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.
21 #include "game_session.hpp"
37 #include "file_system.hpp"
38 #include "gameconfig.hpp"
39 #include "gettext.hpp"
41 #include "levelintro.hpp"
44 #include "mainloop.hpp"
45 #include "player_status.hpp"
46 #include "options_menu.hpp"
47 #include "random_generator.hpp"
49 #include "statistics.hpp"
51 #include "audio/sound_manager.hpp"
52 #include "control/codecontroller.hpp"
53 #include "control/joystickkeyboardcontroller.hpp"
54 #include "gui/menu.hpp"
55 #include "object/camera.hpp"
56 #include "object/endsequence_fireworks.hpp"
57 #include "object/endsequence_walkleft.hpp"
58 #include "object/endsequence_walkright.hpp"
59 #include "object/level_time.hpp"
60 #include "object/player.hpp"
61 #include "scripting/squirrel_util.hpp"
62 #include "worldmap/worldmap.hpp"
69 GameSession* GameSession::current_ = NULL;
71 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
72 : level(0), currentsector(0),
74 levelfile(levelfile_), best_level_statistics(statistics),
75 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
76 play_time(0), edit_mode(false), levelintro_shown(false)
82 speed_before_pause = main_loop->get_speed();
84 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
88 game_menu.reset(new Menu());
89 game_menu->add_label(_("Pause"));
91 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
92 game_menu->add_submenu(_("Options"), get_options_menu());
94 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
98 GameSession::restart_level()
109 main_controller->reset();
113 level.reset(new Level);
114 level->load(levelfile);
115 level->stats.total_coins = level->get_total_coins();
116 level->stats.total_badguys = level->get_total_badguys();
117 level->stats.total_secrets = level->get_total_secrets();
118 level->stats.reset();
120 if(reset_sector != "") {
121 currentsector = level->get_sector(reset_sector);
123 std::stringstream msg;
124 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
125 throw std::runtime_error(msg.str());
127 level->stats.declare_invalid();
128 currentsector->activate(reset_pos);
130 currentsector = level->get_sector("main");
132 throw std::runtime_error("Couldn't find main sector");
134 currentsector->activate("main");
137 sound_manager->stop_music();
138 currentsector->play_music(LEVEL_MUSIC);
140 if(capture_file != "") {
141 int newSeed=0; // next run uses a new seed
142 while (newSeed == 0) // which is the next non-zero random num.
143 newSeed = systemRandom.rand();
144 config->random_seed = systemRandom.srand(newSeed);
145 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
146 record_demo(capture_file);
150 GameSession::~GameSession()
152 delete capture_demo_stream;
153 delete playback_demo_stream;
154 delete demo_controller;
161 GameSession::record_demo(const std::string& filename)
163 delete capture_demo_stream;
165 capture_demo_stream = new std::ofstream(filename.c_str());
166 if(!capture_demo_stream->good()) {
167 std::stringstream msg;
168 msg << "Couldn't open demo file '" << filename << "' for writing.";
169 throw std::runtime_error(msg.str());
171 capture_file = filename;
173 char buf[30]; // save the seed in the demo file
174 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
175 for (int i=0; i==0 || buf[i-1]; i++)
176 capture_demo_stream->put(buf[i]);
180 GameSession::get_demo_random_seed(const std::string& filename)
182 std::istream* test_stream = new std::ifstream(filename.c_str());
183 if(test_stream->good()) {
184 char buf[30]; // recall the seed from the demo file
186 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
187 test_stream->get(buf[i]);
188 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
189 log_info << "Random seed " << seed << " from demo file" << std::endl;
193 log_info << "Demo file contains no random number" << std::endl;
199 GameSession::play_demo(const std::string& filename)
201 delete playback_demo_stream;
202 delete demo_controller;
204 playback_demo_stream = new std::ifstream(filename.c_str());
205 if(!playback_demo_stream->good()) {
206 std::stringstream msg;
207 msg << "Couldn't open demo file '" << filename << "' for reading.";
208 throw std::runtime_error(msg.str());
211 Player& tux = *currentsector->player;
212 demo_controller = new CodeController();
213 tux.set_controller(demo_controller);
215 // skip over random seed, if it exists in the file
216 char buf[30]; // ascii decimal seed
218 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
219 playback_demo_stream->get(buf[i]);
220 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
221 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
225 GameSession::on_escape_press()
227 if(currentsector->player->is_dying() || end_sequence)
229 // Let the timers run out, we fast-forward them to force past a sequence
231 end_sequence->stop();
233 currentsector->player->dying_timer.start(FLT_EPSILON);
234 return; // don't let the player open the menu, when he is dying
237 if(level->on_menukey_script != "") {
238 std::istringstream in(level->on_menukey_script);
239 run_script(in, "OnMenuKeyScript");
246 GameSession::toggle_pause()
250 speed_before_pause = main_loop->get_speed();
251 main_loop->set_speed(0);
252 Menu::set_current(game_menu.get());
253 game_menu->set_active_item(MNID_CONTINUE);
257 // unpause is done in update() after the menu is processed
261 GameSession::set_editmode(bool edit_mode)
263 if (this->edit_mode == edit_mode) return;
264 this->edit_mode = edit_mode;
266 currentsector->get_players()[0]->set_edit_mode(edit_mode);
270 // entering edit mode
281 GameSession::force_ghost_mode()
283 currentsector->get_players()[0]->set_ghost_mode(true);
287 GameSession::run_script(std::istream& in, const std::string& sourcename)
289 using namespace Scripting;
291 // garbage collect thread list
292 for(ScriptList::iterator i = scripts.begin();
293 i != scripts.end(); ) {
294 HSQOBJECT& object = *i;
295 HSQUIRRELVM vm = object_to_vm(object);
297 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
298 sq_release(global_vm, &object);
299 i = scripts.erase(i);
306 HSQOBJECT object = create_thread(global_vm);
307 scripts.push_back(object);
309 HSQUIRRELVM vm = object_to_vm(object);
311 compile_and_run(vm, in, sourcename);
317 GameSession::process_events()
319 // end of pause mode?
