X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fgameloop.cpp;h=298b8dd440ae3ef0a6d7644214916f329f12e972;hb=76d092bebada7aca0db7435a2810ce749816a056;hp=c12d9da2af926c700b7f27fc2dcb7771f9683198;hpb=4eab056837b0f26d0163a7ab2d0cc1addedcb0af;p=supertux.git diff --git a/src/gameloop.cpp b/src/gameloop.cpp index c12d9da2a..298b8dd44 100644 --- a/src/gameloop.cpp +++ b/src/gameloop.cpp @@ -20,16 +20,17 @@ // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include -#include -#include -#include -#include -#include -#include +#include +#include +#include +#include +#include +#include +#include #include -#include -#include -#include +#include + +#include "SDL.h" #ifndef WIN32 #include @@ -37,14 +38,14 @@ #endif #include "defines.h" -#include "globals.h" +#include "app/globals.h" #include "gameloop.h" -#include "screen.h" -#include "setup.h" +#include "video/screen.h" +#include "app/setup.h" #include "high_scores.h" -#include "menu.h" +#include "gui/menu.h" #include "badguy.h" -#include "world.h" +#include "sector.h" #include "special.h" #include "player.h" #include "level.h" @@ -53,21 +54,48 @@ #include "tile.h" #include "particlesystem.h" #include "resources.h" -#include "music_manager.h" +#include "background.h" +#include "tilemap.h" +#include "app/gettext.h" +#include "worldmap.h" +#include "intro.h" +#include "misc.h" +#include "camera.h" 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), - subset(subset_) +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_) { current_ = this; global_frame_counter = 0; 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(); + + if(flip_levels_mode) + flip_level = true; restart_level(); } @@ -76,53 +104,46 @@ void GameSession::restart_level() { game_pause = false; - exit_status = NONE; - end_sequence = false; + exit_status = ES_NONE; + end_sequence = NO_ENDSEQUENCE; fps_timer.init(true); frame_timer.init(true); + random_timer.init(true); - float old_x_pos = -1; + last_keys.clear(); - 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; } - delete world; + delete level; + currentsector = 0; - if (st_gl_mode == ST_GL_LOAD_LEVEL_FILE) - { - world = new World(subset); - } - else if (st_gl_mode == ST_GL_DEMO_GAME) - { - world = new World(subset); - } - else - { - world = new World(subset, levelnb); - } + level = new 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"); // 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::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; - } + 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) @@ -131,37 +152,44 @@ GameSession::restart_level() time_left.init(true); start_timers(); - world->play_music(LEVEL_MUSIC); + currentsector->play_music(LEVEL_MUSIC); } GameSession::~GameSession() { - delete world; + delete level; + delete context; } void GameSession::levelintro(void) { - music_manager->halt_music(); + SoundManager::get()->halt_music(); char str[60]; - - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); - else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); - sprintf(str, "%s", world->get_level()->name.c_str()); - gold_text->drawf(str, 0, 200, A_HMIDDLE, A_TOP, 1); + DrawingContext context; + currentsector->background->draw(context); + + context.draw_text_center(gold_text, level->get_name(), Vector(0, 220), + LAYER_FOREGROUND1); sprintf(str, "TUX x %d", player_status.lives); - white_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1); - - sprintf(str, "by %s", world->get_level()->author.c_str()); - white_small_text->drawf(str, 0, 400, A_HMIDDLE, A_TOP, 1); - + context.draw_text_center(white_text, str, Vector(0, 240), + LAYER_FOREGROUND1); + + if(level->get_author().size()) + context.draw_text_center(white_small_text, + std::string(_("by ")) + level->get_author(), + Vector(0, 400), LAYER_FOREGROUND1); - flipscreen(); + + if(flip_level) + context.draw_text_center(white_text, + _("Level Vertically Flipped!"), + Vector(0, 310), LAYER_FOREGROUND1); + + context.do_drawing(); SDL_Event event; wait_for_event(event,1000,3000,true); @@ -171,36 +199,51 @@ GameSession::levelintro(void) void GameSession::start_timers() { - time_left.start(world->get_level()->time_left*1000); - st_pause_ticks_init(); - update_time = st_get_ticks(); + time_left.start(level->time_left*1000); + Ticks::pause_init(); + frame_rate.start(); } void GameSession::on_escape_press() { + if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE) + return; // don't let the player open the menu, when he is dying + if(game_pause) return; if(st_gl_mode == ST_GL_TEST) { - exit_status = LEVEL_ABORT; + exit_status = ES_LEVEL_ABORT; } else if (!Menu::current()) { + /* Tell Tux that the keys are all down, otherwise + it could have nasty bugs, like going allways to the right + or whatever that key does */ + Player& tux = *(currentsector->player); + tux.key_event((SDLKey)keymap.jump, UP); + tux.key_event((SDLKey)keymap.duck, UP); + tux.key_event((SDLKey)keymap.left, UP); + tux.key_event((SDLKey)keymap.right, UP); + tux.key_event((SDLKey)keymap.fire, UP); + Menu::set_current(game_menu); + Ticks::pause_start(); } } void GameSession::process_events() { - if (end_sequence) + if (end_sequence != NO_ENDSEQUENCE) { - Player& tux = *world->get_tux(); - + Player& tux = *currentsector->player; + + 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)) @@ -209,11 +252,49 @@ GameSession::process_events() tux.input.up = UP; last_x_pos = tux.base.x; + + SDL_Event event; + while (SDL_PollEvent(&event)) + { + /* Check for menu-events, if the menu is shown */ + if (Menu::current()) + { + Menu::current()->event(event); + if(!Menu::current()) + Ticks::pause_stop(); + } + + switch(event.type) + { + case SDL_QUIT: /* Quit event - quit: */ + Termination::abort("Received window close", ""); + break; + + case SDL_KEYDOWN: /* A keypress! */ + { + SDLKey key = event.key.keysym.sym; + + switch(key) + { + case SDLK_ESCAPE: /* Escape: Open/Close the menu: */ + on_escape_press(); + break; + default: + break; + } + } + + case SDL_JOYBUTTONDOWN: + if (event.jbutton.button == joystick_keymap.start_button) + on_escape_press(); + break; + } + } } - else + else // normal mode { if(!Menu::current() && !game_pause) - st_pause_ticks_stop(); + Ticks::pause_stop(); SDL_Event event; while (SDL_PollEvent(&event)) @@ -222,16 +303,17 @@ GameSession::process_events() if (Menu::current()) { Menu::current()->event(event); - st_pause_ticks_start(); + if(!Menu::current()) + Ticks::pause_stop(); } else { - Player& tux = *world->get_tux(); + Player& tux = *currentsector->player; switch(event.type) { case SDL_QUIT: /* Quit event - quit: */ - st_abort("Received window close", ""); + Termination::abort("Received window close", ""); break; case SDL_KEYDOWN: /* A keypress! */ @@ -260,62 +342,83 @@ GameSession::process_events() switch(key) { + case SDLK_a: + if(debug_mode) + { + char buf[160]; + snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f", + tux.base.x, tux.base.y); + context->draw_text(white_text, buf, + Vector(0, screen->h - white_text->get_height()), + LAYER_FOREGROUND1); + context->do_drawing(); + SDL_Delay(1000); + } + break; case SDLK_p: if(!Menu::current()) { if(game_pause) { game_pause = false; - st_pause_ticks_stop(); + Ticks::pause_stop(); } else { game_pause = true; - st_pause_ticks_start(); + Ticks::pause_start(); } } break; - case SDLK_TAB: - if(debug_mode) - { - tux.size = !tux.size; - if(tux.size == BIG) - { - tux.base.height = 64; - } - else - tux.base.height = 32; - } - break; - case SDLK_END: - if(debug_mode) - player_status.distros += 50; - break; - case SDLK_DELETE: - if(debug_mode) - tux.got_coffee = 1; - 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(); + } + 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: @@ -347,6 +450,27 @@ GameSession::process_events() tux.input.down = UP; } break; + + case SDL_JOYHATMOTION: + if(event.jhat.value & SDL_HAT_UP) { + tux.input.up = DOWN; + tux.input.down = UP; + } else if(event.jhat.value & SDL_HAT_DOWN) { + tux.input.up = UP; + tux.input.down = DOWN; + } else if(event.jhat.value & SDL_HAT_LEFT) { + tux.input.left = DOWN; + tux.input.right = UP; + } else if(event.jhat.value & SDL_HAT_RIGHT) { + tux.input.left = UP; + tux.input.right = DOWN; + } else if(event.jhat.value == SDL_HAT_CENTERED) { + tux.input.left = UP; + tux.input.right = UP; + tux.input.up = UP; + tux.input.down = UP; + } + break; case SDL_JOYBUTTONDOWN: if (event.jbutton.button == joystick_keymap.a_button) @@ -371,81 +495,128 @@ GameSession::process_events() } } - void GameSession::check_end_conditions() { - Player* tux = world->get_tux(); + Player* tux = currentsector->player; /* End of level? */ - if (tux->base.x >= World::current()->get_level()->endpos + 32 * (get_level()->use_endsequence ? 