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(),
81 if (restart_level() != 0)
82 throw std::runtime_error ("Initializing the level failed.");
86 GameSession::restart_level(bool after_death)
88 PlayerStatus* currentStatus = m_savegame.get_player_status();
89 coins_at_start = currentStatus->coins;
90 bonus_at_start = currentStatus->bonus;
91 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
92 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
102 InputManager::current()->reset();
106 level.reset(new Level);
108 level->load(levelfile);
109 level->stats.total_coins = level->get_total_coins();
110 level->stats.total_badguys = level->get_total_badguys();
111 level->stats.total_secrets = level->get_total_secrets();
112 level->stats.reset();
114 if(reset_sector != "") {
115 currentsector = level->get_sector(reset_sector);
117 std::stringstream msg;
118 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
119 throw std::runtime_error(msg.str());
121 currentsector->activate(reset_pos);
123 currentsector = level->get_sector("main");
125 throw std::runtime_error("Couldn't find main sector");
127 currentsector->activate("main");
129 } catch(std::exception& e) {
130 log_fatal << "Couldn't start level: " << e.what() << std::endl;
131 ScreenManager::current()->pop_screen();
134 if(after_death == true) {
135 currentsector->resume_music();
138 SoundManager::current()->stop_music();
139 currentsector->play_music(LEVEL_MUSIC);
142 if(capture_file != "") {
143 int newSeed=0; // next run uses a new seed
144 while (newSeed == 0) // which is the next non-zero random num.
145 newSeed = gameRandom.rand();
146 g_config->random_seed = gameRandom.srand(newSeed);
147 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
148 record_demo(capture_file);
154 GameSession::~GameSession()
156 delete capture_demo_stream;
157 delete playback_demo_stream;
158 delete demo_controller;
162 GameSession::record_demo(const std::string& filename)
164 delete capture_demo_stream;
166 capture_demo_stream = new std::ofstream(filename.c_str());
167 if(!capture_demo_stream->good()) {
168 std::stringstream msg;
169 msg << "Couldn't open demo file '" << filename << "' for writing.";
170 throw std::runtime_error(msg.str());
172 capture_file = filename;
174 char buf[30]; // save the seed in the demo file
175 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
176 for (int i=0; i==0 || buf[i-1]; i++)
177 capture_demo_stream->put(buf[i]);
181 GameSession::get_demo_random_seed(const std::string& filename)
183 std::istream* test_stream = new std::ifstream(filename.c_str());
184 if(test_stream->good()) {
185 char buf[30]; // recall the seed from the demo file
187 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
188 test_stream->get(buf[i]);
189 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
190 log_info << "Random seed " << seed << " from demo file" << std::endl;
194 log_info << "Demo file contains no random number" << std::endl;
197 test_stream = nullptr;
202 GameSession::play_demo(const std::string& filename)
204 delete playback_demo_stream;
205 delete demo_controller;
207 playback_demo_stream = new std::ifstream(filename.c_str());
208 if(!playback_demo_stream->good()) {
209 std::stringstream msg;
210 msg << "Couldn't open demo file '" << filename << "' for reading.";
211 throw std::runtime_error(msg.str());
214 Player& tux = *currentsector->player;
215 demo_controller = new CodeController();
216 tux.set_controller(demo_controller);
218 // skip over random seed, if it exists in the file
219 char buf[30]; // ascii decimal seed
221 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
222 playback_demo_stream->get(buf[i]);
223 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
224 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
228 GameSession::on_escape_press()
230 if(currentsector->player->is_dying() || end_sequence)
232 // Let the timers run out, we fast-forward them to force past a sequence
234 end_sequence->stop();
236 currentsector->player->dying_timer.start(FLT_EPSILON);
237 return; // don't let the player open the menu, when he is dying
240 if(level->on_menukey_script != "") {
241 std::istringstream in(level->on_menukey_script);
242 run_script(in, "OnMenuKeyScript");
249 GameSession::toggle_pause()
252 if (!game_pause && !MenuManager::instance().is_active())
254 speed_before_pause = ScreenManager::current()->get_speed();
255 ScreenManager::current()->set_speed(0);
256 MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
257 SoundManager::current()->pause_music();
261 // unpause is done in update() after the menu is processed
265 GameSession::abort_level()
267 MenuManager::instance().clear_menu_stack();
268 ScreenManager::current()->pop_screen();
269 currentsector->player->set_bonus(bonus_at_start);
270 PlayerStatus *currentStatus = m_savegame.get_player_status();
271 currentStatus->coins = coins_at_start;
272 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
273 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
277 GameSession::is_active() const
279 return !game_pause && active;
283 GameSession::set_editmode(bool edit_mode_)
285 if (this->edit_mode == edit_mode_) return;
286 this->edit_mode = edit_mode_;
288 currentsector->get_players()[0]->set_edit_mode(edit_mode_);
292 // entering edit mode
303 GameSession::force_ghost_mode()
305 currentsector->get_players()[0]->set_ghost_mode(true);
309 GameSession::run_script(std::istream& in, const std::string& sourcename)
311 using namespace scripting;
313 // garbage collect thread list
314 for(ScriptList::iterator i = scripts.begin();
315 i != scripts.end(); ) {
316 HSQOBJECT& object = *i;
317 HSQUIRRELVM vm = object_to_vm(object);
319 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
320 sq_release(global_vm, &object);
321 i = scripts.erase(i);
328 HSQOBJECT object = create_thread(global_vm);
329 scripts.push_back(object);
331 HSQUIRRELVM vm = object_to_vm(object);
333 compile_and_run(vm, in, sourcename);
339 GameSession::process_events()
342 if(playback_demo_stream != 0) {
343 demo_controller->update();
350 playback_demo_stream->get(left);
351 playback_demo_stream->get(right);
352 playback_demo_stream->get(up);
353 playback_demo_stream->get(down);
354 playback_demo_stream->get(jump);
355 playback_demo_stream->get(action);
356 demo_controller->press(Controller::LEFT, left);
357 demo_controller->press(Controller::RIGHT, right);
358 demo_controller->press(Controller::UP, up);
359 demo_controller->press(Controller::DOWN, down);
360 demo_controller->press(Controller::JUMP, jump);
361 demo_controller->press(Controller::ACTION, action);
364 // save input for demo?
