// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <config.h>
+#include "game_session.hpp"
+
#include <fstream>
#include <sstream>
-#include <cassert>
-#include <cstdio>
-#include <cstdlib>
-#include <cmath>
-#include <cstring>
-#include <cerrno>
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <string.h>
+#include <errno.h>
#include <unistd.h>
-#include <ctime>
+#include <time.h>
#include <stdexcept>
+#include <float.h>
#include <SDL.h>
-#include "game_session.hpp"
+#include "file_system.hpp"
+#include "gameconfig.hpp"
+#include "gettext.hpp"
+#include "level.hpp"
+#include "levelintro.hpp"
#include "log.hpp"
-#include "worldmap/worldmap.hpp"
+#include "main.hpp"
#include "mainloop.hpp"
-#include "audio/sound_manager.hpp"
-#include "gui/menu.hpp"
-#include "sector.hpp"
-#include "level.hpp"
-#include "tile.hpp"
#include "player_status.hpp"
-#include "object/particlesystem.hpp"
-#include "object/background.hpp"
-#include "object/gradient.hpp"
-#include "object/tilemap.hpp"
-#include "object/camera.hpp"
-#include "object/player.hpp"
-#include "object/level_time.hpp"
-#include "lisp/lisp.hpp"
-#include "lisp/parser.hpp"
-#include "resources.hpp"
+#include "options_menu.hpp"
+#include "random_generator.hpp"
+#include "sector.hpp"
#include "statistics.hpp"
#include "timer.hpp"
-#include "options_menu.hpp"
-#include "object/fireworks.hpp"
-#include "textscroller.hpp"
+#include "audio/sound_manager.hpp"
#include "control/codecontroller.hpp"
#include "control/joystickkeyboardcontroller.hpp"
-#include "main.hpp"
-#include "file_system.hpp"
-#include "gameconfig.hpp"
-#include "gettext.hpp"
-#include "console.hpp"
-#include "flip_level_transformer.hpp"
-#include "trigger/secretarea_trigger.hpp"
-
-// the engine will be run with a logical framerate of 64fps.
-// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
-// binary fraction...
-static const float LOGICAL_FPS = 64.0;
+#include "gui/menu.hpp"
+#include "object/camera.hpp"
+#include "object/endsequence_fireworks.hpp"
+#include "object/endsequence_walkleft.hpp"
+#include "object/endsequence_walkright.hpp"
+#include "object/level_time.hpp"
+#include "object/player.hpp"
+#include "scripting/squirrel_util.hpp"
+#include "worldmap/worldmap.hpp"
enum GameMenuIDs {
MNID_CONTINUE,
GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
: level(0), currentsector(0),
- end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
+ end_sequence(0),
levelfile(levelfile_), best_level_statistics(statistics),
capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
- play_time(0)
+ play_time(0), edit_mode(false), levelintro_shown(false)
{
current_ = this;
currentsector = NULL;
-
+
game_pause = false;
+ speed_before_pause = main_loop->get_speed();
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
- restart_level(true);
+ restart_level();
game_menu.reset(new Menu());
- game_menu->add_label(_("Pause"));
+ game_menu->add_label(level->name);
game_menu->add_hl();
game_menu->add_entry(MNID_CONTINUE, _("Continue"));
game_menu->add_submenu(_("Options"), get_options_menu());
}
void
-GameSession::restart_level(bool fromBeginning)
+GameSession::restart_level()
{
+
+ if (edit_mode) {
+ force_ghost_mode();
+ return;
+ }
+
game_pause = false;
- end_sequence = NO_ENDSEQUENCE;
+ end_sequence = 0;
main_controller->reset();
currentsector = 0;
level.reset(new Level);
- level->load(levelfile);
- level->stats.total_coins = level->get_total_coins();
- level->stats.total_badguys = level->get_total_badguys();
- level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
- level->stats.reset();
-
- if (fromBeginning) reset_sector="";
- if(reset_sector != "") {
- currentsector = level->get_sector(reset_sector);
- if(!currentsector) {
- std::stringstream msg;
- msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
- throw std::runtime_error(msg.str());
+ try {
+ level->load(levelfile);
+ level->stats.total_coins = level->get_total_coins();
+ level->stats.total_badguys = level->get_total_badguys();
+ level->stats.total_secrets = level->get_total_secrets();
+ level->stats.reset();
+
+ if(reset_sector != "") {
+ currentsector = level->get_sector(reset_sector);
+ if(!currentsector) {
+ std::stringstream msg;
+ msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
+ throw std::runtime_error(msg.str());
+ }
+ level->stats.declare_invalid();
+ currentsector->activate(reset_pos);
+ } else {
+ currentsector = level->get_sector("main");
+ if(!currentsector)
+ throw std::runtime_error("Couldn't find main sector");
+ play_time = 0;
+ currentsector->activate("main");
}
- currentsector->activate(reset_pos);
- } else {
- currentsector = level->get_sector("main");
- if(!currentsector)
- throw std::runtime_error("Couldn't find main sector");
- currentsector->activate("main");
+ } catch(std::exception& e) {
+ log_fatal << "Couldn't start level: " << e.what() << std::endl;
+ main_loop->exit_screen();
}
-
- //levelintro();
+ sound_manager->stop_music();
currentsector->play_music(LEVEL_MUSIC);
- if(capture_file != "")
+ if(capture_file != "") {
+ int newSeed=0; // next run uses a new seed
+ while (newSeed == 0) // which is the next non-zero random num.
