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/scripting.hpp"
34 #include "scripting/squirrel_util.hpp"
35 #include "scripting/squirrel_util.hpp"
36 #include "supertux/gameconfig.hpp"
37 #include "supertux/globals.hpp"
38 #include "supertux/levelintro.hpp"
39 #include "supertux/levelset_screen.hpp"
40 #include "supertux/menu/menu_storage.hpp"
41 #include "supertux/menu/options_menu.hpp"
42 #include "supertux/player_status.hpp"
43 #include "supertux/savegame.hpp"
44 #include "supertux/screen_fade.hpp"
45 #include "supertux/screen_manager.hpp"
46 #include "supertux/sector.hpp"
47 #include "util/file_system.hpp"
48 #include "util/gettext.hpp"
49 #include "worldmap/worldmap.hpp"
51 GameSession::GameSession(const std::string& levelfile_, Savegame& savegame, Statistics* statistics) :
53 statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
55 currentsector(nullptr),
60 speed_before_pause(ScreenManager::current()->get_speed()),
61 levelfile(levelfile_),
66 best_level_statistics(statistics),
68 capture_demo_stream(0),
70 playback_demo_stream(0),
74 levelintro_shown(false),
77 max_fire_bullets_at_start(),
78 max_ice_bullets_at_start()
80 if (restart_level() != 0)
81 throw std::runtime_error ("Initializing the level failed.");
85 GameSession::restart_level()
87 PlayerStatus* currentStatus = m_savegame.get_player_status();
88 coins_at_start = currentStatus->coins;
89 bonus_at_start = currentStatus->bonus;
90 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
91 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
101 InputManager::current()->reset();
105 level.reset(new Level);
107 level->load(levelfile);
108 level->stats.total_coins = level->get_total_coins();
109 level->stats.total_badguys = level->get_total_badguys();
110 level->stats.total_secrets = level->get_total_secrets();
111 level->stats.reset();
113 if(reset_sector != "") {
114 currentsector = level->get_sector(reset_sector);
116 std::stringstream msg;
117 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
118 throw std::runtime_error(msg.str());
120 currentsector->activate(reset_pos);
122 currentsector = level->get_sector("main");
124 throw std::runtime_error("Couldn't find main sector");
126 currentsector->activate("main");
128 } catch(std::exception& e) {
129 log_fatal << "Couldn't start level: " << e.what() << std::endl;
130 ScreenManager::current()->pop_screen();
134 SoundManager::current()->stop_music();
135 currentsector->play_music(LEVEL_MUSIC);
137 if(capture_file != "") {
138 int newSeed=0; // next run uses a new seed
139 while (newSeed == 0) // which is the next non-zero random num.
140 newSeed = gameRandom.rand();
141 g_config->random_seed = gameRandom.srand(newSeed);
142 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
143 record_demo(capture_file);
149 GameSession::~GameSession()
151 delete capture_demo_stream;
152 delete playback_demo_stream;
153 delete demo_controller;
157 GameSession::record_demo(const std::string& filename)
159 delete capture_demo_stream;
161 capture_demo_stream = new std::ofstream(filename.c_str());
162 if(!capture_demo_stream->good()) {
163 std::stringstream msg;
164 msg << "Couldn't open demo file '" << filename << "' for writing.";
165 throw std::runtime_error(msg.str());
167 capture_file = filename;
169 char buf[30]; // save the seed in the demo file
170 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
171 for (int i=0; i==0 || buf[i-1]; i++)
172 capture_demo_stream->put(buf[i]);
176 GameSession::get_demo_random_seed(const std::string& filename)
178 std::istream* test_stream = new std::ifstream(filename.c_str());
179 if(test_stream->good()) {
180 char buf[30]; // recall the seed from the demo file
182 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
183 test_stream->get(buf[i]);
