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"
77 #include "levelintro.hpp"
84 GameSession* GameSession::current_ = NULL;
86 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
87 : level(0), currentsector(0),
89 levelfile(levelfile_), best_level_statistics(statistics),
90 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
91 play_time(0), edit_mode(false), levelintro_shown(false)
97 speed_before_pause = main_loop->get_speed();
99 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
103 game_menu.reset(new Menu());
104 game_menu->add_label(_("Pause"));
106 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
107 game_menu->add_submenu(_("Options"), get_options_menu());
109 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
113 GameSession::restart_level()
124 main_controller->reset();
128 level.reset(new Level);
129 level->load(levelfile);
130 level->stats.total_coins = level->get_total_coins();
131 level->stats.total_badguys = level->get_total_badguys();
132 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
133 level->stats.reset();
135 if(reset_sector != "") {
136 currentsector = level->get_sector(reset_sector);
138 std::stringstream msg;
139 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
140 throw std::runtime_error(msg.str());
142 level->stats.declare_invalid();
143 currentsector->activate(reset_pos);
145 currentsector = level->get_sector("main");
147 throw std::runtime_error("Couldn't find main sector");
149 currentsector->activate("main");
152 sound_manager->stop_music();
153 currentsector->play_music(LEVEL_MUSIC);
155 if(capture_file != "") {
156 int newSeed=0; // next run uses a new seed
157 while (newSeed == 0) // which is the next non-zero random num.
158 newSeed = systemRandom.rand();
159 config->random_seed = systemRandom.srand(newSeed);
160 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
161 record_demo(capture_file);
165 GameSession::~GameSession()
167 delete capture_demo_stream;
168 delete playback_demo_stream;
169 delete demo_controller;
176 GameSession::record_demo(const std::string& filename)
178 delete capture_demo_stream;
180 capture_demo_stream = new std::ofstream(filename.c_str());
181 if(!capture_demo_stream->good()) {
182 std::stringstream msg;
183 msg << "Couldn't open demo file '" << filename << "' for writing.";
184 throw std::runtime_error(msg.str());
186 capture_file = filename;
188 char buf[30]; // save the seed in the demo file
189 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
190 for (int i=0; i==0 || buf[i-1]; i++)
191 capture_demo_stream->put(buf[i]);
195 GameSession::get_demo_random_seed(const std::string& filename)
197 std::istream* test_stream = new std::ifstream(filename.c_str());
198 if(test_stream->good()) {
199 char buf[30]; // recall the seed from the demo file
201 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
202 test_stream->get(buf[i]);
203 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
204 log_info << "Random seed " << seed << " from demo file" << std::endl;
208 log_info << "Demo file contains no random number" << std::endl;
214 GameSession::play_demo(const std::string& filename)
216 delete playback_demo_stream;
217 delete demo_controller;
219 playback_demo_stream = new std::ifstream(filename.c_str());
220 if(!playback_demo_stream->good()) {
221 std::stringstream msg;
222 msg << "Couldn't open demo file '" << filename << "' for reading.";
223 throw std::runtime_error(msg.str());
226 Player& tux = *currentsector->player;
227 demo_controller = new CodeController();
228 tux.set_controller(demo_controller);
230 // skip over random seed, if it exists in the file
231 char buf[30]; // ascii decimal seed
233 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
234 playback_demo_stream->get(buf[i]);
235 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
236 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
240 GameSession::on_escape_press()
242 if(currentsector->player->is_dying() || end_sequence)
244 // Let the timers run out, we fast-forward them to force past a sequence
246 end_sequence->stop();
248 currentsector->player->dying_timer.start(FLT_EPSILON);
249 return; // don't let the player open the menu, when he is dying
252 if(level->on_menukey_script != "") {
253 std::istringstream in(level->on_menukey_script);
254 run_script(in, "OnMenuKeyScript");
261 GameSession::toggle_pause()
265 speed_before_pause = main_loop->get_speed();
266 main_loop->set_speed(0);
267 Menu::set_current(game_menu.get());
268 game_menu->set_active_item(MNID_CONTINUE);
272 // unpause is done in update() after the menu is processed
276 GameSession::set_editmode(bool edit_mode)
278 if (this->edit_mode == edit_mode) return;
279 this->edit_mode = edit_mode;
281 currentsector->get_players()[0]->set_edit_mode(edit_mode);
285 // entering edit mode
296 GameSession::force_ghost_mode()
298 currentsector->get_players()[0]->set_ghost_mode(true);
302 GameSession::run_script(std::istream& in, const std::string& sourcename)
304 using namespace Scripting;
306 // garbage collect thread list
307 for(ScriptList::iterator i = scripts.begin();
308 i != scripts.end(); ) {
309 HSQOBJECT& object = *i;
310 HSQUIRRELVM vm = object_to_vm(object);
312 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
313 sq_release(global_vm, &object);
314 i = scripts.erase(i);
321 HSQOBJECT object = create_thread(global_vm);
322 scripts.push_back(object);
324 HSQUIRRELVM vm = object_to_vm(object);
326 compile_and_run(vm, in, sourcename);
332 GameSession::process_events()
334 // end of pause mode?
