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();
92 console = new Console(context);
98 GameSession::restart_level()
101 exit_status = ES_NONE;
102 end_sequence = NO_ENDSEQUENCE;
104 main_controller->reset();
110 level->load(levelfile);
112 global_stats.reset();
113 global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
114 global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
118 for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
122 for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
123 j != sec->gameobjects.end(); ++j)
125 GameObject* obj = *j;
127 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
129 time += int(lt->get_level_time());
132 global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
134 if(reset_sector != "") {
135 currentsector = level->get_sector(reset_sector);
137 std::stringstream msg;
138 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
139 throw std::runtime_error(msg.str());
141 currentsector->activate(reset_pos);
143 currentsector = level->get_sector("main");
145 throw std::runtime_error("Couldn't find main sector");
146 currentsector->activate("main");
149 if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
152 currentsector->play_music(LEVEL_MUSIC);
154 if(capture_file != "")
155 record_demo(capture_file);
158 GameSession::~GameSession()
160 delete capture_demo_stream;
161 delete playback_demo_stream;
162 delete demo_controller;
164 delete end_sequence_controller;
173 GameSession::record_demo(const std::string& filename)
175 delete capture_demo_stream;
177 capture_demo_stream = new std::ofstream(filename.c_str());
178 if(!capture_demo_stream->good()) {
179 std::stringstream msg;
180 msg << "Couldn't open demo file '" << filename << "' for writing.";
181 throw std::runtime_error(msg.str());
183 capture_file = filename;
187 GameSession::play_demo(const std::string& filename)
189 delete playback_demo_stream;
190 delete demo_controller;
192 playback_demo_stream = new std::ifstream(filename.c_str());
193 if(!playback_demo_stream->good()) {
194 std::stringstream msg;
195 msg << "Couldn't open demo file '" << filename << "' for reading.";
196 throw std::runtime_error(msg.str());
199 Player& tux = *currentsector->player;
200 demo_controller = new CodeController();
201 tux.set_controller(demo_controller);
205 GameSession::levelintro()
209 sound_manager->stop_music();
211 DrawingContext context;
212 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
213 i != currentsector->gameobjects.end(); ++i) {
214 Background* background = dynamic_cast<Background*> (*i);
216 background->draw(context);
218 Gradient* gradient = dynamic_cast<Gradient*> (*i);
220 gradient->draw(context);
224 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
225 // CENTER_ALLIGN, LAYER_FOREGROUND1);
226 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
229 sprintf(str, "TUX x %d", player_status->lives);
230 context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
231 CENTER_ALLIGN, LAYER_FOREGROUND1);
233 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
234 //TODO make author check case/blank-insensitive
235 context.draw_text(white_small_text,
236 std::string(_("contributed by ")) + level->get_author(),
237 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
240 if(best_level_statistics != NULL)
241 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
244 context.do_drawing();
246 wait_for_event(1.0, 3.0);
250 GameSession::on_escape_press()
252 if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
253 return; // don't let the player open the menu, when he is dying
255 if(mode == ST_GL_TEST) {
256 exit_status = ES_LEVEL_ABORT;
257 } else if (!Menu::current()) {
258 Menu::set_current(game_menu);
259 game_menu->set_active_item(MNID_CONTINUE);
267 GameSession::process_events()
269 Player& tux = *currentsector->player;
270 main_controller->update();
272 // end of pause mode?
