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"
70 #include "scripting/squirrel_util.hpp"
72 // the engine will be run with a logical framerate of 64fps.
73 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
75 static const float LOGICAL_FPS = 64.0;
82 GameSession* GameSession::current_ = NULL;
84 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
85 : level(0), currentsector(0),
86 end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
87 levelfile(levelfile_), best_level_statistics(statistics),
88 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
96 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
100 game_menu.reset(new Menu());
101 game_menu->add_label(_("Pause"));
103 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
104 game_menu->add_submenu(_("Options"), get_options_menu());
106 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
110 GameSession::restart_level(bool fromBeginning)
113 end_sequence = NO_ENDSEQUENCE;
115 main_controller->reset();
119 level.reset(new Level);
120 level->load(levelfile);
121 level->stats.total_coins = level->get_total_coins();
122 level->stats.total_badguys = level->get_total_badguys();
123 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
124 level->stats.reset();
125 if (!fromBeginning) level->stats.declare_invalid();
127 if (fromBeginning) reset_sector="";
128 if(reset_sector != "") {
129 currentsector = level->get_sector(reset_sector);
131 std::stringstream msg;
132 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
133 throw std::runtime_error(msg.str());
135 currentsector->activate(reset_pos);
137 currentsector = level->get_sector("main");
139 throw std::runtime_error("Couldn't find main sector");
140 currentsector->activate("main");
145 currentsector->play_music(LEVEL_MUSIC);
147 if(capture_file != "") {
148 int newSeed=0; // next run uses a new seed
149 while (newSeed == 0) // which is the next non-zero random num.
150 newSeed = systemRandom.rand();
151 config->random_seed = systemRandom.srand(newSeed);
152 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
153 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;
169 GameSession::record_demo(const std::string& filename)
171 delete capture_demo_stream;
173 capture_demo_stream = new std::ofstream(filename.c_str());
174 if(!capture_demo_stream->good()) {
175 std::stringstream msg;
176 msg << "Couldn't open demo file '" << filename << "' for writing.";
177 throw std::runtime_error(msg.str());
179 capture_file = filename;
181 char buf[30]; // save the seed in the demo file
182 sprintf(buf, "random_seed=%010d", config->random_seed);
183 for (int i=0; i==0 || buf[i-1]; i++)
184 capture_demo_stream->put(buf[i]);
188 GameSession::play_demo(const std::string& filename)
190 delete playback_demo_stream;
191 delete demo_controller;
193 playback_demo_stream = new std::ifstream(filename.c_str());
194 if(!playback_demo_stream->good()) {
195 std::stringstream msg;
196 msg << "Couldn't open demo file '" << filename << "' for reading.";
197 throw std::runtime_error(msg.str());
200 Player& tux = *currentsector->player;
201 demo_controller = new CodeController();
202 tux.set_controller(demo_controller);
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 playback_demo_stream->get(buf[i]);
208 if (sscanf(buf, "random_seed=%010d", &seed) == 1) {
209 config->random_seed = seed; // save where it will be used
210 log_info << "Taking random seed " << seed << " from demo file" <<std::endl;
213 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
214 log_info << "Demo file contains no random number" << std::endl;
219 GameSession::levelintro()
223 sound_manager->stop_music();
225 DrawingContext context;
226 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
227 i != currentsector->gameobjects.end(); ++i) {
228 Background* background = dynamic_cast<Background*> (*i);
230 background->draw(context);
232 Gradient* gradient = dynamic_cast<Gradient*> (*i);
234 gradient->draw(context);
238 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
239 // CENTER_ALLIGN, LAYER_FOREGROUND1);
240 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
243 sprintf(str, "Coins: %d", player_status->coins);
244 context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
245 CENTER_ALLIGN, LAYER_FOREGROUND1);
247 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
248 context.draw_text(white_small_text,
249 std::string(_("contributed by ")) + level->get_author(),
250 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
252 if(best_level_statistics != NULL)
253 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
255 wait_for_event(1.0, 3.0);
259 GameSession::on_escape_press()
261 if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
262 return; // don't let the player open the menu, when he is dying
264 if(level->on_menukey_script != "") {
265 std::istringstream in(level->on_menukey_script);
266 run_script(in, "OnMenuKeyScript");
273 GameSession::toggle_pause()
275 if(Menu::current() == NULL) {
276 Menu::set_current(game_menu.get());
277 game_menu->set_active_item(MNID_CONTINUE);
280 Menu::set_current(NULL);
286 GameSession::run_script(std::istream& in, const std::string& sourcename)
288 using namespace Scripting;
290 // garbage collect thread list
291 for(ScriptList::iterator i = scripts.begin();
292 i != scripts.end(); ) {
293 HSQOBJECT& object = *i;
294 HSQUIRRELVM vm = object_to_vm(object);
296 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
297 sq_release(global_vm, &object);
298 i = scripts.erase(i);
305 HSQOBJECT object = create_thread(global_vm);
306 scripts.push_back(object);
308 HSQUIRRELVM vm = object_to_vm(object);
310 compile_and_run(vm, in, sourcename);
316 GameSession::process_events()
318 Player& tux = *currentsector->player;
320 // end of pause mode?
