4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
37 #include "game_session.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"
56 #include "worldmap.hpp"
58 #include "statistics.hpp"
60 #include "object/fireworks.hpp"
61 #include "textscroller.hpp"
62 #include "control/codecontroller.hpp"
63 #include "control/joystickkeyboardcontroller.hpp"
65 #include "file_system.hpp"
66 #include "gameconfig.hpp"
67 #include "gettext.hpp"
68 #include "exceptions.hpp"
69 #include "flip_level_transformer.hpp"
71 // the engine will be run with a logical framerate of 64fps.
72 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
74 static const float LOGICAL_FPS = 64.0;
76 GameSession* GameSession::current_ = 0;
78 GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
79 Statistics* statistics)
80 : level(0), currentsector(0), mode(mode),
81 end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
82 levelfile(levelfile_), best_level_statistics(statistics),
83 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
91 context = new DrawingContext();
97 GameSession::restart_level()
100 exit_status = ES_NONE;
101 end_sequence = NO_ENDSEQUENCE;
103 main_controller->reset();
109 level->load(levelfile);
111 global_stats.reset();
112 global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
113 global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
117 for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
121 for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
122 j != sec->gameobjects.end(); ++j)
124 GameObject* obj = *j;
126 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
128 time += int(lt->get_level_time());
131 global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
133 if(reset_sector != "") {
134 currentsector = level->get_sector(reset_sector);
136 std::stringstream msg;
137 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
138 throw std::runtime_error(msg.str());
140 currentsector->activate(reset_pos);
142 currentsector = level->get_sector("main");
144 throw std::runtime_error("Couldn't find main sector");
145 currentsector->activate("main");
148 if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
151 currentsector->play_music(LEVEL_MUSIC);
153 if(capture_file != "")
154 record_demo(capture_file);
157 GameSession::~GameSession()
159 delete capture_demo_stream;
160 delete playback_demo_stream;
161 delete demo_controller;
163 delete end_sequence_controller;
171 GameSession::record_demo(const std::string& filename)
173 delete capture_demo_stream;
175 capture_demo_stream = new std::ofstream(filename.c_str());
176 if(!capture_demo_stream->good()) {
177 std::stringstream msg;
178 msg << "Couldn't open demo file '" << filename << "' for writing.";
179 throw std::runtime_error(msg.str());
181 capture_file = filename;
185 GameSession::play_demo(const std::string& filename)
187 delete playback_demo_stream;
188 delete demo_controller;
190 playback_demo_stream = new std::ifstream(filename.c_str());
191 if(!playback_demo_stream->good()) {
192 std::stringstream msg;
193 msg << "Couldn't open demo file '" << filename << "' for reading.";
194 throw std::runtime_error(msg.str());
197 Player& tux = *currentsector->player;
198 demo_controller = new CodeController();
199 tux.set_controller(demo_controller);
203 GameSession::levelintro()
207 sound_manager->stop_music();
209 DrawingContext context;
210 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
211 i != currentsector->gameobjects.end(); ++i) {
212 Background* background = dynamic_cast<Background*> (*i);
214 background->draw(context);
216 Gradient* gradient = dynamic_cast<Gradient*> (*i);
218 gradient->draw(context);
222 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
223 // CENTER_ALLIGN, LAYER_FOREGROUND1);
224 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
227 sprintf(str, "TUX x %d", player_status->lives);
228 context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
229 CENTER_ALLIGN, LAYER_FOREGROUND1);
231 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
232 //TODO make author check case/blank-insensitive
233 context.draw_text(white_small_text,
234 std::string(_("contributed by ")) + level->get_author(),
235 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
238 if(best_level_statistics != NULL)
239 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
241 context.do_drawing();
243 wait_for_event(1.0, 3.0);
247 GameSession::on_escape_press()
249 if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
250 return; // don't let the player open the menu, when he is dying
252 if(mode == ST_GL_TEST) {
253 exit_status = ES_LEVEL_ABORT;
254 } else if (!Menu::current()) {
255 Menu::set_current(game_menu);
256 game_menu->set_active_item(MNID_CONTINUE);
264 GameSession::process_events()
266 Player& tux = *currentsector->player;
267 main_controller->update();
269 // end of pause mode?
