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 "video/screen.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 "object/fireworks.hpp"
60 #include "textscroller.hpp"
61 #include "control/codecontroller.hpp"
62 #include "control/joystickkeyboardcontroller.hpp"
64 #include "file_system.hpp"
65 #include "gameconfig.hpp"
66 #include "gettext.hpp"
67 #include "console.hpp"
68 #include "flip_level_transformer.hpp"
70 // the engine will be run with a logical framerate of 64fps.
71 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
73 static const float LOGICAL_FPS = 64.0;
80 GameSession* GameSession::current_ = NULL;
82 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
83 : level(0), currentsector(0),
84 end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
85 levelfile(levelfile_), best_level_statistics(statistics),
86 capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
94 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
98 game_menu.reset(new Menu());
99 game_menu->add_label(_("Pause"));
101 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
102 game_menu->add_submenu(_("Options"), get_options_menu());
104 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
108 GameSession::restart_level(bool fromBeginning)
111 end_sequence = NO_ENDSEQUENCE;
113 main_controller->reset();
117 level.reset(new Level);
118 level->load(levelfile);
119 level->stats.total_coins = level->get_total_coins();
120 level->stats.total_badguys = level->get_total_badguys();
121 level->stats.reset();
123 if (fromBeginning) reset_sector="";
124 if(reset_sector != "") {
125 currentsector = level->get_sector(reset_sector);
127 std::stringstream msg;
128 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
129 throw std::runtime_error(msg.str());
131 currentsector->activate(reset_pos);
133 currentsector = level->get_sector("main");
135 throw std::runtime_error("Couldn't find main sector");
136 currentsector->activate("main");
141 currentsector->play_music(LEVEL_MUSIC);
143 if(capture_file != "")
144 record_demo(capture_file);
147 GameSession::~GameSession()
149 delete capture_demo_stream;
150 delete playback_demo_stream;
151 delete demo_controller;
153 delete end_sequence_controller;
159 GameSession::record_demo(const std::string& filename)
161 delete capture_demo_stream;
163 capture_demo_stream = new std::ofstream(filename.c_str());
164 if(!capture_demo_stream->good()) {
165 std::stringstream msg;
166 msg << "Couldn't open demo file '" << filename << "' for writing.";
167 throw std::runtime_error(msg.str());
169 capture_file = filename;
173 GameSession::play_demo(const std::string& filename)
175 delete playback_demo_stream;
176 delete demo_controller;
178 playback_demo_stream = new std::ifstream(filename.c_str());
179 if(!playback_demo_stream->good()) {
180 std::stringstream msg;
181 msg << "Couldn't open demo file '" << filename << "' for reading.";
182 throw std::runtime_error(msg.str());
185 Player& tux = *currentsector->player;
186 demo_controller = new CodeController();
187 tux.set_controller(demo_controller);
191 GameSession::levelintro()
195 sound_manager->stop_music();
197 DrawingContext context;
198 for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
199 i != currentsector->gameobjects.end(); ++i) {
200 Background* background = dynamic_cast<Background*> (*i);
202 background->draw(context);
204 Gradient* gradient = dynamic_cast<Gradient*> (*i);
206 gradient->draw(context);
210 // context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
211 // CENTER_ALLIGN, LAYER_FOREGROUND1);
212 context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
215 sprintf(str, "Coins: %d", player_status->coins);
216 context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
217 CENTER_ALLIGN, LAYER_FOREGROUND1);
219 if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
220 context.draw_text(white_small_text,
221 std::string(_("contributed by ")) + level->get_author(),
222 Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
224 if(best_level_statistics != NULL)
225 best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
227 wait_for_event(1.0, 3.0);
231 GameSession::on_escape_press()
233 if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
234 return; // don't let the player open the menu, when he is dying
236 if (!Menu::current()) {
237 Menu::set_current(game_menu.get());
238 game_menu->set_active_item(MNID_CONTINUE);
241 Menu::set_current(NULL);
247 GameSession::process_events()
249 Player& tux = *currentsector->player;
251 // end of pause mode?
252 if(!Menu::current() && game_pause) {
256 if (end_sequence != NO_ENDSEQUENCE) {
257 if(end_sequence_controller == 0) {
258 end_sequence_controller = new CodeController();
259 tux.set_controller(end_sequence_controller);
262 end_sequence_controller->press(Controller::RIGHT);
264 if (int(last_x_pos) == int(tux.get_pos().x))
265 end_sequence_controller->press(Controller::JUMP);
266 last_x_pos = tux.get_pos().x;
270 if(playback_demo_stream != 0) {
271 demo_controller->update();
278 playback_demo_stream->get(left);
279 playback_demo_stream->get(right);
280 playback_demo_stream->get(up);
281 playback_demo_stream->get(down);
282 playback_demo_stream->get(jump);
283 playback_demo_stream->get(action);
284 demo_controller->press(Controller::LEFT, left);
285 demo_controller->press(Controller::RIGHT, right);
286 demo_controller->press(Controller::UP, up);
287 demo_controller->press(Controller::DOWN, down);
288 demo_controller->press(Controller::JUMP, jump);
289 demo_controller->press(Controller::ACTION, action);
292 // save input for demo?