320 // XXX this looks like a fail-safe to unpause the game if there's no menu
321 // XXX having it enabled causes some unexpected problems
322 // XXX hopefully disabling it won't...
324 if(!Menu::current() && game_pause) {
330 if(playback_demo_stream != 0) {
331 demo_controller->update();
338 playback_demo_stream->get(left);
339 playback_demo_stream->get(right);
340 playback_demo_stream->get(up);
341 playback_demo_stream->get(down);
342 playback_demo_stream->get(jump);
343 playback_demo_stream->get(action);
344 demo_controller->press(Controller::LEFT, left);
345 demo_controller->press(Controller::RIGHT, right);
346 demo_controller->press(Controller::UP, up);
347 demo_controller->press(Controller::DOWN, down);
348 demo_controller->press(Controller::JUMP, jump);
349 demo_controller->press(Controller::ACTION, action);
352 // save input for demo?
353 if(capture_demo_stream != 0) {
354 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
355 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
356 capture_demo_stream ->put(main_controller->hold(Controller::UP));
357 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
358 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
359 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
364 GameSession::check_end_conditions()
366 Player* tux = currentsector->player;
369 if(end_sequence && end_sequence->is_done()) {
371 } else if (!end_sequence && tux->is_dead()) {
377 GameSession::draw(DrawingContext& context)
379 currentsector->draw(context);
387 GameSession::draw_pause(DrawingContext& context)
389 context.draw_filled_rect(
390 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
391 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
395 GameSession::process_menu()
397 Menu* menu = Menu::current();
399 if(menu == game_menu.get()) {
400 switch (game_menu->check()) {
402 Menu::set_current(0);
405 case MNID_ABORTLEVEL:
406 Menu::set_current(0);
407 main_loop->exit_screen();
417 Menu::set_current(NULL);
420 if(currentsector != Sector::current()) {
421 currentsector->activate(currentsector->player->get_pos());
423 currentsector->play_music(LEVEL_MUSIC);
425 // Eat unneeded events
427 while(SDL_PollEvent(&event))
430 if (!levelintro_shown) {
431 levelintro_shown = true;
432 main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
437 GameSession::update(float elapsed_time)
440 if(main_controller->pressed(Controller::PAUSE_MENU))
446 // Unpause the game if the menu has been closed
447 if (game_pause && !Menu::current()) {
448 main_loop->set_speed(speed_before_pause);
452 check_end_conditions();
454 // respawning in new sector?
455 if(newsector != "" && newspawnpoint != "") {
456 Sector* sector = level->get_sector(newsector);
458 log_warning << "Sector '" << newsector << "' not found" << std::endl;
460 sector->activate(newspawnpoint);
461 sector->play_music(LEVEL_MUSIC);
462 currentsector = sector;
463 //Keep persistent across sectors
465 currentsector->get_players()[0]->set_edit_mode(edit_mode);
470 // Update the world state and all objects in the world
474 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
475 level->stats.time = play_time;
476 currentsector->update(elapsed_time);
478 if (!end_sequence->is_tux_stopped()) {
479 currentsector->update(elapsed_time);
481 end_sequence->update(elapsed_time);
487 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
493 if(currentsector->player->invincible_timer.started()) {
494 if(currentsector->player->invincible_timer.get_timeleft() <=
495 TUX_INVINCIBLE_TIME_WARNING) {
496 currentsector->play_music(HERRING_WARNING_MUSIC);
498 currentsector->play_music(HERRING_MUSIC);
500 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
501 currentsector->play_music(LEVEL_MUSIC);
506 GameSession::finish(bool win)
508 using namespace WorldMapNS;
516 if(WorldMap::current())
517 WorldMap::current()->finished_level(level.get());
520 main_loop->exit_screen();
524 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
527 newspawnpoint = spawnpoint;
531 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
533 reset_sector = sector;
538 GameSession::get_working_directory()
540 return FileSystem::dirname(levelfile);
544 GameSession::start_sequence(const std::string& sequencename)
546 // do not play sequences when in edit mode
552 // handle special "stoptux" sequence
553 if (sequencename == "stoptux") {
555 log_warning << "Final target reached without an active end sequence" << std::endl;
556 this->start_sequence("endsequence");
558 if (end_sequence) end_sequence->stop_tux();
562 // abort if a sequence is already playing
566 if (sequencename == "endsequence") {
567 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
568 end_sequence = new EndSequenceWalkLeft();
570 end_sequence = new EndSequenceWalkRight();
572 } else if (sequencename == "fireworks") {
573 end_sequence = new EndSequenceFireworks();
575 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
579 /* slow down the game for end-sequence */
580 main_loop->set_speed(0.5f);
582 currentsector->add_object(end_sequence);
583 end_sequence->start();
585 sound_manager->play_music("music/leveldone.ogg", false);
586 currentsector->player->invincible_timer.start(10000.0f);
589 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
590 i != currentsector->gameobjects.end(); ++i)
592 GameObject* obj = *i;
594 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
602 GameSession::drawstatus(DrawingContext& context)
604 player_status->draw(context);
606 // draw level stats while end_sequence is running
608 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());