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 "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/levelintro.hpp"
36 #include "supertux/globals.hpp"
37 #include "supertux/screen_manager.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/game_menu.hpp"
40 #include "supertux/menu/options_menu.hpp"
41 #include "supertux/sector.hpp"
42 #include "util/file_system.hpp"
43 #include "util/gettext.hpp"
44 #include "worldmap/worldmap.hpp"
46 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
48 statistics_backdrop(),
56 levelfile(levelfile_),
61 best_level_statistics(statistics),
62 player_status(player_status),
63 capture_demo_stream(0),
65 playback_demo_stream(0),
70 levelintro_shown(false)
75 speed_before_pause = g_screen_manager->get_speed();
77 statistics_backdrop = Surface::create("images/engine/menu/score-backdrop.png");
81 game_menu.reset(new GameMenu(*level));
85 GameSession::restart_level()
96 g_main_controller->reset();
100 level.reset(new Level);
102 level->load(levelfile);
103 level->stats.total_coins = level->get_total_coins();
104 level->stats.total_badguys = level->get_total_badguys();
105 level->stats.total_secrets = level->get_total_secrets();
106 level->stats.reset();
108 if(reset_sector != "") {
109 currentsector = level->get_sector(reset_sector);
111 std::stringstream msg;
112 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
113 throw std::runtime_error(msg.str());
115 level->stats.declare_invalid();
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();
129 sound_manager->stop_music();
130 currentsector->play_music(LEVEL_MUSIC);
132 if(capture_file != "") {
133 int newSeed=0; // next run uses a new seed
134 while (newSeed == 0) // which is the next non-zero random num.
135 newSeed = systemRandom.rand();
136 g_config->random_seed = systemRandom.srand(newSeed);
137 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
138 record_demo(capture_file);
142 GameSession::~GameSession()
144 delete capture_demo_stream;
145 delete playback_demo_stream;
146 delete demo_controller;
150 GameSession::record_demo(const std::string& filename)
152 delete capture_demo_stream;
154 capture_demo_stream = new std::ofstream(filename.c_str());
155 if(!capture_demo_stream->good()) {
156 std::stringstream msg;
157 msg << "Couldn't open demo file '" << filename << "' for writing.";
158 throw std::runtime_error(msg.str());
160 capture_file = filename;
162 char buf[30]; // save the seed in the demo file
163 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
164 for (int i=0; i==0 || buf[i-1]; i++)
165 capture_demo_stream->put(buf[i]);
169 GameSession::get_demo_random_seed(const std::string& filename)
171 std::istream* test_stream = new std::ifstream(filename.c_str());
172 if(test_stream->good()) {
173 char buf[30]; // recall the seed from the demo file
175 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
176 test_stream->get(buf[i]);
177 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
178 log_info << "Random seed " << seed << " from demo file" << std::endl;
182 log_info << "Demo file contains no random number" << std::endl;
188 GameSession::play_demo(const std::string& filename)
190 delete playback_demo_stream;
191 delete demo_controller;
193 playback_demo_stream = new std::ifstream(filename.c_str());
194 if(!playback_demo_stream->good()) {
195 std::stringstream msg;
196 msg << "Couldn't open demo file '" << filename << "' for reading.";
197 throw std::runtime_error(msg.str());
200 Player& tux = *currentsector->player;
201 demo_controller = new CodeController();
202 tux.set_controller(demo_controller);
204 // skip over random seed, if it exists in the file
205 char buf[30]; // ascii decimal seed
207 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
208 playback_demo_stream->get(buf[i]);
209 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
210 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
214 GameSession::on_escape_press()
216 if(currentsector->player->is_dying() || end_sequence)
218 // Let the timers run out, we fast-forward them to force past a sequence
220 end_sequence->stop();
222 currentsector->player->dying_timer.start(FLT_EPSILON);
223 return; // don't let the player open the menu, when he is dying
226 if(level->on_menukey_script != "") {
227 std::istringstream in(level->on_menukey_script);
228 run_script(in, "OnMenuKeyScript");
235 GameSession::toggle_pause()
239 speed_before_pause = g_screen_manager->get_speed();
240 g_screen_manager->set_speed(0);
241 MenuManager::set_current(game_menu.get());
242 game_menu->set_active_item(MNID_CONTINUE);
246 // unpause is done in update() after the menu is processed
250 GameSession::set_editmode(bool edit_mode)
252 if (this->edit_mode == edit_mode) return;
253 this->edit_mode = edit_mode;
255 currentsector->get_players()[0]->set_edit_mode(edit_mode);
259 // entering edit mode
270 GameSession::force_ghost_mode()
272 currentsector->get_players()[0]->set_ghost_mode(true);
276 GameSession::run_script(std::istream& in, const std::string& sourcename)
278 using namespace scripting;
280 // garbage collect thread list
281 for(ScriptList::iterator i = scripts.begin();
282 i != scripts.end(); ) {
283 HSQOBJECT& object = *i;
284 HSQUIRRELVM vm = object_to_vm(object);
286 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
287 sq_release(global_vm, &object);
288 i = scripts.erase(i);
295 HSQOBJECT object = create_thread(global_vm);
296 scripts.push_back(object);
298 HSQUIRRELVM vm = object_to_vm(object);
300 compile_and_run(vm, in, sourcename);
306 GameSession::process_events()
308 // end of pause mode?