335 // XXX this looks like a fail-safe to unpause the game if there's no menu
336 // XXX having it enabled causes some unexpected problems
337 // XXX hopefully disabling it won't...
339 if(!Menu::current() && game_pause) {
345 if(playback_demo_stream != 0) {
346 demo_controller->update();
353 playback_demo_stream->get(left);
354 playback_demo_stream->get(right);
355 playback_demo_stream->get(up);
356 playback_demo_stream->get(down);
357 playback_demo_stream->get(jump);
358 playback_demo_stream->get(action);
359 demo_controller->press(Controller::LEFT, left);
360 demo_controller->press(Controller::RIGHT, right);
361 demo_controller->press(Controller::UP, up);
362 demo_controller->press(Controller::DOWN, down);
363 demo_controller->press(Controller::JUMP, jump);
364 demo_controller->press(Controller::ACTION, action);
367 // save input for demo?
368 if(capture_demo_stream != 0) {
369 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
370 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
371 capture_demo_stream ->put(main_controller->hold(Controller::UP));
372 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
373 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
374 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
379 GameSession::check_end_conditions()
381 Player* tux = currentsector->player;
384 if(end_sequence && end_sequence->is_done()) {
386 } else if (!end_sequence && tux->is_dead()) {
392 GameSession::draw(DrawingContext& context)
394 currentsector->draw(context);
402 GameSession::draw_pause(DrawingContext& context)
404 context.draw_filled_rect(
405 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
406 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
410 GameSession::process_menu()
412 Menu* menu = Menu::current();
416 if(menu == game_menu.get()) {
417 switch (game_menu->check()) {
419 Menu::set_current(0);
422 case MNID_ABORTLEVEL:
423 Menu::set_current(0);
424 main_loop->exit_screen();
434 Menu::set_current(NULL);
437 if(currentsector != Sector::current()) {
438 currentsector->activate(currentsector->player->get_pos());
440 currentsector->play_music(LEVEL_MUSIC);
442 // Eat unneeded events
444 while(SDL_PollEvent(&event))
447 if (!levelintro_shown) {
448 levelintro_shown = true;
449 main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
454 GameSession::update(float elapsed_time)
457 if(main_controller->pressed(Controller::PAUSE_MENU))
463 // Unpause the game if the menu has been closed
464 if (game_pause && !Menu::current()) {
465 main_loop->set_speed(speed_before_pause);
469 check_end_conditions();
471 // respawning in new sector?
472 if(newsector != "" && newspawnpoint != "") {
473 Sector* sector = level->get_sector(newsector);
475 log_warning << "Sector '" << newsector << "' not found" << std::endl;
477 sector->activate(newspawnpoint);
478 sector->play_music(LEVEL_MUSIC);
479 currentsector = sector;
484 // Update the world state and all objects in the world
488 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
489 level->stats.time = play_time;
490 currentsector->update(elapsed_time);
492 if (!end_sequence->is_tux_stopped()) {
493 currentsector->update(elapsed_time);
495 end_sequence->update(elapsed_time);
501 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
507 if(currentsector->player->invincible_timer.started()) {
508 if(currentsector->player->invincible_timer.get_timeleft() <=
509 TUX_INVINCIBLE_TIME_WARNING) {
510 currentsector->play_music(HERRING_WARNING_MUSIC);
512 currentsector->play_music(HERRING_MUSIC);
514 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
515 currentsector->play_music(LEVEL_MUSIC);
520 GameSession::finish(bool win)
522 using namespace WorldMapNS;
530 if(WorldMap::current())
531 WorldMap::current()->finished_level(level.get());
534 main_loop->exit_screen();
538 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
541 newspawnpoint = spawnpoint;
545 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
547 reset_sector = sector;
552 GameSession::get_working_directory()
554 return FileSystem::dirname(levelfile);
558 GameSession::start_sequence(const std::string& sequencename)
560 // do not play sequences when in edit mode
566 // handle special "stoptux" sequence
567 if (sequencename == "stoptux") {
569 log_warning << "Final target reached without an active end sequence" << std::endl;
570 this->start_sequence("endsequence");
572 if (end_sequence) end_sequence->stop_tux();
576 // abort if a sequence is already playing
580 if (sequencename == "endsequence") {
581 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
582 end_sequence = new EndSequenceWalkLeft();
584 end_sequence = new EndSequenceWalkRight();
586 } else if (sequencename == "fireworks") {
587 end_sequence = new EndSequenceFireworks();
589 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
593 /* slow down the game for end-sequence */
594 main_loop->set_speed(0.5f);
596 currentsector->add_object(end_sequence);
597 end_sequence->start();
599 sound_manager->play_music("music/leveldone.ogg", false);
600 currentsector->player->invincible_timer.start(10000.0f);
603 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
604 i != currentsector->gameobjects.end(); ++i)
606 GameObject* obj = *i;
608 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
616 GameSession::drawstatus(DrawingContext& context)
618 player_status->draw(context);
620 // draw level stats while end_sequence is running
622 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());