a first implementation of doors to switch between sectors
[supertux.git] / src / gameloop.cpp
index e2c44b9..08df481 100644 (file)
 #include "defines.h"
 #include "globals.h"
 #include "gameloop.h"
-#include "screen.h"
+#include "screen/screen.h"
 #include "setup.h"
 #include "high_scores.h"
 #include "menu.h"
 #include "badguy.h"
-#include "world.h"
+#include "sector.h"
 #include "special.h"
 #include "player.h"
 #include "level.h"
 #include "tile.h"
 #include "particlesystem.h"
 #include "resources.h"
+#include "background.h"
+#include "tilemap.h"
 #include "music_manager.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_)
+GameSession::GameSession(const std::string& levelname_, int mode)
+  : level(0), currentsector(0), st_gl_mode(mode),
+    end_sequence(NO_ENDSEQUENCE), levelname(levelname_)
 {
   current_ = this;
   
   global_frame_counter = 0;
   game_pause = false;
+  fps_fps = 0;
 
   fps_timer.init(true);            
   frame_timer.init(true);
 
+  context = new DrawingContext();
+
   restart_level();
 }
 
@@ -82,28 +87,25 @@ GameSession::restart_level()
   fps_timer.init(true);
   frame_timer.init(true);
 
+#if 0
   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;
     }
+#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);
+  currentsector = level->get_sector("main");
+  if(!currentsector)
+    st_abort("Level has no main sector.", "");
+  currentsector->activate("main");
 
+#if 0 // TODO
   // Set Tux to the nearest reset point
   if (old_x_pos != -1)
     {
@@ -121,6 +123,7 @@ GameSession::restart_level()
           world->get_tux()->base.y = best_reset_point.y;
         }
     }
+#endif
     
   if (st_gl_mode != ST_GL_DEMO_GAME)
     {
@@ -130,12 +133,13 @@ GameSession::restart_level()
 
   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
@@ -144,23 +148,22 @@ GameSession::levelintro(void)
   music_manager->halt_music();
   
   char str[60];
-  if (get_level()->img_bkgd)
-    get_level()->img_bkgd->draw(0, 0);
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
 
-  sprintf(str, "%s", world->get_level()->name.c_str());
-  gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1);
+  DrawingContext context;
+  currentsector->background->draw(context);
+
+  context.draw_text_center(gold_text, level->get_name(), Vector(0, 220),
+      LAYER_FOREGROUND1);
 
   sprintf(str, "TUX x %d", player_status.lives);
-  white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-  
-  sprintf(str, "by %s", world->get_level()->author.c_str());
-  white_small_text->drawf(str, 0, 360, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(white_text, str, Vector(0, 240),
+      LAYER_FOREGROUND1);
   
+  context.draw_text_center(white_small_text,
+      std::string("by ") + level->get_author(), 
+      Vector(0, 400), LAYER_FOREGROUND1);
 
-  flipscreen();
+  context.do_drawing();
 
   SDL_Event event;
   wait_for_event(event,1000,3000,true);
@@ -170,7 +173,7 @@ GameSession::levelintro(void)
 void
 GameSession::start_timers()
 {
-  time_left.start(world->get_level()->time_left*1000);
+  time_left.start(level->time_left*1000);
   st_pause_ticks_init();
   update_time = st_get_ticks();
 }
@@ -178,6 +181,9 @@ GameSession::start_timers()
 void
 GameSession::on_escape_press()
 {
+  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;
 
@@ -187,6 +193,16 @@ GameSession::on_escape_press()
     }
   else if (!Menu::current())
     {
+      /* 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 = *(currentsector->player);
+      tux.key_event((SDLKey)keymap.jump, UP);
+      tux.key_event((SDLKey)keymap.duck, UP);
+      tux.key_event((SDLKey)keymap.left, UP);
+      tux.key_event((SDLKey)keymap.right, UP);
+      tux.key_event((SDLKey)keymap.fire, UP);
+
       Menu::set_current(game_menu);
       st_pause_ticks_start();
     }
@@ -197,7 +213,7 @@ GameSession::process_events()
 {
   if (end_sequence != NO_ENDSEQUENCE)
     {
-      Player& tux = *world->get_tux();
+      Player& tux = *currentsector->player;
          
