Added a Jump 'n Bump like way to show statistics.
[supertux.git] / src / gameloop.cpp
index 76995bb..4431f16 100644 (file)
 #include "worldmap.h"
 #include "intro.h"
 #include "misc.h"
+#include "camera.h"
+#include "statistics.h"
 
 GameSession* GameSession::current_ = 0;
 
+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_)
   : level(0), currentsector(0), st_gl_mode(mode),
     end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_)
@@ -73,8 +88,9 @@ GameSession::GameSession(const std::string& levelname_, int mode, bool flip_leve
   game_pause = false;
   fps_fps = 0;
 
-  fps_timer.init(true);            
+  fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
   frame_rate.set_fps(100);
 
   context = new DrawingContext();
@@ -94,14 +110,15 @@ GameSession::restart_level()
 
   fps_timer.init(true);
   frame_timer.init(true);
+  random_timer.init(true);
+
+  last_keys.clear();
 
-#if 0
-  float old_x_pos = -1;
-  if (world)
+  Vector tux_pos = Vector(-1,-1);
+  if (currentsector)
     { // Tux has lost a life, so we try to respawn him at the nearest reset point
-      old_x_pos = world->get_tux()->base.x;
+      tux_pos = currentsector->player->base;
     }
-#endif
   
   delete level;
   currentsector = 0;
@@ -110,37 +127,32 @@ GameSession::restart_level()
   level->load(levelname);
   if(flip_level)
     level->do_vertical_flip();
+
   currentsector = level->get_sector("main");
   if(!currentsector)
     Termination::abort("Level has no main sector.", "");
   currentsector->activate("main");
 
-#if 0 // TODO
   // 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;
-        }
-    }
-#endif
+    tux_pos = currentsector->get_best_spawn_point(tux_pos);
+    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));
+    }
+
   if (st_gl_mode != ST_GL_DEMO_GAME)
     {
       if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
         levelintro();
     }
 
+  global_stats.reset();
+
   time_left.init(true);
   start_timers();
   currentsector->play_music(LEVEL_MUSIC);
@@ -361,45 +373,67 @@ GameSession::process_events()
                               }
                           }
                         break;
-                      case SDLK_TAB:
-                        if(debug_mode)
-                          {
-                            tux.grow(false);
-                          }
-                        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();
+                          // "lifeup" activates pause cause of the 'p'
+                          // so work around to ignore it
+                            if(game_pause)
+                              {
+                                game_pause = false;
+                                Ticks::pause_stop();
+                              }
+                            else
+                              {
+                                game_pause = true;
+                                Ticks::pause_start();
+                              }
+                          }
+                        if(compare_last(last_keys, "lifedown"))
+                          {
+                          player_status.lives--;
+                          last_keys.clear();
+                          }
+                        if(compare_last(last_keys, "invincible"))
+                          {    // be invincle for the rest of the level
+                          tux.invincible_timer.start(time_left.get_left());
+                          last_keys.clear();
+                          }
+
                   break;
 
                 case SDL_JOYAXISMOTION:
@@ -496,10 +530,14 @@ GameSession::check_end_conditions()
   else if(!end_sequence && endtile && endtile->data == 0)
     {
       end_sequence = ENDSEQUENCE_RUNNING;
+      random_timer.start(200);  // start 1st firework
       last_x_pos = -1;
       SoundManager::get()->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.)
+
+      // add left time to stats
+      global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone());
     }
   else if (!end_sequence && tux->is_dead())
     {
@@ -535,6 +573,22 @@ GameSession::action(double frame_ratio)
     currentsector->play_music(LEVEL_MUSIC);
     newsector = newspawnpoint = "";
   }
+
+  // on end sequence make a few fireworks
+  if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check())
+    {
+    Vector epicenter = currentsector->camera->get_translation();
+    epicenter.x += screen->w * ((float)rand() / RAND_MAX);
+    epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
+
+    int red = rand() % 255;  // calculate firework color
+    int green = rand() % red;
+    currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
+                                 45, Color(red,green,0), 3, 1300);
+
+    SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
+    random_timer.start(rand() % 400 + 600);  // next firework
+    }
 }
 
 void 
@@ -737,7 +791,7 @@ GameSession::drawstatus(DrawingContext& context)
 {
   char str[60];
   
-  snprintf(str, 60, " %d", player_status.score);
+  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
   context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1);
   context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1);
 
@@ -807,7 +861,7 @@ GameSession::drawresultscreen(void)
   context.draw_text_center(blue_text, _("Result:"), Vector(0, 200),
       LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), player_status.score);
+  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
   context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1);
 
   sprintf(str, _("COINS: %d"), player_status.distros);