2 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU General Public License as published by
6 // the Free Software Foundation, either version 3 of the License, or
7 // (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU General Public License for more details.
14 // You should have received a copy of the GNU General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include "supertux/game_session.hpp"
22 #include "audio/sound_manager.hpp"
23 #include "control/input_manager.hpp"
24 #include "gui/menu.hpp"
25 #include "gui/menu_manager.hpp"
26 #include "math/random_generator.hpp"
27 #include "object/camera.hpp"
28 #include "object/endsequence_fireworks.hpp"
29 #include "object/endsequence_walkleft.hpp"
30 #include "object/endsequence_walkright.hpp"
31 #include "object/level_time.hpp"
32 #include "object/player.hpp"
33 #include "scripting/squirrel_util.hpp"
34 #include "supertux/gameconfig.hpp"
35 #include "supertux/globals.hpp"
36 #include "supertux/levelintro.hpp"
37 #include "supertux/menu/menu_storage.hpp"
38 #include "supertux/menu/options_menu.hpp"
39 #include "supertux/player_status.hpp"
40 #include "supertux/screen_fade.hpp"
41 #include "supertux/screen_manager.hpp"
42 #include "supertux/sector.hpp"
43 #include "util/file_system.hpp"
44 #include "util/gettext.hpp"
45 #include "worldmap/worldmap.hpp"
47 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
49 statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
51 currentsector(nullptr),
56 speed_before_pause(g_screen_manager->get_speed()),
57 levelfile(levelfile_),
62 best_level_statistics(statistics),
63 player_status(player_status),
64 capture_demo_stream(0),
66 playback_demo_stream(0),
70 levelintro_shown(false),
73 max_fire_bullets_at_start(),
74 max_ice_bullets_at_start()
76 if (restart_level() != 0)
77 throw std::runtime_error ("Initializing the level failed.");
81 GameSession::restart_level()
83 PlayerStatus* currentStatus = get_player_status();
84 coins_at_start = currentStatus->coins;
85 bonus_at_start = currentStatus->bonus;
86 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
87 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
97 g_input_manager->reset();
101 level.reset(new Level);
103 level->load(levelfile);
104 level->stats.total_coins = level->get_total_coins();
105 level->stats.total_badguys = level->get_total_badguys();
106 level->stats.total_secrets = level->get_total_secrets();
107 level->stats.reset();
109 if(reset_sector != "") {
110 currentsector = level->get_sector(reset_sector);
112 std::stringstream msg;
113 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
114 throw std::runtime_error(msg.str());
116 currentsector->activate(reset_pos);
118 currentsector = level->get_sector("main");
120 throw std::runtime_error("Couldn't find main sector");
122 currentsector->activate("main");
124 } catch(std::exception& e) {
125 log_fatal << "Couldn't start level: " << e.what() << std::endl;
126 g_screen_manager->exit_screen();
130 sound_manager->stop_music();
131 currentsector->play_music(LEVEL_MUSIC);
133 if(capture_file != "") {
134 int newSeed=0; // next run uses a new seed
135 while (newSeed == 0) // which is the next non-zero random num.
