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/joystickkeyboardcontroller.hpp"
24 #include "gui/menu.hpp"
25 #include "math/random_generator.hpp"
26 #include "object/camera.hpp"
27 #include "object/endsequence_fireworks.hpp"
28 #include "object/endsequence_walkleft.hpp"
29 #include "object/endsequence_walkright.hpp"
30 #include "object/level_time.hpp"
31 #include "object/player.hpp"
32 #include "scripting/squirrel_util.hpp"
33 #include "supertux/gameconfig.hpp"
34 #include "supertux/levelintro.hpp"
35 #include "supertux/main.hpp"
36 #include "supertux/mainloop.hpp"
37 #include "supertux/options_menu.hpp"
38 #include "supertux/sector.hpp"
39 #include "util/file_system.hpp"
40 #include "util/gettext.hpp"
41 #include "worldmap/worldmap.hpp"
48 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) :
52 levelfile(levelfile_),
53 best_level_statistics(statistics),
54 capture_demo_stream(0),
55 playback_demo_stream(0),
59 levelintro_shown(false)
64 speed_before_pause = g_main_loop->get_speed();
66 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
70 game_menu.reset(new Menu());
71 game_menu->add_label(level->name);
73 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
74 game_menu->add_submenu(_("Options"), get_options_menu());
76 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
80 GameSession::restart_level()
91 g_main_controller->reset();
95 level.reset(new Level);
97 level->load(levelfile);
98 level->stats.total_coins = level->get_total_coins();
99 level->stats.total_badguys = level->get_total_badguys();
100 level->stats.total_secrets = level->get_total_secrets();
101 level->stats.reset();
103 if(reset_sector != "") {
104 currentsector = level->get_sector(reset_sector);
106 std::stringstream msg;
107 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
108 throw std::runtime_error(msg.str());
110 level->stats.declare_invalid();
111 currentsector->activate(reset_pos);
113 currentsector = level->get_sector("main");
115 throw std::runtime_error("Couldn't find main sector");
117 currentsector->activate("main");
119 } catch(std::exception& e) {
120 log_fatal << "Couldn't start level: " << e.what() << std::endl;
121 g_main_loop->exit_screen();
124 sound_manager->stop_music();
125 currentsector->play_music(LEVEL_MUSIC);
127 if(capture_file != "") {
128 int newSeed=0; // next run uses a new seed
129 while (newSeed == 0) // which is the next non-zero random num.
130 newSeed = systemRandom.rand();
131 g_config->random_seed = systemRandom.srand(newSeed);
132 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
133 record_demo(capture_file);
137 GameSession::~GameSession()
139 delete capture_demo_stream;
140 delete playback_demo_stream;
141 delete demo_controller;
146 GameSession::record_demo(const std::string& filename)
148 delete capture_demo_stream;
150 capture_demo_stream = new std::ofstream(filename.c_str());
151 if(!capture_demo_stream->good()) {
152 std::stringstream msg;
153 msg << "Couldn't open demo file '" << filename << "' for writing.";
154 throw std::runtime_error(msg.str());
156 capture_file = filename;
158 char buf[30]; // save the seed in the demo file
159 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
160 for (int i=0; i==0 || buf[i-1]; i++)
161 capture_demo_stream->put(buf[i]);
165 GameSession::get_demo_random_seed(const std::string& filename)
167 std::istream* test_stream = new std::ifstream(filename.c_str());
168 if(test_stream->good()) {
169 char buf[30]; // recall the seed from the demo file
171 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
172 test_stream->get(buf[i]);
173 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
174 log_info << "Random seed " << seed << " from demo file" << std::endl;
178 log_info << "Demo file contains no random number" << std::endl;
184 GameSession::play_demo(const std::string& filename)
186 delete playback_demo_stream;
187 delete demo_controller;
189 playback_demo_stream = new std::ifstream(filename.c_str());
190 if(!playback_demo_stream->good()) {
191 std::stringstream msg;
192 msg << "Couldn't open demo file '" << filename << "' for reading.";
193 throw std::runtime_error(msg.str());
196 Player& tux = *currentsector->player;
197 demo_controller = new CodeController();
198 tux.set_controller(demo_controller);
200 // skip over random seed, if it exists in the file
201 char buf[30]; // ascii decimal seed
203 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
204 playback_demo_stream->get(buf[i]);
205 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
206 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
210 GameSession::on_escape_press()
212 if(currentsector->player->is_dying() || end_sequence)
214 // Let the timers run out, we fast-forward them to force past a sequence
216 end_sequence->stop();
218 currentsector->player->dying_timer.start(FLT_EPSILON);
219 return; // don't let the player open the menu, when he is dying
222 if(level->on_menukey_script != "") {
223 std::istringstream in(level->on_menukey_script);
224 run_script(in, "OnMenuKeyScript");
231 GameSession::toggle_pause()
235 speed_before_pause = g_main_loop->get_speed();
236 g_main_loop->set_speed(0);
237 Menu::set_current(game_menu.get());
238 game_menu->set_active_item(MNID_CONTINUE);
242 // unpause is done in update() after the menu is processed
246 GameSession::set_editmode(bool edit_mode)
248 if (this->edit_mode == edit_mode) return;
249 this->edit_mode = edit_mode;
251 currentsector->get_players()[0]->set_edit_mode(edit_mode);
255 // entering edit mode
266 GameSession::force_ghost_mode()
268 currentsector->get_players()[0]->set_ghost_mode(true);
272 GameSession::run_script(std::istream& in, const std::string& sourcename)
274 using namespace Scripting;
276 // garbage collect thread list
277 for(ScriptList::iterator i = scripts.begin();
278 i != scripts.end(); ) {
279 HSQOBJECT& object = *i;
280 HSQUIRRELVM vm = object_to_vm(object);
282 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
283 sq_release(global_vm, &object);
284 i = scripts.erase(i);
291 HSQOBJECT object = create_thread(global_vm);
292 scripts.push_back(object);
294 HSQUIRRELVM vm = object_to_vm(object);
296 compile_and_run(vm, in, sourcename);
302 GameSession::process_events()
304 // end of pause mode?