       tux.input.fire  = UP;
       tux.input.left  = UP;
@@ -261,22 +277,12 @@ GameSession::process_events()
           if (Menu::current())
             {
               Menu::current()->event(event);
-             if(!Menu::current())
-             st_pause_ticks_stop();
-
-            /* 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);
-            tux.key_event((SDLKey)keymap.left, UP);
-            tux.key_event((SDLKey)keymap.right, UP);
-            tux.key_event((SDLKey)keymap.fire, UP);
+              if(!Menu::current())
+                st_pause_ticks_stop();
             }
           else
             {
-              Player& tux = *world->get_tux();
+              Player& tux = *currentsector->player;
   
               switch(event.type)
                 {
@@ -310,6 +316,19 @@ GameSession::process_events()
 
                     switch(key)
                       {
+                      case SDLK_a:
+                        if(debug_mode)
+                        {
+                          char buf[160];
+                          snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
+                              tux.base.x, tux.base.y);
+                          context->draw_text(white_text, buf,
+                              Vector(0, screen->h - white_text->get_height()),
+                              LAYER_FOREGROUND1);
+                          context->do_drawing();
+                          SDL_Delay(1000);
+                        }
+                        break;
                       case SDLK_p:
                         if(!Menu::current())
                           {
@@ -328,13 +347,7 @@ GameSession::process_events()
                       case SDLK_TAB:
                         if(debug_mode)
                           {
-                            tux.size = !tux.size;
-                            if(tux.size == BIG)
-                              {
-                                tux.base.height = 64;
-                              }
-                            else
-                              tux.base.height = 32;
+                            tux.grow(false);
                           }
                         break;
                       case SDLK_END:
@@ -343,7 +356,11 @@ GameSession::process_events()
                         break;
                       case SDLK_DELETE:
                         if(debug_mode)
-                          tux.got_coffee = 1;
+                          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)
@@ -424,22 +441,12 @@ GameSession::process_events()
 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;
       return;
@@ -462,9 +469,6 @@ GameSession::check_end_conditions()
 
       if (player_status.lives < 0)
         { // No more lives!?
-          if(st_gl_mode != ST_GL_TEST)
-            drawendscreen();
-          
           exit_status = ES_GAME_OVER;
         }
       else
@@ -479,37 +483,54 @@ GameSession::check_end_conditions()
 void
 GameSession::action(double frame_ratio)
 {
-  if (exit_status == ES_NONE)
+  if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
     {
       // Update Tux and the World
-      world->action(frame_ratio);
+      currentsector->action(frame_ratio);
     }
+
+  // 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_center(blue_text, "PAUSE - Press 'P' To Play",
+          Vector(0, 230), 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
@@ -572,7 +593,8 @@ GameSession::run()
         }
 
       /* Handle events: */
-      world->get_tux()->input.old_fire = world->get_tux()->input.fire;
+      currentsector->player->input.old_fire 
+        = currentsector->player->input.fire;
 
       process_events();
       process_menu();
@@ -617,24 +639,24 @@ GameSession::run()
         }
 
       /* Handle time: */
-      if (!time_left.check() && world->get_tux()->dying == DYING_NOT
+      if (!time_left.check() && currentsector->player->dying == DYING_NOT
               && !end_sequence)
-        world->get_tux()->kill(Player::KILL);
+        currentsector->player->kill(Player::KILL);
 
       /* Handle music: */
-      if(world->get_tux()->invincible_timer.check() && !end_sequence)
+      if(currentsector->player->invincible_timer.check() && !end_sequence)
         {
-          world->play_music(HERRING_MUSIC);
+          currentsector->play_music(HERRING_MUSIC);
         }
       /* are we low on time ? */
       else if (time_left.get_left() < TIME_WARNING && !end_sequence)
         {
-          world->play_music(HURRYUP_MUSIC);
+          currentsector->play_music(HURRYUP_MUSIC);
         }
       /* or just normal music? */
-      else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
+      else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
         {
-          world->play_music(LEVEL_MUSIC);
+          currentsector->play_music(LEVEL_MUSIC);
         }
 