184 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
185 log_info << "Random seed " << seed << " from demo file" << std::endl;
189 log_info << "Demo file contains no random number" << std::endl;
192 test_stream = nullptr;
197 GameSession::play_demo(const std::string& filename)
199 delete playback_demo_stream;
200 delete demo_controller;
202 playback_demo_stream = new std::ifstream(filename.c_str());
203 if(!playback_demo_stream->good()) {
204 std::stringstream msg;
205 msg << "Couldn't open demo file '" << filename << "' for reading.";
206 throw std::runtime_error(msg.str());
209 Player& tux = *currentsector->player;
210 demo_controller = new CodeController();
211 tux.set_controller(demo_controller);
213 // skip over random seed, if it exists in the file
214 char buf[30]; // ascii decimal seed
216 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
217 playback_demo_stream->get(buf[i]);
218 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
219 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
223 GameSession::on_escape_press()
225 if(currentsector->player->is_dying() || end_sequence)
227 // Let the timers run out, we fast-forward them to force past a sequence
229 end_sequence->stop();
231 currentsector->player->dying_timer.start(FLT_EPSILON);
232 return; // don't let the player open the menu, when he is dying
235 if(level->on_menukey_script != "") {
236 std::istringstream in(level->on_menukey_script);
237 run_script(in, "OnMenuKeyScript");
244 GameSession::toggle_pause()
247 if (!game_pause && !MenuManager::instance().is_active())
249 speed_before_pause = ScreenManager::current()->get_speed();
250 ScreenManager::current()->set_speed(0);
251 MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
255 // unpause is done in update() after the menu is processed
259 GameSession::abort_level()
261 MenuManager::instance().clear_menu_stack();
262 ScreenManager::current()->pop_screen();
263 currentsector->player->set_bonus(bonus_at_start);
264 PlayerStatus *currentStatus = m_savegame.get_player_status();
265 currentStatus->coins = coins_at_start;
266 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
267 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
271 GameSession::set_editmode(bool edit_mode_)
273 if (this->edit_mode == edit_mode_) return;
274 this->edit_mode = edit_mode_;
276 currentsector->get_players()[0]->set_edit_mode(edit_mode_);
280 // entering edit mode
291 GameSession::force_ghost_mode()
293 currentsector->get_players()[0]->set_ghost_mode(true);
297 GameSession::run_script(std::istream& in, const std::string& sourcename)
299 using namespace scripting;
301 // garbage collect thread list
302 for(ScriptList::iterator i = scripts.begin();
303 i != scripts.end(); ) {
304 HSQOBJECT& object = *i;
305 HSQUIRRELVM vm = object_to_vm(object);
307 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
308 sq_release(global_vm, &object);
309 i = scripts.erase(i);
316 HSQOBJECT object = create_thread(global_vm);
317 scripts.push_back(object);
319 HSQUIRRELVM vm = object_to_vm(object);
321 compile_and_run(vm, in, sourcename);
327 GameSession::process_events()
330 if(playback_demo_stream != 0) {
331 demo_controller->update();
338 playback_demo_stream->get(left);
339 playback_demo_stream->get(right);
340 playback_demo_stream->get(up);
341 playback_demo_stream->get(down);
342 playback_demo_stream->get(jump);
343 playback_demo_stream->get(action);
344 demo_controller->press(Controller::LEFT, left);
345 demo_controller->press(Controller::RIGHT, right);
346 demo_controller->press(Controller::UP, up);
347 demo_controller->press(Controller::DOWN, down);
348 demo_controller->press(Controller::JUMP, jump);
349 demo_controller->press(Controller::ACTION, action);
352 // save input for demo?