273 if(!Menu::current() && game_pause) {
277 if (end_sequence != NO_ENDSEQUENCE) {
278 if(end_sequence_controller == 0) {
279 end_sequence_controller = new CodeController();
280 tux.set_controller(end_sequence_controller);
283 end_sequence_controller->press(Controller::RIGHT);
285 if (int(last_x_pos) == int(tux.get_pos().x))
286 end_sequence_controller->press(Controller::JUMP);
287 last_x_pos = tux.get_pos().x;
290 main_controller->update();
292 while (SDL_PollEvent(&event)) {
293 /* Check for menu-events, if the menu is shown */
295 Menu::current()->event(event);
296 main_controller->process_event(event);
297 if(event.type == SDL_QUIT)
298 throw graceful_shutdown();
302 if(playback_demo_stream != 0) {
303 demo_controller->update();
310 playback_demo_stream->get(left);
311 playback_demo_stream->get(right);
312 playback_demo_stream->get(up);
313 playback_demo_stream->get(down);
314 playback_demo_stream->get(jump);
315 playback_demo_stream->get(action);
316 demo_controller->press(Controller::LEFT, left);
317 demo_controller->press(Controller::RIGHT, right);
318 demo_controller->press(Controller::UP, up);
319 demo_controller->press(Controller::DOWN, down);
320 demo_controller->press(Controller::JUMP, jump);
321 demo_controller->press(Controller::ACTION, action);
324 // save input for demo?
325 if(capture_demo_stream != 0) {
326 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
327 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
328 capture_demo_stream ->put(main_controller->hold(Controller::UP));
329 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
330 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
331 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
336 GameSession::try_cheats()
338 if(currentsector == 0)
340 Player& tux = *currentsector->player;
342 // Cheating words (the goal of this is really for debugging,
343 // but could be used for some cheating, nothing wrong with that)
344 if(main_controller->check_cheatcode("grow")) {
345 tux.set_bonus(GROWUP_BONUS, false);
347 if(main_controller->check_cheatcode("fire")) {
348 tux.set_bonus(FIRE_BONUS, false);
350 if(main_controller->check_cheatcode("ice")) {
351 tux.set_bonus(ICE_BONUS, false);
353 if(main_controller->check_cheatcode("lifeup")) {
354 player_status->lives++;
356 if(main_controller->check_cheatcode("lifedown")) {
357 player_status->lives--;
359 if(main_controller->check_cheatcode("grease")) {
360 tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
362 if(main_controller->check_cheatcode("invincible")) {
363 // be invincle for the rest of the level
364 tux.invincible_timer.start(10000);
366 if(main_controller->check_cheatcode("mortal")) {
367 // give up invincibility
368 tux.invincible_timer.stop();
370 if(main_controller->check_cheatcode("shrink")) {
372 tux.kill(tux.SHRINK);
374 if(main_controller->check_cheatcode("kill")) {
375 // kill Tux, but without losing a life
376 player_status->lives++;
379 if(main_controller->check_cheatcode("whereami")) {
380 msg_info("You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y);
383 if(main_controller->check_cheatcode("grid")) {
385 debug_grid = !debug_grid;
388 if(main_controller->check_cheatcode("gotoend")) {
389 // goes to the end of the level
391 (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
392 currentsector->camera->reset(
393 Vector(tux.get_pos().x, tux.get_pos().y));
395 if(main_controller->check_cheatcode("flip")) {
396 FlipLevelTransformer flip_transformer;
397 flip_transformer.transform(GameSession::current()->get_current_level());
399 if(main_controller->check_cheatcode("finish")) {
400 // finish current sector
401 exit_status = ES_LEVEL_FINISHED;
402 // don't add points to stats though...
404 if(main_controller->check_cheatcode("camera")) {
405 msg_info("Camera is at "
406 << Sector::current()->camera->get_translation().x << ","
407 << Sector::current()->camera->get_translation().y);
412 GameSession::check_end_conditions()
414 Player* tux = currentsector->player;
417 if(end_sequence && endsequence_timer.check()) {
418 exit_status = ES_LEVEL_FINISHED;
420 // add time spent to statistics
421 int tottime = 0, remtime = 0;
422 for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
426 for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
427 j != sec->gameobjects.end(); ++j)
429 GameObject* obj = *j;
431 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
434 tottime += int(lt->get_level_time());
435 remtime += int(lt->get_remaining_time());
439 global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
442 } else if (!end_sequence && tux->is_dead()) {
443 if (player_status->lives < 0) { // No more lives!?
