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 Scripting::TimeScheduler::instance->set_pause(game_pause);
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()
120 Scripting::TimeScheduler::instance->set_pause(game_pause);
123 main_controller->reset();
127 level.reset(new Level);
128 level->load(levelfile);
129 level->stats.total_coins = level->get_total_coins();
130 level->stats.total_badguys = level->get_total_badguys();
131 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
132 level->stats.reset();
133 if(reset_sector != "")level->stats.declare_invalid();
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 currentsector->activate(reset_pos);
144 currentsector = level->get_sector("main");
146 throw std::runtime_error("Couldn't find main sector");
147 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;
173 Scripting::TimeScheduler::instance->set_pause(game_pause);
180 GameSession::record_demo(const std::string& filename)
182 delete capture_demo_stream;
184 capture_demo_stream = new std::ofstream(filename.c_str());
185 if(!capture_demo_stream->good()) {
186 std::stringstream msg;
187 msg << "Couldn't open demo file '" << filename << "' for writing.";
188 throw std::runtime_error(msg.str());
190 capture_file = filename;
192 char buf[30]; // save the seed in the demo file
193 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
194 for (int i=0; i==0 || buf[i-1]; i++)
195 capture_demo_stream->put(buf[i]);
199 GameSession::get_demo_random_seed(const std::string& filename)
201 std::istream* test_stream = new std::ifstream(filename.c_str());
202 if(test_stream->good()) {
203 char buf[30]; // recall the seed from the demo file
205 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
206 test_stream->get(buf[i]);
207 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
208 log_info << "Random seed " << seed << " from demo file" << std::endl;
212 log_info << "Demo file contains no random number" << std::endl;
218 GameSession::play_demo(const std::string& filename)
220 delete playback_demo_stream;
221 delete demo_controller;
223 playback_demo_stream = new std::ifstream(filename.c_str());
224 if(!playback_demo_stream->good()) {
225 std::stringstream msg;
226 msg << "Couldn't open demo file '" << filename << "' for reading.";
227 throw std::runtime_error(msg.str());
230 Player& tux = *currentsector->player;
231 demo_controller = new CodeController();
232 tux.set_controller(demo_controller);
234 // skip over random seed, if it exists in the file
235 char buf[30]; // ascii decimal seed
237 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
238 playback_demo_stream->get(buf[i]);
239 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
240 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
244 GameSession::levelintro()
246 sound_manager->stop_music();
248 DrawingContext context;
249 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
250 i != currentsector->gameobjects.end(); ++i) {
251 Background* background = dynamic_cast<Background*> (*i);
253 background->draw(context);
255 Gradient* gradient = dynamic_cast<Gradient*> (*i);
257 gradient->draw(context);
261 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
262 // ALIGN_CENTER, LAYER_FOREGROUND1);
263 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
266 std::stringstream ss_coins;
267 ss_coins << _("Coins") << ": " << player_status->coins;
268 context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
269 ALIGN_CENTER, LAYER_FOREGROUND1);
271 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
272 context.draw_text(white_small_text,
273 std::string(_("contributed by ")) + level->get_author(),
274 Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
276 if(best_level_statistics != NULL)
277 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
279 wait_for_event(1.0, 3.0);
283 GameSession::on_escape_press()
285 if(currentsector->player->is_dying() || end_sequence)
287 // Let the timers run out, we fast-forward them to force past a sequence
288 if (end_sequence) end_sequence->stop();
289 currentsector->player->dying_timer.start(FLT_EPSILON);
290 return; // don't let the player open the menu, when he is dying
293 if(level->on_menukey_script != "") {
294 std::istringstream in(level->on_menukey_script);
295 run_script(in, "OnMenuKeyScript");
302 GameSession::toggle_pause()
304 if(Menu::current() == NULL) {
305 Menu::set_current(game_menu.get());
306 game_menu->set_active_item(MNID_CONTINUE);
308 Scripting::TimeScheduler::instance->set_pause(game_pause);
310 Menu::set_current(NULL);
312 Scripting::TimeScheduler::instance->set_pause(game_pause);
317 GameSession::run_script(std::istream& in, const std::string& sourcename)
319 using namespace Scripting;
321 // garbage collect thread list
322 for(ScriptList::iterator i = scripts.begin();
323 i != scripts.end(); ) {
324 HSQOBJECT& object = *i;
325 HSQUIRRELVM vm = object_to_vm(object);
327 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
328 sq_release(global_vm, &object);
329 i = scripts.erase(i);
336 HSQOBJECT object = create_thread(global_vm);
337 scripts.push_back(object);
339 HSQUIRRELVM vm = object_to_vm(object);
341 compile_and_run(vm, in, sourcename);
347 GameSession::process_events()
349 // end of pause mode?
350 if(!Menu::current() && game_pause) {
352 Scripting::TimeScheduler::instance->set_pause(game_pause);
356 if(playback_demo_stream != 0) {
357 demo_controller->update();
364 playback_demo_stream->get(left);
365 playback_demo_stream->get(right);
366 playback_demo_stream->get(up);
367 playback_demo_stream->get(down);
368 playback_demo_stream->get(jump);
369 playback_demo_stream->get(action);
370 demo_controller->press(Controller::LEFT, left);
371 demo_controller->press(Controller::RIGHT, right);
372 demo_controller->press(Controller::UP, up);
373 demo_controller->press(Controller::DOWN, down);
374 demo_controller->press(Controller::JUMP, jump);
375 demo_controller->press(Controller::ACTION, action);
378 // save input for demo?
