Instead of limitating the number of bullets, according to the ones in screen, do...
[supertux.git] / src / gameloop.cpp
index b5857c9..fb3e557 100644 (file)
@@ -58,7 +58,7 @@
 GameSession* GameSession::current_ = 0;
 
 GameSession::GameSession(const std::string& subset_, int levelnb_, int mode)
-  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(false),
+  : world(0), st_gl_mode(mode), levelnb(levelnb_), end_sequence(NO_ENDSEQUENCE),
     subset(subset_)
 {
   current_ = this;
@@ -77,7 +77,7 @@ GameSession::restart_level()
 {
   game_pause   = false;
   exit_status  = NONE;
-  end_sequence = false;
+  end_sequence = NO_ENDSEQUENCE;
 
   fps_timer.init(true);
   frame_timer.init(true);
@@ -194,12 +194,13 @@ GameSession::on_escape_press()
 void
 GameSession::process_events()
 {
-  if (end_sequence)
+  if (end_sequence != NO_ENDSEQUENCE)
     {
       Player& tux = *world->get_tux();
-          
+         
+      tux.input.fire  = UP;
       tux.input.left  = UP;
-      tux.input.right = DOWN; 
+      tux.input.right = DOWN;
       tux.input.down  = UP; 
 
       if (int(last_x_pos) == int(tux.base.x))
@@ -246,7 +247,7 @@ GameSession::process_events()
             }
         }
     }
-  else
+  else // normal mode
     {
       if(!Menu::current() && !game_pause)
         st_pause_ticks_stop();
@@ -417,21 +418,32 @@ GameSession::check_end_conditions()
   Tile* endtile = collision_goal(tux->base);
 
   // fallback in case the other endpositions don't trigger
-  if (tux->base.x >= endpos || (endtile && endtile->data >= 1)
-      || (end_sequence && !endsequence_timer.check()))
+  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);
+    }
+  else if(end_sequence && !endsequence_timer.check())
     {
       exit_status = LEVEL_FINISHED;
       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 = true;
+      end_sequence = ENDSEQUENCE_RUNNING;
       last_x_pos = -1;
-      music_manager->halt_music();
-      endsequence_timer.start(5000); // 5 seconds until we finish the map
+      music_manager->play_music(level_end_song, 0);
+      endsequence_timer.start(7000); // 5 seconds until we finish the map
     }
   else if (!end_sequence && tux->is_dead())
     {
+      player_status.bonus = PlayerStatus::NO_BONUS;
       player_status.lives -= 1;             
 
       if (player_status.lives < 0)
@@ -453,8 +465,6 @@ GameSession::check_end_conditions()
 void
 GameSession::action(double frame_ratio)
 {
-  check_end_conditions();
-  
   if (exit_status == NONE)
     {
       // Update Tux and the World
@@ -530,17 +540,12 @@ GameSession::run()
 
   update_time = last_update_time = st_get_ticks();
 
-  /* Clear screen: */
-//  clearscreen(0, 0, 0);
-//  updatescreen();
-
   // Eat unneeded events
   SDL_Event event;
   while (SDL_PollEvent(&event)) {}
 
   draw();
 
-  float overlap = 0.0f;
   while (exit_status == NONE)
     {
       /* Calculate the movement-factor */
@@ -563,18 +568,12 @@ GameSession::run()
       // determistic and not different on different machines
       if(!game_pause && !Menu::current())
         {
-          frame_ratio *= game_speed;
-          frame_ratio += overlap;
-          while (frame_ratio > 0)
-            {
-              // Update the world
-              if (end_sequence)
-                action(.5f);
-              else
-                action(1.0f);
-              frame_ratio -= 1.0f;
-            }
-          overlap = frame_ratio;
+          // 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
         {
@@ -604,22 +603,22 @@ GameSession::run()
         }
 
       /* Handle time: */
-      if (!time_left.check() && world->get_tux()->dying == DYING_NOT)
+      if (!time_left.check() && world->get_tux()->dying == DYING_NOT
+              && !end_sequence)
         world->get_tux()->kill(Player::KILL);
 
       /* Handle music: */
-      if(world->get_tux()->invincible_timer.check())
+      if(world->get_tux()->invincible_timer.check() && !end_sequence)
         {
-          if(world->get_music_type() != HERRING_MUSIC)
-            world->play_music(HERRING_MUSIC);
+          world->play_music(HERRING_MUSIC);
         }
       /* are we low on time ? */
-      else if (time_left.get_left() < TIME_WARNING)
+      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)
+      else if(world->get_music_type() != LEVEL_MUSIC && !end_sequence)
         {
           world->play_music(LEVEL_MUSIC);
         }
@@ -681,7 +680,7 @@ GameSession::drawstatus()
   if (player_status.lives >= 5)
     {
       sprintf(str, "%dx", player_status.lives);
-      gold_text->draw(str, 585, 20);
+      gold_text->draw_align(str, 617, 20, A_RIGHT, A_TOP);
       tux_life->draw(565+(18*3), 20);
     }
   else