4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
35 #include "game_session.hpp"
37 #include "worldmap/worldmap.hpp"
38 #include "mainloop.hpp"
39 #include "video/screen.hpp"
40 #include "audio/sound_manager.hpp"
41 #include "gui/menu.hpp"
45 #include "player_status.hpp"
46 #include "object/particlesystem.hpp"
47 #include "object/background.hpp"
48 #include "object/gradient.hpp"
49 #include "object/tilemap.hpp"
50 #include "object/camera.hpp"
51 #include "object/player.hpp"
52 #include "object/level_time.hpp"
53 #include "lisp/lisp.hpp"
54 #include "lisp/parser.hpp"
55 #include "resources.hpp"
57 #include "statistics.hpp"
59 #include "object/fireworks.hpp"
60 #include "textscroller.hpp"
61 #include "control/codecontroller.hpp"
62 #include "control/joystickkeyboardcontroller.hpp"
64 #include "file_system.hpp"
65 #include "gameconfig.hpp"
66 #include "gettext.hpp"
67 #include "console.hpp"
68 #include "flip_level_transformer.hpp"
70 // the engine will be run with a logical framerate of 64fps.
71 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
73 static const float LOGICAL_FPS = 64.0;
75 GameSession* GameSession::current_ = NULL;
77 GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
78 Statistics* statistics)
79 : level(0), currentsector(0), mode(mode),
80 end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
81 levelfile(levelfile_), best_level_statistics(statistics),
82 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
90 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
96 GameSession::restart_level(bool fromBeginning)
99 end_sequence = NO_ENDSEQUENCE;
101 main_controller->reset();
105 level.reset(new Level);
106 level->load(levelfile);
108 global_stats.reset();
109 global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
110 global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
114 for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
118 for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
119 j != sec->gameobjects.end(); ++j)
121 GameObject* obj = *j;
123 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
125 time += int(lt->get_level_time());
128 global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
130 if (fromBeginning) reset_sector="";
131 if(reset_sector != "") {
132 currentsector = level->get_sector(reset_sector);
134 std::stringstream msg;
135 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
136 throw std::runtime_error(msg.str());
138 currentsector->activate(reset_pos);
140 currentsector = level->get_sector("main");
142 throw std::runtime_error("Couldn't find main sector");
143 currentsector->activate("main");
146 if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
149 currentsector->play_music(LEVEL_MUSIC);
151 if(capture_file != "")
152 record_demo(capture_file);
155 GameSession::~GameSession()
157 delete capture_demo_stream;
158 delete playback_demo_stream;
159 delete demo_controller;
161 delete end_sequence_controller;
167 GameSession::record_demo(const std::string& filename)
169 delete capture_demo_stream;
171 capture_demo_stream = new std::ofstream(filename.c_str());
172 if(!capture_demo_stream->good()) {
173 std::stringstream msg;
174 msg << "Couldn't open demo file '" << filename << "' for writing.";
175 throw std::runtime_error(msg.str());
177 capture_file = filename;
181 GameSession::play_demo(const std::string& filename)
183 delete playback_demo_stream;
184 delete demo_controller;
186 playback_demo_stream = new std::ifstream(filename.c_str());
187 if(!playback_demo_stream->good()) {
188 std::stringstream msg;
189 msg << "Couldn't open demo file '" << filename << "' for reading.";
190 throw std::runtime_error(msg.str());
193 Player& tux = *currentsector->player;
194 demo_controller = new CodeController();
195 tux.set_controller(demo_controller);
199 GameSession::levelintro()
203 sound_manager->stop_music();
205 DrawingContext context;
206 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
207 i != currentsector->gameobjects.end(); ++i) {
208 Background* background = dynamic_cast<Background*> (*i);
210 background->draw(context);
212 Gradient* gradient = dynamic_cast<Gradient*> (*i);
214 gradient->draw(context);
218 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
219 // CENTER_ALLIGN, LAYER_FOREGROUND1);
220 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
223 sprintf(str, "Coins: %d", player_status->coins);
224 context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
225 CENTER_ALLIGN, LAYER_FOREGROUND1);
227 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
228 //TODO make author check case/blank-insensitive
229 context.draw_text(white_small_text,
230 std::string(_("contributed by ")) + level->get_author(),
231 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
234 if(best_level_statistics != NULL)
235 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
237 wait_for_event(1.0, 3.0);
241 GameSession::on_escape_press()
243 if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
244 return; // don't let the player open the menu, when he is dying
246 if(mode == ST_GL_TEST) {
247 main_loop->exit_screen();
248 } else if (!Menu::current()) {
249 Menu::set_current(game_menu);
250 game_menu->set_active_item(MNID_CONTINUE);
253 Menu::set_current(NULL);
259 GameSession::process_events()
261 Player& tux = *currentsector->player;
263 // end of pause mode?