22 : 10)) + Tile* endtile = collision_goal(tux->base); + + if(end_sequence && !endsequence_timer.check()) + { + exit_status = ES_LEVEL_FINISHED; + return; + } + else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1) { - exit_status = LEVEL_FINISHED; + end_sequence = ENDSEQUENCE_WAITING; } - else if (tux->base.x >= World::current()->get_level()->endpos && !end_sequence) + else if(!end_sequence && endtile && endtile->data == 0) { - end_sequence = true; + end_sequence = ENDSEQUENCE_RUNNING; + random_timer.start(200); // start 1st firework last_x_pos = -1; - music_manager->halt_music(); + 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.) } - else + else if (!end_sequence && tux->is_dead()) { - // Check End conditions - if (tux->is_dead()) - { - player_status.lives -= 1; - - if (player_status.lives < 0) - { // No more lives!? - if(st_gl_mode != ST_GL_TEST) - drawendscreen(); - - exit_status = GAME_OVER; - } - else - { // Still has lives, so reset Tux to the levelstart - restart_level(); - } + player_status.bonus = PlayerStatus::NO_BONUS; + + 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(); } - } + + return; + } } void GameSession::action(double frame_ratio) { - check_end_conditions(); - - if (exit_status == NONE) + if (exit_status == ES_NONE && !currentsector->player->growing_timer.check()) { // Update Tux and the World - world->action(frame_ratio); + currentsector->action(frame_ratio); + } + + // respawning in new sector? + if(newsector != "" && newspawnpoint != "") { + Sector* sector = level->get_sector(newsector); + currentsector = sector; + currentsector->activate(newspawnpoint); + 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 GameSession::draw() { - world->draw(); - drawstatus(); + currentsector->draw(*context); + drawstatus(*context); if(game_pause) { int x = screen->h / 20; for(int i = 0; i < x; ++i) { - fillrect(i % 2 ? (pause_menu_frame * i)%screen->w : -((pause_menu_frame * i)%screen->w) ,(i*20+pause_menu_frame)%screen->h,screen->w,10,20,20,20, rand() % 20 + 1); + context->draw_filled_rect( + Vector(i % 2 ? (pause_menu_frame * i)%screen->w : + -((pause_menu_frame * i)%screen->w) + ,(i*20+pause_menu_frame)%screen->h), + Vector(screen->w,10), + Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1); } - fillrect(0,0,screen->w,screen->h,rand() % 50, rand() % 50, rand() % 50, 128); - blue_text->drawf("PAUSE - Press 'P' To Play", 0, 230, A_HMIDDLE, A_TOP, 1); + context->draw_filled_rect( + Vector(0,0), Vector(screen->w, screen->h), + Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1); + context->draw_text_center(blue_text, _("PAUSE - Press 'P' To Play"), + Vector(0, 230), LAYER_FOREGROUND1+2); + + char str1[60]; + char str2[124]; + sprintf(str1, _("Playing: ")); + sprintf(str2, level->name.c_str()); + + context->draw_text(blue_text, str1, + Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340), + LAYER_FOREGROUND1+2); + context->draw_text(white_text, str2, + Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340), + LAYER_FOREGROUND1+2); } if(Menu::current()) { - Menu::current()->draw(); - mouse_cursor->draw(); + Menu::current()->draw(*context); + mouse_cursor->draw(*context); } - updatescreen(); + context->do_drawing(); } void @@ -461,11 +632,11 @@ GameSession::process_menu() switch (game_menu->check()) { case MNID_CONTINUE: - st_pause_ticks_stop(); + Ticks::pause_stop(); break; case MNID_ABORTLEVEL: - st_pause_ticks_stop(); - exit_status = LEVEL_ABORT; + Ticks::pause_stop(); + exit_status = ES_LEVEL_ABORT; break; } } @@ -488,11 +659,7 @@ GameSession::run() int fps_cnt = 0; - update_time = last_update_time = st_get_ticks(); - - /* Clear screen: */ - clearscreen(0, 0, 0); - updatescreen(); + frame_rate.start(); // Eat unneeded events SDL_Event event; @@ -500,11 +667,10 @@ GameSession::run() draw(); - float overlap = 0.0f; - while (exit_status == NONE) + while (exit_status == ES_NONE) { /* Calculate the movement-factor */ - double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE); + double