270 if(!Menu::current() && game_pause) {
274 if (end_sequence != NO_ENDSEQUENCE) {
275 if(end_sequence_controller == 0) {
276 end_sequence_controller = new CodeController();
277 tux.set_controller(end_sequence_controller);
280 end_sequence_controller->press(Controller::RIGHT);
282 if (int(last_x_pos) == int(tux.get_pos().x))
283 end_sequence_controller->press(Controller::JUMP);
284 last_x_pos = tux.get_pos().x;
287 main_controller->update();
289 while (SDL_PollEvent(&event)) {
290 /* Check for menu-events, if the menu is shown */
292 Menu::current()->event(event);
293 main_controller->process_event(event);
294 if(event.type == SDL_QUIT)
295 throw graceful_shutdown();
299 if(playback_demo_stream != 0) {
300 demo_controller->update();
307 playback_demo_stream->get(left);
308 playback_demo_stream->get(right);
309 playback_demo_stream->get(up);
310 playback_demo_stream->get(down);
311 playback_demo_stream->get(jump);
312 playback_demo_stream->get(action);
313 demo_controller->press(Controller::LEFT, left);
314 demo_controller->press(Controller::RIGHT, right);
315 demo_controller->press(Controller::UP, up);
316 demo_controller->press(Controller::DOWN, down);
317 demo_controller->press(Controller::JUMP, jump);
318 demo_controller->press(Controller::ACTION, action);
321 // save input for demo?
322 if(capture_demo_stream != 0) {
323 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
324 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
325 capture_demo_stream ->put(main_controller->hold(Controller::UP));
326 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
327 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
328 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
333 GameSession::try_cheats()
335 if(currentsector == 0)
337 Player& tux = *currentsector->player;
339 // Cheating words (the goal of this is really for debugging,
340 // but could be used for some cheating, nothing wrong with that)
341 if(main_controller->check_cheatcode("grow")) {
342 tux.set_bonus(GROWUP_BONUS, false);
344 if(main_controller->check_cheatcode("fire")) {
345 tux.set_bonus(FIRE_BONUS, false);
347 if(main_controller->check_cheatcode("ice")) {
348 tux.set_bonus(ICE_BONUS, false);
350 if(main_controller->check_cheatcode("lifeup")) {
351 player_status->lives++;
353 if(main_controller->check_cheatcode("lifedown")) {
354 player_status->lives--;
356 if(main_controller->check_cheatcode("grease")) {
357 tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
359 if(main_controller->check_cheatcode("invincible")) {
360 // be invincle for the rest of the level
361 tux.invincible_timer.start(10000);
363 if(main_controller->check_cheatcode("mortal")) {
364 // give up invincibility
365 tux.invincible_timer.stop();
367 if(main_controller->check_cheatcode("shrink")) {
369 tux.kill(tux.SHRINK);
371 if(main_controller->check_cheatcode("kill")) {
372 // kill Tux, but without losing a life
373 player_status->lives++;
376 if(main_controller->check_cheatcode("whereami")) {
377 msg_info("You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y);
380 if(main_controller->check_cheatcode("grid")) {
382 debug_grid = !debug_grid;
385 if(main_controller->check_cheatcode("gotoend")) {
386 // goes to the end of the level
388 (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
389 currentsector->camera->reset(
390 Vector(tux.get_pos().x, tux.get_pos().y));
392 if(main_controller->check_cheatcode("flip")) {
393 FlipLevelTransformer flip_transformer;
394 flip_transformer.transform(GameSession::current()->get_current_level());
396 if(main_controller->check_cheatcode("finish")) {
397 // finish current sector
398 exit_status = ES_LEVEL_FINISHED;
399 // don't add points to stats though...
401 if(main_controller->check_cheatcode("camera")) {
402 msg_info("Camera is at "
403 << Sector::current()->camera->get_translation().x << ","
404 << Sector::current()->camera->get_translation().y);
409 GameSession::check_end_conditions()
411 Player* tux = currentsector->player;
414 if(end_sequence && endsequence_timer.check()) {
415 exit_status = ES_LEVEL_FINISHED;
417 // add time spent to statistics
418 int tottime = 0, remtime = 0;
419 for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
423 for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
424 j != sec->gameobjects.end(); ++j)
426 GameObject* obj = *j;
428 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
431 tottime += int(lt->get_level_time());
432 remtime += int(lt->get_remaining_time());
436 global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
439 } else if (!end_sequence && tux->is_dead()) {
440 if (player_status->lives < 0) { // No more lives!?