444 exit_status = ES_GAME_OVER;
445 } else { // Still has lives, so reset Tux to the levelstart
454 GameSession::update(float elapsed_time)
457 if(main_controller->pressed(Controller::PAUSE_MENU))
461 if(!currentsector->player->growing_timer.started()) {
462 // Update Tux and the World
463 currentsector->update(elapsed_time);
466 // respawning in new sector?
467 if(newsector != "" && newspawnpoint != "") {
468 Sector* sector = level->get_sector(newsector);
470 msg_warning("Sector '" << newsector << "' not found");
472 sector->activate(newspawnpoint);
473 sector->play_music(LEVEL_MUSIC);
474 currentsector = sector;
480 sound_manager->set_listener_position(currentsector->player->get_pos());
486 currentsector->draw(*context);
487 drawstatus(*context);
492 if(Menu::current()) {
493 Menu::current()->draw(*context);
497 context->do_drawing();
501 GameSession::draw_pause()
503 context->draw_filled_rect(
504 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
505 Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
509 GameSession::process_menu()
511 Menu* menu = Menu::current();
515 if(menu == game_menu) {
516 switch (game_menu->check()) {
518 Menu::set_current(0);
520 case MNID_ABORTLEVEL:
521 Menu::set_current(0);
522 exit_status = ES_LEVEL_ABORT;
525 } else if(menu == options_menu) {
526 process_options_menu();
527 } else if(menu == load_game_menu ) {
528 process_load_game_menu();
534 GameSession::ExitStatus
537 Menu::set_current(0);
542 // Eat unneeded events
544 while(SDL_PollEvent(&event))
549 Uint32 fps_ticks = SDL_GetTicks();
550 Uint32 fps_nextframe_ticks = SDL_GetTicks();
552 bool skipdraw = false;
554 while (exit_status == ES_NONE) {
555 // we run in a logical framerate so elapsed time is a constant
556 static const float elapsed_time = 1.0 / LOGICAL_FPS;
557 // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
559 game_time += elapsed_time;
562 ticks = SDL_GetTicks();
563 if(ticks > fps_nextframe_ticks) {
564 if(skipdraw == true) {
565 // already skipped last frame? we have to slow down the game then...
567 fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
569 // don't draw all frames when we're getting too slow
574 while(fps_nextframe_ticks > ticks) {
576 // If we really have to wait long, then do an imprecise SDL_Delay()
577 Uint32 diff = fps_nextframe_ticks - ticks;
579 SDL_Delay(diff - 10);
581 ticks = SDL_GetTicks();
584 fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
587 float diff = SDL_GetTicks() - fps_nextframe_ticks;
589 // sets the ticks that must have elapsed
590 fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
592 // sets the ticks that must have elapsed
593 // in order for the next frame to start.
594 fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
601 // Update the world state and all objects in the world
602 // Do that with a constante time-delta so that the game will run
603 // determistic and not different on different machines
604 if(!game_pause && !Menu::current())
607 check_end_conditions();
608 if (end_sequence == ENDSEQUENCE_RUNNING)
609 update(elapsed_time/2);
610 else if(end_sequence == NO_ENDSEQUENCE)
611 update(elapsed_time);
622 sound_manager->update();
624 /* Time stops in pause mode */
625 if(game_pause || Menu::current())
630 //frame_rate.update();
633 if (currentsector->player->invincible_timer.started() &&
634 currentsector->player->invincible_timer.get_timeleft()
635 > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
637 currentsector->play_music(HERRING_MUSIC);
639 /* or just normal music? */
640 else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
642 currentsector->play_music(LEVEL_MUSIC);
645 /* Calculate frames per second */
650 if(SDL_GetTicks() - fps_ticks >= 500)
652 fps_fps = (float) fps_cnt / .5;
654 fps_ticks = SDL_GetTicks();
661 main_controller->reset();
666 GameSession::finish(bool win)
669 exit_status = ES_LEVEL_FINISHED;
671 exit_status = ES_LEVEL_ABORT;
675 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
678 newspawnpoint = spawnpoint;
682 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
