4 // Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
5 // Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
6 // Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License
10 // as published by the Free Software Foundation; either version 2
11 // of the License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 // GNU General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
36 #include <sys/types.h>
41 #include "app/globals.h"
43 #include "video/screen.h"
44 #include "app/setup.h"
45 #include "high_scores.h"
53 #include "collision.h"
55 #include "particlesystem.h"
56 #include "resources.h"
57 #include "background.h"
59 #include "app/gettext.h"
64 #include "statistics.h"
66 GameSession* GameSession::current_ = 0;
68 bool compare_last(std::string& haystack, std::string needle)
70 int haystack_size = haystack.size();
71 int needle_size = needle.size();
73 if(haystack_size < needle_size)
76 if(haystack.compare(haystack_size-needle_size, needle_size, needle) == 0)
81 GameSession::GameSession(const std::string& levelname_, int mode, bool flip_level_, Statistics* statistics)
82 : level(0), currentsector(0), st_gl_mode(mode),
83 end_sequence(NO_ENDSEQUENCE), levelname(levelname_), flip_level(flip_level_),
84 best_level_statistics(statistics)
88 global_frame_counter = 0;
93 frame_timer.init(true);
94 random_timer.init(true);
95 frame_rate.set_fps(100);
97 context = new DrawingContext();
106 GameSession::restart_level()
109 exit_status = ES_NONE;
110 end_sequence = NO_ENDSEQUENCE;
112 fps_timer.init(true);
113 frame_timer.init(true);
114 random_timer.init(true);
118 Vector tux_pos = Vector(-1,-1);
120 { // Tux has lost a life, so we try to respawn him at the nearest reset point
121 tux_pos = currentsector->player->base;
128 level->load(levelname);
130 level->do_vertical_flip();
132 currentsector = level->get_sector("main");
134 Termination::abort("Level has no main sector.", "");
135 currentsector->activate("main");
137 // Set Tux to the nearest reset point
140 tux_pos = currentsector->get_best_spawn_point(tux_pos);
141 currentsector->player->base.x = tux_pos.x;
142 currentsector->player->base.y = tux_pos.y;
144 // has to reset camera on swapping
145 currentsector->camera->reset(Vector(currentsector->player->base.x,
146 currentsector->player->base.y));
149 if (st_gl_mode != ST_GL_DEMO_GAME)
151 if(st_gl_mode == ST_GL_PLAY || st_gl_mode == ST_GL_LOAD_LEVEL_FILE)
155 global_stats.reset();
157 time_left.init(true);
159 currentsector->play_music(LEVEL_MUSIC);
162 GameSession::~GameSession()
169 GameSession::levelintro(void)
171 SoundManager::get()->halt_music();
175 DrawingContext context;
176 currentsector->background->draw(context);
178 context.draw_text(gold_text, level->get_name(), Vector(screen->w/2, 160),
179 CENTER_ALLIGN, LAYER_FOREGROUND1);
181 sprintf(str, "TUX x %d", player_status.lives);
182 context.draw_text(white_text, str, Vector(screen->w/2, 210),
183 CENTER_ALLIGN, LAYER_FOREGROUND1);
185 if(level->get_author().size())
186 context.draw_text(white_small_text,
187 std::string(_("by ")) + level->get_author(),
188 Vector(screen->w/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
192 context.draw_text(white_text,
193 _("Level Vertically Flipped!"),
194 Vector(screen->w/2, 310), CENTER_ALLIGN, LAYER_FOREGROUND1);
