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 "worldmap/worldmap.hpp"
38 #include "mainloop.hpp"
39 #include "audio/sound_manager.hpp"
40 #include "gui/menu.hpp"
44 #include "player_status.hpp"
45 #include "object/particlesystem.hpp"
46 #include "object/background.hpp"
47 #include "object/gradient.hpp"
48 #include "object/tilemap.hpp"
49 #include "object/camera.hpp"
50 #include "object/player.hpp"
51 #include "object/level_time.hpp"
52 #include "lisp/lisp.hpp"
53 #include "lisp/parser.hpp"
54 #include "resources.hpp"
55 #include "statistics.hpp"
57 #include "options_menu.hpp"
58 #include "object/fireworks.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 "direction.hpp"
74 // the engine will be run with a logical framerate of 64fps.
75 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
77 static const float LOGICAL_FPS = 64.0;
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),
98 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
102 game_menu.reset(new Menu());
103 game_menu->add_label(_("Pause"));
105 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
106 game_menu->add_submenu(_("Options"), get_options_menu());
108 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
112 GameSession::restart_level(bool fromBeginning)
117 main_controller->reset();
121 level.reset(new Level);
122 level->load(levelfile);
123 level->stats.total_coins = level->get_total_coins();
124 level->stats.total_badguys = level->get_total_badguys();
125 level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
126 level->stats.reset();
127 if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
129 if (fromBeginning) reset_sector="";
130 if(reset_sector != "") {
131 currentsector = level->get_sector(reset_sector);
133 std::stringstream msg;
134 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
135 throw std::runtime_error(msg.str());
137 currentsector->activate(reset_pos);
139 currentsector = level->get_sector("main");
141 throw std::runtime_error("Couldn't find main sector");
142 currentsector->activate("main");
147 currentsector->play_music(LEVEL_MUSIC);
149 if(capture_file != "") {
150 int newSeed=0; // next run uses a new seed
151 while (newSeed == 0) // which is the next non-zero random num.
152 newSeed = systemRandom.rand();
153 config->random_seed = systemRandom.srand(newSeed);
154 log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
155 record_demo(capture_file);
159 GameSession::~GameSession()
161 delete capture_demo_stream;
162 delete playback_demo_stream;
163 delete demo_controller;
169 GameSession::record_demo(const std::string& filename)
171 delete capture_demo_stream;
173 capture_demo_stream = new std::ofstream(filename.c_str());
174 if(!capture_demo_stream->good()) {
175 std::stringstream msg;
176 msg << "Couldn't open demo file '" << filename << "' for writing.";
177 throw std::runtime_error(msg.str());
179 capture_file = filename;
181 char buf[30]; // save the seed in the demo file
182 snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
183 for (int i=0; i==0 || buf[i-1]; i++)
184 capture_demo_stream->put(buf[i]);
188 GameSession::get_demo_random_seed(const std::string& filename)
190 std::istream* test_stream = new std::ifstream(filename.c_str());
191 if(test_stream->good()) {
192 char buf[30]; // recall the seed from the demo file
194 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
195 test_stream->get(buf[i]);
196 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
197 log_info << "Random seed " << seed << " from demo file" << std::endl;
201 log_info << "Demo file contains no random number" << std::endl;
207 GameSession::play_demo(const std::string& filename)
209 delete playback_demo_stream;
210 delete demo_controller;
212 playback_demo_stream = new std::ifstream(filename.c_str());
213 if(!playback_demo_stream->good()) {
214 std::stringstream msg;
215 msg << "Couldn't open demo file '" << filename << "' for reading.";
216 throw std::runtime_error(msg.str());
219 Player& tux = *currentsector->player;
220 demo_controller = new CodeController();
221 tux.set_controller(demo_controller);
223 // skip over random seed, if it exists in the file
224 char buf[30]; // ascii decimal seed
226 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
227 playback_demo_stream->get(buf[i]);
228 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
229 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
233 GameSession::levelintro()
235 sound_manager->stop_music();
237 DrawingContext context;
