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);
252 SoundManager::current()->pause_music();
256 // unpause is done in update() after the menu is processed
260 GameSession::abort_level()
262 MenuManager::instance().clear_menu_stack();
263 ScreenManager::current()->pop_screen();
264 currentsector->player->set_bonus(bonus_at_start);
265 PlayerStatus *currentStatus = m_savegame.get_player_status();
266 currentStatus->coins = coins_at_start;
267 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
268 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
272 GameSession::set_editmode(bool edit_mode_)
274 if (this->edit_mode == edit_mode_) return;
275 this->edit_mode = edit_mode_;
277 currentsector->get_players()[0]->set_edit_mode(edit_mode_);
281 // entering edit mode
292 GameSession::force_ghost_mode()
294 currentsector->get_players()[0]->set_ghost_mode(true);
298 GameSession::run_script(std::istream& in, const std::string& sourcename)
300 using namespace scripting;
302 // garbage collect thread list
303 for(ScriptList::iterator i = scripts.begin();
304 i != scripts.end(); ) {
305 HSQOBJECT& object = *i;
306 HSQUIRRELVM vm = object_to_vm(object);
308 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
309 sq_release(global_vm, &object);
310 i = scripts.erase(i);
317 HSQOBJECT object = create_thread(global_vm);
318 scripts.push_back(object);
320 HSQUIRRELVM vm = object_to_vm(object);
322 compile_and_run(vm, in, sourcename);
328 GameSession::process_events()
331 if(playback_demo_stream != 0) {
332 demo_controller->update();
339 playback_demo_stream->get(left);
340 playback_demo_stream->get(right);
341 playback_demo_stream->get(up);
342 playback_demo_stream->get(down);
343 playback_demo_stream->get(jump);
344 playback_demo_stream->get(action);
345 demo_controller->press(Controller::LEFT, left);
346 demo_controller->press(Controller::RIGHT, right);
347 demo_controller->press(Controller::UP, up);
348 demo_controller->press(Controller::DOWN, down);
349 demo_controller->press(Controller::JUMP, jump);
350 demo_controller->press(Controller::ACTION, action);
353 // save input for demo?
354 if(capture_demo_stream != 0) {
355 Controller *controller = InputManager::current()->get_controller();
356 capture_demo_stream ->put(controller->hold(Controller::LEFT));
357 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
358 capture_demo_stream ->put(controller->hold(Controller::UP));
359 capture_demo_stream ->put(controller->hold(Controller::DOWN));
360 capture_demo_stream ->put(controller->hold(Controller::JUMP));
361 capture_demo_stream ->put(controller->hold(Controller::ACTION));
366 GameSession::check_end_conditions()
368 Player* tux = currentsector->player;
371 if(end_sequence && end_sequence->is_done()) {
373 } else if (!end_sequence && tux->is_dead()) {
379 GameSession::draw(DrawingContext& context)
381 currentsector->draw(context);
389 GameSession::draw_pause(DrawingContext& context)
391 context.draw_filled_rect(
392 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
393 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
399 if (currentsector == NULL)
402 if(currentsector != Sector::current()) {
403 currentsector->activate(currentsector->player->get_pos());
405 currentsector->play_music(LEVEL_MUSIC);
407 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
408 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
409 levelintro_shown = true;
410 ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
420 GameSession::update(float elapsed_time)
423 if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
424 InputManager::current()->get_controller()->pressed(Controller::START))
429 if(InputManager::current()->get_controller()->pressed(Controller::CHEAT_MENU) &&
430 g_config->developer_mode)
432 if (!MenuManager::instance().is_active())
435 MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
441 // Unpause the game if the menu has been closed
442 if (game_pause && !MenuManager::instance().is_active()) {
443 ScreenManager::current()->set_speed(speed_before_pause);
444 SoundManager::current()->resume_music();
448 check_end_conditions();
450 // respawning in new sector?
451 if(newsector != "" && newspawnpoint != "") {
452 Sector* sector = level->get_sector(newsector);
454 log_warning << "Sector '" << newsector << "' not found" << std::endl;
455 sector = level->get_sector("main");
457 sector->activate(newspawnpoint);
458 sector->play_music(LEVEL_MUSIC);
459 currentsector = sector;
460 //Keep persistent across sectors
462 currentsector->get_players()[0]->set_edit_mode(edit_mode);
467 // Update the world state and all objects in the world
471 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
472 level->stats.time = play_time;
473 currentsector->update(elapsed_time);
475 if (!end_sequence->is_tux_stopped()) {
476 currentsector->update(elapsed_time);
478 end_sequence->update(elapsed_time);
484 if (currentsector && currentsector->camera) SoundManager::current()->set_listener_position(currentsector->camera->get_center());
490 if(currentsector->player->invincible_timer.started()) {
491 if(currentsector->player->invincible_timer.get_timeleft() <=
492 TUX_INVINCIBLE_TIME_WARNING) {
493 currentsector->play_music(HERRING_WARNING_MUSIC);
495 currentsector->play_music(HERRING_MUSIC);
497 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
498 currentsector->play_music(LEVEL_MUSIC);
503 GameSession::finish(bool win)
505 using namespace worldmap;
513 if(WorldMap::current())
515 WorldMap::current()->finished_level(level.get());
518 if (LevelsetScreen::current())
520 LevelsetScreen::current()->finished_level(win);
524 ScreenManager::current()->pop_screen();
528 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
531 newspawnpoint = spawnpoint;
535 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
537 reset_sector = sector;
542 GameSession::get_working_directory()
544 return FileSystem::dirname(levelfile);
548 GameSession::start_sequence(const std::string& sequencename)
550 // do not play sequences when in edit mode
556 // handle special "stoptux" sequence
557 if (sequencename == "stoptux") {
559 log_warning << "Final target reached without an active end sequence" << std::endl;
560 this->start_sequence("endsequence");
562 if (end_sequence) end_sequence->stop_tux();
566 // abort if a sequence is already playing
570 if (sequencename == "endsequence") {
571 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
572 end_sequence = std::make_shared<EndSequenceWalkLeft>();
574 end_sequence = std::make_shared<EndSequenceWalkRight>();
576 } else if (sequencename == "fireworks") {
577 end_sequence = std::make_shared<EndSequenceFireworks>();
579 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
583 /* slow down the game for end-sequence */
584 ScreenManager::current()->set_speed(0.5f);
586 currentsector->add_object(end_sequence);
587 end_sequence->start();
589 SoundManager::current()->play_music("music/leveldone.ogg", false);
590 currentsector->player->set_winning();
593 for(auto i = currentsector->gameobjects.begin();
594 i != currentsector->gameobjects.end(); ++i)
596 GameObjectPtr obj = *i;
598 auto lt = std::dynamic_pointer_cast<LevelTime>(obj);
606 GameSession::drawstatus(DrawingContext& context)
608 m_savegame.get_player_status()->draw(context);
610 // draw level stats while end_sequence is running
612 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);