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"
76 #include "scripting/time_scheduler.hpp"
78 // the engine will be run with a logical framerate of 64fps.
79 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
81 static const float LOGICAL_FPS = 64.0;
88 GameSession* GameSession::current_ = NULL;
90 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
91 : level(0), currentsector(0),
93 levelfile(levelfile_), best_level_statistics(statistics),
94 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
101 speed_before_pause = main_loop->get_speed();
103 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
107 game_menu.reset(new Menu());
108 game_menu->add_label(_("Pause"));
110 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
111 game_menu->add_submenu(_("Options"), get_options_menu());
113 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
117 GameSession::restart_level()
122 main_controller->reset();
126 level.reset(new Level);
127 level->load(levelfile);
128 level->stats.total_coins = level->get_total_coins();
129 level->stats.total_badguys = level->get_total_badguys();
130 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
131 level->stats.reset();
132 if(reset_sector != "")level->stats.declare_invalid();
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");
151 sound_manager->stop_music();
152 currentsector->play_music(LEVEL_MUSIC);
154 if(capture_file != "") {
155 int newSeed=0; // next run uses a new seed
156 while (newSeed == 0) // which is the next non-zero random num.
157 newSeed = systemRandom.rand();
158 config->random_seed = systemRandom.srand(newSeed);
159 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
160 record_demo(capture_file);
164 GameSession::~GameSession()
166 delete capture_demo_stream;
167 delete playback_demo_stream;
168 delete demo_controller;
174 GameSession::record_demo(const std::string& filename)
176 delete capture_demo_stream;
178 capture_demo_stream = new std::ofstream(filename.c_str());
179 if(!capture_demo_stream->good()) {
180 std::stringstream msg;
181 msg << "Couldn't open demo file '" << filename << "' for writing.";
182 throw std::runtime_error(msg.str());
184 capture_file = filename;
186 char buf[30]; // save the seed in the demo file
187 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
188 for (int i=0; i==0 || buf[i-1]; i++)
189 capture_demo_stream->put(buf[i]);
193 GameSession::get_demo_random_seed(const std::string& filename)
195 std::istream* test_stream = new std::ifstream(filename.c_str());
196 if(test_stream->good()) {
197 char buf[30]; // recall the seed from the demo file
199 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
200 test_stream->get(buf[i]);
201 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
202 log_info << "Random seed " << seed << " from demo file" << std::endl;
206 log_info << "Demo file contains no random number" << std::endl;
212 GameSession::play_demo(const std::string& filename)
214 delete playback_demo_stream;
215 delete demo_controller;
217 playback_demo_stream = new std::ifstream(filename.c_str());
218 if(!playback_demo_stream->good()) {
219 std::stringstream msg;
220 msg << "Couldn't open demo file '" << filename << "' for reading.";
221 throw std::runtime_error(msg.str());
224 Player& tux = *currentsector->player;
225 demo_controller = new CodeController();
226 tux.set_controller(demo_controller);
228 // skip over random seed, if it exists in the file
229 char buf[30]; // ascii decimal seed
231 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
232 playback_demo_stream->get(buf[i]);
233 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
234 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
238 GameSession::levelintro()
240 sound_manager->stop_music();
242 DrawingContext context;
243 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
244 i != currentsector->gameobjects.end(); ++i) {
245 Background* background = dynamic_cast<Background*> (*i);
247 background->draw(context);
249 Gradient* gradient = dynamic_cast<Gradient*> (*i);
251 gradient->draw(context);
255 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
256 // ALIGN_CENTER, LAYER_FOREGROUND1);
257 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
260 std::stringstream ss_coins;
261 ss_coins << _("Coins") << ": " << player_status->coins;
262 context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
263 ALIGN_CENTER, LAYER_FOREGROUND1);
265 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
266 context.draw_text(white_small_text,
267 std::string(_("contributed by ")) + level->get_author(),
268 Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
270 if(best_level_statistics != NULL)
271 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
273 wait_for_event(1.0, 3.0);
277 GameSession::on_escape_press()
279 if(currentsector->player->is_dying() || end_sequence)
281 // Let the timers run out, we fast-forward them to force past a sequence
283 end_sequence->stop();
285 currentsector->player->dying_timer.start(FLT_EPSILON);
286 return; // don't let the player open the menu, when he is dying
289 if(level->on_menukey_script != "") {
290 std::istringstream in(level->on_menukey_script);
291 run_script(in, "OnMenuKeyScript");
298 GameSession::toggle_pause()
301 speed_before_pause = main_loop->get_speed();
302 main_loop->set_speed(0);
303 Menu::set_current(game_menu.get());
304 game_menu->set_active_item(MNID_CONTINUE);
307 main_loop->set_speed(speed_before_pause);
308 Menu::set_current(NULL);
314 GameSession::run_script(std::istream& in, const std::string& sourcename)
316 using namespace Scripting;
318 // garbage collect thread list
319 for(ScriptList::iterator i = scripts.begin();
320 i != scripts.end(); ) {
321 HSQOBJECT& object = *i;
322 HSQUIRRELVM vm = object_to_vm(object);
324 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
325 sq_release(global_vm, &object);
326 i = scripts.erase(i);
333 HSQOBJECT object = create_thread(global_vm);
334 scripts.push_back(object);
336 HSQUIRRELVM vm = object_to_vm(object);
338 compile_and_run(vm, in, sourcename);
344 GameSession::process_events()
346 // end of pause mode?