264 if(!Menu::current() && game_pause) {
268 if (end_sequence != NO_ENDSEQUENCE) {
269 if(end_sequence_controller == 0) {
270 end_sequence_controller = new CodeController();
271 tux.set_controller(end_sequence_controller);
274 end_sequence_controller->press(Controller::RIGHT);
276 if (int(last_x_pos) == int(tux.get_pos().x))
277 end_sequence_controller->press(Controller::JUMP);
278 last_x_pos = tux.get_pos().x;
282 if(playback_demo_stream != 0) {
283 demo_controller->update();
290 playback_demo_stream->get(left);
291 playback_demo_stream->get(right);
292 playback_demo_stream->get(up);
293 playback_demo_stream->get(down);
294 playback_demo_stream->get(jump);
295 playback_demo_stream->get(action);
296 demo_controller->press(Controller::LEFT, left);
297 demo_controller->press(Controller::RIGHT, right);
298 demo_controller->press(Controller::UP, up);
299 demo_controller->press(Controller::DOWN, down);
300 demo_controller->press(Controller::JUMP, jump);
301 demo_controller->press(Controller::ACTION, action);
304 // save input for demo?
305 if(capture_demo_stream != 0) {
306 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
307 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
308 capture_demo_stream ->put(main_controller->hold(Controller::UP));
309 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
310 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
311 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
316 GameSession::check_end_conditions()
318 Player* tux = currentsector->player;
321 if(end_sequence && endsequence_timer.check()) {
324 } else if (!end_sequence && tux->is_dead()) {
325 if (player_status->coins < 0) {
326 // No more coins: restart level from beginning
327 player_status->coins = 0;
330 // Still has coins: restart level from last reset point
331 restart_level(false);
339 GameSession::draw(DrawingContext& context)
341 currentsector->draw(context);
349 GameSession::draw_pause(DrawingContext& context)
351 context.draw_filled_rect(
352 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
353 Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
357 GameSession::process_menu()
359 Menu* menu = Menu::current();
363 if(menu == game_menu) {
364 switch (game_menu->check()) {
366 Menu::set_current(0);
368 case MNID_ABORTLEVEL:
369 Menu::set_current(0);
370 main_loop->exit_screen();
380 Menu::set_current(NULL);
383 // Eat unneeded events
385 while(SDL_PollEvent(&event))
390 GameSession::update(float elapsed_time)
395 check_end_conditions();
398 if(main_controller->pressed(Controller::PAUSE_MENU))
401 // respawning in new sector?
402 if(newsector != "" && newspawnpoint != "") {
403 Sector* sector = level->get_sector(newsector);
405 log_warning << "Sector '" << newsector << "' not found" << std::endl;
407 sector->activate(newspawnpoint);
408 sector->play_music(LEVEL_MUSIC);
409 currentsector = sector;
414 // Update the world state and all objects in the world
417 if (end_sequence == ENDSEQUENCE_RUNNING) {
418 currentsector->update(elapsed_time/2);
419 } else if(end_sequence == NO_ENDSEQUENCE) {
420 if(!currentsector->player->growing_timer.started())
421 currentsector->update(elapsed_time);
426 sound_manager->set_listener_position(currentsector->player->get_pos());
432 if(currentsector->player->invincible_timer.started()) {
433 if(currentsector->player->invincible_timer.get_timeleft() <=
434 TUX_INVINCIBLE_TIME_WARNING) {
435 currentsector->play_music(HERRING_WARNING_MUSIC);
437 currentsector->play_music(HERRING_MUSIC);
439 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
440 currentsector->play_music(LEVEL_MUSIC);
445 GameSession::ExitStatus
448 Menu::set_current(0);
453 // Eat unneeded events
455 while(SDL_PollEvent(&event))
460 Uint32 fps_ticks = SDL_GetTicks();
461 Uint32 fps_nextframe_ticks = SDL_GetTicks();
463 bool skipdraw = false;
465 while (exit_status == ES_NONE) {
466 // we run in a logical framerate so elapsed time is a constant
467 // This will make the game run determistic and not different on different
469 static const float elapsed_time = 1.0 / LOGICAL_FPS;
470 // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
472 game_time += elapsed_time;
475 ticks = SDL_GetTicks();
476 if(ticks > fps_nextframe_ticks) {
477 if(skipdraw == true) {
478 // already skipped last frame? we have to slow down the game then...
