ticks) {
- // don't draw all frames when we're getting too slow
- skipdraw = true;
+ if(skipdraw == true) {
+ // already skipped last frame? we have to slow down the game then...
+ skipdraw = false;
+ fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
+ } else {
+ // don't draw all frames when we're getting too slow
+ skipdraw = true;
+ }
} else {
+ skipdraw = false;
while(fps_nextframe_ticks > ticks) {
/* just wait */
// If we really have to wait long, then do an imprecise SDL_Delay()
// Update the world
check_end_conditions();
if (end_sequence == ENDSEQUENCE_RUNNING)
- action(elapsed_time/2);
+ update(elapsed_time/2);
else if(end_sequence == NO_ENDSEQUENCE)
- action(elapsed_time);
+ update(elapsed_time);
}
else
{
if(!skipdraw)
draw();
+ // update sounds
+ sound_manager->update();
+
/* Time stops in pause mode */
if(game_pause || Menu::current())
{
//frame_rate.update();
- /* Handle time: */
- if (time_left.check() && !end_sequence)
- currentsector->player->kill(Player::KILL);
-
/* Handle music: */
if (currentsector->player->invincible_timer.started() && !end_sequence)
{
}
// just in case
+ currentsector = 0;
main_controller->reset();
return exit_status;
}
void
+GameSession::finish(bool win)
+{
+ if(win)
+ exit_status = ES_LEVEL_FINISHED;
+ else
+ exit_status = ES_LEVEL_ABORT;
+}
+
+void
GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
{
newsector = sector;
reset_pos = pos;
}
+std::string
+GameSession::get_working_directory()
+{
+ return FileSystem::dirname(levelfile);
+}
+
void
GameSession::display_info_box(const std::string& text)
{
running = false;
box->draw(*context);
draw();
+ sound_manager->update();
}
delete box;
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);
- // add left time to stats
- global_stats.set_points(TIME_NEEDED_STAT,
- int(time_left.get_period() - time_left.get_timeleft()));
-
if(sequencename == "fireworks") {
currentsector->add_object(new Fireworks());
}
void
GameSession::drawstatus(DrawingContext& context)
{
- char str[60];
-
- snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
- context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
-
- if(mode == ST_GL_TEST) {
- context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
- }
-
- if(time_left.get_timeleft() < 0) {
- context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
- } else if (time_left.get_timeleft() > TIME_WARNING
- || int(global_time * 2.5) % 2) {
- sprintf(str, " %d", int(time_left.get_timeleft()));
- context.draw_text(white_text, _("TIME"),
- Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
- }
-
- sprintf(str, " %d", player_status.coins);
- context.draw_text(white_text, _("COINS"),
- Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_text(gold_text, str,
- Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
-
- if (player_status.lives >= 5)
- {
- sprintf(str, "%dx", player_status.lives);
- float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w;
- context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
- context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20),
- LAYER_FOREGROUND1);
- }
- else
- {
- for(int i= 0; i < player_status.lives; ++i)
- context.draw_surface(tux_life,
- Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 20),
- LAYER_FOREGROUND1);
- }
-
- context.draw_text(white_text, _("LIVES"),
- Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20),
- LEFT_ALLIGN, LAYER_FOREGROUND1);
+ player_status->draw(context);
if(config->show_fps) {
- sprintf(str, "%2.1f", fps_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);
}
}
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();
std::string title;
std::stringstream stream;
stream << slot;
- slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+ slotfile = "save/slot" + stream.str() + ".stsg";
try {
lisp::Parser parser;
std::stringstream stream;
stream << slot;
- std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+ std::string slotfile = "save/slot" + stream.str() + ".stsg";
+ sound_manager->stop_music();
fadeout(256);
DrawingContext context;
context.draw_text(white_text, "Loading...",