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"
77 // the engine will be run with a logical framerate of 64fps.
78 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
80 static const float LOGICAL_FPS = 64.0;
87 GameSession* GameSession::current_ = NULL;
89 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
90 : level(0), currentsector(0),
92 levelfile(levelfile_), best_level_statistics(statistics),
93 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
101 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
105 game_menu.reset(new Menu());
106 game_menu->add_label(_("Pause"));
108 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
109 game_menu->add_submenu(_("Options"), get_options_menu());
111 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
115 GameSession::restart_level()
120 main_controller->reset();
124 level.reset(new Level);
125 level->load(levelfile);
126 level->stats.total_coins = level->get_total_coins();
127 level->stats.total_badguys = level->get_total_badguys();
128 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
129 level->stats.reset();
130 if(reset_sector != "")level->stats.declare_invalid();
132 if(reset_sector != "") {
133 currentsector = level->get_sector(reset_sector);
135 std::stringstream msg;
136 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
137 throw std::runtime_error(msg.str());
139 currentsector->activate(reset_pos);
141 currentsector = level->get_sector("main");
143 throw std::runtime_error("Couldn't find main sector");
144 currentsector->activate("main");
149 sound_manager->stop_music();
150 currentsector->play_music(LEVEL_MUSIC);
152 if(capture_file != "") {
153 int newSeed=0; // next run uses a new seed
154 while (newSeed == 0) // which is the next non-zero random num.
155 newSeed = systemRandom.rand();
156 config->random_seed = systemRandom.srand(newSeed);
157 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
158 record_demo(capture_file);
162 GameSession::~GameSession()
164 delete capture_demo_stream;
165 delete playback_demo_stream;
166 delete demo_controller;
172 GameSession::record_demo(const std::string& filename)
174 delete capture_demo_stream;
176 capture_demo_stream = new std::ofstream(filename.c_str());
177 if(!capture_demo_stream->good()) {
178 std::stringstream msg;
179 msg << "Couldn't open demo file '" << filename << "' for writing.";
180 throw std::runtime_error(msg.str());
182 capture_file = filename;
184 char buf[30]; // save the seed in the demo file
185 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
186 for (int i=0; i==0 || buf[i-1]; i++)
187 capture_demo_stream->put(buf[i]);
191 GameSession::get_demo_random_seed(const std::string& filename)
193 std::istream* test_stream = new std::ifstream(filename.c_str());
194 if(test_stream->good()) {
195 char buf[30]; // recall the seed from the demo file
197 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
198 test_stream->get(buf[i]);
199 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
200 log_info << "Random seed " << seed << " from demo file" << std::endl;
204 log_info << "Demo file contains no random number" << std::endl;
210 GameSession::play_demo(const std::string& filename)
212 delete playback_demo_stream;
213 delete demo_controller;
215 playback_demo_stream = new std::ifstream(filename.c_str());
216 if(!playback_demo_stream->good()) {
217 std::stringstream msg;
218 msg << "Couldn't open demo file '" << filename << "' for reading.";
219 throw std::runtime_error(msg.str());
222 Player& tux = *currentsector->player;
223 demo_controller = new CodeController();
224 tux.set_controller(demo_controller);
226 // skip over random seed, if it exists in the file
227 char buf[30]; // ascii decimal seed
229 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
230 playback_demo_stream->get(buf[i]);
231 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
232 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
236 GameSession::levelintro()
238 sound_manager->stop_music();
240 DrawingContext context;
241 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
242 i != currentsector->gameobjects.end(); ++i) {
243 Background* background = dynamic_cast<Background*> (*i);
245 background->draw(context);
247 Gradient* gradient = dynamic_cast<Gradient*> (*i);
249 gradient->draw(context);
253 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
254 // ALIGN_CENTER, LAYER_FOREGROUND1);
255 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
258 std::stringstream ss_coins;
259 ss_coins << _("Coins") << ": " << player_status->coins;
260 context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
261 ALIGN_CENTER, LAYER_FOREGROUND1);
263 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
264 context.draw_text(white_small_text,
265 std::string(_("contributed by ")) + level->get_author(),
266 Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
268 if(best_level_statistics != NULL)
269 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
271 wait_for_event(1.0, 3.0);
275 GameSession::on_escape_press()
277 if(currentsector->player->is_dying() || end_sequence)
279 // Let the timers run out, we fast-forward them to force past a sequence
280 if (end_sequence) end_sequence->stop();
281 currentsector->player->dying_timer.start(FLT_EPSILON);
282 return; // don't let the player open the menu, when he is dying
285 if(level->on_menukey_script != "") {
286 std::istringstream in(level->on_menukey_script);
287 run_script(in, "OnMenuKeyScript");
294 GameSession::toggle_pause()
296 if(Menu::current() == NULL) {
297 Menu::set_current(game_menu.get());
298 game_menu->set_active_item(MNID_CONTINUE);
301 Menu::set_current(NULL);
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 if(!Menu::current() && game_pause) {
345 if(playback_demo_stream != 0) {
346 demo_controller->update();
353 playback_demo_stream->get(left);
354 playback_demo_stream->get(right);
355 playback_demo_stream->get(up);
356 playback_demo_stream->get(down);
357 playback_demo_stream->get(jump);
358 playback_demo_stream->get(action);
359 demo_controller->press(Controller::LEFT, left);
360 demo_controller->press(Controller::RIGHT, right);
361 demo_controller->press(Controller::UP, up);
362 demo_controller->press(Controller::DOWN, down);
363 demo_controller->press(Controller::JUMP, jump);
364 demo_controller->press(Controller::ACTION, action);
367 // save input for demo?
