Added a Jump 'n Bump like way to show statistics.
[supertux.git] / src / gameloop.cpp
index c36e9d4..4431f16 100644 (file)
@@ -60,6 +60,8 @@
 #include "worldmap.h"
 #include "intro.h"
 #include "misc.h"
+#include "camera.h"
+#include "statistics.h"
 
 GameSession* GameSession::current_ = 0;
 
@@ -86,8 +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();
@@ -107,16 +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;
@@ -125,37 +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);
@@ -377,6 +374,10 @@ GameSession::process_events()
                           }
                         break;
                       default:
+                        break;
+                      }
+                  }
+
                         /* Check if chacrater is ASCII */
                         char ch[2];
                         if((event.key.keysym.unicode & 0xFF80) == 0)
@@ -385,9 +386,54 @@ GameSession::process_events()
                           ch[1] = '\0';
                           }
                         last_keys.append(ch);  // add to cheat keys
-                        break;
-                      }
-                  }
+
+                        // 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:
@@ -462,46 +508,6 @@ GameSession::process_events()
             }
         } /* while */
     }
-
-// Cheating words (the goal of this is really for debugging, but could
-// be used for some cheating)
-// TODO: this could be implmented in a more elegant and faster way
-if(!last_keys.empty())
-  {
-  Player &tux = *currentsector->player;
-  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, "invincible"))
-    {    // be invincle for the rest of the level
-    tux.invincible_timer.start(time_left.get_left());
-    last_keys.clear();
-    }
-  }
 }
 
 void
@@ -524,10 +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())
     {
@@ -563,6 +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 
@@ -765,7 +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);
 
@@ -835,7 +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);