136 newSeed = gameRandom.rand();
137 g_config->random_seed = gameRandom.srand(newSeed);
138 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
139 record_demo(capture_file);
145 GameSession::~GameSession()
147 delete capture_demo_stream;
148 delete playback_demo_stream;
149 delete demo_controller;
153 GameSession::record_demo(const std::string& filename)
155 delete capture_demo_stream;
157 capture_demo_stream = new std::ofstream(filename.c_str());
158 if(!capture_demo_stream->good()) {
159 std::stringstream msg;
160 msg << "Couldn't open demo file '" << filename << "' for writing.";
161 throw std::runtime_error(msg.str());
163 capture_file = filename;
165 char buf[30]; // save the seed in the demo file
166 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
167 for (int i=0; i==0 || buf[i-1]; i++)
168 capture_demo_stream->put(buf[i]);
172 GameSession::get_demo_random_seed(const std::string& filename)
174 std::istream* test_stream = new std::ifstream(filename.c_str());
175 if(test_stream->good()) {
176 char buf[30]; // recall the seed from the demo file
178 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
179 test_stream->get(buf[i]);
180 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
181 log_info << "Random seed " << seed << " from demo file" << std::endl;
185 log_info << "Demo file contains no random number" << std::endl;
191 GameSession::play_demo(const std::string& filename)
193 delete playback_demo_stream;
194 delete demo_controller;
196 playback_demo_stream = new std::ifstream(filename.c_str());
197 if(!playback_demo_stream->good()) {
198 std::stringstream msg;
199 msg << "Couldn't open demo file '" << filename << "' for reading.";
200 throw std::runtime_error(msg.str());
203 Player& tux = *currentsector->player;
204 demo_controller = new CodeController();
205 tux.set_controller(demo_controller);
207 // skip over random seed, if it exists in the file
208 char buf[30]; // ascii decimal seed
210 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
211 playback_demo_stream->get(buf[i]);
212 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
213 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
217 GameSession::on_escape_press()
219 if(currentsector->player->is_dying() || end_sequence)
221 // Let the timers run out, we fast-forward them to force past a sequence
223 end_sequence->stop();
225 currentsector->player->dying_timer.start(FLT_EPSILON);
226 return; // don't let the player open the menu, when he is dying
229 if(level->on_menukey_script != "") {
230 std::istringstream in(level->on_menukey_script);
231 run_script(in, "OnMenuKeyScript");
238 GameSession::toggle_pause()
242 speed_before_pause = g_screen_manager->get_speed();
243 g_screen_manager->set_speed(0);
244 MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
248 // unpause is done in update() after the menu is processed
252 GameSession::abort_level()
254 MenuManager::instance().clear_menu_stack();
255 g_screen_manager->exit_screen();
256 currentsector->player->set_bonus(bonus_at_start);
257 PlayerStatus *currentStatus = get_player_status();
258 currentStatus->coins = coins_at_start;
259 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
260 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
264 GameSession::set_editmode(bool edit_mode)
266 if (this->edit_mode == edit_mode) return;
267 this->edit_mode = edit_mode;
269 currentsector->get_players()[0]->set_edit_mode(edit_mode);
273 // entering edit mode
284 GameSession::force_ghost_mode()
286 currentsector->get_players()[0]->set_ghost_mode(true);
290 GameSession::run_script(std::istream& in, const std::string& sourcename)
292 using namespace scripting;
294 // garbage collect thread list
295 for(ScriptList::iterator i = scripts.begin();
296 i != scripts.end(); ) {
297 HSQOBJECT& object = *i;
298 HSQUIRRELVM vm = object_to_vm(object);
300 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
301 sq_release(global_vm, &object);
302 i = scripts.erase(i);
309 HSQOBJECT object = create_thread(global_vm);
310 scripts.push_back(object);
312 HSQUIRRELVM vm = object_to_vm(object);
314 compile_and_run(vm, in, sourcename);
320 GameSession::process_events()
323 if(playback_demo_stream != 0) {
324 demo_controller->update();
331 playback_demo_stream->get(left);
332 playback_demo_stream->get(right);
333 playback_demo_stream->get(up);
334 playback_demo_stream->get(down);
335 playback_demo_stream->get(jump);
336 playback_demo_stream->get(action);
337 demo_controller->press(Controller::LEFT, left);
338 demo_controller->press(Controller::RIGHT, right);
339 demo_controller->press(Controller::UP, up);
340 demo_controller->press(Controller::DOWN, down);
341 demo_controller->press(Controller::JUMP, jump);
342 demo_controller->press(Controller::ACTION, action);
345 // save input for demo?
