// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#include <config.h>
+
#include <iostream>
-#include <assert.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-#include <string.h>
-#include <errno.h>
+#include <sstream>
+#include <cassert>
+#include <cstdio>
+#include <cstdlib>
+#include <cmath>
+#include <cstring>
+#include <cerrno>
#include <unistd.h>
-#include <math.h>
-#include <time.h>
-#include <SDL.h>
+#include <ctime>
+
+#include "SDL.h"
#ifndef WIN32
#include <sys/types.h>
#endif
#include "defines.h"
-#include "globals.h"
+#include "app/globals.h"
#include "gameloop.h"
-#include "screen.h"
-#include "setup.h"
+#include "video/screen.h"
+#include "app/setup.h"
#include "high_scores.h"
-#include "menu.h"
-#include "badguy.h"
-#include "world.h"
-#include "special.h"
+#include "gui/menu.h"
+#include "sector.h"
#include "player.h"
#include "level.h"
#include "scene.h"
#include "tile.h"
#include "particlesystem.h"
#include "resources.h"
-#include "music_manager.h"
+#include "background.h"
+#include "tilemap.h"
+#include "app/gettext.h"
+#include "worldmap.h"
+#include "intro.h"
+#include "misc.h"
+#include "camera.h"
+#include "statistics.h"
+#include "timer.h"
+#include "object/fireworks.h"
GameSession* GameSession::current_ = 0;
-GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
- : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
- subset(subset_)
+bool compare_last(std::string& haystack, std::string needle)
+{
+ int haystack_size = haystack.size();
+ int needle_size = needle.size();
+
+ if(haystack_size < needle_size)
+ return false;
+
+ if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
+ return true;
+ return false;
+}
+
+GameSession::GameSession(const std::string& levelname_, int mode,
+ bool flip_level_, Statistics* statistics)
+ : level(0), currentsector(0), st_gl_mode(mode),
+ end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
+ best_level_statistics(statistics)
{
current_ = this;
- global_frame_counter = 0;
game_pause = false;
+ fps_fps = 0;
- fps_timer.init(true);
- frame_timer.init(true);
+ context = new DrawingContext();
+
+ if(flip_levels_mode)
+ flip_level = true;
+
+ last_swap_point = Vector(-1, -1);
+ last_swap_stats.reset();
restart_level();
}
exit_status = ES_NONE;
end_sequence = NO_ENDSEQUENCE;
- fps_timer.init(true);
- frame_timer.init(true);
+ last_keys.clear();
- float old_x_pos = -1;
-
- if (world)
- { // Tux has lost a life, so we try to respawn him at the nearest reset point
- old_x_pos = world->get_tux()->base.x;
+#if 0
+ Vector tux_pos = Vector(-1,-1);
+ if (currentsector)
+ {
+ // Tux has lost a life, so we try to respawn him at the nearest reset point
+ tux_pos = currentsector->player->base;
}
+#endif
- delete world;
+ delete level;
+ currentsector = 0;
- if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
- {
- world = new World(subset);
- }
- else if (st_gl_mode == ST_GL_DEMO_GAME)
- {
- world = new World(subset);
- }
- else
- {
- world = new World(subset, levelnb);
- }
+ level = new Level;
+ level->load(levelname);
+ if(flip_level)
+ level->do_vertical_flip();
+ 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);
+
+ currentsector = level->get_sector("main");
+ if(!currentsector)
+ Termination::abort("Level has no main sector.", "");
+ currentsector->activate("main");
+
+#if 0
// Set Tux to the nearest reset point
- if (old_x_pos != -1)
+ if(tux_pos.x != -1)
{
- ResetPoint best_reset_point = { -1, -1 };
- for(std::vector<ResetPoint>::iterator i = get_level()->reset_points.begin();
- i != get_level()->reset_points.end(); ++i)
- {
- if (i->x < old_x_pos && best_reset_point.x < i->x)
- best_reset_point = *i;
- }
-
- if (best_reset_point.x != -1)
- {
- world->get_tux()->base.x = best_reset_point.x;
- world->get_tux()->base.y = best_reset_point.y;
- }