353 if(capture_demo_stream != 0) {
354 Controller *controller = InputManager::current()->get_controller();
355 capture_demo_stream ->put(controller->hold(Controller::LEFT));
356 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
357 capture_demo_stream ->put(controller->hold(Controller::UP));
358 capture_demo_stream ->put(controller->hold(Controller::DOWN));
359 capture_demo_stream ->put(controller->hold(Controller::JUMP));
360 capture_demo_stream ->put(controller->hold(Controller::ACTION));
365 GameSession::check_end_conditions()
367 Player* tux = currentsector->player;
370 if(end_sequence && end_sequence->is_done()) {
372 } else if (!end_sequence && tux->is_dead()) {
378 GameSession::draw(DrawingContext& context)
380 currentsector->draw(context);
388 GameSession::draw_pause(DrawingContext& context)
390 context.draw_filled_rect(
391 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
392 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
398 if (currentsector == NULL)
401 if(currentsector != Sector::current()) {
402 currentsector->activate(currentsector->player->get_pos());
404 currentsector->play_music(LEVEL_MUSIC);
406 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
407 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
408 levelintro_shown = true;
409 ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
419 GameSession::update(float elapsed_time)
422 if(InputManager::current()->get_controller()->pressed(Controller::PAUSE_MENU))
427 if(InputManager::current()->get_controller()->pressed(Controller::CHEAT_MENU) &&
428 g_config->developer_mode)
430 if (!MenuManager::instance().is_active())
433 MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
439 // Unpause the game if the menu has been closed
440 if (game_pause && !MenuManager::instance().is_active()) {
441 ScreenManager::current()->set_speed(speed_before_pause);
445 check_end_conditions();
447 // respawning in new sector?
448 if(newsector != "" && newspawnpoint != "") {
449 Sector* sector = level->get_sector(newsector);
451 log_warning << "Sector '" << newsector << "' not found" << std::endl;
452 sector = level->get_sector("main");
454 sector->activate(newspawnpoint);
455 sector->play_music(LEVEL_MUSIC);
456 currentsector = sector;
457 //Keep persistent across sectors
459 currentsector->get_players()[0]->set_edit_mode(edit_mode);
464 // Update the world state and all objects in the world
468 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
469 level->stats.time = play_time;
470 currentsector->update(elapsed_time);
472 if (!end_sequence->is_tux_stopped()) {
473 currentsector->update(elapsed_time);
475 end_sequence->update(elapsed_time);
481 if (currentsector && currentsector->camera) SoundManager::current()->set_listener_position(currentsector->camera->get_center());
487 if(currentsector->player->invincible_timer.started()) {
488 if(currentsector->player->invincible_timer.get_timeleft() <=
489 TUX_INVINCIBLE_TIME_WARNING) {
490 currentsector->play_music(HERRING_WARNING_MUSIC);
492 currentsector->play_music(HERRING_MUSIC);
494 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
495 currentsector->play_music(LEVEL_MUSIC);
500 GameSession::finish(bool win)
502 using namespace worldmap;
510 if(WorldMap::current())
512 WorldMap::current()->finished_level(level.get());
515 if (LevelsetScreen::current())
517 LevelsetScreen::current()->finished_level(win);
521 ScreenManager::current()->pop_screen();
525 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
528 newspawnpoint = spawnpoint;
532 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
534 reset_sector = sector;
539 GameSession::get_working_directory()
541 return FileSystem::dirname(levelfile);
545 GameSession::start_sequence(const std::string& sequencename)
547 // do not play sequences when in edit mode
553 // handle special "stoptux" sequence
554 if (sequencename == "stoptux") {
556 log_warning << "Final target reached without an active end sequence" << std::endl;
557 this->start_sequence("endsequence");
559 if (end_sequence) end_sequence->stop_tux();
563 // abort if a sequence is already playing
567 if (sequencename == "endsequence") {
568 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
569 end_sequence = new EndSequenceWalkLeft();
571 end_sequence = new EndSequenceWalkRight();
573 } else if (sequencename == "fireworks") {
574 end_sequence = new EndSequenceFireworks();
576 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
580 /* slow down the game for end-sequence */
581 ScreenManager::current()->set_speed(0.5f);
583 currentsector->add_object(end_sequence);
584 end_sequence->start();
586 SoundManager::current()->play_music("music/leveldone.ogg", false);
587 currentsector->player->set_winning();
590 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
591 i != currentsector->gameobjects.end(); ++i)
593 GameObject* obj = *i;
595 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
603 GameSession::drawstatus(DrawingContext& context)
605 m_savegame.get_player_status()->draw(context);
607 // draw level stats while end_sequence is running
609 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);