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->pop_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;
188 test_stream = nullptr;
193 GameSession::play_demo(const std::string& filename)
195 delete playback_demo_stream;
196 delete demo_controller;
198 playback_demo_stream = new std::ifstream(filename.c_str());
199 if(!playback_demo_stream->good()) {
200 std::stringstream msg;
201 msg << "Couldn't open demo file '" << filename << "' for reading.";
202 throw std::runtime_error(msg.str());
205 Player& tux = *currentsector->player;
206 demo_controller = new CodeController();
207 tux.set_controller(demo_controller);
209 // skip over random seed, if it exists in the file
210 char buf[30]; // ascii decimal seed
212 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
213 playback_demo_stream->get(buf[i]);
214 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
215 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
219 GameSession::on_escape_press()
221 if(currentsector->player->is_dying() || end_sequence)
223 // Let the timers run out, we fast-forward them to force past a sequence
225 end_sequence->stop();
227 currentsector->player->dying_timer.start(FLT_EPSILON);
228 return; // don't let the player open the menu, when he is dying
231 if(level->on_menukey_script != "") {
232 std::istringstream in(level->on_menukey_script);
233 run_script(in, "OnMenuKeyScript");
240 GameSession::toggle_pause()
244 speed_before_pause = g_screen_manager->get_speed();
245 g_screen_manager->set_speed(0);
246 MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
250 // unpause is done in update() after the menu is processed
254 GameSession::abort_level()
256 MenuManager::instance().clear_menu_stack();
257 g_screen_manager->pop_screen();
258 currentsector->player->set_bonus(bonus_at_start);
259 PlayerStatus *currentStatus = get_player_status();
260 currentStatus->coins = coins_at_start;
261 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
262 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
266 GameSession::set_editmode(bool edit_mode)
268 if (this->edit_mode == edit_mode) return;
269 this->edit_mode = edit_mode;
271 currentsector->get_players()[0]->set_edit_mode(edit_mode);
275 // entering edit mode
286 GameSession::force_ghost_mode()
288 currentsector->get_players()[0]->set_ghost_mode(true);
292 GameSession::run_script(std::istream& in, const std::string& sourcename)
294 using namespace scripting;
296 // garbage collect thread list
297 for(ScriptList::iterator i = scripts.begin();
298 i != scripts.end(); ) {
299 HSQOBJECT& object = *i;
300 HSQUIRRELVM vm = object_to_vm(object);
302 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
303 sq_release(global_vm, &object);
304 i = scripts.erase(i);
311 HSQOBJECT object = create_thread(global_vm);
312 scripts.push_back(object);
314 HSQUIRRELVM vm = object_to_vm(object);
316 compile_and_run(vm, in, sourcename);
322 GameSession::process_events()
325 if(playback_demo_stream != 0) {
326 demo_controller->update();
333 playback_demo_stream->get(left);
334 playback_demo_stream->get(right);
335 playback_demo_stream->get(up);
336 playback_demo_stream->get(down);
337 playback_demo_stream->get(jump);
338 playback_demo_stream->get(action);
339 demo_controller->press(Controller::LEFT, left);
340 demo_controller->press(Controller::RIGHT, right);
341 demo_controller->press(Controller::UP, up);
342 demo_controller->press(Controller::DOWN, down);
343 demo_controller->press(Controller::JUMP, jump);
344 demo_controller->press(Controller::ACTION, action);
347 // save input for demo?
348 if(capture_demo_stream != 0) {
349 Controller *controller = g_input_manager->get_controller();
350 capture_demo_stream ->put(controller->hold(Controller::LEFT));
351 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
352 capture_demo_stream ->put(controller->hold(Controller::UP));
353 capture_demo_stream ->put(controller->hold(Controller::DOWN));
354 capture_demo_stream ->put(controller->hold(Controller::JUMP));
355 capture_demo_stream ->put(controller->hold(Controller::ACTION));
360 GameSession::check_end_conditions()
362 Player* tux = currentsector->player;
365 if(end_sequence && end_sequence->is_done()) {
367 } else if (!end_sequence && tux->is_dead()) {
373 GameSession::draw(DrawingContext& context)
375 currentsector->draw(context);
383 GameSession::draw_pause(DrawingContext& context)
385 context.draw_filled_rect(
386 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
387 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
393 if (currentsector == NULL)
396 if(currentsector != Sector::current()) {
397 currentsector->activate(currentsector->player->get_pos());
399 currentsector->play_music(LEVEL_MUSIC);
401 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
402 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
403 levelintro_shown = true;
404 g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
409 GameSession::update(float elapsed_time)
412 if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
416 MenuManager::instance().check_menu();
418 // Unpause the game if the menu has been closed
419 if (game_pause && !MenuManager::instance().is_active()) {
420 g_screen_manager->set_speed(speed_before_pause);
424 check_end_conditions();
426 // respawning in new sector?
427 if(newsector != "" && newspawnpoint != "") {
428 Sector* sector = level->get_sector(newsector);
430 log_warning << "Sector '" << newsector << "' not found" << std::endl;
431 sector = level->get_sector("main");
433 sector->activate(newspawnpoint);
434 sector->play_music(LEVEL_MUSIC);
435 currentsector = sector;
436 //Keep persistent across sectors
438 currentsector->get_players()[0]->set_edit_mode(edit_mode);
443 // Update the world state and all objects in the world
447 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
448 level->stats.time = play_time;
449 currentsector->update(elapsed_time);
451 if (!end_sequence->is_tux_stopped()) {
452 currentsector->update(elapsed_time);
454 end_sequence->update(elapsed_time);
460 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
466 if(currentsector->player->invincible_timer.started()) {
467 if(currentsector->player->invincible_timer.get_timeleft() <=
468 TUX_INVINCIBLE_TIME_WARNING) {
469 currentsector->play_music(HERRING_WARNING_MUSIC);
471 currentsector->play_music(HERRING_MUSIC);
473 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
474 currentsector->play_music(LEVEL_MUSIC);
479 GameSession::finish(bool win)
481 using namespace worldmap;
489 if(WorldMap::current())
490 WorldMap::current()->finished_level(level.get());
493 g_screen_manager->pop_screen();
497 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
500 newspawnpoint = spawnpoint;
504 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
506 reset_sector = sector;
511 GameSession::get_working_directory()
513 return FileSystem::dirname(levelfile);
517 GameSession::start_sequence(const std::string& sequencename)
519 // do not play sequences when in edit mode
525 // handle special "stoptux" sequence
526 if (sequencename == "stoptux") {
528 log_warning << "Final target reached without an active end sequence" << std::endl;
529 this->start_sequence("endsequence");
531 if (end_sequence) end_sequence->stop_tux();
535 // abort if a sequence is already playing
539 if (sequencename == "endsequence") {
540 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
541 end_sequence = new EndSequenceWalkLeft();
543 end_sequence = new EndSequenceWalkRight();
545 } else if (sequencename == "fireworks") {
546 end_sequence = new EndSequenceFireworks();
548 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
552 /* slow down the game for end-sequence */
553 g_screen_manager->set_speed(0.5f);
555 currentsector->add_object(end_sequence);
556 end_sequence->start();
558 sound_manager->play_music("music/leveldone.ogg", false);
559 currentsector->player->set_winning();
562 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
563 i != currentsector->gameobjects.end(); ++i)
565 GameObject* obj = *i;
567 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
575 GameSession::drawstatus(DrawingContext& context)
577 player_status->draw(context);
579 // draw level stats while end_sequence is running
581 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);