+ tux_pos = currentsector->get_best_spawn_point(tux_pos);
+
+ if(last_swap_point.x > tux_pos.x)
+ tux_pos = last_swap_point;
+ else // new swap point
+ {
+ last_swap_point = tux_pos;
+
+ last_swap_stats += global_stats;
+ }
+
+ currentsector->player->base.x = tux_pos.x;
+ currentsector->player->base.y = tux_pos.y;
+
+ // has to reset camera on swapping
+ currentsector->camera->reset(Vector(currentsector->player->base.x,
+ currentsector->player->base.y));
}
-
+#endif
+
if (st_gl_mode != ST_GL_DEMO_GAME)
{
if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
levelintro();
}
- time_left.init(true);
start_timers();
- world->play_music(LEVEL_MUSIC);
+ currentsector->play_music(LEVEL_MUSIC);
}
GameSession::~GameSession()
{
- delete world;
+ delete level;
+ delete context;
}
void
GameSession::levelintro(void)
{
- music_manager->halt_music();
+ SoundManager::get()->halt_music();
char str[60];
-
- get_level()->draw_bg();
- sprintf(str, "%s", world->get_level()->name.c_str());
- gold_text->drawf(str, 0, 220, A_HMIDDLE, A_TOP, 1);
+ DrawingContext context;
+ if(currentsector->background)
+ currentsector->background->draw(context);
+
+// context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
+// CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
+ LAYER_FOREGROUND1);
sprintf(str, "TUX x %d", player_status.lives);
- white_text->drawf(str, 0, 240, A_HMIDDLE, A_TOP, 1);
-
- sprintf(str, "by %s", world->get_level()->author.c_str());
- white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1);
-
+ context.draw_text(white_text, str, Vector(screen->w/2, 210),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
+
+ if(level->get_author().size())
+ context.draw_text(white_small_text,
+ std::string(_("by ")) + level->get_author(),
+ Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
+
- flipscreen();
+ if(flip_level)
+ context.draw_text(white_text,
+ _("Level Vertically Flipped!"),
+ Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
+
+ if(best_level_statistics != NULL)
+ best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
+
+ context.do_drawing();
SDL_Event event;
wait_for_event(event,1000,3000,true);
void
GameSession::start_timers()
{
- time_left.start(world->get_level()->time_left*1000);
- st_pause_ticks_init();
- update_time = st_get_ticks();
+ time_left.start(level->timelimit);
+ Ticks::pause_init();
}
void
GameSession::on_escape_press()
{
- if(world->get_tux()->dying || end_sequence != NO_ENDSEQUENCE)
+ if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
return; // don't let the player open the menu, when he is dying
+
if(game_pause)
return;
/* Tell Tux that the keys are all down, otherwise
it could have nasty bugs, like going allways to the right
or whatever that key does */
- Player& tux = *world->get_tux();
- tux.key_event((SDLKey)keymap.jump, UP);
- tux.key_event((SDLKey)keymap.duck, UP);
+ Player& tux = *(currentsector->player);
+ tux.key_event((SDLKey)keymap.up, UP);
+ tux.key_event((SDLKey)keymap.down, UP);
tux.key_event((SDLKey)keymap.left, UP);
tux.key_event((SDLKey)keymap.right, UP);
- tux.key_event((SDLKey)keymap.fire, UP);
+ tux.key_event((SDLKey)keymap.jump, UP);
+ tux.key_event((SDLKey)keymap.power, UP);
Menu::set_current(game_menu);
- st_pause_ticks_start();
+ Ticks::pause_start();
}
}
{
if (end_sequence != NO_ENDSEQUENCE)
{
- Player& tux = *world->get_tux();
+ Player& tux = *currentsector->player;
tux.input.fire = UP;
tux.input.left = UP;
tux.input.right = DOWN;
tux.input.down = UP;
- if (int(last_x_pos) == int(tux.base.x))
+ if (int(last_x_pos) == int(tux.get_pos().x))
tux.input.up = DOWN;
else
tux.input.up = UP;
- last_x_pos = tux.base.x;
+ last_x_pos = tux.get_pos().x;
SDL_Event event;
while (SDL_PollEvent(&event))
{
Menu::current()->event(event);
if(!Menu::current())
- st_pause_ticks_stop();
+ Ticks::pause_stop();
}
