X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=26301fabb040ba8308d5e0933c401efde896379d;hb=53b4479f1e7e148ee0f8940de236359513bb4558;hp=613d14322608cd7a51dba89f34551796a15b2f31;hpb=d62647592b4ccffa89794af6fa03faaced46999d;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 613d14322..26301fabb 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -1,9 +1,7 @@ // $Id$ -// +// // SuperTux -// Copyright (C) 2000 Bill Kendrick -// Copyright (C) 2004 Tobias Glaesser -// Copyright (C) 2004 Ingo Ruhnke +// Copyright (C) 2006 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -14,13 +12,12 @@ // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. -// +// // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include -#include #include #include #include @@ -36,6 +33,9 @@ #include #include "game_session.hpp" +#include "log.hpp" +#include "worldmap.hpp" +#include "mainloop.hpp" #include "video/screen.hpp" #include "audio/sound_manager.hpp" #include "gui/menu.hpp" @@ -45,13 +45,14 @@ #include "player_status.hpp" #include "object/particlesystem.hpp" #include "object/background.hpp" +#include "object/gradient.hpp" #include "object/tilemap.hpp" #include "object/camera.hpp" #include "object/player.hpp" +#include "object/level_time.hpp" #include "lisp/lisp.hpp" #include "lisp/parser.hpp" #include "resources.hpp" -#include "worldmap.hpp" #include "misc.hpp" #include "statistics.hpp" #include "timer.hpp" @@ -63,7 +64,7 @@ #include "file_system.hpp" #include "gameconfig.hpp" #include "gettext.hpp" -#include "exceptions.hpp" +#include "console.hpp" #include "flip_level_transformer.hpp" // the engine will be run with a logical framerate of 64fps. @@ -71,6 +72,8 @@ // binary fraction... static const float LOGICAL_FPS = 64.0; +using namespace WorldMapNS; + GameSession* GameSession::current_ = 0; GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, @@ -84,34 +87,49 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, currentsector = 0; game_pause = false; - music_playing = false; fps_fps = 0; - context = new DrawingContext(); + statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png")); - restart_level(); + restart_level(true); } void -GameSession::restart_level() +GameSession::restart_level(bool fromBeginning) { game_pause = false; - exit_status = ES_NONE; end_sequence = NO_ENDSEQUENCE; main_controller->reset(); - delete level; currentsector = 0; - level = new Level; + level.reset(new Level); level->load(levelfile); 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); + + // get time + int time = 0; + for(std::vector::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i) + { + Sector* sec = *i; + + for(std::vector::iterator j = sec->gameobjects.begin(); + j != sec->gameobjects.end(); ++j) + { + GameObject* obj = *j; + + LevelTime* lt = dynamic_cast (obj); + if(lt) + time += int(lt->get_level_time()); + } + } + global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time); + if (fromBeginning) reset_sector=""; if(reset_sector != "") { currentsector = level->get_sector(reset_sector); if(!currentsector) { @@ -130,11 +148,7 @@ GameSession::restart_level() if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE) levelintro(); - if (!music_playing) - { - currentsector->play_music(LEVEL_MUSIC); - music_playing = true; - } + currentsector->play_music(LEVEL_MUSIC); if(capture_file != "") record_demo(capture_file); @@ -147,8 +161,6 @@ GameSession::~GameSession() delete demo_controller; delete end_sequence_controller; - delete level; - delete context; current_ = NULL; } @@ -190,6 +202,8 @@ GameSession::levelintro() { char str[60]; + sound_manager->stop_music(); + DrawingContext context; for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); ++i) { @@ -197,6 +211,10 @@ GameSession::levelintro() if(background) { background->draw(context); } + Gradient* gradient = dynamic_cast (*i); + if(gradient) { + gradient->draw(context); + } } // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160), @@ -204,7 +222,7 @@ GameSession::levelintro() context.draw_center_text(gold_text, level->get_name(), Vector(0, 160), LAYER_FOREGROUND1); - sprintf(str, "TUX x %d", player_status->lives); + sprintf(str, "Coins: %d", player_status->coins); context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210), CENTER_ALLIGN, LAYER_FOREGROUND1); @@ -218,8 +236,6 @@ GameSession::levelintro() if(best_level_statistics != NULL) best_level_statistics->draw_message_info(context, _("Best Level Statistics")); - context.do_drawing(); - wait_for_event(1.0, 3.0); } @@ -230,7 +246,7 @@ GameSession::on_escape_press() return; // don't let the player open the menu, when he is dying if(mode == ST_GL_TEST) { - exit_status = ES_LEVEL_ABORT; + main_loop->exit_screen(); } else if (!Menu::current()) { Menu::set_current(game_menu); game_menu->set_active_item(MNID_CONTINUE); @@ -244,7 +260,6 @@ void GameSession::process_events() { Player& tux = *currentsector->player; - main_controller->update(); // end of pause mode? if(!Menu::current() && game_pause) { @@ -264,17 +279,6 @@ GameSession::process_events() last_x_pos = tux.get_pos().x; } - main_controller->update(); - SDL_Event event; - while (SDL_PollEvent(&event)) { - /* Check for menu-events, if the menu is shown */ - if (Menu::current()) - Menu::current()->event(event); - main_controller->process_event(event); - if(event.type == SDL_QUIT) - throw graceful_shutdown(); - } - // playback a demo? if(playback_demo_stream != 0) { demo_controller->update(); @@ -310,177 +314,44 @@ GameSession::process_events() } void -GameSession::try_cheats() -{ - if(currentsector == 0) - return; - Player& tux = *currentsector->player; - - // Cheating words (the goal of this is really for debugging, - // but could be used for some cheating, nothing wrong with that) - if(main_controller->check_cheatcode("grow")) { - tux.set_bonus(GROWUP_BONUS, false); - } - if(main_controller->check_cheatcode("fire")) { - tux.set_bonus(FIRE_BONUS, false); - } - if(main_controller->check_cheatcode("ice")) { - tux.set_bonus(ICE_BONUS, false); - } - if(main_controller->check_cheatcode("lifeup")) { - player_status->lives++; - } - if(main_controller->check_cheatcode("lifedown")) { - player_status->lives--; - } - if(main_controller->check_cheatcode("grease")) { - tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); - } - if(main_controller->check_cheatcode("invincible")) { - // be invincle for the rest of the level - tux.invincible_timer.start(10000); - } - if(main_controller->check_cheatcode("mortal")) { - // give up invincibility - tux.invincible_timer.stop(); - } - if(main_controller->check_cheatcode("shrink")) { - // remove powerups - tux.kill(tux.SHRINK); - } - if(main_controller->check_cheatcode("kill")) { - // kill Tux, but without losing a life - player_status->lives++; - tux.kill(tux.KILL); - } - if(main_controller->check_cheatcode("whereami")) { - std::cout << "You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y << "." << std::endl; - } -#if 0 - if(main_controller->check_cheatcode("grid")) { - // toggle debug grid - debug_grid = !debug_grid; - } -#endif - if(main_controller->check_cheatcode("gotoend")) { - // goes to the end of the level - tux.move(Vector( - (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0)); - currentsector->camera->reset( - Vector(tux.get_pos().x, tux.get_pos().y)); - } - if(main_controller->check_cheatcode("flip")) { - FlipLevelTransformer flip_transformer; - flip_transformer.transform(GameSession::current()->get_current_level()); - } - if(main_controller->check_cheatcode("finish")) { - // finish current sector - exit_status = ES_LEVEL_FINISHED; - // don't add points to stats though... - } -} - -void GameSession::check_end_conditions() { Player* tux = currentsector->player; /* End of level? */ if(end_sequence && endsequence_timer.check()) { - exit_status = ES_LEVEL_FINISHED; + finish(true); return; } else if (!end_sequence && tux->is_dead()) { - 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(); + if (player_status->coins < 0) { + // No more coins: restart level from beginning + player_status->coins = 0; + restart_level(true); + } else { + // Still has coins: restart level from last reset point + restart_level(false); } return; } } -void -GameSession::update(float elapsed_time) -{ - // handle controller - if(main_controller->pressed(Controller::PAUSE_MENU)) - on_escape_press(); - - // advance timers - if(!currentsector->player->growing_timer.started()) { - // Update Tux and the World - currentsector->update(elapsed_time); - } - - // respawning in new sector? - if(newsector != "" && newspawnpoint != "") { - Sector* sector = level->get_sector(newsector); - if(sector == 0) { - std::cerr << "Sector '" << newsector << "' not found.\n"; - } - sector->activate(newspawnpoint); - sector->play_music(LEVEL_MUSIC); - currentsector = sector; - newsector = ""; - newspawnpoint = ""; - } - - // update sounds - sound_manager->set_listener_position(currentsector->player->get_pos()); -} - void -GameSession::draw() +GameSession::draw(DrawingContext& context) { - currentsector->draw(*context); - drawstatus(*context); + currentsector->draw(context); + drawstatus(context); if(game_pause) - draw_pause(); - - if(Menu::current()) { - Menu::current()->draw(*context); - } - - context->do_drawing(); + draw_pause(context); } void -GameSession::draw_pause() +GameSession::draw_pause(DrawingContext& context) { - int x = SCREEN_HEIGHT / 20; - for(int i = 0; i < x; ++i) { - context->draw_filled_rect( - Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH : - -((pause_menu_frame * i)%SCREEN_WIDTH) - ,(i*20+pause_menu_frame)%SCREEN_HEIGHT), - Vector(SCREEN_WIDTH,10), - Color(0.1, 0.1, 0.1, static_cast(rand() % 20 + 1) / 255.0), - LAYER_FOREGROUND1+1); - } - - context->draw_filled_rect( + context.draw_filled_rect( Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT), - Color( - static_cast(rand() % 50) / 255.0, - static_cast(rand() % 50) / 255.0, - static_cast(rand() % 50) / 255.0, - 0.5), LAYER_FOREGROUND1); -#if 0 - context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"), - Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2); - - const char* str1 = _("Playing: "); - const char* str2 = level->get_name().c_str(); - - context->draw_text(blue_text, str1, - Vector((SCREEN_WIDTH - (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_WIDTH - (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); -#endif + Color(.2, .2, .2, .5), LAYER_FOREGROUND1); } void @@ -497,18 +368,81 @@ GameSession::process_menu() break; case MNID_ABORTLEVEL: Menu::set_current(0); - exit_status = ES_LEVEL_ABORT; + main_loop->exit_screen(); break; } - } else if(menu == options_menu) { - process_options_menu(); - } else if(menu == load_game_menu ) { - process_load_game_menu(); } } } +void +GameSession::setup() +{ + Menu::set_current(NULL); + current_ = this; + // Eat unneeded events + SDL_Event event; + while(SDL_PollEvent(&event)) + {} +} + +void +GameSession::update(float elapsed_time) +{ + process_events(); + process_menu(); + + check_end_conditions(); + + // handle controller + if(main_controller->pressed(Controller::PAUSE_MENU)) + on_escape_press(); + + // respawning in new sector? + if(newsector != "" && newspawnpoint != "") { + Sector* sector = level->get_sector(newsector); + if(sector == 0) { + log_warning << "Sector '" << newsector << "' not found" << std::endl; + } + sector->activate(newspawnpoint); + sector->play_music(LEVEL_MUSIC); + currentsector = sector; + newsector = ""; + newspawnpoint = ""; + } + + // Update the world state and all objects in the world + if(!game_pause) { + // Update the world + if (end_sequence == ENDSEQUENCE_RUNNING) { + currentsector->update(elapsed_time/2); + } else if(end_sequence == NO_ENDSEQUENCE) { + if(!currentsector->player->growing_timer.started()) + currentsector->update(elapsed_time); + } + } + + // update sounds + sound_manager->set_listener_position(currentsector->player->get_pos()); + + /* Handle music: */ + if (end_sequence) + return; + + if(currentsector->player->invincible_timer.started()) { + if(currentsector->player->invincible_timer.get_timeleft() <= + TUX_INVINCIBLE_TIME_WARNING) { + currentsector->play_music(HERRING_WARNING_MUSIC); + } else { + currentsector->play_music(HERRING_MUSIC); + } + } else if(currentsector->get_music_type() != LEVEL_MUSIC) { + currentsector->play_music(LEVEL_MUSIC); + } +} + +#if 0 GameSession::ExitStatus GameSession::run() { @@ -531,6 +465,8 @@ GameSession::run() while (exit_status == ES_NONE) { // we run in a logical framerate so elapsed time is a constant + // This will make the game run determistic and not different on different + // machines static const float elapsed_time = 1.0 / LOGICAL_FPS; // old code... float elapsed_time = float(ticks - lastticks) / 1000.; if(!game_pause) @@ -561,25 +497,11 @@ GameSession::run() } fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS); -#if 0 - float diff = SDL_GetTicks() - fps_nextframe_ticks; - if (diff > 5.0) { - // sets the ticks that must have elapsed - fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS); - } else { - // sets the ticks that must have elapsed - // in order for the next frame to start. - fps_nextframe_ticks += 1000.0 / LOGICAL_FPS; - } -#endif - 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()) + if(!game_pause) { // Update the world check_end_conditions(); @@ -588,10 +510,6 @@ GameSession::run() else if(end_sequence == NO_ENDSEQUENCE) update(elapsed_time); } - else - { - ++pause_menu_frame; - } if(!skipdraw) draw(); @@ -605,10 +523,10 @@ GameSession::run() continue; } - //frame_rate.update(); - /* Handle music: */ - if (currentsector->player->invincible_timer.started() && !end_sequence) + if (currentsector->player->invincible_timer.started() && + currentsector->player->invincible_timer.get_timeleft() + > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) { currentsector->play_music(HERRING_MUSIC); } @@ -637,14 +555,17 @@ GameSession::run() main_controller->reset(); return exit_status; } +#endif void GameSession::finish(bool win) { - if(win) - exit_status = ES_LEVEL_FINISHED; - else - exit_status = ES_LEVEL_ABORT; + if(win) { + if(WorldMap::current()) + WorldMap::current()->finished_level(levelfile); + } + + main_loop->exit_screen(); } void @@ -673,14 +594,17 @@ GameSession::display_info_box(const std::string& text) InfoBox* box = new InfoBox(text); bool running = true; + DrawingContext context; + while(running) { + // TODO make a screen out of this, another mainloop is ugly main_controller->update(); SDL_Event event; while (SDL_PollEvent(&event)) { main_controller->process_event(event); if(event.type == SDL_QUIT) - throw graceful_shutdown(); + main_loop->quit(); } if(main_controller->pressed(Controller::JUMP) @@ -692,8 +616,9 @@ GameSession::display_info_box(const std::string& text) box->scrolldown(); else if(main_controller->pressed(Controller::UP)) box->scrollup(); - box->draw(*context); - draw(); + box->draw(context); + draw(context); + context.do_drawing(); sound_manager->update(); } @@ -706,20 +631,56 @@ GameSession::start_sequence(const std::string& sequencename) if(sequencename == "endsequence" || sequencename == "fireworks") { if(end_sequence) return; - + end_sequence = ENDSEQUENCE_RUNNING; - endsequence_timer.start(7.0); // 7 seconds until we finish the map + endsequence_timer.start(7.3); last_x_pos = -1; sound_manager->play_music("music/leveldone.ogg", false); - currentsector->player->invincible_timer.start(7.0); + currentsector->player->invincible_timer.start(7.3); + + // Stop all clocks. + for(std::vector::iterator i = currentsector->gameobjects.begin(); + i != currentsector->gameobjects.end(); ++i) + { + GameObject* obj = *i; + + LevelTime* lt = dynamic_cast (obj); + if(lt) + lt->stop(); + } + + // add time spent to statistics + int tottime = 0, remtime = 0; + for(std::vector::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i) + { + Sector* sec = *i; + + for(std::vector::iterator j = sec->gameobjects.begin(); + j != sec->gameobjects.end(); ++j) + { + GameObject* obj = *j; + + LevelTime* lt = dynamic_cast (obj); + if(lt) + { + tottime += int(lt->get_level_time()); + remtime += int(lt->get_remaining_time()); + } + } + } + global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime))); if(sequencename == "fireworks") { currentsector->add_object(new Fireworks()); } } else if(sequencename == "stoptux") { + if(!end_sequence) { + log_warning << "Final target reached without an active end sequence" << std::endl; + this->start_sequence("endsequence"); + } end_sequence = ENDSEQUENCE_WAITING; } else { - std::cout << "Unknown sequence '" << sequencename << "'.\n"; + log_warning << "Unknown sequence '" << sequencename << "'" << std::endl; } } @@ -732,101 +693,14 @@ GameSession::drawstatus(DrawingContext& context) if(config->show_fps) { char str[60]; snprintf(str, sizeof(str), "%3.1f", fps_fps); - context.draw_text(white_text, "FPS", - Vector(SCREEN_WIDTH - - white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40), - LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40), - LEFT_ALLIGN, LAYER_FOREGROUND1); - } -} - -void -GameSession::drawresultscreen() -{ - char str[80]; - - DrawingContext context; - for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); - i != currentsector->gameobjects.end(); ++i) { - Background* background = dynamic_cast (*i); - if(background) { - background->draw(context); - } + const char* fpstext = "FPS"; + context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1); + context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1); } - context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200), - CENTER_ALLIGN, LAYER_FOREGROUND1); - - sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT)); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1); - - sprintf(str, _("COINS: %d"), player_status->coins); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1); - - context.do_drawing(); - - wait_for_event(2.0, 5.0); -} - -std::string slotinfo(int slot) -{ - std::string tmp; - std::string slotfile; - std::string title; - std::stringstream stream; - stream << slot; - slotfile = "save/slot" + stream.str() + ".stsg"; - - try { - lisp::Parser parser; - std::auto_ptr root (parser.parse(slotfile)); - - const lisp::Lisp* savegame = root->get_lisp("supertux-savegame"); - if(!savegame) - throw std::runtime_error("file is not a supertux-savegame."); - - savegame->get("title", title); - } catch(std::exception& e) { - return std::string(_("Slot")) + " " + stream.str() + " - " + - std::string(_("Free")); + // draw level stats while end_sequence is running + if (end_sequence) { + global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); } - - return std::string("Slot ") + stream.str() + " - " + title; } -bool process_load_game_menu() -{ - int slot = load_game_menu->check(); - - if(slot == -1) - return false; - - if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION) - return false; - - std::stringstream stream; - stream << slot; - std::string slotfile = "save/slot" + stream.str() + ".stsg"; - - sound_manager->stop_music(); - fadeout(256); - DrawingContext context; - context.draw_text(white_text, "Loading...", - Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), - CENTER_ALLIGN, LAYER_FOREGROUND1); - context.do_drawing(); - - WorldMapNS::WorldMap worldmap; - - worldmap.set_map_filename("/levels/world1/worldmap.stwm"); - // Load the game or at least set the savegame_file variable - worldmap.loadgame(slotfile); - - worldmap.display(); - - Menu::set_current(main_menu); - - return true; -}