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/joystickkeyboardcontroller.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/levelintro.hpp"
36 #include "supertux/globals.hpp"
37 #include "supertux/player_status.hpp"
38 #include "supertux/screen_manager.hpp"
39 #include "supertux/menu/menu_storage.hpp"
40 #include "supertux/menu/game_menu.hpp"
41 #include "supertux/menu/options_menu.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(),
57 levelfile(levelfile_),
62 best_level_statistics(statistics),
63 player_status(player_status),
64 capture_demo_stream(0),
66 playback_demo_stream(0),
71 levelintro_shown(false)
76 speed_before_pause = g_screen_manager->get_speed();
78 statistics_backdrop = Surface::create("images/engine/menu/score-backdrop.png");
80 if (restart_level() != 0)
81 throw std::runtime_error ("Initializing the level failed.");
83 game_menu.reset(new GameMenu(*level));
87 GameSession::restart_level()
89 PlayerStatus* currentStatus = get_player_status();
90 coins_at_start = currentStatus->coins;
91 bonus_at_start = currentStatus->bonus;
92 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
93 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
103 g_jk_controller->reset();
107 level.reset(new Level);
109 level->load(levelfile);
110 level->stats.total_coins = level->get_total_coins();
111 level->stats.total_badguys = level->get_total_badguys();
112 level->stats.total_secrets = level->get_total_secrets();
113 level->stats.reset();
115 if(reset_sector != "") {
116 currentsector = level->get_sector(reset_sector);
118 std::stringstream msg;
119 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
120 throw std::runtime_error(msg.str());
122 currentsector->activate(reset_pos);
124 currentsector = level->get_sector("main");
126 throw std::runtime_error("Couldn't find main sector");
128 currentsector->activate("main");
130 } catch(std::exception& e) {
131 log_fatal << "Couldn't start level: " << e.what() << std::endl;
132 g_screen_manager->exit_screen();
136 sound_manager->stop_music();
137 currentsector->play_music(LEVEL_MUSIC);
139 if(capture_file != "") {
140 int newSeed=0; // next run uses a new seed
141 while (newSeed == 0) // which is the next non-zero random num.
142 newSeed = gameRandom.rand();
143 g_config->random_seed = gameRandom.srand(newSeed);
144 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
145 record_demo(capture_file);
151 GameSession::~GameSession()
153 delete capture_demo_stream;
154 delete playback_demo_stream;
155 delete demo_controller;
159 GameSession::record_demo(const std::string& filename)
161 delete capture_demo_stream;
163 capture_demo_stream = new std::ofstream(filename.c_str());
164 if(!capture_demo_stream->good()) {
165 std::stringstream msg;
166 msg << "Couldn't open demo file '" << filename << "' for writing.";
167 throw std::runtime_error(msg.str());
169 capture_file = filename;
171 char buf[30]; // save the seed in the demo file
172 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
173 for (int i=0; i==0 || buf[i-1]; i++)
174 capture_demo_stream->put(buf[i]);
178 GameSession::get_demo_random_seed(const std::string& filename)
180 std::istream* test_stream = new std::ifstream(filename.c_str());
181 if(test_stream->good()) {
182 char buf[30]; // recall the seed from the demo file
184 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
185 test_stream->get(buf[i]);
186 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
187 log_info << "Random seed " << seed << " from demo file" << std::endl;
191 log_info << "Demo file contains no random number" << std::endl;
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()
248 speed_before_pause = g_screen_manager->get_speed();
249 g_screen_manager->set_speed(0);
250 MenuManager::set_current(game_menu.get());
251 game_menu->set_active_item(MNID_CONTINUE);
255 // unpause is done in update() after the menu is processed
259 GameSession::set_editmode(bool edit_mode)
261 if (this->edit_mode == edit_mode) return;
262 this->edit_mode = edit_mode;
264 currentsector->get_players()[0]->set_edit_mode(edit_mode);
268 // entering edit mode
279 GameSession::force_ghost_mode()
281 currentsector->get_players()[0]->set_ghost_mode(true);
285 GameSession::run_script(std::istream& in, const std::string& sourcename)
287 using namespace scripting;
289 // garbage collect thread list
290 for(ScriptList::iterator i = scripts.begin();
291 i != scripts.end(); ) {
292 HSQOBJECT& object = *i;
293 HSQUIRRELVM vm = object_to_vm(object);
295 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
296 sq_release(global_vm, &object);
297 i = scripts.erase(i);
304 HSQOBJECT object = create_thread(global_vm);
305 scripts.push_back(object);
307 HSQUIRRELVM vm = object_to_vm(object);
309 compile_and_run(vm, in, sourcename);
315 GameSession::process_events()
317 // end of pause mode?