switch(event.type)
{
case SDL_QUIT: /* Quit event - quit: */
- st_abort("Received window close", "");
+ Termination::abort("Received window close", "");
break;
case SDL_KEYDOWN: /* A keypress! */
else // normal mode
{
if(!Menu::current() && !game_pause)
- st_pause_ticks_stop();
+ Ticks::pause_stop();
SDL_Event event;
while (SDL_PollEvent(&event))
{
Menu::current()->event(event);
if(!Menu::current())
- st_pause_ticks_stop();
+ Ticks::pause_stop();
}
else
{
- Player& tux = *world->get_tux();
+ Player& tux = *currentsector->player;
switch(event.type)
{
case SDL_QUIT: /* Quit event - quit: */
- st_abort("Received window close", "");
+ Termination::abort("Received window close", "");
break;
case SDL_KEYDOWN: /* A keypress! */
switch(key)
{
+ case SDLK_a:
+ if(debug_mode)
+ {
+ char buf[160];
+ snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+ tux.get_pos().x, tux.get_pos().y);
+ context->draw_text(white_text, buf,
+ Vector(0, screen->h - white_text->get_height()),
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context->do_drawing();
+ SDL_Delay(1000);
+ }
+ break;
case SDLK_p:
if(!Menu::current())
{
+ // "lifeup" cheat activates pause cause of the 'p'
+ // so work around to ignore it
+ if(compare_last(last_keys, "lifeu"))
+ break;
+
if(game_pause)
{
game_pause = false;
- st_pause_ticks_stop();
+ Ticks::pause_stop();
}
else
{
game_pause = true;
- st_pause_ticks_start();
- }
- }
- break;
- case SDLK_TAB:
- if(debug_mode)
- {
- tux.size = !tux.size;
- if(tux.size == BIG)
- {
- tux.base.height = 64;
+ Ticks::pause_start();
}
- else
- tux.base.height = 32;
}
break;
- case SDLK_END:
- if(debug_mode)
- player_status.distros += 50;
- break;
- case SDLK_DELETE:
- if(debug_mode)
- tux.got_power = tux.FIRE_POWER;
- break;
- case SDLK_HOME:
- if(debug_mode)
- tux.got_power = tux.ICE_POWER;
- break;
- case SDLK_INSERT:
- if(debug_mode)
- tux.invincible_timer.start(TUX_INVINCIBLE_TIME);
- break;
- case SDLK_l:
- if(debug_mode)
- --player_status.lives;
- break;
- case SDLK_s:
- if(debug_mode)
- player_status.score += 1000;
- case SDLK_f:
- if(debug_fps)
- debug_fps = false;
- else
- debug_fps = true;
- break;
default:
break;
}
}
+
+ /* Check if chacrater is ASCII */
+ char ch[2];
+ if((event.key.keysym.unicode & 0xFF80) == 0)
+ {
+ ch[0] = event.key.keysym.unicode & 0x7F;
+ ch[1] = '\0';
+ }
+ last_keys.append(ch); // add to cheat keys
+
+ // Cheating words (the goal of this is really for debugging,
+ // but could be used for some cheating, nothing wrong with that)
+ if(compare_last(last_keys, "grow"))
+ {
+ tux.grow(false);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "fire"))
+ {
+ tux.grow(false);
+ tux.got_power = tux.FIRE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ice"))
+ {
+ tux.grow(false);
+ tux.got_power = tux.ICE_POWER;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifeup"))
+ {
+ player_status.lives++;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "lifedown"))
+ {
+ player_status.lives--;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "grease"))
+ {
+ tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "invincible"))
+ { // be invincle for the rest of the level
+ tux.invincible_timer.start(10000);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "shrink"))
+ { // remove powerups
+ tux.kill(tux.SHRINK);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "kill"))
+ { // kill Tux, but without losing a life
+ player_status.lives++;
+ tux.kill(tux.KILL);
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "hover"))
+ { // toggle hover ability on/off
+ tux.enable_hover = !tux.enable_hover;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "gotoend"))
+ { // goes to the end of the level
+ tux.move(Vector(
+ (currentsector->solids->get_width()*32)
+ - (screen->w*2),
+ 0));
+ currentsector->camera->reset(