293 if(capture_demo_stream != 0) {
294 capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
295 capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
296 capture_demo_stream ->put(main_controller->hold(Controller::UP));
297 capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
298 capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
299 capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
304 GameSession::check_end_conditions()
306 Player* tux = currentsector->player;
309 if(end_sequence && endsequence_timer.check()) {
312 } else if (!end_sequence && tux->is_dead()) {
313 if (player_status->coins < 0) {
314 // No more coins: restart level from beginning
315 player_status->coins = 0;
318 // Still has coins: restart level from last reset point
319 restart_level(false);
327 GameSession::draw(DrawingContext& context)
329 currentsector->draw(context);
337 GameSession::draw_pause(DrawingContext& context)
339 context.draw_filled_rect(
340 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
341 Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
345 GameSession::process_menu()
347 Menu* menu = Menu::current();
351 if(menu == game_menu.get()) {
352 switch (game_menu->check()) {
354 Menu::set_current(0);
356 case MNID_ABORTLEVEL:
357 Menu::set_current(0);
358 main_loop->exit_screen();
368 Menu::set_current(NULL);
371 // Eat unneeded events
373 while(SDL_PollEvent(&event))
378 GameSession::update(float elapsed_time)
383 check_end_conditions();
386 if(main_controller->pressed(Controller::PAUSE_MENU))
389 // respawning in new sector?
390 if(newsector != "" && newspawnpoint != "") {
391 Sector* sector = level->get_sector(newsector);
393 log_warning << "Sector '" << newsector << "' not found" << std::endl;
395 sector->activate(newspawnpoint);
396 sector->play_music(LEVEL_MUSIC);
397 currentsector = sector;
402 // Update the world state and all objects in the world
405 if (end_sequence == ENDSEQUENCE_RUNNING) {
406 currentsector->update(elapsed_time/2);
407 } else if(end_sequence == NO_ENDSEQUENCE) {
408 if(!currentsector->player->growing_timer.started()) {
409 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
410 level->stats.time = play_time;
411 currentsector->update(elapsed_time);
417 sound_manager->set_listener_position(currentsector->player->get_pos());
423 if(currentsector->player->invincible_timer.started()) {
424 if(currentsector->player->invincible_timer.get_timeleft() <=
425 TUX_INVINCIBLE_TIME_WARNING) {
426 currentsector->play_music(HERRING_WARNING_MUSIC);
428 currentsector->play_music(HERRING_MUSIC);
430 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
431 currentsector->play_music(LEVEL_MUSIC);
436 GameSession::finish(bool win)
438 using namespace WorldMapNS;
441 if(WorldMap::current())
442 WorldMap::current()->finished_level(level.get());
445 main_loop->exit_screen();
449 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
452 newspawnpoint = spawnpoint;
456 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
458 reset_sector = sector;
463 GameSession::get_working_directory()
465 return FileSystem::dirname(levelfile);
469 GameSession::display_info_box(const std::string& text)
471 InfoBox* box = new InfoBox(text);
474 DrawingContext context;
478 // TODO make a screen out of this, another mainloop is ugly
479 main_controller->update();
481 while (SDL_PollEvent(&event)) {
482 main_controller->process_event(event);
483 if(event.type == SDL_QUIT)
487 if(main_controller->pressed(Controller::JUMP)
488 || main_controller->pressed(Controller::ACTION)
489 || main_controller->pressed(Controller::PAUSE_MENU)
490 || main_controller->pressed(Controller::MENU_SELECT))
492 else if(main_controller->pressed(Controller::DOWN))
494 else if(main_controller->pressed(Controller::UP))
498 context.do_drawing();
499 sound_manager->update();
506 GameSession::start_sequence(const std::string& sequencename)
508 if(sequencename == "endsequence" || sequencename == "fireworks") {
512 end_sequence = ENDSEQUENCE_RUNNING;
513 endsequence_timer.start(7.3);
515 sound_manager->play_music("music/leveldone.ogg", false);
516 currentsector->player->invincible_timer.start(7.3);
519 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
520 i != currentsector->gameobjects.end(); ++i)
522 GameObject* obj = *i;
524 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
529 if(sequencename == "fireworks") {
530 currentsector->add_object(new Fireworks());
532 } else if(sequencename == "stoptux") {
534 log_warning << "Final target reached without an active end sequence" << std::endl;
535 this->start_sequence("endsequence");
537 end_sequence = ENDSEQUENCE_WAITING;
539 log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
545 GameSession::drawstatus(DrawingContext& context)
547 player_status->draw(context);
549 // draw level stats while end_sequence is running
551 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());