318 // XXX this looks like a fail-safe to unpause the game if there's no menu
319 // XXX having it enabled causes some unexpected problems
320 // XXX hopefully disabling it won't...
322 if(!Menu::current() && game_pause) {
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_jk_controller->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);
394 GameSession::process_menu()
396 Menu* menu = MenuManager::current();
398 if(menu == game_menu.get()) {
399 switch (game_menu->check()) {
401 MenuManager::set_current(0);
404 case MNID_ABORTLEVEL:
405 MenuManager::set_current(0);
406 g_screen_manager->exit_screen();
407 currentsector->player->set_bonus(bonus_at_start);
408 PlayerStatus *currentStatus = get_player_status();
409 currentStatus->coins = coins_at_start;
410 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
411 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
420 if (currentsector == NULL)
423 if(currentsector != Sector::current()) {
424 currentsector->activate(currentsector->player->get_pos());
426 currentsector->play_music(LEVEL_MUSIC);
428 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
429 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
430 levelintro_shown = true;
431 g_screen_manager->push_screen(new LevelIntro(level.get(), best_level_statistics));
436 GameSession::update(float elapsed_time)
439 if(g_jk_controller->get_controller()->pressed(Controller::PAUSE_MENU))
445 // Unpause the game if the menu has been closed
446 if (game_pause && !MenuManager::current()) {
447 g_screen_manager->set_speed(speed_before_pause);
451 check_end_conditions();
453 // respawning in new sector?
454 if(newsector != "" && newspawnpoint != "") {
455 Sector* sector = level->get_sector(newsector);
457 log_warning << "Sector '" << newsector << "' not found" << std::endl;
458 sector = level->get_sector("main");
460 sector->activate(newspawnpoint);
461 sector->play_music(LEVEL_MUSIC);
462 currentsector = sector;
463 //Keep persistent across sectors
465 currentsector->get_players()[0]->set_edit_mode(edit_mode);
470 // Update the world state and all objects in the world
474 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
475 level->stats.time = play_time;
476 currentsector->update(elapsed_time);
478 if (!end_sequence->is_tux_stopped()) {
479 currentsector->update(elapsed_time);
481 end_sequence->update(elapsed_time);
487 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
493 if(currentsector->player->invincible_timer.started()) {
494 if(currentsector->player->invincible_timer.get_timeleft() <=
495 TUX_INVINCIBLE_TIME_WARNING) {
496 currentsector->play_music(HERRING_WARNING_MUSIC);
498 currentsector->play_music(HERRING_MUSIC);
500 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
501 currentsector->play_music(LEVEL_MUSIC);
506 GameSession::finish(bool win)
508 using namespace worldmap;
516 if(WorldMap::current())
517 WorldMap::current()->finished_level(level.get());
520 g_screen_manager->exit_screen();
524 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
527 newspawnpoint = spawnpoint;
531 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
533 reset_sector = sector;
538 GameSession::get_working_directory()
540 return FileSystem::dirname(levelfile);
544 GameSession::start_sequence(const std::string& sequencename)
546 // do not play sequences when in edit mode
552 // handle special "stoptux" sequence
553 if (sequencename == "stoptux") {
555 log_warning << "Final target reached without an active end sequence" << std::endl;
556 this->start_sequence("endsequence");
558 if (end_sequence) end_sequence->stop_tux();
562 // abort if a sequence is already playing
566 if (sequencename == "endsequence") {
567 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
568 end_sequence = new EndSequenceWalkLeft();
570 end_sequence = new EndSequenceWalkRight();
572 } else if (sequencename == "fireworks") {
573 end_sequence = new EndSequenceFireworks();
575 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
579 /* slow down the game for end-sequence */
580 g_screen_manager->set_speed(0.5f);
582 currentsector->add_object(end_sequence);
583 end_sequence->start();
585 sound_manager->play_music("music/leveldone.ogg", false);
586 currentsector->player->set_winning();
589 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
590 i != currentsector->gameobjects.end(); ++i)
592 GameObject* obj = *i;
594 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
602 GameSession::drawstatus(DrawingContext& context)
604 player_status->draw(context);
606 // draw level stats while end_sequence is running
608 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);