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"
77 // the engine will be run with a logical framerate of 64fps.
78 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
80 static const float LOGICAL_FPS = 64.0;
87 GameSession* GameSession::current_ = NULL;
89 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
90 : level(0), currentsector(0),
92 levelfile(levelfile_), best_level_statistics(statistics),
93 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
101 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
105 game_menu.reset(new Menu());
106 game_menu->add_label(_("Pause"));
108 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
109 game_menu->add_submenu(_("Options"), get_options_menu());
111 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
115 GameSession::restart_level()
120 main_controller->reset();
124 level.reset(new Level);
125 level->load(levelfile);
126 level->stats.total_coins = level->get_total_coins();
127 level->stats.total_badguys = level->get_total_badguys();
128 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
129 level->stats.reset();
130 if(reset_sector != "")level->stats.declare_invalid();
132 if(reset_sector != "") {
133 currentsector = level->get_sector(reset_sector);
135 std::stringstream msg;
136 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
137 throw std::runtime_error(msg.str());
139 currentsector->activate(reset_pos);
141 currentsector = level->get_sector("main");
143 throw std::runtime_error("Couldn't find main sector");
144 currentsector->activate("main");
149 currentsector->play_music(LEVEL_MUSIC);
151 if(capture_file != "") {
152 int newSeed=0; // next run uses a new seed
153 while (newSeed == 0) // which is the next non-zero random num.
154 newSeed = systemRandom.rand();
155 config->random_seed = systemRandom.srand(newSeed);
156 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
157 record_demo(capture_file);
161 GameSession::~GameSession()
163 delete capture_demo_stream;
164 delete playback_demo_stream;
165 delete demo_controller;
171 GameSession::record_demo(const std::string& filename)
173 delete capture_demo_stream;
175 capture_demo_stream = new std::ofstream(filename.c_str());
176 if(!capture_demo_stream->good()) {
177 std::stringstream msg;
178 msg << "Couldn't open demo file '" << filename << "' for writing.";
179 throw std::runtime_error(msg.str());
181 capture_file = filename;
183 char buf[30]; // save the seed in the demo file
184 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
185 for (int i=0; i==0 || buf[i-1]; i++)
186 capture_demo_stream->put(buf[i]);
190 GameSession::get_demo_random_seed(const std::string& filename)
192 std::istream* test_stream = new std::ifstream(filename.c_str());
193 if(test_stream->good()) {
194 char buf[30]; // recall the seed from the demo file
196 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
197 test_stream->get(buf[i]);
198 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
199 log_info << "Random seed " << seed << " from demo file" << std::endl;
203 log_info << "Demo file contains no random number" << std::endl;
209 GameSession::play_demo(const std::string& filename)
211 delete playback_demo_stream;
212 delete demo_controller;
214 playback_demo_stream = new std::ifstream(filename.c_str());
215 if(!playback_demo_stream->good()) {
216 std::stringstream msg;
217 msg << "Couldn't open demo file '" << filename << "' for reading.";
218 throw std::runtime_error(msg.str());
221 Player& tux = *currentsector->player;
222 demo_controller = new CodeController();
223 tux.set_controller(demo_controller);
225 // skip over random seed, if it exists in the file
226 char buf[30]; // ascii decimal seed
228 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
229 playback_demo_stream->get(buf[i]);
230 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
231 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
235 GameSession::levelintro()
237 sound_manager->stop_music();
239 DrawingContext context;
240 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
241 i != currentsector->gameobjects.end(); ++i) {
242 Background* background = dynamic_cast<Background*> (*i);
244 background->draw(context);
246 Gradient* gradient = dynamic_cast<Gradient*> (*i);
248 gradient->draw(context);
252 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
253 // ALIGN_CENTER, LAYER_FOREGROUND1);
254 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
257 std::stringstream ss_coins;
258 ss_coins << _("Coins") << ": " << player_status->coins;
259 context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
260 ALIGN_CENTER, LAYER_FOREGROUND1);
262 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
263 context.draw_text(white_small_text,
264 std::string(_("contributed by ")) + level->get_author(),
265 Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
267 if(best_level_statistics != NULL)
268 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
270 wait_for_event(1.0, 3.0);
274 GameSession::on_escape_press()
276 if(currentsector->player->is_dying() || end_sequence)
278 // Let the timers run out, we fast-forward them to force past a sequence
279 if (end_sequence) end_sequence->stop();
280 currentsector->player->dying_timer.start(FLT_EPSILON);
281 return; // don't let the player open the menu, when he is dying
284 if(level->on_menukey_script != "") {
285 std::istringstream in(level->on_menukey_script);
286 run_script(in, "OnMenuKeyScript");
293 GameSession::toggle_pause()
295 if(Menu::current() == NULL) {
296 Menu::set_current(game_menu.get());
297 game_menu->set_active_item(MNID_CONTINUE);
300 Menu::set_current(NULL);
306 GameSession::run_script(std::istream& in, const std::string& sourcename)
308 using namespace Scripting;
310 // garbage collect thread list
311 for(ScriptList::iterator i = scripts.begin();
312 i != scripts.end(); ) {
313 HSQOBJECT& object = *i;
314 HSQUIRRELVM vm = object_to_vm(object);
316 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
317 sq_release(global_vm, &object);
318 i = scripts.erase(i);
325 HSQOBJECT object = create_thread(global_vm);
326 scripts.push_back(object);
328 HSQUIRRELVM vm = object_to_vm(object);
330 compile_and_run(vm, in, sourcename);
336 GameSession::process_events()
338 // end of pause mode?