+ newSeed = systemRandom.rand();
+ config->random_seed = systemRandom.srand(newSeed);
+ log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
record_demo(capture_file);
+ }
}
GameSession::~GameSession()
delete capture_demo_stream;
delete playback_demo_stream;
delete demo_controller;
-
- delete end_sequence_controller;
+ free_options_menu();
current_ = NULL;
}
GameSession::record_demo(const std::string& filename)
{
delete capture_demo_stream;
-
- capture_demo_stream = new std::ofstream(filename.c_str());
+
+ capture_demo_stream = new std::ofstream(filename.c_str());
if(!capture_demo_stream->good()) {
std::stringstream msg;
msg << "Couldn't open demo file '" << filename << "' for writing.";
throw std::runtime_error(msg.str());
}
capture_file = filename;
+
+ char buf[30]; // save the seed in the demo file
+ snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
+ for (int i=0; i==0 || buf[i-1]; i++)
+ capture_demo_stream->put(buf[i]);
+}
+
+int
+GameSession::get_demo_random_seed(const std::string& filename)
+{
+ std::istream* test_stream = new std::ifstream(filename.c_str());
+ if(test_stream->good()) {
+ char buf[30]; // recall the seed from the demo file
+ int seed;
+ for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+ test_stream->get(buf[i]);
+ if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
+ log_info << "Random seed " << seed << " from demo file" << std::endl;
+ return seed;
+ }
+ else
+ log_info << "Demo file contains no random number" << std::endl;
+ }
+ return 0;
}
void
{
delete playback_demo_stream;
delete demo_controller;
-
+
playback_demo_stream = new std::ifstream(filename.c_str());
if(!playback_demo_stream->good()) {
std::stringstream msg;
Player& tux = *currentsector->player;
demo_controller = new CodeController();
tux.set_controller(demo_controller);
+
+ // skip over random seed, if it exists in the file
+ char buf[30]; // ascii decimal seed
+ int seed;
+ for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+ playback_demo_stream->get(buf[i]);
+ if (sscanf(buf, "random_seed=%010d", &seed) != 1)
+ playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
}
void
-GameSession::levelintro()
+GameSession::on_escape_press()
{
- char str[60];
+ if(currentsector->player->is_dying() || end_sequence)
+ {
+ // Let the timers run out, we fast-forward them to force past a sequence
+ if (end_sequence)
+ end_sequence->stop();
- sound_manager->stop_music();
+ currentsector->player->dying_timer.start(FLT_EPSILON);
+ return; // don't let the player open the menu, when he is dying
+ }
- DrawingContext context;
- for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
- i != currentsector->gameobjects.end(); ++i) {
- Background* background = dynamic_cast<Background*> (*i);
- if(background) {
- background->draw(context);
- }
- Gradient* gradient = dynamic_cast<Gradient*> (*i);
- if(gradient) {
- gradient->draw(context);
- }
+ if(level->on_menukey_script != "") {
+ std::istringstream in(level->on_menukey_script);
+ run_script(in, "OnMenuKeyScript");
+ } else {
+ toggle_pause();
}
+}
-// context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
-// CENTER_ALLIGN, LAYER_FOREGROUND1);
- context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
- LAYER_FOREGROUND1);
+void
+GameSession::toggle_pause()
+{
+ // pause
+ if(!game_pause) {
+ speed_before_pause = main_loop->get_speed();
+ main_loop->set_speed(0);
+ Menu::set_current(game_menu.get());
+ game_menu->set_active_item(MNID_CONTINUE);
+ game_pause = true;
+ }
- sprintf(str, "Coins: %d", player_status->coins);
- context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
- CENTER_ALLIGN, LAYER_FOREGROUND1);
+ // unpause is done in update() after the menu is processed
+}
- if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
- context.draw_text(white_small_text,
- std::string(_("contributed by ")) + level->get_author(),
- Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
+void
+GameSession::set_editmode(bool edit_mode)
+{
+ if (this->edit_mode == edit_mode) return;
+ this->edit_mode = edit_mode;
+
+ currentsector->get_players()[0]->set_edit_mode(edit_mode);
+
+ if (edit_mode) {
- if(best_level_statistics != NULL)