441 exit_status = ES_GAME_OVER;
442 } else { // Still has lives, so reset Tux to the levelstart
451 GameSession::update(float elapsed_time)
454 if(main_controller->pressed(Controller::PAUSE_MENU))
458 if(!currentsector->player->growing_timer.started()) {
459 // Update Tux and the World
460 currentsector->update(elapsed_time);
463 // respawning in new sector?
464 if(newsector != "" && newspawnpoint != "") {
465 Sector* sector = level->get_sector(newsector);
467 msg_warning("Sector '" << newsector << "' not found");
469 sector->activate(newspawnpoint);
470 sector->play_music(LEVEL_MUSIC);
471 currentsector = sector;
477 sound_manager->set_listener_position(currentsector->player->get_pos());
483 currentsector->draw(*context);
484 drawstatus(*context);
489 if(Menu::current()) {
490 Menu::current()->draw(*context);
493 context->do_drawing();
497 GameSession::draw_pause()
499 context->draw_filled_rect(
500 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
501 Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
505 GameSession::process_menu()
507 Menu* menu = Menu::current();
511 if(menu == game_menu) {
512 switch (game_menu->check()) {
514 Menu::set_current(0);
516 case MNID_ABORTLEVEL:
517 Menu::set_current(0);
518 exit_status = ES_LEVEL_ABORT;
521 } else if(menu == options_menu) {
522 process_options_menu();
523 } else if(menu == load_game_menu ) {
524 process_load_game_menu();
530 GameSession::ExitStatus
533 Menu::set_current(0);
538 // Eat unneeded events
540 while(SDL_PollEvent(&event))
545 Uint32 fps_ticks = SDL_GetTicks();
546 Uint32 fps_nextframe_ticks = SDL_GetTicks();
548 bool skipdraw = false;
550 while (exit_status == ES_NONE) {
551 // we run in a logical framerate so elapsed time is a constant
552 static const float elapsed_time = 1.0 / LOGICAL_FPS;
553 // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
555 game_time += elapsed_time;
558 ticks = SDL_GetTicks();
559 if(ticks > fps_nextframe_ticks) {
560 if(skipdraw == true) {
561 // already skipped last frame? we have to slow down the game then...
563 fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
565 // don't draw all frames when we're getting too slow
570 while(fps_nextframe_ticks > ticks) {
572 // If we really have to wait long, then do an imprecise SDL_Delay()
573 Uint32 diff = fps_nextframe_ticks - ticks;
575 SDL_Delay(diff - 10);
577 ticks = SDL_GetTicks();
580 fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
583 float diff = SDL_GetTicks() - fps_nextframe_ticks;
585 // sets the ticks that must have elapsed
586 fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
588 // sets the ticks that must have elapsed
589 // in order for the next frame to start.
