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/game_menu.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/options_menu.hpp"
40 #include "supertux/player_status.hpp"
41 #include "supertux/screen_fade.hpp"
42 #include "supertux/screen_manager.hpp"
43 #include "supertux/sector.hpp"
44 #include "util/file_system.hpp"
45 #include "util/gettext.hpp"
46 #include "worldmap/worldmap.hpp"
48 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
50 statistics_backdrop(),
58 levelfile(levelfile_),
63 best_level_statistics(statistics),
64 player_status(player_status),
65 capture_demo_stream(0),
67 playback_demo_stream(0),
72 levelintro_shown(false)
77 speed_before_pause = g_screen_manager->get_speed();
79 statistics_backdrop = Surface::create("images/engine/menu/score-backdrop.png");
81 if (restart_level() != 0)
82 throw std::runtime_error ("Initializing the level failed.");
84 game_menu.reset(new GameMenu(*level));
88 GameSession::restart_level()
90 PlayerStatus* currentStatus = get_player_status();
91 coins_at_start = currentStatus->coins;
92 bonus_at_start = currentStatus->bonus;
93 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
94 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
104 g_input_manager->reset();
108 level.reset(new Level);
110 level->load(levelfile);
111 level->stats.total_coins = level->get_total_coins();
112 level->stats.total_badguys = level->get_total_badguys();
113 level->stats.total_secrets = level->get_total_secrets();
114 level->stats.reset();
116 if(reset_sector != "") {
117 currentsector = level->get_sector(reset_sector);
119 std::stringstream msg;
120 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
121 throw std::runtime_error(msg.str());
123 currentsector->activate(reset_pos);
125 currentsector = level->get_sector("main");
127 throw std::runtime_error("Couldn't find main sector");
129 currentsector->activate("main");
131 } catch(std::exception& e) {
132 log_fatal << "Couldn't start level: " << e.what() << std::endl;
133 g_screen_manager->exit_screen();
137 sound_manager->stop_music();
138 currentsector->play_music(LEVEL_MUSIC);
140 if(capture_file != "") {
141 int newSeed=0; // next run uses a new seed
142 while (newSeed == 0) // which is the next non-zero random num.
143 newSeed = gameRandom.rand();
144 g_config->random_seed = gameRandom.srand(newSeed);
145 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
146 record_demo(capture_file);
152 GameSession::~GameSession()
154 delete capture_demo_stream;
155 delete playback_demo_stream;
156 delete demo_controller;
160 GameSession::record_demo(const std::string& filename)
162 delete capture_demo_stream;
164 capture_demo_stream = new std::ofstream(filename.c_str());
165 if(!capture_demo_stream->good()) {
166 std::stringstream msg;
167 msg << "Couldn't open demo file '" << filename << "' for writing.";
168 throw std::runtime_error(msg.str());
170 capture_file = filename;
172 char buf[30]; // save the seed in the demo file
173 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
174 for (int i=0; i==0 || buf[i-1]; i++)
175 capture_demo_stream->put(buf[i]);
179 GameSession::get_demo_random_seed(const std::string& filename)
181 std::istream* test_stream = new std::ifstream(filename.c_str());
182 if(test_stream->good()) {
183 char buf[30]; // recall the seed from the demo file
185 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
186 test_stream->get(buf[i]);
187 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
188 log_info << "Random seed " << seed << " from demo file" << std::endl;
192 log_info << "Demo file contains no random number" << std::endl;
198 GameSession::play_demo(const std::string& filename)
200 delete playback_demo_stream;
201 delete demo_controller;
203 playback_demo_stream = new std::ifstream(filename.c_str());
204 if(!playback_demo_stream->good()) {
205 std::stringstream msg;
206 msg << "Couldn't open demo file '" << filename << "' for reading.";
207 throw std::runtime_error(msg.str());
210 Player& tux = *currentsector->player;
211 demo_controller = new CodeController();
212 tux.set_controller(demo_controller);
214 // skip over random seed, if it exists in the file
215 char buf[30]; // ascii decimal seed
217 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
218 playback_demo_stream->get(buf[i]);
219 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
220 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
224 GameSession::on_escape_press()
226 if(currentsector->player->is_dying() || end_sequence)
228 // Let the timers run out, we fast-forward them to force past a sequence
230 end_sequence->stop();
232 currentsector->player->dying_timer.start(FLT_EPSILON);
233 return; // don't let the player open the menu, when he is dying
236 if(level->on_menukey_script != "") {
237 std::istringstream in(level->on_menukey_script);
238 run_script(in, "OnMenuKeyScript");
245 GameSession::toggle_pause()
249 speed_before_pause = g_screen_manager->get_speed();
250 g_screen_manager->set_speed(0);
251 MenuManager::instance().set_current(game_menu.get());
252 game_menu->set_active_item(MNID_CONTINUE);
256 // unpause is done in update() after the menu is processed
260 GameSession::abort_level()
262 MenuManager::instance().set_current(0);
263 g_screen_manager->exit_screen();
264 currentsector->player->set_bonus(bonus_at_start);
265 PlayerStatus *currentStatus = 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()
330 // end of pause mode?
