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/levelset_screen.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/options_menu.hpp"
40 #include "supertux/player_status.hpp"
41 #include "supertux/savegame.hpp"
42 #include "supertux/screen_fade.hpp"
43 #include "supertux/screen_manager.hpp"
44 #include "supertux/sector.hpp"
45 #include "util/file_system.hpp"
46 #include "util/gettext.hpp"
47 #include "worldmap/worldmap.hpp"
49 GameSession::GameSession(const std::string& levelfile_, Savegame& savegame, Statistics* statistics) :
51 statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
53 currentsector(nullptr),
58 speed_before_pause(g_screen_manager->get_speed()),
59 levelfile(levelfile_),
64 best_level_statistics(statistics),
66 capture_demo_stream(0),
68 playback_demo_stream(0),
72 levelintro_shown(false),
75 max_fire_bullets_at_start(),
76 max_ice_bullets_at_start()
78 if (restart_level() != 0)
79 throw std::runtime_error ("Initializing the level failed.");
83 GameSession::restart_level()
85 PlayerStatus* currentStatus = m_savegame.get_player_status();
86 coins_at_start = currentStatus->coins;
87 bonus_at_start = currentStatus->bonus;
88 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
89 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
99 g_input_manager->reset();
103 level.reset(new Level);
105 level->load(levelfile);
106 level->stats.total_coins = level->get_total_coins();
107 level->stats.total_badguys = level->get_total_badguys();
108 level->stats.total_secrets = level->get_total_secrets();
109 level->stats.reset();
111 if(reset_sector != "") {
112 currentsector = level->get_sector(reset_sector);
114 std::stringstream msg;
115 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
116 throw std::runtime_error(msg.str());
118 currentsector->activate(reset_pos);
120 currentsector = level->get_sector("main");
122 throw std::runtime_error("Couldn't find main sector");
124 currentsector->activate("main");
126 } catch(std::exception& e) {
127 log_fatal << "Couldn't start level: " << e.what() << std::endl;
128 g_screen_manager->pop_screen();
132 sound_manager->stop_music();
133 currentsector->play_music(LEVEL_MUSIC);
135 if(capture_file != "") {
136 int newSeed=0; // next run uses a new seed
137 while (newSeed == 0) // which is the next non-zero random num.
138 newSeed = gameRandom.rand();
139 g_config->random_seed = gameRandom.srand(newSeed);
140 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
141 record_demo(capture_file);
147 GameSession::~GameSession()
149 delete capture_demo_stream;
150 delete playback_demo_stream;
151 delete demo_controller;
155 GameSession::record_demo(const std::string& filename)
157 delete capture_demo_stream;
159 capture_demo_stream = new std::ofstream(filename.c_str());
160 if(!capture_demo_stream->good()) {
161 std::stringstream msg;
162 msg << "Couldn't open demo file '" << filename << "' for writing.";
163 throw std::runtime_error(msg.str());
165 capture_file = filename;
167 char buf[30]; // save the seed in the demo file
168 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
169 for (int i=0; i==0 || buf[i-1]; i++)
170 capture_demo_stream->put(buf[i]);
174 GameSession::get_demo_random_seed(const std::string& filename)
176 std::istream* test_stream = new std::ifstream(filename.c_str());
177 if(test_stream->good()) {
178 char buf[30]; // recall the seed from the demo file
180 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
181 test_stream->get(buf[i]);
182 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
183 log_info << "Random seed " << seed << " from demo file" << std::endl;
187 log_info << "Demo file contains no random number" << std::endl;
190 test_stream = nullptr;
195 GameSession::play_demo(const std::string& filename)
197 delete playback_demo_stream;
198 delete demo_controller;
200 playback_demo_stream = new std::ifstream(filename.c_str());
201 if(!playback_demo_stream->good()) {
202 std::stringstream msg;
203 msg << "Couldn't open demo file '" << filename << "' for reading.";
204 throw std::runtime_error(msg.str());
207 Player& tux = *currentsector->player;
208 demo_controller = new CodeController();
209 tux.set_controller(demo_controller);
211 // skip over random seed, if it exists in the file
212 char buf[30]; // ascii decimal seed
214 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
215 playback_demo_stream->get(buf[i]);
216 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
217 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
221 GameSession::on_escape_press()
223 if(currentsector->player->is_dying() || end_sequence)
225 // Let the timers run out, we fast-forward them to force past a sequence
227 end_sequence->stop();
229 currentsector->player->dying_timer.start(FLT_EPSILON);
230 return; // don't let the player open the menu, when he is dying
233 if(level->on_menukey_script != "") {
234 std::istringstream in(level->on_menukey_script);
235 run_script(in, "OnMenuKeyScript");
242 GameSession::toggle_pause()
245 if (!game_pause && !MenuManager::instance().is_active())
247 speed_before_pause = g_screen_manager->get_speed();
248 g_screen_manager->set_speed(0);
249 MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
253 // unpause is done in update() after the menu is processed
257 GameSession::abort_level()
259 MenuManager::instance().clear_menu_stack();
260 g_screen_manager->pop_screen();
261 currentsector->player->set_bonus(bonus_at_start);
262 PlayerStatus *currentStatus = m_savegame.get_player_status();
263 currentStatus->coins = coins_at_start;
264 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
265 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
269 GameSession::set_editmode(bool edit_mode_)
271 if (this->edit_mode == edit_mode_) return;
272 this->edit_mode = edit_mode_;
274 currentsector->get_players()[0]->set_edit_mode(edit_mode_);
278 // entering edit mode
289 GameSession::force_ghost_mode()
291 currentsector->get_players()[0]->set_ghost_mode(true);
295 GameSession::run_script(std::istream& in, const std::string& sourcename)
297 using namespace scripting;
299 // garbage collect thread list
300 for(ScriptList::iterator i = scripts.begin();
301 i != scripts.end(); ) {
302 HSQOBJECT& object = *i;
303 HSQUIRRELVM vm = object_to_vm(object);
305 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
306 sq_release(global_vm, &object);
307 i = scripts.erase(i);
314 HSQOBJECT object = create_thread(global_vm);
315 scripts.push_back(object);
317 HSQUIRRELVM vm = object_to_vm(object);
319 compile_and_run(vm, in, sourcename);
325 GameSession::process_events()
328 if(playback_demo_stream != 0) {
329 demo_controller->update();
336 playback_demo_stream->get(left);
337 playback_demo_stream->get(right);
338 playback_demo_stream->get(up);
339 playback_demo_stream->get(down);
340 playback_demo_stream->get(jump);
341 playback_demo_stream->get(action);
342 demo_controller->press(Controller::LEFT, left);
343 demo_controller->press(Controller::RIGHT, right);
344 demo_controller->press(Controller::UP, up);
345 demo_controller->press(Controller::DOWN, down);
346 demo_controller->press(Controller::JUMP, jump);
347 demo_controller->press(Controller::ACTION, action);
350 // save input for demo?