684 reset_sector = sector;
689 GameSession::get_working_directory()
691 return FileSystem::dirname(levelfile);
695 GameSession::display_info_box(const std::string& text)
697 InfoBox* box = new InfoBox(text);
702 main_controller->update();
704 while (SDL_PollEvent(&event)) {
705 main_controller->process_event(event);
706 if(event.type == SDL_QUIT)
707 throw graceful_shutdown();
710 if(main_controller->pressed(Controller::JUMP)
711 || main_controller->pressed(Controller::ACTION)
712 || main_controller->pressed(Controller::PAUSE_MENU)
713 || main_controller->pressed(Controller::MENU_SELECT))
715 else if(main_controller->pressed(Controller::DOWN))
717 else if(main_controller->pressed(Controller::UP))
721 sound_manager->update();
728 GameSession::start_sequence(const std::string& sequencename)
730 if(sequencename == "endsequence" || sequencename == "fireworks") {
734 end_sequence = ENDSEQUENCE_RUNNING;
735 endsequence_timer.start(7.3);
737 sound_manager->play_music("music/leveldone.ogg", false);
738 currentsector->player->invincible_timer.start(7.3);
741 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
742 i != currentsector->gameobjects.end(); ++i)
744 GameObject* obj = *i;
746 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
751 if(sequencename == "fireworks") {
752 currentsector->add_object(new Fireworks());
754 } else if(sequencename == "stoptux") {
756 msg_warning("Final target reached without "
757 << "an active end sequence");
758 this->start_sequence("endsequence");
760 end_sequence = ENDSEQUENCE_WAITING;
762 msg_warning("Unknown sequence '" << sequencename << "'");
768 GameSession::drawstatus(DrawingContext& context)
770 player_status->draw(context);
772 if(config->show_fps) {
774 snprintf(str, sizeof(str), "%3.1f", fps_fps);
775 context.draw_text(white_text, "FPS",
776 Vector(SCREEN_WIDTH -
777 white_text->get_text_width("FPS ") - BORDER_X, BORDER_Y + 40),
778 LEFT_ALLIGN, LAYER_FOREGROUND1);
779 context.draw_text(gold_text, str,
780 Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
781 LEFT_ALLIGN, LAYER_FOREGROUND1);
786 GameSession::drawresultscreen()
790 DrawingContext context;
791 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
792 i != currentsector->gameobjects.end(); ++i) {
793 Background* background = dynamic_cast<Background*> (*i);
795 background->draw(context);
799 context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
800 CENTER_ALLIGN, LAYER_FOREGROUND1);
802 // sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
803 // context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
805 // y == 256 before removal of score
806 sprintf(str, _("COINS: %d"), player_status->coins);
807 context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
810 context.do_drawing();
812 wait_for_event(2.0, 5.0);
815 std::string slotinfo(int slot)
818 std::string slotfile;
820 std::stringstream stream;
822 slotfile = "save/slot" + stream.str() + ".stsg";
826 std::auto_ptr<lisp::Lisp> root (parser.parse(slotfile));
828 const lisp::Lisp* savegame = root->get_lisp("supertux-savegame");
830 throw std::runtime_error("file is not a supertux-savegame.");
832 savegame->get("title", title);
833 } catch(std::exception& e) {
834 return std::string(_("Slot")) + " " + stream.str() + " - " +
835 std::string(_("Free"));
838 return std::string("Slot ") + stream.str() + " - " + title;
841 bool process_load_game_menu()
843 int slot = load_game_menu->check();
848 if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
851 std::stringstream stream;
853 std::string slotfile = "save/slot" + stream.str() + ".stsg";
855 sound_manager->stop_music();
857 DrawingContext context;
858 context.draw_text(white_text, "Loading...",
859 Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
860 CENTER_ALLIGN, LAYER_FOREGROUND1);
861 context.do_drawing();
863 WorldMapNS::WorldMap worldmap;
865 worldmap.set_map_filename("/levels/world1/worldmap.stwm");
866 // Load the game or at least set the savegame_file variable
867 worldmap.loadgame(slotfile);
871 Menu::set_current(main_menu);