X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=26301fabb040ba8308d5e0933c401efde896379d;hb=53b4479f1e7e148ee0f8940de236359513bb4558;hp=6aae47e09f26f9f54bd0621823851cdce2d00bed;hpb=eba5f4b45f92cb19a09fbac1a478648062480adb;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 6aae47e09..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 +12,13 @@ // 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 #include @@ -34,38 +32,47 @@ #include -#ifndef WIN32 -#include -#include -#endif - -#include "app/globals.h" -#include "game_session.h" -#include "video/screen.h" -#include "app/setup.h" -#include "gui/menu.h" -#include "sector.h" -#include "level.h" -#include "tile.h" -#include "player_status.h" -#include "object/particlesystem.h" -#include "object/background.h" -#include "object/tilemap.h" -#include "object/camera.h" -#include "object/player.h" -#include "lisp/lisp.h" -#include "lisp/parser.h" -#include "resources.h" -#include "app/gettext.h" -#include "worldmap.h" -#include "misc.h" -#include "statistics.h" -#include "timer.h" -#include "object/fireworks.h" -#include "textscroller.h" -#include "control/codecontroller.h" -#include "control/joystickkeyboardcontroller.h" -#include "main.h" +#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" +#include "sector.hpp" +#include "level.hpp" +#include "tile.hpp" +#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 "misc.hpp" +#include "statistics.hpp" +#include "timer.hpp" +#include "object/fireworks.hpp" +#include "textscroller.hpp" +#include "control/codecontroller.hpp" +#include "control/joystickkeyboardcontroller.hpp" +#include "main.hpp" +#include "file_system.hpp" +#include "gameconfig.hpp" +#include "gettext.hpp" +#include "console.hpp" +#include "flip_level_transformer.hpp" + +// the engine will be run with a logical framerate of 64fps. +// We chose 64fps here because it is a power of 2, so 1/64 gives an "even" +// binary fraction... +static const float LOGICAL_FPS = 64.0; + +using namespace WorldMapNS; GameSession* GameSession::current_ = 0; @@ -73,39 +80,56 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, Statistics* statistics) : level(0), currentsector(0), mode(mode), end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0), - levelfile(levelfile_), best_level_statistics(statistics) + levelfile(levelfile_), best_level_statistics(statistics), + capture_demo_stream(0), playback_demo_stream(0), demo_controller(0) { current_ = this; + currentsector = 0; game_pause = 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(); - last_keys.clear(); - 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) { @@ -124,24 +148,62 @@ GameSession::restart_level() if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE) levelintro(); - start_timers(); currentsector->play_music(LEVEL_MUSIC); + + if(capture_file != "") + record_demo(capture_file); } GameSession::~GameSession() { + delete capture_demo_stream; + delete playback_demo_stream; + delete demo_controller; + delete end_sequence_controller; - delete level; - delete context; + + current_ = NULL; } void -GameSession::levelintro() +GameSession::record_demo(const std::string& filename) { - sound_manager->halt_music(); + delete capture_demo_stream; + capture_demo_stream = new std::ofstream(filename.c_str()); + if(!capture_demo_stream->good()) { + std::stringstream msg; + msg << "Couldn't open demo file '" << filename << "' for writing."; + throw std::runtime_error(msg.str()); + } + capture_file = filename; +} + +void +GameSession::play_demo(const std::string& filename) +{ + delete playback_demo_stream; + delete demo_controller; + + playback_demo_stream = new std::ifstream(filename.c_str()); + if(!playback_demo_stream->good()) { + std::stringstream msg; + msg << "Couldn't open demo file '" << filename << "' for reading."; + throw std::runtime_error(msg.str()); + } + + Player& tux = *currentsector->player; + demo_controller = new CodeController(); + tux.set_controller(demo_controller); +} + +void +GameSession::levelintro() +{ char str[60]; + sound_manager->stop_music(); + DrawingContext context; for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); ++i) { @@ -149,6 +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), @@ -156,7 +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); @@ -170,18 +236,7 @@ GameSession::levelintro() if(best_level_statistics != NULL) best_level_statistics->draw_message_info(context, _("Best Level Statistics")); - context.do_drawing(); - - SDL_Event event; - wait_for_event(event,1000,3000,true); -} - -/* Reset Timers */ -void -GameSession::start_timers() -{ - time_left.start(level->timelimit); - Ticks::pause_init(); + wait_for_event(1.0, 3.0); } void @@ -191,14 +246,12 @@ 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); - Ticks::pause_start(); game_pause = true; } else { - Ticks::pause_stop(); game_pause = false; } } @@ -207,12 +260,10 @@ void GameSession::process_events() { Player& tux = *currentsector->player; - main_controller->update(); // end of pause mode? if(!Menu::current() && game_pause) { game_pause = false; - Ticks::pause_stop(); } if (end_sequence != NO_ENDSEQUENCE) { @@ -228,102 +279,37 @@ 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 std::runtime_error("Received window close"); - } -} - -void -GameSession::try_cheats() -{ - 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); - last_keys.clear(); - } - if(main_controller->check_cheatcode("fire")) { - tux.set_bonus(FIRE_BONUS, false); - last_keys.clear(); - } - if(main_controller->check_cheatcode("ice")) { - tux.set_bonus(ICE_BONUS, false); - last_keys.clear(); - } - if(main_controller->check_cheatcode("lifeup")) { - player_status.lives++; - last_keys.clear(); - } - if(main_controller->check_cheatcode("lifedown")) { - player_status.lives--; - last_keys.clear(); - } - if(main_controller->check_cheatcode("grease")) { - tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3); - last_keys.clear(); - } - if(main_controller->check_cheatcode("invincible")) { - // be invincle for the rest of the level - tux.invincible_timer.start(10000); - last_keys.clear(); - } - if(main_controller->check_cheatcode("shrink")) { - // remove powerups - tux.kill(tux.SHRINK); - last_keys.clear(); - } - if(main_controller->check_cheatcode("kill")) { - // kill Tux, but without losing a life - player_status.lives++; - tux.kill(tux.KILL); - last_keys.clear(); - } -#if 0 - if(main_controller->check_cheatcode("grid")) { - // toggle debug grid - debug_grid = !debug_grid; - last_keys.clear(); - } -#endif - if(main_controller->check_cheatcode("hover")) { - // toggle hover ability on/off - tux.enable_hover = !tux.enable_hover; - last_keys.clear(); - } - 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)); - last_keys.clear(); - } - if(main_controller->check_cheatcode("finish")) { - // finish current sector - exit_status = ES_LEVEL_FINISHED; - // don't add points to stats though... - } - // temporary to help player's choosing a flapping - if(main_controller->check_cheatcode("marek")) { - tux.flapping_mode = Player::MAREK_FLAP; - last_keys.clear(); - } - if(main_controller->check_cheatcode("ricardo")) { - tux.flapping_mode = Player::RICARDO_FLAP; - last_keys.clear(); - } - if(main_controller->check_cheatcode("ryan")) { - tux.flapping_mode = Player::RYAN_FLAP; - last_keys.clear(); + // playback a demo? + if(playback_demo_stream != 0) { + demo_controller->update(); + char left = false; + char right = false; + char up = false; + char down = false; + char jump = false; + char action = false; + playback_demo_stream->get(left); + playback_demo_stream->get(right); + playback_demo_stream->get(up); + playback_demo_stream->get(down); + playback_demo_stream->get(jump); + playback_demo_stream->get(action); + demo_controller->press(Controller::LEFT, left); + demo_controller->press(Controller::RIGHT, right); + demo_controller->press(Controller::UP, up); + demo_controller->press(Controller::DOWN, down); + demo_controller->press(Controller::JUMP, jump); + demo_controller->press(Controller::ACTION, action); + } + + // save input for demo? + if(capture_demo_stream != 0) { + capture_demo_stream ->put(main_controller->hold(Controller::LEFT)); + capture_demo_stream ->put(main_controller->hold(Controller::RIGHT)); + capture_demo_stream ->put(main_controller->hold(Controller::UP)); + capture_demo_stream ->put(main_controller->hold(Controller::DOWN)); + capture_demo_stream ->put(main_controller->hold(Controller::JUMP)); + capture_demo_stream ->put(main_controller->hold(Controller::ACTION)); } } @@ -334,93 +320,38 @@ GameSession::check_end_conditions() /* 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::action(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->action(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 = ""; - } -} - 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); - mouse_cursor->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(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1); - } - - context->draw_filled_rect( + context.draw_filled_rect( Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT), - Color(rand() % 50, rand() % 50, rand() % 50, 128), 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 @@ -428,7 +359,7 @@ GameSession::process_menu() { Menu* menu = Menu::current(); if(menu) { - menu->action(); + menu->update(); if(menu == game_menu) { switch (game_menu->check()) { @@ -437,18 +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() { @@ -456,7 +450,6 @@ GameSession::run() current_ = this; int fps_cnt = 0; - double fps_nextframe_ticks; // fps regulating code // Eat unneeded events SDL_Event event; @@ -465,61 +458,64 @@ GameSession::run() draw(); - Uint32 lastticks = SDL_GetTicks(); - fps_ticks = SDL_GetTicks(); - fps_nextframe_ticks = SDL_GetTicks(); // fps regulating code + Uint32 fps_ticks = SDL_GetTicks(); + Uint32 fps_nextframe_ticks = SDL_GetTicks(); + Uint32 ticks; + bool skipdraw = false; while (exit_status == ES_NONE) { - Uint32 ticks = SDL_GetTicks(); - float elapsed_time = float(ticks - lastticks) / 1000.; + // 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) - global_time += elapsed_time; - lastticks = ticks; - - // 40fps is minimum - if(elapsed_time > 0.025){ - elapsed_time = 0.025; - } - - // fps regualting code - const double wantedFps= 60.0; // set to 60 by now - while (fps_nextframe_ticks > SDL_GetTicks()){ - /* just wait */ - // If we really have to wait long, then do an imprecise SDL_Delay() - Uint32 ticks = SDL_GetTicks(); - if (fps_nextframe_ticks - ticks > 15) { - SDL_Delay((Uint32) (fps_nextframe_ticks - ticks)); - } + game_time += elapsed_time; + + // regulate fps + ticks = SDL_GetTicks(); + if(ticks > fps_nextframe_ticks) { + if(skipdraw == true) { + // already skipped last frame? we have to slow down the game then... + skipdraw = false; + fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS); + } else { + // don't draw all frames when we're getting too slow + skipdraw = true; + } + } else { + skipdraw = false; + while(fps_nextframe_ticks > ticks) { + /* just wait */ + // If we really have to wait long, then do an imprecise SDL_Delay() + Uint32 diff = fps_nextframe_ticks - ticks; + if(diff > 15) { + SDL_Delay(diff - 10); + } + ticks = SDL_GetTicks(); + } } - float diff = SDL_GetTicks() - fps_nextframe_ticks; - if (diff > 5.0) - fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / wantedFps); // sets the ticks that must have elapsed - else - fps_nextframe_ticks += 1000.0 / wantedFps; // sets the ticks that must have elapsed - // in order for the next frame to start. + fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS); 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(); if (end_sequence == ENDSEQUENCE_RUNNING) - action(elapsed_time/2); + update(elapsed_time/2); else if(end_sequence == NO_ENDSEQUENCE) - action(elapsed_time); - } - else - { - ++pause_menu_frame; - SDL_Delay(50); + update(elapsed_time); } - draw(); + if(!skipdraw) + draw(); + + // update sounds + sound_manager->update(); /* Time stops in pause mode */ if(game_pause || Menu::current()) @@ -527,14 +523,10 @@ GameSession::run() continue; } - //frame_rate.update(); - - /* Handle time: */ - if (time_left.check() && !end_sequence) - currentsector->player->kill(Player::KILL); - /* 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); } @@ -559,9 +551,22 @@ GameSession::run() } // just in case + currentsector = 0; main_controller->reset(); return exit_status; } +#endif + +void +GameSession::finish(bool win) +{ + if(win) { + if(WorldMap::current()) + WorldMap::current()->finished_level(levelfile); + } + + main_loop->exit_screen(); +} void GameSession::respawn(const std::string& sector, const std::string& spawnpoint) @@ -577,20 +582,29 @@ GameSession::set_reset_point(const std::string& sector, const Vector& pos) reset_pos = pos; } +std::string +GameSession::get_working_directory() +{ + return FileSystem::dirname(levelfile); +} + void 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 std::runtime_error("Received window close event"); + main_loop->quit(); } if(main_controller->pressed(Controller::JUMP) @@ -598,8 +612,14 @@ GameSession::display_info_box(const std::string& text) || main_controller->pressed(Controller::PAUSE_MENU) || main_controller->pressed(Controller::MENU_SELECT)) running = false; - box->draw(*context); - draw(); + else if(main_controller->pressed(Controller::DOWN)) + box->scrolldown(); + else if(main_controller->pressed(Controller::UP)) + box->scrollup(); + box->draw(context); + draw(context); + context.do_drawing(); + sound_manager->update(); } delete box; @@ -611,24 +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(level_end_song, 0); - currentsector->player->invincible_timer.start(7.0); + sound_manager->play_music("music/leveldone.ogg", false); + currentsector->player->invincible_timer.start(7.3); - // add left time to stats - global_stats.set_points(TIME_NEEDED_STAT, - int(time_left.get_period() - time_left.get_timeleft())); + // 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; } } @@ -636,154 +688,19 @@ GameSession::start_sequence(const std::string& sequencename) void GameSession::drawstatus(DrawingContext& context) { - char str[60]; - - snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT)); - context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1); - - if(mode == ST_GL_TEST) { - context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20), - LEFT_ALLIGN, LAYER_FOREGROUND1); - } - - if(time_left.get_timeleft() < 0) { - context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0), - CENTER_ALLIGN, LAYER_FOREGROUND1); - } else if (time_left.get_timeleft() > TIME_WARNING - || int(global_time * 2.5) % 2) { - sprintf(str, " %d", int(time_left.get_timeleft())); - context.draw_text(white_text, _("TIME"), - Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1); - } - - sprintf(str, " %d", player_status.coins); - context.draw_text(white_text, _("COINS"), - Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0), - LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1); - - if (player_status.lives >= 5) - { - sprintf(str, "%dx", player_status.lives); - float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w; - context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20), - LAYER_FOREGROUND1); - } - else - { - for(int i= 0; i < player_status.lives; ++i) - context.draw_surface(tux_life, - Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 20), - LAYER_FOREGROUND1); - } - - context.draw_text(white_text, _("LIVES"), - Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20), - LEFT_ALLIGN, LAYER_FOREGROUND1); + player_status->draw(context); if(config->show_fps) { - sprintf(str, "%2.1f", fps_fps); - context.draw_text(white_text, "FPS", - Vector(SCREEN_WIDTH - - white_text->get_text_width("FPS "), 40), - LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, - Vector(SCREEN_WIDTH-4*16, 40), - LEFT_ALLIGN, LAYER_FOREGROUND1); + char str[60]; + snprintf(str, sizeof(str), "%3.1f", fps_fps); + 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); } -} - -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); - } + // draw level stats while end_sequence is running + if (end_sequence) { + global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); } - - 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(); - - SDL_Event event; - wait_for_event(event,2000,5000,true); -} - -std::string slotinfo(int slot) -{ - std::string tmp; - std::string slotfile; - std::string title; - std::stringstream stream; - stream << slot; - slotfile = user_dir + "/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")); - } - - return std::string("Slot ") + stream.str() + " - " + title; } -bool process_load_game_menu() -{ - int slot = load_game_menu->check(); - - if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION) - { - std::stringstream stream; - stream << slot; - std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg"; - - 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); - - Ticks::pause_stop(); - return true; - } - else - { - return false; - } -}