321 if(!Menu::current() && game_pause) {
325 if (end_sequence != NO_ENDSEQUENCE) {
326 if(end_sequence_controller == 0) {
327 end_sequence_controller = new CodeController();
328 tux.set_controller(end_sequence_controller);
331 end_sequence_controller->press(Controller::RIGHT);
333 if (int(last_x_pos) == int(tux.get_pos().x))
334 end_sequence_controller->press(Controller::JUMP);
335 last_x_pos = tux.get_pos().x;
339 if(playback_demo_stream != 0) {
340 demo_controller->update();
347 playback_demo_stream->get(left);
348 playback_demo_stream->get(right);
349 playback_demo_stream->get(up);
350 playback_demo_stream->get(down);
351 playback_demo_stream->get(jump);
352 playback_demo_stream->get(action);
353 demo_controller->press(Controller::LEFT, left);
354 demo_controller->press(Controller::RIGHT, right);
355 demo_controller->press(Controller::UP, up);
356 demo_controller->press(Controller::DOWN, down);
357 demo_controller->press(Controller::JUMP, jump);
358 demo_controller->press(Controller::ACTION, action);
361 // save input for demo?
362 if(capture_demo_stream != 0) {
363 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
364 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
365 capture_demo_stream ->put(main_controller->hold(Controller::UP));
366 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
367 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
368 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
373 GameSession::check_end_conditions()
375 Player* tux = currentsector->player;
378 if(end_sequence && endsequence_timer.check()) {
381 } else if (!end_sequence && tux->is_dead()) {
382 if (player_status->coins < 0) {
383 // No more coins: restart level from beginning
384 player_status->coins = 0;
387 // Still has coins: restart level from last reset point
388 restart_level(false);
396 GameSession::draw(DrawingContext& context)
398 currentsector->draw(context);
406 GameSession::draw_pause(DrawingContext& context)
408 context.draw_filled_rect(
409 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
410 Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
414 GameSession::process_menu()
416 Menu* menu = Menu::current();
420 if(menu == game_menu.get()) {
421 switch (game_menu->check()) {
423 Menu::set_current(0);
425 case MNID_ABORTLEVEL:
426 Menu::set_current(0);
427 main_loop->exit_screen();
437 Menu::set_current(NULL);
440 // Eat unneeded events
442 while(SDL_PollEvent(&event))
447 GameSession::update(float elapsed_time)
450 if(main_controller->pressed(Controller::PAUSE_MENU))
456 check_end_conditions();
458 // respawning in new sector?
459 if(newsector != "" && newspawnpoint != "") {
460 Sector* sector = level->get_sector(newsector);
462 log_warning << "Sector '" << newsector << "' not found" << std::endl;
464 sector->activate(newspawnpoint);
465 sector->play_music(LEVEL_MUSIC);
466 currentsector = sector;
471 // Update the world state and all objects in the world
474 if (end_sequence == ENDSEQUENCE_RUNNING) {
475 currentsector->update(elapsed_time/2);
476 } else if(end_sequence == NO_ENDSEQUENCE) {
477 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
478 level->stats.time = play_time;
479 currentsector->update(elapsed_time);
484 sound_manager->set_listener_position(currentsector->player->get_pos());
490 if(currentsector->player->invincible_timer.started()) {
491 if(currentsector->player->invincible_timer.get_timeleft() <=
492 TUX_INVINCIBLE_TIME_WARNING) {
493 currentsector->play_music(HERRING_WARNING_MUSIC);
495 currentsector->play_music(HERRING_MUSIC);
497 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
498 currentsector->play_music(LEVEL_MUSIC);
503 GameSession::finish(bool win)
505 using namespace WorldMapNS;
508 if(WorldMap::current())
509 WorldMap::current()->finished_level(level.get());
512 main_loop->exit_screen();
516 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
519 newspawnpoint = spawnpoint;
523 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
525 reset_sector = sector;
530 GameSession::get_working_directory()
532 return FileSystem::dirname(levelfile);
536 GameSession::display_info_box(const std::string& text)
538 InfoBox* box = new InfoBox(text);
541 DrawingContext context;
545 // TODO make a screen out of this, another mainloop is ugly
546 main_controller->update();
548 while (SDL_PollEvent(&event)) {
549 main_controller->process_event(event);
550 if(event.type == SDL_QUIT)
554 if(main_controller->pressed(Controller::JUMP)
555 || main_controller->pressed(Controller::ACTION)
556 || main_controller->pressed(Controller::PAUSE_MENU)
557 || main_controller->pressed(Controller::MENU_SELECT))
559 else if(main_controller->pressed(Controller::DOWN))
561 else if(main_controller->pressed(Controller::UP))
565 context.do_drawing();
566 sound_manager->update();
573 GameSession::start_sequence(const std::string& sequencename)
575 if(sequencename == "endsequence" || sequencename == "fireworks") {
579 end_sequence = ENDSEQUENCE_RUNNING;
580 endsequence_timer.start(7.3);
582 sound_manager->play_music("music/leveldone.ogg", false);
583 currentsector->player->invincible_timer.start(7.3);
586 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
587 i != currentsector->gameobjects.end(); ++i)
589 GameObject* obj = *i;
591 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
596 if(sequencename == "fireworks") {
597 currentsector->add_object(new Fireworks());
599 } else if(sequencename == "stoptux") {
601 log_warning << "Final target reached without an active end sequence" << std::endl;
602 this->start_sequence("endsequence");
604 end_sequence = ENDSEQUENCE_WAITING;
606 log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
612 GameSession::drawstatus(DrawingContext& context)
614 player_status->draw(context);
616 // draw level stats while end_sequence is running
618 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());