+ Vector(tux.get_pos().x, tux.get_pos().y));
+ last_keys.clear();
+ }
+ // temporary to help player's choosing a flapping
+ if(compare_last(last_keys, "marek"))
+ {
+ tux.flapping_mode = Player::MAREK_FLAP;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ricardo"))
+ {
+ tux.flapping_mode = Player::RICARDO_FLAP;
+ last_keys.clear();
+ }
+ if(compare_last(last_keys, "ryan"))
+ {
+ tux.flapping_mode = Player::RYAN_FLAP;
+ last_keys.clear();
+ }
break;
case SDL_JOYAXISMOTION:
else if (event.jaxis.axis == joystick_keymap.y_axis)
{
if (event.jaxis.value > joystick_keymap.dead_zone)
- tux.input.down = DOWN;
- else if (event.jaxis.value < -joystick_keymap.dead_zone)
+ {
+ tux.input.up = DOWN;
tux.input.down = UP;
+ }
+ else if (event.jaxis.value < -joystick_keymap.dead_zone)
+ {
+ tux.input.up = UP;
+ tux.input.down = DOWN;
+ }
else
- tux.input.down = UP;
+ {
+ tux.input.up = DOWN;
+ tux.input.down = DOWN;
+ }
}
break;
+
+ case SDL_JOYHATMOTION:
+ if(event.jhat.value & SDL_HAT_UP) {
+ tux.input.up = DOWN;
+ tux.input.down = UP;
+ } else if(event.jhat.value & SDL_HAT_DOWN) {
+ tux.input.up = UP;
+ tux.input.down = DOWN;
+ } else if(event.jhat.value & SDL_HAT_LEFT) {
+ tux.input.left = DOWN;
+ tux.input.right = UP;
+ } else if(event.jhat.value & SDL_HAT_RIGHT) {
+ tux.input.left = UP;
+ tux.input.right = DOWN;
+ } else if(event.jhat.value == SDL_HAT_CENTERED) {
+ tux.input.left = UP;
+ tux.input.right = UP;
+ tux.input.up = UP;
+ tux.input.down = UP;
+ }
+ break;
case SDL_JOYBUTTONDOWN:
if (event.jbutton.button == joystick_keymap.a_button)
- tux.input.up = DOWN;
+ tux.input.jump = DOWN;
else if (event.jbutton.button == joystick_keymap.b_button)
tux.input.fire = DOWN;
else if (event.jbutton.button == joystick_keymap.start_button)
break;
case SDL_JOYBUTTONUP:
if (event.jbutton.button == joystick_keymap.a_button)
- tux.input.up = UP;
+ tux.input.jump = UP;
else if (event.jbutton.button == joystick_keymap.b_button)
tux.input.fire = UP;
break;
void
GameSession::check_end_conditions()
{
- Player* tux = world->get_tux();
+ Player* tux = currentsector->player;
/* End of level? */
- int endpos = (World::current()->get_level()->width-5) * 32;
- Tile* endtile = collision_goal(tux->base);
-
- // fallback in case the other endpositions don't trigger
- if (!end_sequence && tux->base.x >= endpos)
- {
- end_sequence = ENDSEQUENCE_WAITING;
- last_x_pos = -1;
- music_manager->play_music(level_end_song, 0);
- endsequence_timer.start(7000);
- tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
- }
- else if(end_sequence && !endsequence_timer.check())
- {
+ if(end_sequence && endsequence_timer.check()) {
exit_status = ES_LEVEL_FINISHED;
+ global_stats += last_swap_stats; // add swap points stats
return;
- }
- else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
- {
- end_sequence = ENDSEQUENCE_WAITING;
- }
- else if(!end_sequence && endtile && endtile->data == 0)
- {
- end_sequence = ENDSEQUENCE_RUNNING;
- last_x_pos = -1;
- music_manager->play_music(level_end_song, 0);
- endsequence_timer.start(7000); // 5 seconds until we finish the map
- tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
- }
- else if (!end_sequence && tux->is_dead())
- {
- player_status.bonus = PlayerStatus::NO_BONUS;
+ } else if (!end_sequence && tux->is_dead()) {
+ player_status.bonus = PlayerStatus::NO_BONUS;
- 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();
- }
-
- return;
+ 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();
}
+
+ return;
+ }
}
void
-GameSession::action(double frame_ratio)
+GameSession::action(float elapsed_time)
{
- if (exit_status == ES_NONE)
+ // advance timers
+ if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
{
// Update Tux and the World
- world->action(frame_ratio);
+ currentsector->action(elapsed_time);
}
+
+ // respawning in new sector?