196 if(best_level_statistics != NULL)
197 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
199 context.do_drawing();
202 wait_for_event(event,1000,3000,true);
207 GameSession::start_timers()
209 time_left.start(level->time_left*1000);
215 GameSession::on_escape_press()
217 if(currentsector->player->dying || end_sequence != NO_ENDSEQUENCE)
218 return; // don't let the player open the menu, when he is dying
223 if(st_gl_mode == ST_GL_TEST)
225 exit_status = ES_LEVEL_ABORT;
227 else if (!Menu::current())
229 /* Tell Tux that the keys are all down, otherwise
230 it could have nasty bugs, like going allways to the right
231 or whatever that key does */
232 Player& tux = *(currentsector->player);
233 tux.key_event((SDLKey)keymap.jump, UP);
234 tux.key_event((SDLKey)keymap.duck, UP);
235 tux.key_event((SDLKey)keymap.left, UP);
236 tux.key_event((SDLKey)keymap.right, UP);
237 tux.key_event((SDLKey)keymap.fire, UP);
239 Menu::set_current(game_menu);
240 Ticks::pause_start();
245 GameSession::process_events()
247 if (end_sequence != NO_ENDSEQUENCE)
249 Player& tux = *currentsector->player;
253 tux.input.right = DOWN;
256 if (int(last_x_pos) == int(tux.base.x))
261 last_x_pos = tux.base.x;
264 while (SDL_PollEvent(&event))
266 /* Check for menu-events, if the menu is shown */
269 Menu::current()->event(event);
276 case SDL_QUIT: /* Quit event - quit: */
277 Termination::abort("Received window close", "");
280 case SDL_KEYDOWN: /* A keypress! */
282 SDLKey key = event.key.keysym.sym;
286 case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
294 case SDL_JOYBUTTONDOWN:
295 if (event.jbutton.button == joystick_keymap.start_button)
303 if(!Menu::current() && !game_pause)
307 while (SDL_PollEvent(&event))
309 /* Check for menu-events, if the menu is shown */
312 Menu::current()->event(event);
318 Player& tux = *currentsector->player;
322 case SDL_QUIT: /* Quit event - quit: */
323 Termination::abort("Received window close", "");
326 case SDL_KEYDOWN: /* A keypress! */
328 SDLKey key = event.key.keysym.sym;
330 if(tux.key_event(key,DOWN))
335 case SDLK_ESCAPE: /* Escape: Open/Close the menu: */
343 case SDL_KEYUP: /* A keyrelease! */
345 SDLKey key = event.key.keysym.sym;
347 if(tux.key_event(key, UP))
356 snprintf(buf, sizeof(buf), "P: %4.1f,%4.1f",
357 tux.base.x, tux.base.y);
358 context->draw_text(white_text, buf,
359 Vector(0, screen->h - white_text->get_height()),
360 LEFT_ALLIGN, LAYER_FOREGROUND1);
361 context->do_drawing();
368 // "lifeup" cheat activates pause cause of the 'p'
369 // so work around to ignore it
370 if(compare_last(last_keys, "lifeu"))
381 Ticks::pause_start();
390 /* Check if chacrater is ASCII */
392 if((event.key.keysym.unicode & 0xFF80) == 0)
394 ch[0] = event.key.keysym.unicode & 0x7F;
397 last_keys.append(ch); // add to cheat keys
399 // Cheating words (the goal of this is really for debugging,
400 // but could be used for some cheating, nothing wrong with that)
401 if(compare_last(last_keys, "grow"))
406 if(compare_last(last_keys, "fire"))
409 tux.got_power = tux.FIRE_POWER;
412 if(compare_last(last_keys, "ice"))
415 tux.got_power = tux.ICE_POWER;
418 if(compare_last(last_keys, "lifeup"))
420 player_status.lives++;
423 if(compare_last(last_keys, "lifedown"))
425 player_status.lives--;
