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 "audio/sound_manager.hpp"
40 #include "gui/menu.hpp"
44 #include "player_status.hpp"
45 #include "object/particlesystem.hpp"
46 #include "object/background.hpp"
47 #include "object/gradient.hpp"
48 #include "object/tilemap.hpp"
49 #include "object/camera.hpp"
50 #include "object/player.hpp"
51 #include "object/level_time.hpp"
52 #include "lisp/lisp.hpp"
53 #include "lisp/parser.hpp"
54 #include "resources.hpp"
55 #include "statistics.hpp"
57 #include "options_menu.hpp"
58 #include "object/fireworks.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 "random_generator.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;
81 GameSession* GameSession::current_ = NULL;
83 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
84 : level(0), currentsector(0),
85 end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
86 levelfile(levelfile_), best_level_statistics(statistics),
87 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
95 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
99 game_menu.reset(new Menu());
100 game_menu->add_label(_("Pause"));
102 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
103 game_menu->add_submenu(_("Options"), get_options_menu());
105 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
109 GameSession::restart_level(bool fromBeginning)
112 end_sequence = NO_ENDSEQUENCE;
114 main_controller->reset();
118 level.reset(new Level);
119 level->load(levelfile);
120 level->stats.total_coins = level->get_total_coins();
121 level->stats.total_badguys = level->get_total_badguys();
122 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
123 level->stats.reset();
125 if (fromBeginning) reset_sector="";
126 if(reset_sector != "") {
127 currentsector = level->get_sector(reset_sector);
129 std::stringstream msg;
130 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
131 throw std::runtime_error(msg.str());
133 currentsector->activate(reset_pos);
135 currentsector = level->get_sector("main");
137 throw std::runtime_error("Couldn't find main sector");
138 currentsector->activate("main");
143 currentsector->play_music(LEVEL_MUSIC);
145 if(capture_file != "") {
146 int newSeed=0; // next run uses a new seed
147 while (newSeed == 0) // which is the next non-zero random num.
148 newSeed = systemRandom.rand();
149 config->random_seed = systemRandom.srand(newSeed);
150 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
151 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;
179 char buf[30]; // save the seed in the demo file
180 sprintf(buf, "random_seed=%010d", config->random_seed);
181 for (int i=0; i==0 || buf[i-1]; i++)
182 capture_demo_stream->put(buf[i]);
186 GameSession::play_demo(const std::string& filename)
188 delete playback_demo_stream;
189 delete demo_controller;
191 playback_demo_stream = new std::ifstream(filename.c_str());
192 if(!playback_demo_stream->good()) {
193 std::stringstream msg;
194 msg << "Couldn't open demo file '" << filename << "' for reading.";
195 throw std::runtime_error(msg.str());
198 Player& tux = *currentsector->player;
199 demo_controller = new CodeController();
200 tux.set_controller(demo_controller);
202 char buf[30]; // recall the seed from the demo file
204 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
205 playback_demo_stream->get(buf[i]);
206 if (sscanf(buf, "random_seed=%010d", &seed) == 1) {
207 config->random_seed = seed; // save where it will be used
208 log_info << "Taking random seed " << seed << " from demo file" <<std::endl;
211 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
212 log_info << "Demo file contains no random number" << std::endl;
217 GameSession::levelintro()
221 sound_manager->stop_music();
223 DrawingContext context;
224 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
225 i != currentsector->gameobjects.end(); ++i) {
226 Background* background = dynamic_cast<Background*> (*i);
228 background->draw(context);
230 Gradient* gradient = dynamic_cast<Gradient*> (*i);
232 gradient->draw(context);
236 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
237 // CENTER_ALLIGN, LAYER_FOREGROUND1);
238 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
241 sprintf(str, "Coins: %d", player_status->coins);
242 context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
243 CENTER_ALLIGN, LAYER_FOREGROUND1);
245 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
246 context.draw_text(white_small_text,
247 std::string(_("contributed by ")) + level->get_author(),
248 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
250 if(best_level_statistics != NULL)
251 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
253 wait_for_event(1.0, 3.0);
257 GameSession::on_escape_press()
259 if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
260 return; // don't let the player open the menu, when he is dying
262 if (!Menu::current()) {
263 Menu::set_current(game_menu.get());
264 game_menu->set_active_item(MNID_CONTINUE);
267 Menu::set_current(NULL);
273 GameSession::process_events()
275 Player& tux = *currentsector->player;
277 // end of pause mode?
278 if(!Menu::current() && game_pause) {
282 if (end_sequence != NO_ENDSEQUENCE) {
283 if(end_sequence_controller == 0) {
284 end_sequence_controller = new CodeController();
285 tux.set_controller(end_sequence_controller);
288 end_sequence_controller->press(Controller::RIGHT);
290 if (int(last_x_pos) == int(tux.get_pos().x))
291 end_sequence_controller->press(Controller::JUMP);
292 last_x_pos = tux.get_pos().x;
296 if(playback_demo_stream != 0) {
297 demo_controller->update();
304 playback_demo_stream->get(left);
305 playback_demo_stream->get(right);
306 playback_demo_stream->get(up);
307 playback_demo_stream->get(down);
308 playback_demo_stream->get(jump);
309 playback_demo_stream->get(action);
310 demo_controller->press(Controller::LEFT, left);
311 demo_controller->press(Controller::RIGHT, right);
312 demo_controller->press(Controller::UP, up);
313 demo_controller->press(Controller::DOWN, down);
314 demo_controller->press(Controller::JUMP, jump);
315 demo_controller->press(Controller::ACTION, action);
318 // save input for demo?