347 if(!Menu::current() && game_pause) {
352 if(playback_demo_stream != 0) {
353 demo_controller->update();
360 playback_demo_stream->get(left);
361 playback_demo_stream->get(right);
362 playback_demo_stream->get(up);
363 playback_demo_stream->get(down);
364 playback_demo_stream->get(jump);
365 playback_demo_stream->get(action);
366 demo_controller->press(Controller::LEFT, left);
367 demo_controller->press(Controller::RIGHT, right);
368 demo_controller->press(Controller::UP, up);
369 demo_controller->press(Controller::DOWN, down);
370 demo_controller->press(Controller::JUMP, jump);
371 demo_controller->press(Controller::ACTION, action);
374 // save input for demo?
375 if(capture_demo_stream != 0) {
376 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
377 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
378 capture_demo_stream ->put(main_controller->hold(Controller::UP));
379 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
380 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
381 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
386 GameSession::check_end_conditions()
388 Player* tux = currentsector->player;
391 if(end_sequence && end_sequence->is_done()) {
393 } else if (!end_sequence && tux->is_dead()) {
399 GameSession::draw(DrawingContext& context)
401 currentsector->draw(context);
409 GameSession::draw_pause(DrawingContext& context)
411 context.draw_filled_rect(
412 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
413 Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
417 GameSession::process_menu()
419 Menu* menu = Menu::current();
423 if(menu == game_menu.get()) {
424 switch (game_menu->check()) {
426 Menu::set_current(0);
428 case MNID_ABORTLEVEL:
429 Menu::set_current(0);
430 main_loop->exit_screen();
440 Menu::set_current(NULL);
443 if(currentsector != Sector::current()) {
444 currentsector->activate(currentsector->player->get_pos());
446 currentsector->play_music(LEVEL_MUSIC);
448 // Eat unneeded events
450 while(SDL_PollEvent(&event))
455 GameSession::update(float elapsed_time)
458 if(main_controller->pressed(Controller::PAUSE_MENU))
464 check_end_conditions();
466 // respawning in new sector?
467 if(newsector != "" && newspawnpoint != "") {
468 Sector* sector = level->get_sector(newsector);
470 log_warning << "Sector '" << newsector << "' not found" << std::endl;
472 sector->activate(newspawnpoint);
473 sector->play_music(LEVEL_MUSIC);
474 currentsector = sector;
479 // Update the world state and all objects in the world
483 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
484 level->stats.time = play_time;
485 currentsector->update(elapsed_time);
487 if (!end_sequence->is_tux_stopped()) {
488 currentsector->update(elapsed_time);
490 end_sequence->update(elapsed_time);
496 sound_manager->set_listener_position(currentsector->player->get_pos());
502 if(currentsector->player->invincible_timer.started()) {
503 if(currentsector->player->invincible_timer.get_timeleft() <=
504 TUX_INVINCIBLE_TIME_WARNING) {
505 currentsector->play_music(HERRING_WARNING_MUSIC);
507 currentsector->play_music(HERRING_MUSIC);
509 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
510 currentsector->play_music(LEVEL_MUSIC);
515 GameSession::finish(bool win)
517 using namespace WorldMapNS;
520 if(WorldMap::current())
521 WorldMap::current()->finished_level(level.get());
524 main_loop->exit_screen();
528 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
531 newspawnpoint = spawnpoint;
535 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
537 reset_sector = sector;
542 GameSession::get_working_directory()
544 return FileSystem::dirname(levelfile);
548 GameSession::display_info_box(const std::string& text)
550 InfoBox* box = new InfoBox(text);
553 DrawingContext context;
557 // TODO make a screen out of this, another mainloop is ugly
558 main_controller->update();
560 while (SDL_PollEvent(&event)) {
561 main_controller->process_event(event);
562 if(event.type == SDL_QUIT)
566 if(main_controller->pressed(Controller::JUMP)
567 || main_controller->pressed(Controller::ACTION)
568 || main_controller->pressed(Controller::PAUSE_MENU)
569 || main_controller->pressed(Controller::MENU_SELECT))
571 else if(main_controller->pressed(Controller::DOWN))
573 else if(main_controller->pressed(Controller::UP))
577 context.do_drawing();
578 sound_manager->update();
585 GameSession::start_sequence(const std::string& sequencename)
587 // handle special "stoptux" sequence
588 if (sequencename == "stoptux") {
590 log_warning << "Final target reached without an active end sequence" << std::endl;
591 this->start_sequence("endsequence");
593 if (end_sequence) end_sequence->stop_tux();
597 // abort if a sequence is already playing
601 if (sequencename == "endsequence") {
602 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
603 end_sequence = new EndSequenceWalkLeft();
605 end_sequence = new EndSequenceWalkRight();
607 } else if (sequencename == "fireworks") {
608 end_sequence = new EndSequenceFireworks();
610 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
614 /* slow down the game for end-sequence */
615 main_loop->set_speed(0.5f);
617 currentsector->add_object(end_sequence);
618 end_sequence->start();
620 sound_manager->play_music("music/leveldone.ogg", false);
621 currentsector->player->invincible_timer.start(10000.0f);
624 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
625 i != currentsector->gameobjects.end(); ++i)
627 GameObject* obj = *i;
629 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
637 GameSession::drawstatus(DrawingContext& context)
639 player_status->draw(context);
641 // draw level stats while end_sequence is running
643 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());