+ if(newsector != "" && newspawnpoint != "") {
+ Sector* sector = level->get_sector(newsector);
+ currentsector = sector;
+ currentsector->activate(newspawnpoint);
+ currentsector->play_music(LEVEL_MUSIC);
+ newsector = newspawnpoint = "";
+ }
}
void
GameSession::draw()
{
- world->draw();
- drawstatus();
+ currentsector->draw(*context);
+ drawstatus(*context);
if(game_pause)
{
int x = screen->h / 20;
for(int i = 0; i < x; ++i)
{
- fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1);
+ context->draw_filled_rect(
+ Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
+ -((pause_menu_frame * i)%screen->w)
+ ,(i*20+pause_menu_frame)%screen->h),
+ Vector(screen->w,10),
+ Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
}
- fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128);
- blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1);
+ context->draw_filled_rect(
+ Vector(0,0), Vector(screen->w, screen->h),
+ Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
+ context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
+ Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
+
+ char str1[60];
+ char str2[124];
+ sprintf(str1, _("Playing: "));
+ sprintf(str2, level->name.c_str());
+
+ context->draw_text(blue_text, str1,
+ Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
+ LEFT_ALLIGN, LAYER_FOREGROUND1+2);
+ context->draw_text(white_text, str2,
+ Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
+ LEFT_ALLIGN, LAYER_FOREGROUND1+2);
}
if(Menu::current())
{
- Menu::current()->draw();
- mouse_cursor->draw();
+ Menu::current()->draw(*context);
+ mouse_cursor->draw(*context);
}
- updatescreen();
+ context->do_drawing();
}
void
switch (game_menu->check())
{
case MNID_CONTINUE:
- st_pause_ticks_stop();
+ Ticks::pause_stop();
break;
case MNID_ABORTLEVEL:
- st_pause_ticks_stop();
+ Ticks::pause_stop();
exit_status = ES_LEVEL_ABORT;
break;
}
int fps_cnt = 0;
- update_time = last_update_time = st_get_ticks();
-
// Eat unneeded events
SDL_Event event;
- while (SDL_PollEvent(&event)) {}
+ while(SDL_PollEvent(&event))
+ {}
draw();
- while (exit_status == ES_NONE)
- {
- /* Calculate the movement-factor */
- double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
-
- if(!frame_timer.check())
- {
- frame_timer.start(25);
- ++global_frame_counter;
- }
-
- /* Handle events: */
- world->get_tux()->input.old_fire = world->get_tux()->input.fire;
-
- 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())
- {
- // Update the world
- check_end_conditions();
- if (end_sequence == ENDSEQUENCE_RUNNING)
- action(frame_ratio/2);
- else if(end_sequence == NO_ENDSEQUENCE)
- action(frame_ratio);
- }
- else
- {
- ++pause_menu_frame;
- SDL_Delay(50);
- }
-
- draw();
-
- /* Time stops in pause mode */
- if(game_pause || Menu::current())
- {
- continue;
- }
+ Uint32 lastticks = SDL_GetTicks();
+ fps_ticks = SDL_GetTicks();
+
+ while (exit_status == ES_NONE) {
+ Uint32 ticks = SDL_GetTicks();
+ float elapsed_time = float(ticks - lastticks) / 1000.;
+ global_time += elapsed_time;
+ lastticks = ticks;
+ // 40fps is minimum
+ if(elapsed_time > .05)
+ elapsed_time = .05;
+
+ /* Handle events: */
+ currentsector->player->input.old_fire = currentsector->player->input.fire;
+ currentsector->player->input.old_up = currentsector->player->input.old_up;
- /* Set the time of the last update and the time of the current update */
- last_update_time = update_time;
- update_time = st_get_ticks();
+ process_events();
+ process_menu();
- /* Pause till next frame, if the machine running the game is too fast: */
- /* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But
- the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */
- if(last_update_time >= update_time - 12)
- {
- SDL_Delay(10);
- update_time = st_get_ticks();
- }
+ // 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())
+ {
+ // Update the world
+ check_end_conditions();
+ if (end_sequence == ENDSEQUENCE_RUNNING)
+ action(elapsed_time/2);