428 if(compare_last(last_keys, "invincible"))
429 { // be invincle for the rest of the level
430 tux.invincible_timer.start(time_left.get_left());
433 if(compare_last(last_keys, "shrink"))
435 tux.kill(tux.SHRINK);
438 if(compare_last(last_keys, "kill"))
439 { // kill Tux, but without losing a life
440 player_status.lives++;
444 if(compare_last(last_keys, "hover"))
445 { // toggle hover ability on/off
446 tux.enable_hover = !tux.enable_hover;
449 if(compare_last(last_keys, "gotoend"))
450 { // goes to the end of the level
451 tux.base.x = (currentsector->solids->get_width()*32) - (screen->w*2);
453 currentsector->camera->reset(Vector(tux.base.x, tux.base.y));
458 case SDL_JOYAXISMOTION:
459 if (event.jaxis.axis == joystick_keymap.x_axis)
461 if (event.jaxis.value < -joystick_keymap.dead_zone)
463 tux.input.left = DOWN;
464 tux.input.right = UP;
466 else if (event.jaxis.value > joystick_keymap.dead_zone)
469 tux.input.right = DOWN;
473 tux.input.left = DOWN;
474 tux.input.right = DOWN;
477 else if (event.jaxis.axis == joystick_keymap.y_axis)
479 if (event.jaxis.value > joystick_keymap.dead_zone)
480 tux.input.down = DOWN;
481 else if (event.jaxis.value < -joystick_keymap.dead_zone)
488 case SDL_JOYHATMOTION:
489 if(event.jhat.value & SDL_HAT_UP) {
492 } else if(event.jhat.value & SDL_HAT_DOWN) {
494 tux.input.down = DOWN;
495 } else if(event.jhat.value & SDL_HAT_LEFT) {
496 tux.input.left = DOWN;
497 tux.input.right = UP;
498 } else if(event.jhat.value & SDL_HAT_RIGHT) {
500 tux.input.right = DOWN;
501 } else if(event.jhat.value == SDL_HAT_CENTERED) {
503 tux.input.right = UP;
509 case SDL_JOYBUTTONDOWN:
510 if (event.jbutton.button == joystick_keymap.a_button)
512 else if (event.jbutton.button == joystick_keymap.b_button)
513 tux.input.fire = DOWN;
514 else if (event.jbutton.button == joystick_keymap.start_button)
517 case SDL_JOYBUTTONUP:
518 if (event.jbutton.button == joystick_keymap.a_button)
520 else if (event.jbutton.button == joystick_keymap.b_button)
533 GameSession::check_end_conditions()
535 Player* tux = currentsector->player;
538 Tile* endtile = collision_goal(tux->base);
540 if(end_sequence && !endsequence_timer.check())
542 exit_status = ES_LEVEL_FINISHED;
545 else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
547 end_sequence = ENDSEQUENCE_WAITING;
549 else if(!end_sequence && endtile && endtile->data == 0)
551 end_sequence = ENDSEQUENCE_RUNNING;
552 endsequence_timer.start(7000); // 5 seconds until we finish the map
554 SoundManager::get()->play_music(level_end_song, 0);
555 tux->invincible_timer.start(7000); //FIXME: Implement a winning timer for the end sequence (with special winning animation etc.)
557 // add left time to stats
558 global_stats.set_points(TIME_NEEDED_STAT, time_left.get_gone() / 1000);
560 random_timer.start(200); // start 1st firework
562 else if (!end_sequence && tux->is_dead())
564 player_status.bonus = PlayerStatus::NO_BONUS;
566 if (player_status.lives < 0)
568 exit_status = ES_GAME_OVER;
571 { // Still has lives, so reset Tux to the levelstart
580 GameSession::action(double frame_ratio)
582 if (exit_status == ES_NONE && !currentsector->player->growing_timer.check())
584 // Update Tux and the World
585 currentsector->action(frame_ratio);
588 // respawning in new sector?
