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 "console.hpp"
38 #include "worldmap/worldmap.hpp"
39 #include "mainloop.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"
56 #include "statistics.hpp"
58 #include "options_menu.hpp"
59 #include "textscroller.hpp"
60 #include "control/codecontroller.hpp"
61 #include "control/joystickkeyboardcontroller.hpp"
63 #include "file_system.hpp"
64 #include "gameconfig.hpp"
65 #include "gettext.hpp"
66 #include "console.hpp"
67 #include "flip_level_transformer.hpp"
68 #include "trigger/secretarea_trigger.hpp"
69 #include "trigger/sequence_trigger.hpp"
70 #include "random_generator.hpp"
71 #include "scripting/squirrel_util.hpp"
72 #include "object/endsequence_walkright.hpp"
73 #include "object/endsequence_walkleft.hpp"
74 #include "object/endsequence_fireworks.hpp"
75 #include "direction.hpp"
76 #include "scripting/time_scheduler.hpp"
77 #include "levelintro.hpp"
79 // the engine will be run with a logical framerate of 64fps.
80 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
82 static const float LOGICAL_FPS = 64.0;
89 GameSession* GameSession::current_ = NULL;
91 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
92 : level(0), currentsector(0),
94 levelfile(levelfile_), best_level_statistics(statistics),
95 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
96 play_time(0), edit_mode(false), levelintro_shown(false)
102 speed_before_pause = main_loop->get_speed();
104 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
108 game_menu.reset(new Menu());
109 game_menu->add_label(_("Pause"));
111 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
112 game_menu->add_submenu(_("Options"), get_options_menu());
114 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
118 GameSession::restart_level()
129 main_controller->reset();
133 level.reset(new Level);
134 level->load(levelfile);
135 level->stats.total_coins = level->get_total_coins();
136 level->stats.total_badguys = level->get_total_badguys();
137 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
138 level->stats.reset();
140 if(reset_sector != "") {
141 currentsector = level->get_sector(reset_sector);
143 std::stringstream msg;
144 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
145 throw std::runtime_error(msg.str());
147 level->stats.declare_invalid();
148 currentsector->activate(reset_pos);
150 currentsector = level->get_sector("main");
152 throw std::runtime_error("Couldn't find main sector");
154 currentsector->activate("main");
157 sound_manager->stop_music();
158 currentsector->play_music(LEVEL_MUSIC);
160 if(capture_file != "") {
161 int newSeed=0; // next run uses a new seed
162 while (newSeed == 0) // which is the next non-zero random num.
163 newSeed = systemRandom.rand();
164 config->random_seed = systemRandom.srand(newSeed);
165 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
166 record_demo(capture_file);
170 GameSession::~GameSession()
172 delete capture_demo_stream;
173 delete playback_demo_stream;
174 delete demo_controller;
181 GameSession::record_demo(const std::string& filename)
183 delete capture_demo_stream;
185 capture_demo_stream = new std::ofstream(filename.c_str());
186 if(!capture_demo_stream->good()) {
187 std::stringstream msg;
188 msg << "Couldn't open demo file '" << filename << "' for writing.";
189 throw std::runtime_error(msg.str());
191 capture_file = filename;
193 char buf[30]; // save the seed in the demo file
194 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
195 for (int i=0; i==0 || buf[i-1]; i++)
196 capture_demo_stream->put(buf[i]);
200 GameSession::get_demo_random_seed(const std::string& filename)
202 std::istream* test_stream = new std::ifstream(filename.c_str());
203 if(test_stream->good()) {
204 char buf[30]; // recall the seed from the demo file
206 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
207 test_stream->get(buf[i]);
208 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
209 log_info << "Random seed " << seed << " from demo file" << std::endl;
213 log_info << "Demo file contains no random number" << std::endl;
219 GameSession::play_demo(const std::string& filename)
221 delete playback_demo_stream;
222 delete demo_controller;
224 playback_demo_stream = new std::ifstream(filename.c_str());
225 if(!playback_demo_stream->good()) {
226 std::stringstream msg;
227 msg << "Couldn't open demo file '" << filename << "' for reading.";
228 throw std::runtime_error(msg.str());
231 Player& tux = *currentsector->player;
232 demo_controller = new CodeController();
233 tux.set_controller(demo_controller);
235 // skip over random seed, if it exists in the file
236 char buf[30]; // ascii decimal seed
238 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
239 playback_demo_stream->get(buf[i]);
240 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
241 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
245 GameSession::on_escape_press()
247 if(currentsector->player->is_dying() || end_sequence)
249 // Let the timers run out, we fast-forward them to force past a sequence
251 end_sequence->stop();
253 currentsector->player->dying_timer.start(FLT_EPSILON);
254 return; // don't let the player open the menu, when he is dying
257 if(level->on_menukey_script != "") {
258 std::istringstream in(level->on_menukey_script);
259 run_script(in, "OnMenuKeyScript");
266 GameSession::toggle_pause()
270 speed_before_pause = main_loop->get_speed();
271 main_loop->set_speed(0);
272 Menu::set_current(game_menu.get());
273 game_menu->set_active_item(MNID_CONTINUE);
277 // unpause is done in update() after the menu is processed
281 GameSession::set_editmode(bool edit_mode)
283 if (this->edit_mode == edit_mode) return;
284 this->edit_mode = edit_mode;
286 currentsector->get_players()[0]->set_edit_mode(edit_mode);
290 // entering edit mode
301 GameSession::force_ghost_mode()
303 currentsector->get_players()[0]->set_ghost_mode(true);
307 GameSession::run_script(std::istream& in, const std::string& sourcename)
309 using namespace Scripting;
311 // garbage collect thread list
312 for(ScriptList::iterator i = scripts.begin();
313 i != scripts.end(); ) {
314 HSQOBJECT& object = *i;
315 HSQUIRRELVM vm = object_to_vm(object);
317 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
318 sq_release(global_vm, &object);
319 i = scripts.erase(i);
326 HSQOBJECT object = create_thread(global_vm);
327 scripts.push_back(object);
329 HSQUIRRELVM vm = object_to_vm(object);
331 compile_and_run(vm, in, sourcename);
337 GameSession::process_events()
339 // end of pause mode?