319 if(capture_demo_stream != 0) {
320 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
321 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
322 capture_demo_stream ->put(main_controller->hold(Controller::UP));
323 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
324 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
325 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
330 GameSession::check_end_conditions()
332 Player* tux = currentsector->player;
335 if(end_sequence && endsequence_timer.check()) {
338 } else if (!end_sequence && tux->is_dead()) {
339 if (player_status->coins < 0) {
340 // No more coins: restart level from beginning
341 player_status->coins = 0;
344 // Still has coins: restart level from last reset point
345 restart_level(false);
353 GameSession::draw(DrawingContext& context)
355 currentsector->draw(context);
363 GameSession::draw_pause(DrawingContext& context)
365 context.draw_filled_rect(
366 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
367 Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
371 GameSession::process_menu()
373 Menu* menu = Menu::current();
377 if(menu == game_menu.get()) {
378 switch (game_menu->check()) {
380 Menu::set_current(0);
382 case MNID_ABORTLEVEL:
383 Menu::set_current(0);
384 main_loop->exit_screen();
394 Menu::set_current(NULL);
397 // Eat unneeded events
399 while(SDL_PollEvent(&event))
404 GameSession::update(float elapsed_time)
409 check_end_conditions();
412 if(main_controller->pressed(Controller::PAUSE_MENU))
415 // respawning in new sector?
416 if(newsector != "" && newspawnpoint != "") {
417 Sector* sector = level->get_sector(newsector);
419 log_warning << "Sector '" << newsector << "' not found" << std::endl;
421 sector->activate(newspawnpoint);
422 sector->play_music(LEVEL_MUSIC);
423 currentsector = sector;
428 // Update the world state and all objects in the world
431 if (end_sequence == ENDSEQUENCE_RUNNING) {
432 currentsector->update(elapsed_time/2);
433 } else if(end_sequence == NO_ENDSEQUENCE) {
434 if(!currentsector->player->growing_timer.started()) {
435 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
436 level->stats.time = play_time;
437 currentsector->update(elapsed_time);
443 sound_manager->set_listener_position(currentsector->player->get_pos());
449 if(currentsector->player->invincible_timer.started()) {
450 if(currentsector->player->invincible_timer.get_timeleft() <=
451 TUX_INVINCIBLE_TIME_WARNING) {
452 currentsector->play_music(HERRING_WARNING_MUSIC);
454 currentsector->play_music(HERRING_MUSIC);
456 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
457 currentsector->play_music(LEVEL_MUSIC);
462 GameSession::finish(bool win)
464 using namespace WorldMapNS;
467 if(WorldMap::current())
468 WorldMap::current()->finished_level(level.get());
471 main_loop->exit_screen();
475 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
478 newspawnpoint = spawnpoint;
482 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
484 reset_sector = sector;
489 GameSession::get_working_directory()
491 return FileSystem::dirname(levelfile);
495 GameSession::display_info_box(const std::string& text)
497 InfoBox* box = new InfoBox(text);
500 DrawingContext context;
504 // TODO make a screen out of this, another mainloop is ugly
505 main_controller->update();
507 while (SDL_PollEvent(&event)) {
508 main_controller->process_event(event);
509 if(event.type == SDL_QUIT)
513 if(main_controller->pressed(Controller::JUMP)
514 || main_controller->pressed(Controller::ACTION)
515 || main_controller->pressed(Controller::PAUSE_MENU)
516 || main_controller->pressed(Controller::MENU_SELECT))
518 else if(main_controller->pressed(Controller::DOWN))
520 else if(main_controller->pressed(Controller::UP))
524 context.do_drawing();
525 sound_manager->update();
532 GameSession::start_sequence(const std::string& sequencename)
534 if(sequencename == "endsequence" || sequencename == "fireworks") {
538 end_sequence = ENDSEQUENCE_RUNNING;
539 endsequence_timer.start(7.3);
541 sound_manager->play_music("music/leveldone.ogg", false);
542 currentsector->player->invincible_timer.start(7.3);
545 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
546 i != currentsector->gameobjects.end(); ++i)
548 GameObject* obj = *i;
550 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
555 if(sequencename == "fireworks") {
556 currentsector->add_object(new Fireworks());
558 } else if(sequencename == "stoptux") {
560 log_warning << "Final target reached without an active end sequence" << std::endl;
561 this->start_sequence("endsequence");
563 end_sequence = ENDSEQUENCE_WAITING;
565 log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
571 GameSession::drawstatus(DrawingContext& context)
573 player_status->draw(context);
575 // draw level stats while end_sequence is running
577 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());