379 if(capture_demo_stream != 0) {
380 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
381 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
382 capture_demo_stream ->put(main_controller->hold(Controller::UP));
383 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
384 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
385 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
390 GameSession::check_end_conditions()
392 Player* tux = currentsector->player;
395 if(end_sequence && end_sequence->is_done()) {
397 } else if (!end_sequence && tux->is_dead()) {
403 GameSession::draw(DrawingContext& context)
405 currentsector->draw(context);
413 GameSession::draw_pause(DrawingContext& context)
415 context.draw_filled_rect(
416 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
417 Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
421 GameSession::process_menu()
423 Menu* menu = Menu::current();
427 if(menu == game_menu.get()) {
428 switch (game_menu->check()) {
430 Menu::set_current(0);
432 case MNID_ABORTLEVEL:
433 Menu::set_current(0);
434 main_loop->exit_screen();
444 Menu::set_current(NULL);
447 if(currentsector != Sector::current()) {
448 currentsector->activate(currentsector->player->get_pos());
450 currentsector->play_music(LEVEL_MUSIC);
452 // Eat unneeded events
454 while(SDL_PollEvent(&event))
459 GameSession::update(float elapsed_time)
462 if(main_controller->pressed(Controller::PAUSE_MENU))
468 check_end_conditions();
470 // respawning in new sector?
471 if(newsector != "" && newspawnpoint != "") {
472 Sector* sector = level->get_sector(newsector);
474 log_warning << "Sector '" << newsector << "' not found" << std::endl;
476 sector->activate(newspawnpoint);
477 sector->play_music(LEVEL_MUSIC);
478 currentsector = sector;
483 // Update the world state and all objects in the world
487 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
488 level->stats.time = play_time;
489 currentsector->update(elapsed_time);
491 if (!end_sequence->is_tux_stopped()) {
492 currentsector->update(elapsed_time/2);
494 end_sequence->update(elapsed_time/2);
500 sound_manager->set_listener_position(currentsector->player->get_pos());
506 if(currentsector->player->invincible_timer.started()) {
507 if(currentsector->player->invincible_timer.get_timeleft() <=
508 TUX_INVINCIBLE_TIME_WARNING) {
509 currentsector->play_music(HERRING_WARNING_MUSIC);
511 currentsector->play_music(HERRING_MUSIC);
513 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
514 currentsector->play_music(LEVEL_MUSIC);
519 GameSession::finish(bool win)
521 using namespace WorldMapNS;
524 if(WorldMap::current())
525 WorldMap::current()->finished_level(level.get());
528 main_loop->exit_screen();
532 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
535 newspawnpoint = spawnpoint;
539 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
541 reset_sector = sector;
546 GameSession::get_working_directory()
548 return FileSystem::dirname(levelfile);
552 GameSession::display_info_box(const std::string& text)
554 InfoBox* box = new InfoBox(text);
557 DrawingContext context;
561 // TODO make a screen out of this, another mainloop is ugly
562 main_controller->update();
564 while (SDL_PollEvent(&event)) {
565 main_controller->process_event(event);
566 if(event.type == SDL_QUIT)
570 if(main_controller->pressed(Controller::JUMP)
571 || main_controller->pressed(Controller::ACTION)
572 || main_controller->pressed(Controller::PAUSE_MENU)
573 || main_controller->pressed(Controller::MENU_SELECT))
575 else if(main_controller->pressed(Controller::DOWN))
577 else if(main_controller->pressed(Controller::UP))
581 context.do_drawing();
582 sound_manager->update();
589 GameSession::start_sequence(const std::string& sequencename)
591 // handle special "stoptux" sequence
592 if (sequencename == "stoptux") {
594 log_warning << "Final target reached without an active end sequence" << std::endl;
595 this->start_sequence("endsequence");
597 if (end_sequence) end_sequence->stop_tux();
601 // abort if a sequence is already playing
602 if (end_sequence) return;
604 if (sequencename == "endsequence") {
606 // Determine walking direction for Tux
607 /*float xst = 1.f, xend = 2.f;
608 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
609 SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
612 if(st->get_sequence_name() == "stoptux")
613 xend = st->get_pos().x;
614 else if(st->get_sequence_name() == "endsequence")
615 xst = st->get_pos().y;
619 end_sequence = new EndSequenceWalkLeft();
621 end_sequence = new EndSequenceWalkRight();
623 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
624 end_sequence = new EndSequenceWalkLeft();
626 end_sequence = new EndSequenceWalkRight();
629 else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
631 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
635 currentsector->add_object(end_sequence);
636 end_sequence->start();
638 sound_manager->play_music("music/leveldone.ogg", false);
639 currentsector->player->invincible_timer.start(10000.0f);
642 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
643 i != currentsector->gameobjects.end(); ++i)
645 GameObject* obj = *i;
647 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
655 GameSession::drawstatus(DrawingContext& context)
657 player_status->draw(context);
659 // draw level stats while end_sequence is running
661 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());