- best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
+ // entering edit mode
+
+ } else {
- wait_for_event(1.0, 3.0);
+ // leaving edit mode
+ restart_level();
+
+ }
}
void
-GameSession::on_escape_press()
+GameSession::force_ghost_mode()
{
- if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
- return; // don't let the player open the menu, when he is dying
-
- if (!Menu::current()) {
- Menu::set_current(game_menu.get());
- game_menu->set_active_item(MNID_CONTINUE);
- game_pause = true;
- } else {
- Menu::set_current(NULL);
- game_pause = false;
+ currentsector->get_players()[0]->set_ghost_mode(true);
+}
+
+HSQUIRRELVM
+GameSession::run_script(std::istream& in, const std::string& sourcename)
+{
+ using namespace Scripting;
+
+ // garbage collect thread list
+ for(ScriptList::iterator i = scripts.begin();
+ i != scripts.end(); ) {
+ HSQOBJECT& object = *i;
+ HSQUIRRELVM vm = object_to_vm(object);
+
+ if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+ sq_release(global_vm, &object);
+ i = scripts.erase(i);
+ continue;
+ }
+
+ ++i;
}
+
+ HSQOBJECT object = create_thread(global_vm);
+ scripts.push_back(object);
+
+ HSQUIRRELVM vm = object_to_vm(object);
+
+ compile_and_run(vm, in, sourcename);
+
+ return vm;
}
void
GameSession::process_events()
{
- Player& tux = *currentsector->player;
-
// end of pause mode?
+ // XXX this looks like a fail-safe to unpause the game if there's no menu
+ // XXX having it enabled causes some unexpected problems
+ // XXX hopefully disabling it won't...
+ /*
if(!Menu::current() && game_pause) {
game_pause = false;
}
-
- if (end_sequence != NO_ENDSEQUENCE) {
- if(end_sequence_controller == 0) {
- end_sequence_controller = new CodeController();
- tux.set_controller(end_sequence_controller);
- }
-
- end_sequence_controller->press(Controller::RIGHT);
-
- if (int(last_x_pos) == int(tux.get_pos().x))
- end_sequence_controller->press(Controller::JUMP);
- last_x_pos = tux.get_pos().x;
- }
+ */
// playback a demo?
if(playback_demo_stream != 0) {
capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
capture_demo_stream ->put(main_controller->hold(Controller::UP));
capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
- capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
+ capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
}
}
Player* tux = currentsector->player;
/* End of level? */
- if(end_sequence && endsequence_timer.check()) {
+ if(end_sequence && end_sequence->is_done()) {
finish(true);
- return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
- // No more coins: restart level from beginning
- player_status->coins = 0;
- restart_level(true);
- } else {
- // Still has coins: restart level from last reset point
- restart_level(false);
- }
-
- return;
+ restart_level();
}
}
-void
+void
GameSession::draw(DrawingContext& context)
{
currentsector->draw(context);
{
context.draw_filled_rect(
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
+ Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
}
-
+
void
GameSession::process_menu()
{
Menu* menu = Menu::current();
if(menu) {
- menu->update();
-
if(menu == game_menu.get()) {
switch (game_menu->check()) {
case MNID_CONTINUE:
Menu::set_current(0);
+ toggle_pause();
break;
case MNID_ABORTLEVEL:
Menu::set_current(0);
void
GameSession::setup()
{
- Menu::set_current(NULL);
current_ = this;
+ if(currentsector != Sector::current()) {
+ currentsector->activate(currentsector->player->get_pos());
+ }
+ currentsector->play_music(LEVEL_MUSIC);
+
// Eat unneeded events
SDL_Event event;
while(SDL_PollEvent(&event))
{}
+
+ if (!levelintro_shown) {
+ levelintro_shown = true;
+ main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
+ }
}
void
GameSession::update(float elapsed_time)
{
+ // handle controller
+ if(main_controller->pressed(Controller::PAUSE_MENU))
+ on_escape_press();
+
process_events();
process_menu();
+ // Unpause the game if the menu has been closed
+ if (game_pause && !Menu::current()) {
+ main_loop->set_speed(speed_before_pause);
+ game_pause = false;
+ }
+
check_end_conditions();
- // handle controller
- if(main_controller->pressed(Controller::PAUSE_MENU))
- on_escape_press();
-
// respawning in new sector?