589 if(newsector != "" && newspawnpoint != "") {
590 Sector* sector = level->get_sector(newsector);
591 currentsector = sector;
592 currentsector->activate(newspawnpoint);
593 currentsector->play_music(LEVEL_MUSIC);
594 newsector = newspawnpoint = "";
597 // on end sequence make a few fireworks
598 if(end_sequence == ENDSEQUENCE_RUNNING && !random_timer.check() &&
599 currentsector->end_sequence_animation() == FIREWORKS_ENDSEQ_ANIM)
601 Vector epicenter = currentsector->camera->get_translation();
602 epicenter.x += screen->w * ((float)rand() / RAND_MAX);
603 epicenter.y += (screen->h/2) * ((float)rand() / RAND_MAX);
605 int red = rand() % 255; // calculate firework color
606 int green = rand() % red;
607 currentsector->add_particles(epicenter, Vector(1.4,1.4), Vector(0,0),
608 45, Color(red,green,0), 3, 1300);
610 SoundManager::get()->play_sound(IDToSound(SND_FIREWORKS));
611 random_timer.start(rand() % 400 + 600); // next firework
618 currentsector->draw(*context);
619 drawstatus(*context);
623 int x = screen->h / 20;
624 for(int i = 0; i < x; ++i)
626 context->draw_filled_rect(
627 Vector(i % 2 ? (pause_menu_frame * i)%screen->w :
628 -((pause_menu_frame * i)%screen->w)
629 ,(i*20+pause_menu_frame)%screen->h),
630 Vector(screen->w,10),
631 Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
633 context->draw_filled_rect(
634 Vector(0,0), Vector(screen->w, screen->h),
635 Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
636 context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
637 Vector(screen->w/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
641 sprintf(str1, _("Playing: "));
642 sprintf(str2, level->name.c_str());
644 context->draw_text(blue_text, str1,
645 Vector((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
646 LEFT_ALLIGN, LAYER_FOREGROUND1+2);
647 context->draw_text(white_text, str2,
648 Vector(((screen->w - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
649 LEFT_ALLIGN, LAYER_FOREGROUND1+2);
654 Menu::current()->draw(*context);
655 mouse_cursor->draw(*context);
658 context->do_drawing();
662 GameSession::process_menu()
664 Menu* menu = Menu::current();
669 if(menu == game_menu)
671 switch (game_menu->check())
676 case MNID_ABORTLEVEL:
678 exit_status = ES_LEVEL_ABORT;
682 else if(menu == options_menu)
684 process_options_menu();
686 else if(menu == load_game_menu )
688 process_load_game_menu();
693 GameSession::ExitStatus
696 Menu::set_current(0);
703 // Eat unneeded events
705 while (SDL_PollEvent(&event)) {}
709 while (exit_status == ES_NONE)
711 /* Calculate the movement-factor */
712 double frame_ratio = frame_rate.get();
714 if(!frame_timer.check())
716 frame_timer.start(25);
717 ++global_frame_counter;
721 currentsector->player->input.old_fire
722 = currentsector->player->input.fire;
727 // Update the world state and all objects in the world
728 // Do that with a constante time-delta so that the game will run
729 // determistic and not different on different machines
730 if(!game_pause && !Menu::current())
733 check_end_conditions();
734 if (end_sequence == ENDSEQUENCE_RUNNING)
735 action(frame_ratio/2);
736 else if(end_sequence == NO_ENDSEQUENCE)
747 /* Time stops in pause mode */
748 if(game_pause || Menu::current())
756 if (!time_left.check() && currentsector->player->dying == DYING_NOT
758 currentsector->player->kill(Player::KILL);
761 if(currentsector->player->invincible_timer.check() && !end_sequence)
763 currentsector->play_music(HERRING_MUSIC);
765 /* are we low on time ? */
766 else if (time_left.get_left() < TIME_WARNING && !end_sequence)
768 currentsector->play_music(HURRYUP_MUSIC);
770 /* or just normal music? */
771 else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
773 currentsector->play_music(LEVEL_MUSIC);
776 /* Calculate frames per second */
780 fps_fps = (1000.0 / (float)fps_timer.get_gone()) * (float)fps_cnt;
782 if(!fps_timer.check())
784 fps_timer.start(1000);
794 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
797 newspawnpoint = spawnpoint;
800 /* Bounce a brick: */
801 void bumpbrick(float x, float y)
803 Sector::current()->add_bouncy_brick(Vector(((int)(x + 1) / 32) * 32,