590 fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
597 // Update the world state and all objects in the world
598 // Do that with a constante time-delta so that the game will run
599 // determistic and not different on different machines
600 if(!game_pause && !Menu::current())
603 check_end_conditions();
604 if (end_sequence == ENDSEQUENCE_RUNNING)
605 update(elapsed_time/2);
606 else if(end_sequence == NO_ENDSEQUENCE)
607 update(elapsed_time);
618 sound_manager->update();
620 /* Time stops in pause mode */
621 if(game_pause || Menu::current())
626 //frame_rate.update();
629 if (currentsector->player->invincible_timer.started() &&
630 currentsector->player->invincible_timer.get_timeleft()
631 > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
633 currentsector->play_music(HERRING_MUSIC);
635 /* or just normal music? */
636 else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
638 currentsector->play_music(LEVEL_MUSIC);
641 /* Calculate frames per second */
646 if(SDL_GetTicks() - fps_ticks >= 500)
648 fps_fps = (float) fps_cnt / .5;
650 fps_ticks = SDL_GetTicks();
657 main_controller->reset();
662 GameSession::finish(bool win)
665 exit_status = ES_LEVEL_FINISHED;
667 exit_status = ES_LEVEL_ABORT;
671 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
674 newspawnpoint = spawnpoint;
678 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
680 reset_sector = sector;
685 GameSession::get_working_directory()
687 return FileSystem::dirname(levelfile);
691 GameSession::display_info_box(const std::string& text)
693 InfoBox* box = new InfoBox(text);
698 main_controller->update();
700 while (SDL_PollEvent(&event)) {
701 main_controller->process_event(event);
702 if(event.type == SDL_QUIT)
703 throw graceful_shutdown();
706 if(main_controller->pressed(Controller::JUMP)
707 || main_controller->pressed(Controller::ACTION)
708 || main_controller->pressed(Controller::PAUSE_MENU)
709 || main_controller->pressed(Controller::MENU_SELECT))
711 else if(main_controller->pressed(Controller::DOWN))
713 else if(main_controller->pressed(Controller::UP))
717 sound_manager->update();
724 GameSession::start_sequence(const std::string& sequencename)
726 if(sequencename == "endsequence" || sequencename == "fireworks") {
730 end_sequence = ENDSEQUENCE_RUNNING;
731 endsequence_timer.start(7.3);
733 sound_manager->play_music("music/leveldone.ogg", false);
734 currentsector->player->invincible_timer.start(7.3);
737 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
738 i != currentsector->gameobjects.end(); ++i)
740 GameObject* obj = *i;
742 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
747 if(sequencename == "fireworks") {
748 currentsector->add_object(new Fireworks());
750 } else if(sequencename == "stoptux") {
752 msg_warning("Final target reached without "
753 << "an active end sequence");
754 this->start_sequence("endsequence");
756 end_sequence = ENDSEQUENCE_WAITING;
758 msg_warning("Unknown sequence '" << sequencename << "'");
764 GameSession::drawstatus(DrawingContext& context)
766 player_status->draw(context);
768 if(config->show_fps) {
770 snprintf(str, sizeof(str), "%3.1f", fps_fps);
771 context.draw_text(white_text, "FPS",
772 Vector(SCREEN_WIDTH -
773 white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40),
774 LEFT_ALLIGN, LAYER_FOREGROUND1);
775 context.draw_text(gold_text, str,
776 Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
777 LEFT_ALLIGN, LAYER_FOREGROUND1);
782 GameSession::drawresultscreen()
786 DrawingContext context;
787 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
788 i != currentsector->gameobjects.end(); ++i) {
789 Background* background = dynamic_cast<Background*> (*i);
791 background->draw(context);
795 context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
796 CENTER_ALLIGN, LAYER_FOREGROUND1);
798 // sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
799 // context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
801 // y == 256 before removal of score
802 sprintf(str, _("COINS: %d"), player_status->coins);
803 context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
805 context.do_drawing();
807 wait_for_event(2.0, 5.0);
810 std::string slotinfo(int slot)
813 std::string slotfile;
815 std::stringstream stream;
817 slotfile = "save/slot" + stream.str() + ".stsg";
821 std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
823 const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
825 throw std::runtime_error("file is not a supertux-savegame.");
827 savegame->get("title", title);
828 } catch(std::exception& e) {
829 return std::string(_("Slot")) + " " + stream.str() + " - " +
830 std::string(_("Free"));
833 return std::string("Slot ") + stream.str() + " - " + title;
836 bool process_load_game_menu()
838 int slot = load_game_menu->check();
843 if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
846 std::stringstream stream;
848 std::string slotfile = "save/slot" + stream.str() + ".stsg";
850 sound_manager->stop_music();
852 DrawingContext context;
853 context.draw_text(white_text, "Loading...",
854 Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
855 CENTER_ALLIGN, LAYER_FOREGROUND1);
856 context.do_drawing();
858 WorldMapNS::WorldMap worldmap;
860 worldmap.set_map_filename("/levels/world1/worldmap.stwm");
861 // Load the game or at least set the savegame_file variable
862 worldmap.loadgame(slotfile);
866 Menu::set_current(main_menu);