351 if(capture_demo_stream != 0) {
352 Controller *controller = g_input_manager->get_controller();
353 capture_demo_stream ->put(controller->hold(Controller::LEFT));
354 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
355 capture_demo_stream ->put(controller->hold(Controller::UP));
356 capture_demo_stream ->put(controller->hold(Controller::DOWN));
357 capture_demo_stream ->put(controller->hold(Controller::JUMP));
358 capture_demo_stream ->put(controller->hold(Controller::ACTION));
363 GameSession::check_end_conditions()
365 Player* tux = currentsector->player;
368 if(end_sequence && end_sequence->is_done()) {
370 } else if (!end_sequence && tux->is_dead()) {
376 GameSession::draw(DrawingContext& context)
378 currentsector->draw(context);
386 GameSession::draw_pause(DrawingContext& context)
388 context.draw_filled_rect(
389 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
390 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
396 if (currentsector == NULL)
399 if(currentsector != Sector::current()) {
400 currentsector->activate(currentsector->player->get_pos());
402 currentsector->play_music(LEVEL_MUSIC);
404 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
405 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
406 levelintro_shown = true;
407 g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
417 GameSession::update(float elapsed_time)
420 if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
425 if(g_input_manager->get_controller()->pressed(Controller::CHEAT_MENU))
427 if (!MenuManager::instance().is_active())
430 MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
436 // Unpause the game if the menu has been closed
437 if (game_pause && !MenuManager::instance().is_active()) {
438 g_screen_manager->set_speed(speed_before_pause);
442 check_end_conditions();
444 // respawning in new sector?
445 if(newsector != "" && newspawnpoint != "") {
446 Sector* sector = level->get_sector(newsector);
448 log_warning << "Sector '" << newsector << "' not found" << std::endl;
449 sector = level->get_sector("main");
451 sector->activate(newspawnpoint);
452 sector->play_music(LEVEL_MUSIC);
453 currentsector = sector;
454 //Keep persistent across sectors
456 currentsector->get_players()[0]->set_edit_mode(edit_mode);
461 // Update the world state and all objects in the world
465 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
466 level->stats.time = play_time;
467 currentsector->update(elapsed_time);
469 if (!end_sequence->is_tux_stopped()) {
470 currentsector->update(elapsed_time);
472 end_sequence->update(elapsed_time);
478 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
484 if(currentsector->player->invincible_timer.started()) {
485 if(currentsector->player->invincible_timer.get_timeleft() <=
486 TUX_INVINCIBLE_TIME_WARNING) {
487 currentsector->play_music(HERRING_WARNING_MUSIC);
489 currentsector->play_music(HERRING_MUSIC);
491 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
492 currentsector->play_music(LEVEL_MUSIC);
497 GameSession::finish(bool win)
499 using namespace worldmap;
507 if(WorldMap::current())
509 WorldMap::current()->finished_level(level.get());
512 if (LevelsetScreen::current())
514 LevelsetScreen::current()->finished_level(win);
518 g_screen_manager->pop_screen();
522 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
525 newspawnpoint = spawnpoint;
529 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
531 reset_sector = sector;
536 GameSession::get_working_directory()
538 return FileSystem::dirname(levelfile);
542 GameSession::start_sequence(const std::string& sequencename)
544 // do not play sequences when in edit mode
550 // handle special "stoptux" sequence
551 if (sequencename == "stoptux") {
553 log_warning << "Final target reached without an active end sequence" << std::endl;
554 this->start_sequence("endsequence");
556 if (end_sequence) end_sequence->stop_tux();
560 // abort if a sequence is already playing
564 if (sequencename == "endsequence") {
565 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
566 end_sequence = new EndSequenceWalkLeft();
568 end_sequence = new EndSequenceWalkRight();
570 } else if (sequencename == "fireworks") {
571 end_sequence = new EndSequenceFireworks();
573 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
577 /* slow down the game for end-sequence */
578 g_screen_manager->set_speed(0.5f);
580 currentsector->add_object(end_sequence);
581 end_sequence->start();
583 sound_manager->play_music("music/leveldone.ogg", false);
584 currentsector->player->set_winning();
587 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
588 i != currentsector->gameobjects.end(); ++i)
590 GameObject* obj = *i;
592 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
600 GameSession::drawstatus(DrawingContext& context)
602 m_savegame.get_player_status()->draw(context);
604 // draw level stats while end_sequence is running
606 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);