339 if(!Menu::current() && game_pause) {
344 if(playback_demo_stream != 0) {
345 demo_controller->update();
352 playback_demo_stream->get(left);
353 playback_demo_stream->get(right);
354 playback_demo_stream->get(up);
355 playback_demo_stream->get(down);
356 playback_demo_stream->get(jump);
357 playback_demo_stream->get(action);
358 demo_controller->press(Controller::LEFT, left);
359 demo_controller->press(Controller::RIGHT, right);
360 demo_controller->press(Controller::UP, up);
361 demo_controller->press(Controller::DOWN, down);
362 demo_controller->press(Controller::JUMP, jump);
363 demo_controller->press(Controller::ACTION, action);
366 // save input for demo?
367 if(capture_demo_stream != 0) {
368 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
369 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
370 capture_demo_stream ->put(main_controller->hold(Controller::UP));
371 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
372 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
373 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
378 GameSession::check_end_conditions()
380 Player* tux = currentsector->player;
383 if(end_sequence && end_sequence->is_done()) {
385 } else if (!end_sequence && tux->is_dead()) {
391 GameSession::draw(DrawingContext& context)
393 currentsector->draw(context);
401 GameSession::draw_pause(DrawingContext& context)
403 context.draw_filled_rect(
404 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
405 Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
409 GameSession::process_menu()
411 Menu* menu = Menu::current();
415 if(menu == game_menu.get()) {
416 switch (game_menu->check()) {
418 Menu::set_current(0);
420 case MNID_ABORTLEVEL:
421 Menu::set_current(0);
422 main_loop->exit_screen();
432 Menu::set_current(NULL);
435 // Eat unneeded events
437 while(SDL_PollEvent(&event))
442 GameSession::update(float elapsed_time)
445 if(main_controller->pressed(Controller::PAUSE_MENU))
451 check_end_conditions();
453 // respawning in new sector?
454 if(newsector != "" && newspawnpoint != "") {
455 Sector* sector = level->get_sector(newsector);
457 log_warning << "Sector '" << newsector << "' not found" << std::endl;
459 sector->activate(newspawnpoint);
460 sector->play_music(LEVEL_MUSIC);
461 currentsector = sector;
466 // Update the world state and all objects in the world
470 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
471 level->stats.time = play_time;
472 currentsector->update(elapsed_time);
474 if (!end_sequence->is_tux_stopped()) {
475 currentsector->update(elapsed_time/2);
477 end_sequence->update(elapsed_time/2);
483 sound_manager->set_listener_position(currentsector->player->get_pos());
489 if(currentsector->player->invincible_timer.started()) {
490 if(currentsector->player->invincible_timer.get_timeleft() <=
491 TUX_INVINCIBLE_TIME_WARNING) {
492 currentsector->play_music(HERRING_WARNING_MUSIC);
494 currentsector->play_music(HERRING_MUSIC);
496 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
497 currentsector->play_music(LEVEL_MUSIC);
502 GameSession::finish(bool win)
504 using namespace WorldMapNS;
507 if(WorldMap::current())
508 WorldMap::current()->finished_level(level.get());
511 main_loop->exit_screen();
515 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
518 newspawnpoint = spawnpoint;
522 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
524 reset_sector = sector;
529 GameSession::get_working_directory()
531 return FileSystem::dirname(levelfile);
535 GameSession::display_info_box(const std::string& text)
537 InfoBox* box = new InfoBox(text);
540 DrawingContext context;
544 // TODO make a screen out of this, another mainloop is ugly
545 main_controller->update();
547 while (SDL_PollEvent(&event)) {
548 main_controller->process_event(event);
549 if(event.type == SDL_QUIT)
553 if(main_controller->pressed(Controller::JUMP)
554 || main_controller->pressed(Controller::ACTION)
555 || main_controller->pressed(Controller::PAUSE_MENU)
556 || main_controller->pressed(Controller::MENU_SELECT))
558 else if(main_controller->pressed(Controller::DOWN))
560 else if(main_controller->pressed(Controller::UP))
564 context.do_drawing();
565 sound_manager->update();
572 GameSession::start_sequence(const std::string& sequencename)
574 // handle special "stoptux" sequence
575 if (sequencename == "stoptux") {
577 log_warning << "Final target reached without an active end sequence" << std::endl;
578 this->start_sequence("endsequence");
580 if (end_sequence) end_sequence->stop_tux();
584 // abort if a sequence is already playing
585 if (end_sequence) return;
587 if (sequencename == "endsequence") {
589 // Determine walking direction for Tux
590 /*float xst = 1.f, xend = 2.f;
591 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
592 SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
595 if(st->get_sequence_name() == "stoptux")
596 xend = st->get_pos().x;
597 else if(st->get_sequence_name() == "endsequence")
598 xst = st->get_pos().y;
602 end_sequence = new EndSequenceWalkLeft();
604 end_sequence = new EndSequenceWalkRight();
606 if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
607 end_sequence = new EndSequenceWalkLeft();
609 end_sequence = new EndSequenceWalkRight();
612 else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
614 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
618 currentsector->add_object(end_sequence);
619 end_sequence->start();
621 sound_manager->play_music("music/leveldone.ogg", false);
622 currentsector->player->invincible_timer.start(10000.0f);
625 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
626 i != currentsector->gameobjects.end(); ++i)
628 GameObject* obj = *i;
630 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
638 GameSession::drawstatus(DrawingContext& context)
640 player_status->draw(context);
642 // draw level stats while end_sequence is running
644 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());