309 // XXX this looks like a fail-safe to unpause the game if there's no menu
310 // XXX having it enabled causes some unexpected problems
311 // XXX hopefully disabling it won't...
313 if(!Menu::current() && game_pause) {
319 if(playback_demo_stream != 0) {
320 demo_controller->update();
327 playback_demo_stream->get(left);
328 playback_demo_stream->get(right);
329 playback_demo_stream->get(up);
330 playback_demo_stream->get(down);
331 playback_demo_stream->get(jump);
332 playback_demo_stream->get(action);
333 demo_controller->press(Controller::LEFT, left);
334 demo_controller->press(Controller::RIGHT, right);
335 demo_controller->press(Controller::UP, up);
336 demo_controller->press(Controller::DOWN, down);
337 demo_controller->press(Controller::JUMP, jump);
338 demo_controller->press(Controller::ACTION, action);
341 // save input for demo?
342 if(capture_demo_stream != 0) {
343 capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
344 capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
345 capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
346 capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
347 capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
348 capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
353 GameSession::check_end_conditions()
355 Player* tux = currentsector->player;
358 if(end_sequence && end_sequence->is_done()) {
360 } else if (!end_sequence && tux->is_dead()) {
366 GameSession::draw(DrawingContext& context)
368 currentsector->draw(context);
376 GameSession::draw_pause(DrawingContext& context)
378 context.draw_filled_rect(
379 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
380 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
384 GameSession::process_menu()
386 Menu* menu = MenuManager::current();
388 if(menu == game_menu.get()) {
389 switch (game_menu->check()) {
391 MenuManager::set_current(0);
394 case MNID_ABORTLEVEL:
395 MenuManager::set_current(0);
396 g_screen_manager->exit_screen();
406 if(currentsector != Sector::current()) {
407 currentsector->activate(currentsector->player->get_pos());
409 currentsector->play_music(LEVEL_MUSIC);
411 // Eat unneeded events
413 while(SDL_PollEvent(&event))
416 if (!levelintro_shown) {
417 levelintro_shown = true;
418 g_screen_manager->push_screen(new LevelIntro(level.get(), best_level_statistics));
423 GameSession::update(float elapsed_time)
426 if(g_main_controller->pressed(Controller::PAUSE_MENU))
432 // Unpause the game if the menu has been closed
433 if (game_pause && !MenuManager::current()) {
434 g_screen_manager->set_speed(speed_before_pause);
438 check_end_conditions();
440 // respawning in new sector?
441 if(newsector != "" && newspawnpoint != "") {
442 Sector* sector = level->get_sector(newsector);
444 log_warning << "Sector '" << newsector << "' not found" << std::endl;
445 sector = level->get_sector("main");
447 sector->activate(newspawnpoint);
448 sector->play_music(LEVEL_MUSIC);
449 currentsector = sector;
450 //Keep persistent across sectors
452 currentsector->get_players()[0]->set_edit_mode(edit_mode);
457 // Update the world state and all objects in the world
461 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
462 level->stats.time = play_time;
463 currentsector->update(elapsed_time);
465 if (!end_sequence->is_tux_stopped()) {
466 currentsector->update(elapsed_time);
468 end_sequence->update(elapsed_time);
474 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
480 if(currentsector->player->invincible_timer.started()) {
481 if(currentsector->player->invincible_timer.get_timeleft() <=
482 TUX_INVINCIBLE_TIME_WARNING) {
483 currentsector->play_music(HERRING_WARNING_MUSIC);
485 currentsector->play_music(HERRING_MUSIC);
487 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
488 currentsector->play_music(LEVEL_MUSIC);
493 GameSession::finish(bool win)
495 using namespace worldmap;
503 if(WorldMap::current())
504 WorldMap::current()->finished_level(level.get());
507 g_screen_manager->exit_screen();
511 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
514 newspawnpoint = spawnpoint;
518 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
520 reset_sector = sector;
525 GameSession::get_working_directory()
527 return FileSystem::dirname(levelfile);
531 GameSession::start_sequence(const std::string& sequencename)
533 // do not play sequences when in edit mode
539 // handle special "stoptux" sequence
540 if (sequencename == "stoptux") {
542 log_warning << "Final target reached without an active end sequence" << std::endl;
543 this->start_sequence("endsequence");
545 if (end_sequence) end_sequence->stop_tux();
549 // abort if a sequence is already playing
553 if (sequencename == "endsequence") {
554 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
555 end_sequence = new EndSequenceWalkLeft();
557 end_sequence = new EndSequenceWalkRight();
559 } else if (sequencename == "fireworks") {
560 end_sequence = new EndSequenceFireworks();
562 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
566 /* slow down the game for end-sequence */
567 g_screen_manager->set_speed(0.5f);
569 currentsector->add_object(end_sequence);
570 end_sequence->start();
572 sound_manager->play_music("music/leveldone.music", false);
573 currentsector->player->invincible_timer.start(10000.0f);
576 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
577 i != currentsector->gameobjects.end(); ++i)
579 GameObject* obj = *i;
581 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
589 GameSession::drawstatus(DrawingContext& context)
591 player_status->draw(context);
593 // draw level stats while end_sequence is running
595 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);