368 if(capture_demo_stream != 0) {
369 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
370 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
371 capture_demo_stream ->put(main_controller->hold(Controller::UP));
372 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
373 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
374 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
379 GameSession::check_end_conditions()
381 Player* tux = currentsector->player;
384 if(end_sequence && end_sequence->is_done()) {
386 } else if (!end_sequence && tux->is_dead()) {
392 GameSession::draw(DrawingContext& context)
394 currentsector->draw(context);
402 GameSession::draw_pause(DrawingContext& context)
404 context.draw_filled_rect(
405 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
406 Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
410 GameSession::process_menu()
412 Menu* menu = Menu::current();
416 if(menu == game_menu.get()) {
417 switch (game_menu->check()) {
419 Menu::set_current(0);
421 case MNID_ABORTLEVEL:
422 Menu::set_current(0);
423 main_loop->exit_screen();
433 Menu::set_current(NULL);
436 if(currentsector != Sector::current()) {
437 currentsector->activate(currentsector->player->get_pos());
439 currentsector->play_music(LEVEL_MUSIC);
441 // Eat unneeded events
443 while(SDL_PollEvent(&event))
448 GameSession::update(float elapsed_time)
451 if(main_controller->pressed(Controller::PAUSE_MENU))
457 check_end_conditions();
459 // respawning in new sector?
460 if(newsector != "" && newspawnpoint != "") {
461 Sector* sector = level->get_sector(newsector);
463 log_warning << "Sector '" << newsector << "' not found" << std::endl;
465 sector->activate(newspawnpoint);
466 sector->play_music(LEVEL_MUSIC);
467 currentsector = sector;
472 // Update the world state and all objects in the world
476 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
477 level->stats.time = play_time;
478 currentsector->update(elapsed_time);
480 if (!end_sequence->is_tux_stopped()) {
481 currentsector->update(elapsed_time/2);
483 end_sequence->update(elapsed_time/2);
489 sound_manager->set_listener_position(currentsector->player->get_pos());
495 if(currentsector->player->invincible_timer.started()) {
496 if(currentsector->player->invincible_timer.get_timeleft() <=
497 TUX_INVINCIBLE_TIME_WARNING) {
498 currentsector->play_music(HERRING_WARNING_MUSIC);
500 currentsector->play_music(HERRING_MUSIC);
502 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
503 currentsector->play_music(LEVEL_MUSIC);
508 GameSession::finish(bool win)
510 using namespace WorldMapNS;
513 if(WorldMap::current())
514 WorldMap::current()->finished_level(level.get());
517 main_loop->exit_screen();
521 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
524 newspawnpoint = spawnpoint;
528 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
530 reset_sector = sector;
535 GameSession::get_working_directory()
537 return FileSystem::dirname(levelfile);
541 GameSession::display_info_box(const std::string& text)
543 InfoBox* box = new InfoBox(text);
546 DrawingContext context;
550 // TODO make a screen out of this, another mainloop is ugly
551 main_controller->update();
553 while (SDL_PollEvent(&event)) {
554 main_controller->process_event(event);
555 if(event.type == SDL_QUIT)
559 if(main_controller->pressed(Controller::JUMP)
560 || main_controller->pressed(Controller::ACTION)
561 || main_controller->pressed(Controller::PAUSE_MENU)
562 || main_controller->pressed(Controller::MENU_SELECT))
564 else if(main_controller->pressed(Controller::DOWN))
566 else if(main_controller->pressed(Controller::UP))
570 context.do_drawing();
571 sound_manager->update();
578 GameSession::start_sequence(const std::string& sequencename)
580 // handle special "stoptux" sequence
581 if (sequencename == "stoptux") {
583 log_warning << "Final target reached without an active end sequence" << std::endl;
584 this->start_sequence("endsequence");
586 if (end_sequence) end_sequence->stop_tux();
590 // abort if a sequence is already playing
591 if (end_sequence) return;
593 if (sequencename == "endsequence") {
595 // Determine walking direction for Tux
596 /*float xst = 1.f, xend = 2.f;
597 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
598 SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
601 if(st->get_sequence_name() == "stoptux")
602 xend = st->get_pos().x;
603 else if(st->get_sequence_name() == "endsequence")
604 xst = st->get_pos().y;
608 end_sequence = new EndSequenceWalkLeft();
610 end_sequence = new EndSequenceWalkRight();
612 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
613 end_sequence = new EndSequenceWalkLeft();
615 end_sequence = new EndSequenceWalkRight();
618 else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
620 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
624 currentsector->add_object(end_sequence);
625 end_sequence->start();
627 sound_manager->play_music("music/leveldone.ogg", false);
628 currentsector->player->invincible_timer.start(10000.0f);
631 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
632 i != currentsector->gameobjects.end(); ++i)
634 GameObject* obj = *i;
636 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
644 GameSession::drawstatus(DrawingContext& context)
646 player_status->draw(context);
648 // draw level stats while end_sequence is running
650 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());