804 (int)(y / 32) * 32));
806 SoundManager::get()->play_sound(IDToSound(SND_BRICK), Vector(x, y), Sector::current()->player->get_pos());
811 GameSession::drawstatus(DrawingContext& context)
815 snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
816 context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
817 context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
819 if(st_gl_mode == ST_GL_TEST)
821 context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
822 LEFT_ALLIGN, LAYER_FOREGROUND1);
825 if(!time_left.check()) {
826 context.draw_text(white_text, _("TIME's UP"), Vector(screen->w/2, 0),
827 CENTER_ALLIGN, LAYER_FOREGROUND1);
828 } else if (time_left.get_left() > TIME_WARNING || (global_frame_counter % 10) < 5) {
829 sprintf(str, " %d", time_left.get_left() / 1000 );
830 context.draw_text(white_text, _("TIME"),
831 Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
832 context.draw_text(gold_text, str,
833 Vector(screen->w/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
836 sprintf(str, " %d", player_status.distros);
837 context.draw_text(white_text, _("COINS"),
838 Vector(screen->w - white_text->get_text_width(_("COINS"))-white_text->get_text_width(" 99"), 0),
839 LEFT_ALLIGN, LAYER_FOREGROUND1);
840 context.draw_text(gold_text, str,
841 Vector(screen->w - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
843 if (player_status.lives >= 5)
845 sprintf(str, "%dx", player_status.lives);
846 float x = screen->w - gold_text->get_text_width(str) - tux_life->w;
847 context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
848 context.draw_surface(tux_life, Vector(screen->w - 16, 20),
853 for(int i= 0; i < player_status.lives; ++i)
854 context.draw_surface(tux_life,
855 Vector(screen->w - tux_life->w*4 +(tux_life->w*i), 20),
859 context.draw_text(white_text, _("LIVES"),
860 Vector(screen->w - white_text->get_text_width(_("LIVES")) - white_text->get_text_width(" 99"), 20),
861 LEFT_ALLIGN, LAYER_FOREGROUND1);
865 sprintf(str, "%2.1f", fps_fps);
866 context.draw_text(white_text, "FPS",
867 Vector(screen->w - white_text->get_text_width("FPS "), 40),
868 LEFT_ALLIGN, LAYER_FOREGROUND1);
869 context.draw_text(gold_text, str,
870 Vector(screen->w-4*16, 40), LEFT_ALLIGN, LAYER_FOREGROUND1);
875 GameSession::drawresultscreen(void)
879 DrawingContext context;
880 currentsector->background->draw(context);
882 context.draw_text(blue_text, _("Result:"), Vector(screen->w/2, 200),
883 CENTER_ALLIGN, LAYER_FOREGROUND1);
885 sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
886 context.draw_text(gold_text, str, Vector(screen->w/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
888 sprintf(str, _("COINS: %d"), player_status.distros);
889 context.draw_text(gold_text, str, Vector(screen->w/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
891 context.do_drawing();
894 wait_for_event(event,2000,5000,true);
897 std::string slotinfo(int slot)
900 std::string slotfile;
902 std::stringstream stream;
904 slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
906 lisp_object_t* savegame = lisp_read_from_file(slotfile.c_str());
909 LispReader reader(lisp_cdr(savegame));
910 reader.read_string("title", title);
914 if (access(slotfile.c_str(), F_OK) == 0)
917 tmp = "Slot " + stream.str() + " - " + title;
919 tmp = "Slot " + stream.str() + " - Savegame";
922 tmp = std::string(_("Slot")) + " " + stream.str() + " - " + std::string(_("Free"));
927 bool process_load_game_menu()
929 int slot = load_game_menu->check();
931 if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
933 std::stringstream stream;
935 std::string slotfile = st_save_dir + "/slot" + stream.str() + ".stsg";
937 if (access(slotfile.c_str(), F_OK) != 0)
942 // shrink_fade(Point((screen->w/2),(screen->h/2)), 1000);
945 DrawingContext context;
946 context.draw_text(white_text, "Loading...",
947 Vector(screen->w/2, screen->h/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
948 context.do_drawing();
950 WorldMapNS::WorldMap worldmap;
952 // Load the game or at least set the savegame_file variable
953 worldmap.loadgame(slotfile);
957 Menu::set_current(main_menu);