if(newsector != "" && newspawnpoint != "") {
Sector* sector = level->get_sector(newsector);
if(sector == 0) {
log_warning << "Sector '" << newsector << "' not found" << std::endl;
+ sector = level->get_sector("main");
}
sector->activate(newspawnpoint);
sector->play_music(LEVEL_MUSIC);
currentsector = sector;
+ //Keep persistent across sectors
+ if(edit_mode)
+ currentsector->get_players()[0]->set_edit_mode(edit_mode);
newsector = "";
newspawnpoint = "";
}
// Update the world state and all objects in the world
if(!game_pause) {
// Update the world
- if (end_sequence == ENDSEQUENCE_RUNNING) {
- currentsector->update(elapsed_time/2);
- } else if(end_sequence == NO_ENDSEQUENCE) {
- if(!currentsector->player->growing_timer.started()) {
- play_time += elapsed_time; //TODO: make sure we don't count cutscene time
- level->stats.time = play_time;
+ if (!end_sequence) {
+ play_time += elapsed_time; //TODO: make sure we don't count cutscene time
+ level->stats.time = play_time;
+ currentsector->update(elapsed_time);
+ } else {
+ if (!end_sequence->is_tux_stopped()) {
currentsector->update(elapsed_time);
+ } else {
+ end_sequence->update(elapsed_time);
}
- }
+ }
}
// update sounds
- sound_manager->set_listener_position(currentsector->player->get_pos());
+ if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
/* Handle music: */
if (end_sequence)
return;
-
+
if(currentsector->player->invincible_timer.started()) {
if(currentsector->player->invincible_timer.get_timeleft() <=
TUX_INVINCIBLE_TIME_WARNING) {
{
using namespace WorldMapNS;
+ if (edit_mode) {
+ force_ghost_mode();
+ return;
+ }
+
if(win) {
if(WorldMap::current())
WorldMap::current()->finished_level(level.get());
}
-
+
main_loop->exit_screen();
}
}
void
-GameSession::display_info_box(const std::string& text)
-{
- InfoBox* box = new InfoBox(text);
-
- bool running = true;
- DrawingContext context;
-
- while(running) {
-
- // TODO make a screen out of this, another mainloop is ugly
- main_controller->update();
- SDL_Event event;
- while (SDL_PollEvent(&event)) {
- main_controller->process_event(event);
- if(event.type == SDL_QUIT)
- main_loop->quit();
- }
-
- if(main_controller->pressed(Controller::JUMP)
- || main_controller->pressed(Controller::ACTION)
- || main_controller->pressed(Controller::PAUSE_MENU)
- || main_controller->pressed(Controller::MENU_SELECT))
- running = false;
- else if(main_controller->pressed(Controller::DOWN))
- box->scrolldown();
- else if(main_controller->pressed(Controller::UP))
- box->scrollup();
- box->draw(context);
- draw(context);
- context.do_drawing();
- sound_manager->update();
- }
-
- delete box;
-}
-
-void
GameSession::start_sequence(const std::string& sequencename)
{
- if(sequencename == "endsequence" || sequencename == "fireworks") {
- if(end_sequence)
- return;
-
- end_sequence = ENDSEQUENCE_RUNNING;
- endsequence_timer.start(7.3);
- last_x_pos = -1;
- sound_manager->play_music("music/leveldone.ogg", false);
- currentsector->player->invincible_timer.start(7.3);
-
- // Stop all clocks.
- for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
- i != currentsector->gameobjects.end(); ++i)
- {
- GameObject* obj = *i;
-
- LevelTime* lt = dynamic_cast<LevelTime*> (obj);
- if(lt)
- lt->stop();
- }
+ // do not play sequences when in edit mode
+ if (edit_mode) {
+ force_ghost_mode();
+ return;
+ }
- if(sequencename == "fireworks") {
- currentsector->add_object(new Fireworks());
- }
- } else if(sequencename == "stoptux") {
- if(!end_sequence) {
+ // handle special "stoptux" sequence
+ if (sequencename == "stoptux") {
+ if (!end_sequence) {
log_warning << "Final target reached without an active end sequence" << std::endl;
this->start_sequence("endsequence");
}
- end_sequence = ENDSEQUENCE_WAITING;
+ if (end_sequence) end_sequence->stop_tux();
+ return;
+ }
+
+ // abort if a sequence is already playing
+ if (end_sequence)
+ return;
+
+ if (sequencename == "endsequence") {
+ if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
+ end_sequence = new EndSequenceWalkLeft();
+ } else {
+ end_sequence = new EndSequenceWalkRight();
+ }
+ } else if (sequencename == "fireworks") {
+ end_sequence = new EndSequenceFireworks();
} else {
- log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
+ log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
+ return;
+ }
+
+ /* slow down the game for end-sequence */
+ main_loop->set_speed(0.5f);
+
+ currentsector->add_object(end_sequence);
+ end_sequence->start();
+
+ sound_manager->play_music("music/leveldone.music", false);
+ currentsector->player->invincible_timer.start(10000.0f);
+
+ // Stop all clocks.
+ for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+ i != currentsector->gameobjects.end(); ++i)
+ {
+ GameObject* obj = *i;
+
+ LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+ if(lt)
+ lt->stop();
}
}
level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
}
}
-