331 // XXX this looks like a fail-safe to unpause the game if there's no menu
332 // XXX having it enabled causes some unexpected problems
333 // XXX hopefully disabling it won't...
335 if(!Menu::current() && game_pause) {
341 if(playback_demo_stream != 0) {
342 demo_controller->update();
349 playback_demo_stream->get(left);
350 playback_demo_stream->get(right);
351 playback_demo_stream->get(up);
352 playback_demo_stream->get(down);
353 playback_demo_stream->get(jump);
354 playback_demo_stream->get(action);
355 demo_controller->press(Controller::LEFT, left);
356 demo_controller->press(Controller::RIGHT, right);
357 demo_controller->press(Controller::UP, up);
358 demo_controller->press(Controller::DOWN, down);
359 demo_controller->press(Controller::JUMP, jump);
360 demo_controller->press(Controller::ACTION, action);
363 // save input for demo?
364 if(capture_demo_stream != 0) {
365 Controller *controller = g_input_manager->get_controller();
366 capture_demo_stream ->put(controller->hold(Controller::LEFT));
367 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
368 capture_demo_stream ->put(controller->hold(Controller::UP));
369 capture_demo_stream ->put(controller->hold(Controller::DOWN));
370 capture_demo_stream ->put(controller->hold(Controller::JUMP));
371 capture_demo_stream ->put(controller->hold(Controller::ACTION));
376 GameSession::check_end_conditions()
378 Player* tux = currentsector->player;
381 if(end_sequence && end_sequence->is_done()) {
383 } else if (!end_sequence && tux->is_dead()) {
389 GameSession::draw(DrawingContext& context)
391 currentsector->draw(context);
399 GameSession::draw_pause(DrawingContext& context)
401 context.draw_filled_rect(
402 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
403 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
409 if (currentsector == NULL)
412 if(currentsector != Sector::current()) {
413 currentsector->activate(currentsector->player->get_pos());
415 currentsector->play_music(LEVEL_MUSIC);
417 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
418 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
419 levelintro_shown = true;
420 g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
425 GameSession::update(float elapsed_time)
428 if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
432 Menu* menu = MenuManager::instance().current();
433 if (menu && menu == game_menu.get())
438 // Unpause the game if the menu has been closed
439 if (game_pause && !MenuManager::instance().current()) {
440 g_screen_manager->set_speed(speed_before_pause);
444 check_end_conditions();
446 // respawning in new sector?
447 if(newsector != "" && newspawnpoint != "") {
448 Sector* sector = level->get_sector(newsector);
450 log_warning << "Sector '" << newsector << "' not found" << std::endl;
451 sector = level->get_sector("main");
453 sector->activate(newspawnpoint);
454 sector->play_music(LEVEL_MUSIC);
455 currentsector = sector;
456 //Keep persistent across sectors
458 currentsector->get_players()[0]->set_edit_mode(edit_mode);
463 // Update the world state and all objects in the world
467 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
468 level->stats.time = play_time;
469 currentsector->update(elapsed_time);
471 if (!end_sequence->is_tux_stopped()) {
472 currentsector->update(elapsed_time);
474 end_sequence->update(elapsed_time);
480 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
486 if(currentsector->player->invincible_timer.started()) {
487 if(currentsector->player->invincible_timer.get_timeleft() <=
488 TUX_INVINCIBLE_TIME_WARNING) {
489 currentsector->play_music(HERRING_WARNING_MUSIC);
491 currentsector->play_music(HERRING_MUSIC);
493 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
494 currentsector->play_music(LEVEL_MUSIC);
499 GameSession::finish(bool win)
501 using namespace worldmap;
509 if(WorldMap::current())
510 WorldMap::current()->finished_level(level.get());
513 g_screen_manager->exit_screen();
517 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
520 newspawnpoint = spawnpoint;
524 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
526 reset_sector = sector;
531 GameSession::get_working_directory()
533 return FileSystem::dirname(levelfile);
537 GameSession::start_sequence(const std::string& sequencename)
539 // do not play sequences when in edit mode
545 // handle special "stoptux" sequence
546 if (sequencename == "stoptux") {
548 log_warning << "Final target reached without an active end sequence" << std::endl;
549 this->start_sequence("endsequence");
551 if (end_sequence) end_sequence->stop_tux();
555 // abort if a sequence is already playing
559 if (sequencename == "endsequence") {
560 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
561 end_sequence = new EndSequenceWalkLeft();
563 end_sequence = new EndSequenceWalkRight();
565 } else if (sequencename == "fireworks") {
566 end_sequence = new EndSequenceFireworks();
568 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
572 /* slow down the game for end-sequence */
573 g_screen_manager->set_speed(0.5f);
575 currentsector->add_object(end_sequence);
576 end_sequence->start();
578 sound_manager->play_music("music/leveldone.ogg", false);
579 currentsector->player->set_winning();
582 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
583 i != currentsector->gameobjects.end(); ++i)
585 GameObject* obj = *i;
587 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
595 GameSession::drawstatus(DrawingContext& context)
597 player_status->draw(context);
599 // draw level stats while end_sequence is running
601 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);