365 if(capture_demo_stream != 0) {
366 Controller *controller = InputManager::current()->get_controller();
367 capture_demo_stream ->put(controller->hold(Controller::LEFT));
368 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
369 capture_demo_stream ->put(controller->hold(Controller::UP));
370 capture_demo_stream ->put(controller->hold(Controller::DOWN));
371 capture_demo_stream ->put(controller->hold(Controller::JUMP));
372 capture_demo_stream ->put(controller->hold(Controller::ACTION));
377 GameSession::check_end_conditions()
379 Player* tux = currentsector->player;
382 if(end_sequence && end_sequence->is_done()) {
384 } else if (!end_sequence && tux->is_dead()) {
390 GameSession::draw(DrawingContext& context)
392 currentsector->draw(context);
400 GameSession::draw_pause(DrawingContext& context)
402 context.draw_filled_rect(
403 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
404 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
410 if (currentsector == NULL)
413 if(currentsector != Sector::current()) {
414 currentsector->activate(currentsector->player->get_pos());
416 currentsector->play_music(LEVEL_MUSIC);
418 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
419 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
420 levelintro_shown = true;
422 ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
432 GameSession::update(float elapsed_time)
440 if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
441 InputManager::current()->get_controller()->pressed(Controller::START))
446 if(InputManager::current()->get_controller()->pressed(Controller::CHEAT_MENU) &&
447 g_config->developer_mode)
449 if (!MenuManager::instance().is_active())
452 MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
458 // Unpause the game if the menu has been closed
459 if (game_pause && !MenuManager::instance().is_active()) {
460 ScreenManager::current()->set_speed(speed_before_pause);
461 SoundManager::current()->resume_music();
465 check_end_conditions();
467 // respawning in new sector?
468 if(newsector != "" && newspawnpoint != "") {
469 Sector* sector = level->get_sector(newsector);
471 log_warning << "Sector '" << newsector << "' not found" << std::endl;
472 sector = level->get_sector("main");
474 sector->activate(newspawnpoint);
475 sector->play_music(LEVEL_MUSIC);
476 currentsector = sector;
477 //Keep persistent across sectors
479 currentsector->get_players()[0]->set_edit_mode(edit_mode);
484 // Update the world state and all objects in the world
488 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
489 level->stats.time = play_time;
490 currentsector->update(elapsed_time);
492 if (!end_sequence->is_tux_stopped()) {
493 currentsector->update(elapsed_time);
495 end_sequence->update(elapsed_time);
500 if(currentsector == NULL)
504 if (currentsector->camera) SoundManager::current()->set_listener_position(currentsector->camera->get_center());
510 if(currentsector->player->invincible_timer.started()) {
511 if(currentsector->player->invincible_timer.get_timeleft() <=
512 TUX_INVINCIBLE_TIME_WARNING) {
513 currentsector->play_music(HERRING_WARNING_MUSIC);
515 currentsector->play_music(HERRING_MUSIC);
517 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
518 currentsector->play_music(LEVEL_MUSIC);
523 GameSession::finish(bool win)
525 using namespace worldmap;
533 if(WorldMap::current())
535 WorldMap::current()->finished_level(level.get());
538 if (LevelsetScreen::current())
540 LevelsetScreen::current()->finished_level(win);
544 ScreenManager::current()->pop_screen();
548 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
551 newspawnpoint = spawnpoint;
555 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
557 reset_sector = sector;
562 GameSession::get_working_directory()
564 return FileSystem::dirname(levelfile);
568 GameSession::start_sequence(const std::string& sequencename)
570 // do not play sequences when in edit mode
576 // handle special "stoptux" sequence
577 if (sequencename == "stoptux") {
579 log_warning << "Final target reached without an active end sequence" << std::endl;
580 this->start_sequence("endsequence");
582 if (end_sequence) end_sequence->stop_tux();
586 // abort if a sequence is already playing
590 if (sequencename == "endsequence") {
591 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
592 end_sequence = std::make_shared<EndSequenceWalkLeft>();
594 end_sequence = std::make_shared<EndSequenceWalkRight>();
596 } else if (sequencename == "fireworks") {
597 end_sequence = std::make_shared<EndSequenceFireworks>();
599 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
603 /* slow down the game for end-sequence */
604 ScreenManager::current()->set_speed(0.5f);
606 currentsector->add_object(end_sequence);
607 end_sequence->start();
609 SoundManager::current()->play_music("music/leveldone.ogg", false);
610 currentsector->player->set_winning();
613 for(auto i = currentsector->gameobjects.begin();
614 i != currentsector->gameobjects.end(); ++i)
616 GameObjectPtr obj = *i;
618 auto lt = std::dynamic_pointer_cast<LevelTime>(obj);
626 GameSession::drawstatus(DrawingContext& context)
628 m_savegame.get_player_status()->draw(context);
630 // draw level stats while end_sequence is running
632 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);