346 if(capture_demo_stream != 0) {
347 Controller *controller = g_input_manager->get_controller();
348 capture_demo_stream ->put(controller->hold(Controller::LEFT));
349 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
350 capture_demo_stream ->put(controller->hold(Controller::UP));
351 capture_demo_stream ->put(controller->hold(Controller::DOWN));
352 capture_demo_stream ->put(controller->hold(Controller::JUMP));
353 capture_demo_stream ->put(controller->hold(Controller::ACTION));
358 GameSession::check_end_conditions()
360 Player* tux = currentsector->player;
363 if(end_sequence && end_sequence->is_done()) {
365 } else if (!end_sequence && tux->is_dead()) {
371 GameSession::draw(DrawingContext& context)
373 currentsector->draw(context);
381 GameSession::draw_pause(DrawingContext& context)
383 context.draw_filled_rect(
384 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
385 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
391 if (currentsector == NULL)
394 if(currentsector != Sector::current()) {
395 currentsector->activate(currentsector->player->get_pos());
397 currentsector->play_music(LEVEL_MUSIC);
399 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
400 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
401 levelintro_shown = true;
402 g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
407 GameSession::update(float elapsed_time)
410 if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
414 MenuManager::instance().check_menu();
416 // Unpause the game if the menu has been closed
417 if (game_pause && !MenuManager::instance().is_active()) {
418 g_screen_manager->set_speed(speed_before_pause);
422 check_end_conditions();
424 // respawning in new sector?
425 if(newsector != "" && newspawnpoint != "") {
426 Sector* sector = level->get_sector(newsector);
428 log_warning << "Sector '" << newsector << "' not found" << std::endl;
429 sector = level->get_sector("main");
431 sector->activate(newspawnpoint);
432 sector->play_music(LEVEL_MUSIC);
433 currentsector = sector;
434 //Keep persistent across sectors
436 currentsector->get_players()[0]->set_edit_mode(edit_mode);
441 // Update the world state and all objects in the world
445 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
446 level->stats.time = play_time;
447 currentsector->update(elapsed_time);
449 if (!end_sequence->is_tux_stopped()) {
450 currentsector->update(elapsed_time);
452 end_sequence->update(elapsed_time);
458 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
464 if(currentsector->player->invincible_timer.started()) {
465 if(currentsector->player->invincible_timer.get_timeleft() <=
466 TUX_INVINCIBLE_TIME_WARNING) {
467 currentsector->play_music(HERRING_WARNING_MUSIC);
469 currentsector->play_music(HERRING_MUSIC);
471 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
472 currentsector->play_music(LEVEL_MUSIC);
477 GameSession::finish(bool win)
479 using namespace worldmap;
487 if(WorldMap::current())
488 WorldMap::current()->finished_level(level.get());
491 g_screen_manager->exit_screen();
495 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
498 newspawnpoint = spawnpoint;
502 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
504 reset_sector = sector;
509 GameSession::get_working_directory()
511 return FileSystem::dirname(levelfile);
515 GameSession::start_sequence(const std::string& sequencename)
517 // do not play sequences when in edit mode
523 // handle special "stoptux" sequence
524 if (sequencename == "stoptux") {
526 log_warning << "Final target reached without an active end sequence" << std::endl;
527 this->start_sequence("endsequence");
529 if (end_sequence) end_sequence->stop_tux();
533 // abort if a sequence is already playing
537 if (sequencename == "endsequence") {
538 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
539 end_sequence = new EndSequenceWalkLeft();
541 end_sequence = new EndSequenceWalkRight();
543 } else if (sequencename == "fireworks") {
544 end_sequence = new EndSequenceFireworks();
546 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
550 /* slow down the game for end-sequence */
551 g_screen_manager->set_speed(0.5f);
553 currentsector->add_object(end_sequence);
554 end_sequence->start();
556 sound_manager->play_music("music/leveldone.ogg", false);
557 currentsector->player->set_winning();
560 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
561 i != currentsector->gameobjects.end(); ++i)
563 GameObject* obj = *i;
565 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
573 GameSession::drawstatus(DrawingContext& context)
575 player_status->draw(context);
577 // draw level stats while end_sequence is running
579 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);