+ else if(end_sequence == NO_ENDSEQUENCE)
+ action(elapsed_time);
+ }
+ else
+ {
+ ++pause_menu_frame;
+ SDL_Delay(50);
+ }
- /* Handle time: */
- if (!time_left.check() && world->get_tux()->dying == DYING_NOT
- && !end_sequence)
- world->get_tux()->kill(Player::KILL);
+ draw();
- /* Handle music: */
- if(world->get_tux()->invincible_timer.check() && !end_sequence)
- {
- world->play_music(HERRING_MUSIC);
- }
- /* are we low on time ? */
- else if (time_left.get_left() < TIME_WARNING && !end_sequence)
- {
- world->play_music(HURRYUP_MUSIC);
- }
- /* or just normal music? */
- else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
- {
- world->play_music(LEVEL_MUSIC);
- }
+ /* Time stops in pause mode */
+ if(game_pause || Menu::current())
+ {
+ continue;
+ }
- /* Calculate frames per second */
- if(show_fps)
- {
- ++fps_cnt;
- fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
+ //frame_rate.update();
+
+ /* Handle time: */
+ if (time_left.check() && currentsector->player->dying == DYING_NOT
+ && !end_sequence)
+ currentsector->player->kill(Player::KILL);
+
+ /* Handle music: */
+ if(currentsector->player->invincible_timer.check() && !end_sequence)
+ {
+ currentsector->play_music(HERRING_MUSIC);
+ }
+ /* are we low on time ? */
+ else if (time_left.get_timeleft() < TIME_WARNING && !end_sequence)
+ {
+ currentsector->play_music(HURRYUP_MUSIC);
+ }
+ /* or just normal music? */
+ else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
+ {
+ currentsector->play_music(LEVEL_MUSIC);
+ }
- if(!fps_timer.check())
- {
- fps_timer.start(1000);
- fps_cnt = 0;
- }
- }
+ /* Calculate frames per second */
+ if(show_fps)
+ {
+ ++fps_cnt;
+
+ if(SDL_GetTicks() - fps_ticks >= 500)
+ {
+ fps_fps = (float) fps_cnt / .5;
+ fps_cnt = 0;
+ fps_ticks = SDL_GetTicks();
+ }
}
+ }
return exit_status;
}
-/* Bounce a brick: */
-void bumpbrick(float x, float y)
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
{
- World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ newsector = sector;
+ newspawnpoint = spawnpoint;
+}
- play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
+void
+GameSession::start_sequence(const std::string& sequencename)
+{
+ if(sequencename == "endsequence") {
+ if(end_sequence)
+ return;
+
+ end_sequence = ENDSEQUENCE_RUNNING;
+ endsequence_timer.start(7.0); // 7 seconds until we finish the map
+ last_x_pos = -1;
+ SoundManager::get()->play_music(level_end_song, 0);
+ 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(level->get_end_sequence_type() == Level::FIREWORKS_ENDSEQ_ANIM) {
+ currentsector->add_object(new Fireworks());
+ }
+ } else {
+ std::cout << "Unknown sequence '" << sequencename << "'.\n";
+ }
}
/* (Status): */
void
-GameSession::drawstatus()
+GameSession::drawstatus(DrawingContext& context)
{
char str[60];
-
- sprintf(str, "%d", player_status.score);
- white_text->draw("SCORE", 0, 0, 1);
- gold_text->draw(str, 96, 0, 1);
+
+ 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(st_gl_mode == ST_GL_TEST)
{
- white_text->draw("Press ESC To Return",0,20,1);
+ context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
}
- if(!time_left.check()) {
- white_text->draw("TIME'S UP", screen->w/2 - white_text->w*8, 0, 1);
- } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
- sprintf(str, "%d", time_left.get_left() / 1000 );
- white_text->draw("TIME", screen->w/2 - white_text->w*4, 0, 1);
- gold_text->draw(str, screen->w/2 + gold_text->w, 0, 1);
+ if(time_left.check()) {
+ context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/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->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str,
+ Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
}
- sprintf(str, "%d", player_status.distros);
- white_text->draw("COINS", screen->w - white_text->w*9, 0, 1);
- gold_text->draw(str, screen->w - gold_text->w*2, 0, 1);
+ sprintf(str, " %d", player_status.distros);
+ context.draw_text(white_text, _("COINS"),