frame_ratio = frame_rate.get(); if(!frame_timer.check()) { @@ -513,7 +679,8 @@ GameSession::run() } /* Handle events: */ - world->get_tux()->input.old_fire = world->get_tux()->input.fire; + currentsector->player->input.old_fire + = currentsector->player->input.fire; process_events(); process_menu(); @@ -523,18 +690,12 @@ 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 { @@ -550,39 +711,27 @@ GameSession::run() continue; } - /* Set the time of the last update and the time of the current update */ - last_update_time = update_time; - update_time = st_get_ticks(); - - /* Pause till next frame, if the machine running the game is too fast: */ - /* FIXME: Works great for in OpenGl mode, where the CPU doesn't have to do that much. But - the results in SDL mode aren't perfect (thought the 100 FPS are reached), even on an AMD2500+. */ - if(last_update_time >= update_time - 12) - { - SDL_Delay(10); - update_time = st_get_ticks(); - } + frame_rate.update(); /* Handle time: */ - if (!time_left.check() && world->get_tux()->dying == DYING_NOT) - world->get_tux()->kill(Player::KILL); + if (!time_left.check() && currentsector->player->dying == DYING_NOT + && !end_sequence) + currentsector->player->kill(Player::KILL); /* Handle music: */ - if(world->get_tux()->invincible_timer.check()) + if(currentsector->player->invincible_timer.check() && !end_sequence) { - if(world->get_music_type() != HERRING_MUSIC) - world->play_music(HERRING_MUSIC); + currentsector->play_music(HERRING_MUSIC); } /* are we low on time ? */ - else if (time_left.get_left() < TIME_WARNING - && (world->get_music_type() == LEVEL_MUSIC)) + else if (time_left.get_left() < TIME_WARNING && !end_sequence) { - world->play_music(HURRYUP_MUSIC); + currentsector->play_music(HURRYUP_MUSIC); } /* or just normal music? */ - else if(world->get_music_type() != LEVEL_MUSIC) + else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) { - world->play_music(LEVEL_MUSIC); + currentsector->play_music(LEVEL_MUSIC); } /* Calculate frames per second */ @@ -599,122 +748,180 @@ GameSession::run() } } - delete world; - world = 0; - return exit_status; } +void +GameSession::respawn(const std::string& sector, const std::string& spawnpoint) +{ + newsector = sector; + newspawnpoint = spawnpoint; +} + /* Bounce a brick: */ void bumpbrick(float x, float y) { - World::current()->add_bouncy_brick(((int)(x + 1) / 32) * 32, - (int)(y / 32) * 32); + Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32, + (int)(y / 32) * 32)); - play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER); + SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos()); } /* (Status): */ void -GameSession::drawstatus() +GameSession::drawstatus(DrawingContext& context) { char str[60]; - - sprintf(str, "%d", player_status.score); - white_text->draw("SCORE", 0, 0, 1); - gold_text->draw(str, 96, 0, 1); + + snprintf(str, 60, " %d", player_status.score); + context.draw_text(white_text, _("SCORE"), Vector(0, 0), LAYER_FOREGROUND1); + context.draw_text(gold_text, str, Vector(96, 0), LAYER_FOREGROUND1); if(st_gl_mode == ST_GL_TEST) { - white_text->draw("Press ESC To Return",0,20,1); + context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20), + LAYER_FOREGROUND1); } - if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) + if(!time_left.check()) { + context.draw_text_center(white_text, _("TIME's UP"), Vector(0, 0), + LAYER_FOREGROUND1); + } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) { + sprintf(str, " %d", time_left.get_left() / 1000 ); + context.draw_text_center(white_text, _("TIME"), + Vector(0, 0), LAYER_FOREGROUND1); + context.draw_text_center(gold_text, str, + Vector(4*16, 0), LAYER_FOREGROUND1); + } + + sprintf(str, " %d", player_status.distros); + context.draw_text(white_text, _("COINS"), + Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0), + LAYER_FOREGROUND1); + context.draw_text(gold_text, str, + Vector(screen->w - gold_text->get_text_width(" 99"), 0),LAYER_FOREGROUND1); + + if (player_status.lives >= 5) { - sprintf(str, "%d", time_left.get_left() / 1000 ); - white_text->draw("TIME", 224, 0, 1); - gold_text->draw(str, 304, 0, 1); + sprintf(str, "%dx", player_status.lives); + float x = screen->w - gold_text->get_text_width(str) - tux_life->w; + context.draw_text(gold_text, str, Vector(x, 20), LAYER_FOREGROUND1); + context.draw_surface(tux_life, Vector(screen->w - 16, 20), + LAYER_FOREGROUND1); + } + else + { + for(int i= 0; i < player_status.lives; ++i) + context.draw_surface(tux_life, + Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20), + LAYER_FOREGROUND1); } - sprintf(str, "%d", player_status.distros); - white_text->draw("COINS", screen->h, 0, 1); - gold_text->draw(str, 608, 0, 1); - - white_text->draw("LIVES", screen->h, 20, 1); + context.draw_text(white_text, _("LIVES"), + Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20), + LAYER_FOREGROUND1); if(show_fps) { sprintf(str, "%2.1f", fps_fps); - white_text->draw("FPS", screen->h, 40, 1); - gold_text->draw(str, screen->h + 60, 40, 1); - } - - for(int i= 0; i < player_status.lives; ++i) - { - tux_life->draw(565+(18*i),20); + context.draw_text(white_text, "FPS", + Vector(screen->w - white_text->get_text_width("FPS "), 40), + LAYER_FOREGROUND1); + context.draw_text(gold_text, str, + Vector(screen->w-4*16, 40), LAYER_FOREGROUND1); } } void -GameSession::drawendscreen() +GameSession::drawresultscreen(void) { char str[80]; - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); - else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); + DrawingContext context; + currentsector->background->draw(context); - blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1); + context.draw_text_center(blue_text, _("Result:"), Vector(0, 200), + LAYER_FOREGROUND1); - sprintf(str, "SCORE: %d", player_status.score); - gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1); + sprintf(str, _("SCORE: %d"), player_status.score); + context.draw_text_center(gold_text, str, Vector(0, 224), LAYER_FOREGROUND1); - sprintf(str, "COINS: %d", player_status.distros); - gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1); + sprintf(str, _("COINS: %d"), player_status.distros); + context.draw_text_center(gold_text, str, Vector(0, 256), LAYER_FOREGROUND1); - flipscreen(); + context.do_drawing(); SDL_Event event; wait_for_event(event,2000,5000,true); } -void -GameSession::drawresultscreen(void) +std::string slotinfo(int slot) { - char str[80]; + std::string tmp; + std::string slotfile; + std::string title; + std::stringstream stream; + stream << slot; + slotfile = st_save_dir + "/slot" + stream.str() + ".stsg"; + + lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str()); + if (savegame) + { + LispReader reader(lisp_cdr(savegame)); + reader.read_string("title", title); + lisp_free(savegame); + } - if (get_level()->img_bkgd) - get_level()->img_bkgd->draw(0, 0); + if (access(slotfile.c_str(), F_OK) == 0) + { + if (!title.empty()) + tmp = "Slot " + stream.str() + " - " + title; + else + tmp = "Slot " + stream.str() + " - Savegame"; + } else - drawgradient(get_level()->bkgd_top, get_level()->bkgd_bottom); + tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free")); - blue_text->drawf("Result:", 0, 200, A_HMIDDLE, A_TOP, 1); + return tmp; +} - sprintf(str, "SCORE: %d", player_status.score); - gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1); +bool process_load_game_menu() +{ + int slot = load_game_menu->check(); - sprintf(str, "COINS: %d", player_status.distros); - gold_text->drawf(str, 0, 256, A_HMIDDLE, A_TOP, 1); + if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION) + { + std::stringstream stream; + stream << slot; + std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg"; - flipscreen(); - - SDL_Event event; - wait_for_event(event,2000,5000,true); -} + if (access(slotfile.c_str(), F_OK) != 0) + { + draw_intro(); + } -std::string slotinfo(int slot) -{ - char tmp[1024]; - char slotfile[1024]; - sprintf(slotfile,"%s/slot%d.stsg",st_save_dir,slot); + // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000); + fadeout(256); - if (access(slotfile, F_OK) == 0) - sprintf(tmp,"Slot %d - Savegame",slot); - else - sprintf(tmp,"Slot %d - Free",slot); + DrawingContext context; + context.draw_text_center(white_text, "Loading...", + Vector(0, screen->h/2), LAYER_FOREGROUND1); + context.do_drawing(); - return tmp; -} + WorldMapNS::WorldMap worldmap; + + // 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; + } +}