New Badguy "Totem" - a variable-height stack of wooden faces
[supertux.git] / src / game_session.cpp
index 12c0bd1..f495bec 100644 (file)
@@ -20,7 +20,6 @@
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <config.h>
 
-#include <iostream>
 #include <fstream>
 #include <sstream>
 #include <cassert>
@@ -36,6 +35,7 @@
 #include <SDL.h>
 
 #include "game_session.hpp"
+#include "msg.hpp"
 #include "video/screen.hpp"
 #include "audio/sound_manager.hpp"
 #include "gui/menu.hpp"
@@ -48,6 +48,7 @@
 #include "object/tilemap.hpp"
 #include "object/camera.hpp"
 #include "object/player.hpp"
+#include "object/level_time.hpp"
 #include "lisp/lisp.hpp"
 #include "lisp/parser.hpp"
 #include "resources.hpp"
@@ -84,7 +85,6 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
   currentsector = 0;
   
   game_pause = false;
-  music_playing = false;
   fps_fps = 0;
 
   context = new DrawingContext();
@@ -110,7 +110,24 @@ GameSession::restart_level()
   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);
+  
+  // get time
+  int time = 0;
+  for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+  {
+    Sector* sec = *i;
+
+    for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+        j != sec->gameobjects.end(); ++j)
+    {
+      GameObject* obj = *j;
+      
+      LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+      if(lt)
+        time += int(lt->get_level_time());
+    }
+  }
+  global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
 
   if(reset_sector != "") {
     currentsector = level->get_sector(reset_sector);
@@ -130,11 +147,7 @@ GameSession::restart_level()
   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
     levelintro();
 
-  if (!music_playing)
-  {
-    currentsector->play_music(LEVEL_MUSIC);
-    music_playing = true;
-  }
+  currentsector->play_music(LEVEL_MUSIC);
 
   if(capture_file != "")
     record_demo(capture_file);
@@ -190,6 +203,8 @@ GameSession::levelintro()
 {
   char str[60];
 
+  sound_manager->stop_music();
+
   DrawingContext context;
   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
       i != currentsector->gameobjects.end(); ++i) {
@@ -354,7 +369,7 @@ GameSession::try_cheats()
     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;
+    msg_info("You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y);
   }
 #if 0
   if(main_controller->check_cheatcode("grid")) {
@@ -378,6 +393,11 @@ GameSession::try_cheats()
     exit_status = ES_LEVEL_FINISHED;
     // don't add points to stats though...
   }
+  if(main_controller->check_cheatcode("camera")) {
+    msg_info("Camera is at " 
+              << Sector::current()->camera->get_translation().x << "," 
+              << Sector::current()->camera->get_translation().y);
+  }
 }
 
 void
@@ -388,6 +408,28 @@ GameSession::check_end_conditions()
   /* End of level? */
   if(end_sequence && endsequence_timer.check()) {
     exit_status = ES_LEVEL_FINISHED;
+    
+    // add time spent to statistics
+    int tottime = 0, remtime = 0;
+    for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+    {
+      Sector* sec = *i;
+
+      for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+          j != sec->gameobjects.end(); ++j)
+      {
+        GameObject* obj = *j;
+
+        LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+        if(lt)
+        {
+          tottime += int(lt->get_level_time());
+          remtime += int(lt->get_remaining_time());
+        }
+      }
+    }
+    global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
+
     return;
   } else if (!end_sequence && tux->is_dead()) {
     if (player_status->lives < 0) { // No more lives!?
@@ -417,7 +459,7 @@ GameSession::update(float elapsed_time)
   if(newsector != "" && newspawnpoint != "") {
     Sector* sector = level->get_sector(newsector);
     if(sector == 0) {
-      std::cerr << "Sector '" << newsector << "' not found.\n";
+      msg_warning("Sector '" << newsector << "' not found");
     }
     sector->activate(newspawnpoint);
     sector->play_music(LEVEL_MUSIC);
@@ -681,23 +723,34 @@ GameSession::start_sequence(const std::string& sequencename)
       return;
     
     end_sequence = ENDSEQUENCE_RUNNING;
-    endsequence_timer.start(7.0); // 7 seconds until we finish the map
+    endsequence_timer.start(level->extro_length);
     last_x_pos = -1;
-    sound_manager->play_music("music/leveldone.ogg", false);
-    currentsector->player->invincible_timer.start(7.0);
+    sound_manager->play_music("music/" + level->extro_music, false);
+    currentsector->player->invincible_timer.start(level->extro_length);
+
+    // Stop all clocks.
+    for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+        i != currentsector->gameobjects.end(); ++i)
+    {
+      GameObject* obj = *i;
+      
+      LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+      if(lt)
+        lt->stop();
+    }
 
     if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());
     }
   } else if(sequencename == "stoptux") {
     if(!end_sequence) {
-      std::cout << "WARNING: Final target reached without "
-        << "an active end sequence." << std::endl;
+      msg_warning("Final target reached without "
+        << "an active end sequence");
       this->start_sequence("endsequence");
     }
     end_sequence =  ENDSEQUENCE_WAITING;
   } else {
-    std::cout << "Unknown sequence '" << sequencename << "'.\n";
+    msg_warning("Unknown sequence '" << sequencename << "'");
   }
 }