+ Vector(screen->w - 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->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
- white_text->draw("LIVES", screen->w - white_text->w*9, 20);
if (player_status.lives >= 5)
{
sprintf(str, "%dx", player_status.lives);
- gold_text->draw_align(str, screen->w - gold_text->w, 20, A_RIGHT, A_TOP);
- tux_life->draw(screen->w - gold_text->w, 20);
+ float x = screen->w - 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->w - 16, 20),
+ LAYER_FOREGROUND1);
}
else
{
for(int i= 0; i < player_status.lives; ++i)
- tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i), 20);
+ context.draw_surface(tux_life,
+ Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+ LAYER_FOREGROUND1);
}
+ context.draw_text(white_text, _("LIVES"),
+ Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20),
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
+
if(show_fps)
{
sprintf(str, "%2.1f", fps_fps);
- white_text->draw("FPS", screen->w - white_text->w*9, 40, 1);
- gold_text->draw_align(str, screen->w, 40, A_RIGHT, A_TOP);
+ context.draw_text(white_text, "FPS",
+ Vector(screen->w - white_text->get_text_width("FPS "), 40),
+ LEFT_ALLIGN, LAYER_FOREGROUND1);
+ context.draw_text(gold_text, str,
+ Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
}
}
{
char str[80];
- get_level()->draw_bg();
+ DrawingContext context;
+ currentsector->background->draw(context);
- blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+ context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
+ CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, "SCORE: %d", player_status.score);
- gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+ sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+ context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
- sprintf(str, "COINS: %d", player_status.distros);
- gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+ sprintf(str, _("COINS: %d"), player_status.distros);
+ context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
- flipscreen();
+ context.do_drawing();
SDL_Event event;
wait_for_event(event,2000,5000,true);
std::string slotinfo(int slot)
{
- char tmp[1024];
- char slotfile[1024];
+ std::string tmp;
+ std::string slotfile;
std::string title;
- sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot);
+ std::stringstream stream;
+ stream << slot;
+ slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
- lisp_object_t* savegame = lisp_read_from_file(slotfile);
+ lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
if (savegame)
{
LispReader reader(lisp_cdr(savegame));
- reader.read_string("title", &title);
+ reader.read_string("title", title);
lisp_free(savegame);
}
- if (access(slotfile, F_OK) == 0)
+ if (access(slotfile.c_str(), F_OK) == 0)
{
if (!title.empty())
- snprintf(tmp,1024,"Slot %d - %s",slot, title.c_str());
+ tmp = "Slot " + stream.str() + " - " + title;
else
- snprintf(tmp, 1024,"Slot %d - Savegame",slot);
+ tmp = "Slot " + stream.str() + " - Savegame";
}
else
- sprintf(tmp,"Slot %d - Free",slot);
+ tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
return tmp;
}
+bool process_load_game_menu()
+{
+ int slot = load_game_menu->check();
+
+ if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
+ {
+ std::stringstream stream;
+ stream << slot;
+ std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
+
+ if (access(slotfile.c_str(), F_OK) != 0)
+ {
+ shrink_fade(Vector(screen->w/2,screen->h/2), 600);
+ draw_intro();
+ }
+
+ fadeout(256);
+ DrawingContext context;
+ context.draw_text(white_text, "Loading...",
+ Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
+ context.do_drawing();
+
+ WorldMapNS::WorldMap worldmap;
+
+ worldmap.set_map_filename("icyisland.stwm");
+ // Load the game or at least set the savegame_file variable
+ worldmap.loadgame(slotfile);
+
+ worldmap.display();
+ Menu::set_current(main_menu);
+
+ Ticks::pause_stop();
+ return true;
+ }
+ else
+ {
+ return false;
+ }
+}