480 fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
482 // don't draw all frames when we're getting too slow
487 while(fps_nextframe_ticks > ticks) {
489 // If we really have to wait long, then do an imprecise SDL_Delay()
490 Uint32 diff = fps_nextframe_ticks - ticks;
492 SDL_Delay(diff - 10);
494 ticks = SDL_GetTicks();
497 fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
502 // Update the world state and all objects in the world
506 check_end_conditions();
507 if (end_sequence == ENDSEQUENCE_RUNNING)
508 update(elapsed_time/2);
509 else if(end_sequence == NO_ENDSEQUENCE)
510 update(elapsed_time);
517 sound_manager->update();
519 /* Time stops in pause mode */
520 if(game_pause || Menu::current())
526 if (currentsector->player->invincible_timer.started() &&
527 currentsector->player->invincible_timer.get_timeleft()
528 > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
530 currentsector->play_music(HERRING_MUSIC);
532 /* or just normal music? */
533 else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
535 currentsector->play_music(LEVEL_MUSIC);
538 /* Calculate frames per second */
543 if(SDL_GetTicks() - fps_ticks >= 500)
545 fps_fps = (float) fps_cnt / .5;
547 fps_ticks = SDL_GetTicks();
554 main_controller->reset();
560 GameSession::finish(bool win)
562 using namespace WorldMapNS;
565 if(WorldMap::current())
566 WorldMap::current()->finished_level(levelfile);
569 main_loop->exit_screen();
573 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
576 newspawnpoint = spawnpoint;
580 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
582 reset_sector = sector;
587 GameSession::get_working_directory()
589 return FileSystem::dirname(levelfile);
593 GameSession::display_info_box(const std::string& text)
595 InfoBox* box = new InfoBox(text);
598 DrawingContext context;
602 // TODO make a screen out of this, another mainloop is ugly
603 main_controller->update();
605 while (SDL_PollEvent(&event)) {
606 main_controller->process_event(event);
607 if(event.type == SDL_QUIT)
611 if(main_controller->pressed(Controller::JUMP)
612 || main_controller->pressed(Controller::ACTION)
613 || main_controller->pressed(Controller::PAUSE_MENU)
614 || main_controller->pressed(Controller::MENU_SELECT))
616 else if(main_controller->pressed(Controller::DOWN))
618 else if(main_controller->pressed(Controller::UP))
622 context.do_drawing();
623 sound_manager->update();
630 GameSession::start_sequence(const std::string& sequencename)
632 if(sequencename == "endsequence" || sequencename == "fireworks") {
636 end_sequence = ENDSEQUENCE_RUNNING;
637 endsequence_timer.start(7.3);
639 sound_manager->play_music("music/leveldone.ogg", false);
640 currentsector->player->invincible_timer.start(7.3);
643 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
644 i != currentsector->gameobjects.end(); ++i)
646 GameObject* obj = *i;
648 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
653 // add time spent to statistics
654 int tottime = 0, remtime = 0;
655 for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
659 for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
660 j != sec->gameobjects.end(); ++j)
662 GameObject* obj = *j;
664 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
667 tottime += int(lt->get_level_time());
668 remtime += int(lt->get_remaining_time());
672 global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
674 if(sequencename == "fireworks") {
675 currentsector->add_object(new Fireworks());
677 } else if(sequencename == "stoptux") {
679 log_warning << "Final target reached without an active end sequence" << std::endl;
680 this->start_sequence("endsequence");
682 end_sequence = ENDSEQUENCE_WAITING;
684 log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
690 GameSession::drawstatus(DrawingContext& context)
692 player_status->draw(context);
694 if(config->show_fps) {
696 snprintf(str, sizeof(str), "%3.1f", fps_fps);
697 const char* fpstext = "FPS";
698 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);
699 context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
702 // draw level stats while end_sequence is running
704 global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());