238 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
239 i != currentsector->gameobjects.end(); ++i) {
240 Background* background = dynamic_cast<Background*> (*i);
242 background->draw(context);
244 Gradient* gradient = dynamic_cast<Gradient*> (*i);
246 gradient->draw(context);
250 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
251 // CENTER_ALLIGN, LAYER_FOREGROUND1);
252 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
255 std::stringstream ss_coins;
256 ss_coins << _("Coins") << ": " << player_status->coins;
257 context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
258 CENTER_ALLIGN, LAYER_FOREGROUND1);
260 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
261 context.draw_text(white_small_text,
262 std::string(_("contributed by ")) + level->get_author(),
263 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
265 if(best_level_statistics != NULL)
266 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
268 wait_for_event(1.0, 3.0);
272 GameSession::on_escape_press()
274 if(currentsector->player->is_dying() || end_sequence)
276 // Let the timers run out, we fast-forward them to force past a sequence
277 if (end_sequence) end_sequence->stop();
278 currentsector->player->dying_timer.start(FLT_EPSILON);
279 return; // don't let the player open the menu, when he is dying
282 if(level->on_menukey_script != "") {
283 std::istringstream in(level->on_menukey_script);
284 run_script(in, "OnMenuKeyScript");
291 GameSession::toggle_pause()
293 if(Menu::current() == NULL) {
294 Menu::set_current(game_menu.get());
295 game_menu->set_active_item(MNID_CONTINUE);
298 Menu::set_current(NULL);
304 GameSession::run_script(std::istream& in, const std::string& sourcename)
306 using namespace Scripting;
308 // garbage collect thread list
309 for(ScriptList::iterator i = scripts.begin();
310 i != scripts.end(); ) {
311 HSQOBJECT& object = *i;
312 HSQUIRRELVM vm = object_to_vm(object);
314 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
315 sq_release(global_vm, &object);
316 i = scripts.erase(i);
323 HSQOBJECT object = create_thread(global_vm);
324 scripts.push_back(object);
326 HSQUIRRELVM vm = object_to_vm(object);
328 compile_and_run(vm, in, sourcename);
334 GameSession::process_events()
336 // end of pause mode?
337 if(!Menu::current() && game_pause) {
342 if(playback_demo_stream != 0) {
343 demo_controller->update();
350 playback_demo_stream->get(left);
351 playback_demo_stream->get(right);
352 playback_demo_stream->get(up);
353 playback_demo_stream->get(down);
354 playback_demo_stream->get(jump);
355 playback_demo_stream->get(action);
356 demo_controller->press(Controller::LEFT, left);
357 demo_controller->press(Controller::RIGHT, right);
358 demo_controller->press(Controller::UP, up);
359 demo_controller->press(Controller::DOWN, down);
360 demo_controller->press(Controller::JUMP, jump);
361 demo_controller->press(Controller::ACTION, action);
364 // save input for demo?
365 if(capture_demo_stream != 0) {
366 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
367 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
368 capture_demo_stream ->put(main_controller->hold(Controller::UP));
369 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
370 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
371 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
376 GameSession::check_end_conditions()
378 Player* tux = currentsector->player;
381 if(end_sequence && end_sequence->is_done()) {
384 } else if (!end_sequence && tux->is_dead()) {
385 if (player_status->coins < 0) {
386 // No more coins: restart level from beginning
387 player_status->coins = 0;
390 // Still has coins: restart level from last reset point
391 restart_level(false);
399 GameSession::draw(DrawingContext& context)
401 currentsector->draw(context);
409 GameSession::draw_pause(DrawingContext& context)
411 context.draw_filled_rect(
412 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
413 Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
417 GameSession::process_menu()
419 Menu* menu = Menu::current();
423 if(menu == game_menu.get()) {
424 switch (game_menu->check()) {
426 Menu::set_current(0);
428 case MNID_ABORTLEVEL:
429 Menu::set_current(0);
430 main_loop->exit_screen();
440 Menu::set_current(NULL);
443 // Eat unneeded events
445 while(SDL_PollEvent(&event))
450 GameSession::update(float elapsed_time)
453 if(main_controller->pressed(Controller::PAUSE_MENU))
459 check_end_conditions();
461 // respawning in new sector?