305 // XXX this looks like a fail-safe to unpause the game if there's no menu
306 // XXX having it enabled causes some unexpected problems
307 // XXX hopefully disabling it won't...
309 if(!Menu::current() && game_pause) {
315 if(playback_demo_stream != 0) {
316 demo_controller->update();
323 playback_demo_stream->get(left);
324 playback_demo_stream->get(right);
325 playback_demo_stream->get(up);
326 playback_demo_stream->get(down);
327 playback_demo_stream->get(jump);
328 playback_demo_stream->get(action);
329 demo_controller->press(Controller::LEFT, left);
330 demo_controller->press(Controller::RIGHT, right);
331 demo_controller->press(Controller::UP, up);
332 demo_controller->press(Controller::DOWN, down);
333 demo_controller->press(Controller::JUMP, jump);
334 demo_controller->press(Controller::ACTION, action);
337 // save input for demo?
338 if(capture_demo_stream != 0) {
339 capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
340 capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
341 capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
342 capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
343 capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
344 capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
349 GameSession::check_end_conditions()
351 Player* tux = currentsector->player;
354 if(end_sequence && end_sequence->is_done()) {
356 } else if (!end_sequence && tux->is_dead()) {
362 GameSession::draw(DrawingContext& context)
364 currentsector->draw(context);
372 GameSession::draw_pause(DrawingContext& context)
374 context.draw_filled_rect(
375 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
376 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
380 GameSession::process_menu()
382 Menu* menu = Menu::current();
384 if(menu == game_menu.get()) {
385 switch (game_menu->check()) {
387 Menu::set_current(0);
390 case MNID_ABORTLEVEL:
391 Menu::set_current(0);
392 g_main_loop->exit_screen();
402 if(currentsector != Sector::current()) {
403 currentsector->activate(currentsector->player->get_pos());
405 currentsector->play_music(LEVEL_MUSIC);
407 // Eat unneeded events
409 while(SDL_PollEvent(&event))
412 if (!levelintro_shown) {
413 levelintro_shown = true;
414 g_main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
419 GameSession::update(float elapsed_time)
422 if(g_main_controller->pressed(Controller::PAUSE_MENU))
428 // Unpause the game if the menu has been closed
429 if (game_pause && !Menu::current()) {
430 g_main_loop->set_speed(speed_before_pause);
434 check_end_conditions();
436 // respawning in new sector?
437 if(newsector != "" && newspawnpoint != "") {
438 Sector* sector = level->get_sector(newsector);
440 log_warning << "Sector '" << newsector << "' not found" << std::endl;
441 sector = level->get_sector("main");
443 sector->activate(newspawnpoint);
444 sector->play_music(LEVEL_MUSIC);
445 currentsector = sector;
446 //Keep persistent across sectors
448 currentsector->get_players()[0]->set_edit_mode(edit_mode);
453 // Update the world state and all objects in the world
457 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
458 level->stats.time = play_time;
459 currentsector->update(elapsed_time);
461 if (!end_sequence->is_tux_stopped()) {
462 currentsector->update(elapsed_time);
464 end_sequence->update(elapsed_time);
470 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
476 if(currentsector->player->invincible_timer.started()) {
477 if(currentsector->player->invincible_timer.get_timeleft() <=
478 TUX_INVINCIBLE_TIME_WARNING) {
479 currentsector->play_music(HERRING_WARNING_MUSIC);
481 currentsector->play_music(HERRING_MUSIC);
483 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
484 currentsector->play_music(LEVEL_MUSIC);
489 GameSession::finish(bool win)
491 using namespace WorldMapNS;
499 if(WorldMap::current())
500 WorldMap::current()->finished_level(level.get());
503 g_main_loop->exit_screen();
507 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
510 newspawnpoint = spawnpoint;
514 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
516 reset_sector = sector;
521 GameSession::get_working_directory()
523 return FileSystem::dirname(levelfile);
527 GameSession::start_sequence(const std::string& sequencename)
529 // do not play sequences when in edit mode
535 // handle special "stoptux" sequence
536 if (sequencename == "stoptux") {
538 log_warning << "Final target reached without an active end sequence" << std::endl;
539 this->start_sequence("endsequence");
541 if (end_sequence) end_sequence->stop_tux();
545 // abort if a sequence is already playing
549 if (sequencename == "endsequence") {
550 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
551 end_sequence = new EndSequenceWalkLeft();
553 end_sequence = new EndSequenceWalkRight();
555 } else if (sequencename == "fireworks") {
556 end_sequence = new EndSequenceFireworks();
558 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
562 /* slow down the game for end-sequence */
563 g_main_loop->set_speed(0.5f);
565 currentsector->add_object(end_sequence);
566 end_sequence->start();
568 sound_manager->play_music("music/leveldone.music", false);
569 currentsector->player->invincible_timer.start(10000.0f);
572 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
573 i != currentsector->gameobjects.end(); ++i)
575 GameObject* obj = *i;
577 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
585 GameSession::drawstatus(DrawingContext& context)
587 player_status->draw(context);
589 // draw level stats while end_sequence is running
591 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());