       /* Calculate frames per second */
@@ -654,106 +676,101 @@ GameSession::run()
   return exit_status;
 }
 
+void
+GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
+{
+  newsector = sector;
+  newspawnpoint = spawnpoint;
+}
+
 /* Bounce a brick: */
 void bumpbrick(float x, float y)
 {
-  World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32,
-                         (int)(y / 32) * 32);
+  Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
+                         (int)(y / 32) * 32));
 
   play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
 }
 
 /* (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", player_status.score);
+  context.draw_text(white_text, "SCORE", Vector(0, 0), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str, Vector(96, 0), 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),
+          LAYER_FOREGROUND1);
     }
 
   if(!time_left.check()) {
-    white_text->draw("TIME'S UP", 224, 0, 1);
+    context.draw_text_center(white_text, "TIME's UP", Vector(0, 0),
+        LAYER_FOREGROUND1);
   } 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", 224, 0, 1);
-    gold_text->draw(str, 304, 0, 1);
+    context.draw_text_center(white_text, "TIME",
+        Vector(0, 0), LAYER_FOREGROUND1);
+    context.draw_text_center(gold_text, str,
+        Vector(4*16, 0), LAYER_FOREGROUND1);
   }
 
   sprintf(str, "%d", player_status.distros);
-  white_text->draw("COINS", screen->h, 0, 1);
-  gold_text->draw(str, 608, 0, 1);
+  context.draw_text(white_text, "COINS",
+      Vector(screen->w - white_text->w*9, 0), LAYER_FOREGROUND1);
+  context.draw_text(gold_text, str,
+      Vector(screen->w - gold_text->w*2, 0), LAYER_FOREGROUND1);
 
-  white_text->draw("LIVES", 480, 20);
+  context.draw_text(white_text, "LIVES",
+      Vector(screen->w - white_text->w*9, 20), LAYER_FOREGROUND1);
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP);
-      tux_life->draw(565+(18*3), 20);
+      float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
+      context.draw_text(gold_text, str, Vector(x, 20), 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(565+(18*i),20);
+        context.draw_surface(tux_life, 
+            Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
+            LAYER_FOREGROUND1);
     }
 
   if(show_fps)
     {
       sprintf(str, "%2.1f", fps_fps);
-      white_text->draw("FPS", screen->h, 40, 1);
-      gold_text->draw(str, screen->h + 60, 40, 1);
+      context.draw_text(white_text, "FPS", 
+          Vector(screen->w - white_text->w*9, 40), LAYER_FOREGROUND1);
+      context.draw_text(gold_text, str,
+          Vector(screen->w-4*16, 40), LAYER_FOREGROUND1);
     }
 }
 
 void
-GameSession::drawendscreen()
-{
-  char str[80];
-
-  if (get_level()->img_bkgd)
-    get_level()->img_bkgd->draw(0, 0);
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
-
-  blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
-
-  sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
-
-  flipscreen();
-  
-  SDL_Event event;
-  wait_for_event(event,2000,5000,true);
-}
-
-void
 GameSession::drawresultscreen(void)
 {
   char str[80];
 
-  if (get_level()->img_bkgd)
-    get_level()->img_bkgd->draw(0, 0);
-  else
-    drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom);
+  DrawingContext context;
+  currentsector->background->draw(context);  
 
-  blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(blue_text, "Result:", Vector(0, 200),
+      LAYER_FOREGROUND1);
 
   sprintf(str, "SCORE: %d", player_status.score);
-  gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
   sprintf(str, "COINS: %d", player_status.distros);
-  gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1);
+  context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1);
 
-  flipscreen();
+  context.do_drawing();
   
   SDL_Event event;
   wait_for_event(event,2000,5000,true);
@@ -770,7 +787,7 @@ std::string slotinfo(int slot)
   if (savegame)
     {
       LispReader reader(lisp_cdr(savegame));
-      reader.read_string("title", &title);
+      reader.read_string("title", title);
       lisp_free(savegame);
     }