462 if(newsector != "" && newspawnpoint != "") {
463 Sector* sector = level->get_sector(newsector);
465 log_warning << "Sector '" << newsector << "' not found" << std::endl;
467 sector->activate(newspawnpoint);
468 sector->play_music(LEVEL_MUSIC);
469 currentsector = sector;
474 // Update the world state and all objects in the world
478 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
479 level->stats.time = play_time;
480 currentsector->update(elapsed_time);
482 if (!end_sequence->is_tux_stopped()) {
483 currentsector->update(elapsed_time/2);
485 end_sequence->update(elapsed_time/2);
491 sound_manager->set_listener_position(currentsector->player->get_pos());
497 if(currentsector->player->invincible_timer.started()) {
498 if(currentsector->player->invincible_timer.get_timeleft() <=
499 TUX_INVINCIBLE_TIME_WARNING) {
500 currentsector->play_music(HERRING_WARNING_MUSIC);
502 currentsector->play_music(HERRING_MUSIC);
504 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
505 currentsector->play_music(LEVEL_MUSIC);
510 GameSession::finish(bool win)
512 using namespace WorldMapNS;
515 if(WorldMap::current())
516 WorldMap::current()->finished_level(level.get());
519 main_loop->exit_screen();
523 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
526 newspawnpoint = spawnpoint;
530 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
532 reset_sector = sector;
537 GameSession::get_working_directory()
539 return FileSystem::dirname(levelfile);
543 GameSession::display_info_box(const std::string& text)
545 InfoBox* box = new InfoBox(text);
548 DrawingContext context;
552 // TODO make a screen out of this, another mainloop is ugly
553 main_controller->update();
555 while (SDL_PollEvent(&event)) {
556 main_controller->process_event(event);
557 if(event.type == SDL_QUIT)
561 if(main_controller->pressed(Controller::JUMP)
562 || main_controller->pressed(Controller::ACTION)
563 || main_controller->pressed(Controller::PAUSE_MENU)
564 || main_controller->pressed(Controller::MENU_SELECT))
566 else if(main_controller->pressed(Controller::DOWN))
568 else if(main_controller->pressed(Controller::UP))
572 context.do_drawing();
573 sound_manager->update();
580 GameSession::start_sequence(const std::string& sequencename)
582 if(sequencename == "endsequence" || sequencename == "fireworks") {
586 // Determine walking direction for Tux
587 float xst = 1.f, xend = 2.f;
588 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
589 SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
592 if(st->get_sequence_name() == "stoptux")
593 xend = st->get_pos().x;
594 else if(st->get_sequence_name() == "endsequence")
595 xst = st->get_pos().y;
597 end_sequence = new EndSequence();
598 currentsector->add_object(end_sequence);
599 end_sequence->start((xst > xend) ? LEFT : RIGHT);
601 sound_manager->play_music("music/leveldone.ogg", false);
602 currentsector->player->invincible_timer.start(7.3f);
605 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
606 i != currentsector->gameobjects.end(); ++i)
608 GameObject* obj = *i;
610 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
615 if(sequencename == "fireworks") {
616 currentsector->add_object(new Fireworks());
618 } else if(sequencename == "stoptux") {
620 log_warning << "Final target reached without an active end sequence" << std::endl;
621 this->start_sequence("endsequence");
623 if (end_sequence) end_sequence->stop_tux();
625 log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
631 GameSession::drawstatus(DrawingContext& context)
633 player_status->draw(context);
635 // draw level stats while end_sequence is running
637 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());