340 // XXX this looks like a fail-safe to unpause the game if there's no menu
341 // XXX having it enabled causes some unexpected problems
342 // XXX hopefully disabling it won't...
344 if(!Menu::current() && game_pause) {
350 if(playback_demo_stream != 0) {
351 demo_controller->update();
358 playback_demo_stream->get(left);
359 playback_demo_stream->get(right);
360 playback_demo_stream->get(up);
361 playback_demo_stream->get(down);
362 playback_demo_stream->get(jump);
363 playback_demo_stream->get(action);
364 demo_controller->press(Controller::LEFT, left);
365 demo_controller->press(Controller::RIGHT, right);
366 demo_controller->press(Controller::UP, up);
367 demo_controller->press(Controller::DOWN, down);
368 demo_controller->press(Controller::JUMP, jump);
369 demo_controller->press(Controller::ACTION, action);
372 // save input for demo?
373 if(capture_demo_stream != 0) {
374 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
375 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
376 capture_demo_stream ->put(main_controller->hold(Controller::UP));
377 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
378 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
379 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
384 GameSession::check_end_conditions()
386 Player* tux = currentsector->player;
389 if(end_sequence && end_sequence->is_done()) {
391 } else if (!end_sequence && tux->is_dead()) {
397 GameSession::draw(DrawingContext& context)
399 currentsector->draw(context);
407 GameSession::draw_pause(DrawingContext& context)
409 context.draw_filled_rect(
410 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
411 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
415 GameSession::process_menu()
417 Menu* menu = Menu::current();
421 if(menu == game_menu.get()) {
422 switch (game_menu->check()) {
424 Menu::set_current(0);
427 case MNID_ABORTLEVEL:
428 Menu::set_current(0);
429 main_loop->exit_screen();
439 Menu::set_current(NULL);
442 if(currentsector != Sector::current()) {
443 currentsector->activate(currentsector->player->get_pos());
445 currentsector->play_music(LEVEL_MUSIC);
447 // Eat unneeded events
449 while(SDL_PollEvent(&event))
452 if (!levelintro_shown) {
453 levelintro_shown = true;
454 main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
459 GameSession::update(float elapsed_time)
462 if(main_controller->pressed(Controller::PAUSE_MENU))
468 // Unpause the game if the menu has been closed
469 if (game_pause && !Menu::current()) {
470 main_loop->set_speed(speed_before_pause);
474 check_end_conditions();
476 // respawning in new sector?
477 if(newsector != "" && newspawnpoint != "") {
478 Sector* sector = level->get_sector(newsector);
480 log_warning << "Sector '" << newsector << "' not found" << std::endl;
482 sector->activate(newspawnpoint);
483 sector->play_music(LEVEL_MUSIC);
484 currentsector = sector;
489 // Update the world state and all objects in the world
493 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
494 level->stats.time = play_time;
495 currentsector->update(elapsed_time);
497 if (!end_sequence->is_tux_stopped()) {
498 currentsector->update(elapsed_time);
500 end_sequence->update(elapsed_time);
506 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
512 if(currentsector->player->invincible_timer.started()) {
513 if(currentsector->player->invincible_timer.get_timeleft() <=
514 TUX_INVINCIBLE_TIME_WARNING) {
515 currentsector->play_music(HERRING_WARNING_MUSIC);
517 currentsector->play_music(HERRING_MUSIC);
519 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
520 currentsector->play_music(LEVEL_MUSIC);
525 GameSession::finish(bool win)
527 using namespace WorldMapNS;
535 if(WorldMap::current())
536 WorldMap::current()->finished_level(level.get());
539 main_loop->exit_screen();
543 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
546 newspawnpoint = spawnpoint;
550 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
552 reset_sector = sector;
557 GameSession::get_working_directory()
559 return FileSystem::dirname(levelfile);
563 GameSession::start_sequence(const std::string& sequencename)
565 // do not play sequences when in edit mode
571 // handle special "stoptux" sequence
572 if (sequencename == "stoptux") {
574 log_warning << "Final target reached without an active end sequence" << std::endl;
575 this->start_sequence("endsequence");
577 if (end_sequence) end_sequence->stop_tux();
581 // abort if a sequence is already playing
585 if (sequencename == "endsequence") {
586 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
587 end_sequence = new EndSequenceWalkLeft();
589 end_sequence = new EndSequenceWalkRight();
591 } else if (sequencename == "fireworks") {
592 end_sequence = new EndSequenceFireworks();
594 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
598 /* slow down the game for end-sequence */
599 main_loop->set_speed(0.5f);
601 currentsector->add_object(end_sequence);
602 end_sequence->start();
604 sound_manager->play_music("music/leveldone.ogg", false);
605 currentsector->player->invincible_timer.start(10000.0f);
608 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
609 i != currentsector->gameobjects.end(); ++i)
611 GameObject* obj = *i;
613 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
621 GameSession::drawstatus(DrawingContext& context)
623 player_status->draw(context);
625 // draw level stats while end_sequence is running
627 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());