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 "math/random_generator.hpp"
26 #include "object/camera.hpp"
27 #include "object/endsequence_fireworks.hpp"
28 #include "object/endsequence_walkleft.hpp"
29 #include "object/endsequence_walkright.hpp"
30 #include "object/level_time.hpp"
31 #include "object/player.hpp"
32 #include "scripting/squirrel_util.hpp"
33 #include "supertux/gameconfig.hpp"
34 #include "supertux/levelintro.hpp"
35 #include "supertux/globals.hpp"
36 #include "supertux/mainloop.hpp"
37 #include "supertux/options_menu.hpp"
38 #include "supertux/sector.hpp"
39 #include "util/file_system.hpp"
40 #include "util/gettext.hpp"
41 #include "worldmap/worldmap.hpp"
48 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) :
50 statistics_backdrop(),
58 levelfile(levelfile_),
63 best_level_statistics(statistics),
64 capture_demo_stream(0),
66 playback_demo_stream(0),
71 levelintro_shown(false)
76 speed_before_pause = g_main_loop->get_speed();
78 statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
82 game_menu.reset(new Menu());
83 game_menu->add_label(level->name);
85 game_menu->add_entry(MNID_CONTINUE, _("Continue"));
86 game_menu->add_submenu(_("Options"), get_options_menu());
88 game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
92 GameSession::restart_level()
103 g_main_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 level->stats.declare_invalid();
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_main_loop->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 = systemRandom.rand();
143 g_config->random_seed = systemRandom.srand(newSeed);
144 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
145 record_demo(capture_file);
149 GameSession::~GameSession()
151 delete capture_demo_stream;
152 delete playback_demo_stream;
153 delete demo_controller;
158 GameSession::record_demo(const std::string& filename)
160 delete capture_demo_stream;
162 capture_demo_stream = new std::ofstream(filename.c_str());
163 if(!capture_demo_stream->good()) {
164 std::stringstream msg;
165 msg << "Couldn't open demo file '" << filename << "' for writing.";
166 throw std::runtime_error(msg.str());
168 capture_file = filename;
170 char buf[30]; // save the seed in the demo file
171 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
172 for (int i=0; i==0 || buf[i-1]; i++)
173 capture_demo_stream->put(buf[i]);
177 GameSession::get_demo_random_seed(const std::string& filename)
179 std::istream* test_stream = new std::ifstream(filename.c_str());
180 if(test_stream->good()) {
181 char buf[30]; // recall the seed from the demo file
183 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
184 test_stream->get(buf[i]);
185 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
186 log_info << "Random seed " << seed << " from demo file" << std::endl;
190 log_info << "Demo file contains no random number" << std::endl;
196 GameSession::play_demo(const std::string& filename)
198 delete playback_demo_stream;
199 delete demo_controller;
201 playback_demo_stream = new std::ifstream(filename.c_str());
202 if(!playback_demo_stream->good()) {
203 std::stringstream msg;
204 msg << "Couldn't open demo file '" << filename << "' for reading.";
205 throw std::runtime_error(msg.str());
208 Player& tux = *currentsector->player;
209 demo_controller = new CodeController();
210 tux.set_controller(demo_controller);
212 // skip over random seed, if it exists in the file
213 char buf[30]; // ascii decimal seed
215 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
216 playback_demo_stream->get(buf[i]);
217 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
218 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
222 GameSession::on_escape_press()
224 if(currentsector->player->is_dying() || end_sequence)
226 // Let the timers run out, we fast-forward them to force past a sequence
228 end_sequence->stop();
230 currentsector->player->dying_timer.start(FLT_EPSILON);
231 return; // don't let the player open the menu, when he is dying
234 if(level->on_menukey_script != "") {
235 std::istringstream in(level->on_menukey_script);
236 run_script(in, "OnMenuKeyScript");
243 GameSession::toggle_pause()
247 speed_before_pause = g_main_loop->get_speed();
248 g_main_loop->set_speed(0);
249 Menu::set_current(game_menu.get());
250 game_menu->set_active_item(MNID_CONTINUE);
254 // unpause is done in update() after the menu is processed
258 GameSession::set_editmode(bool edit_mode)
260 if (this->edit_mode == edit_mode) return;
261 this->edit_mode = edit_mode;
263 currentsector->get_players()[0]->set_edit_mode(edit_mode);
267 // entering edit mode
278 GameSession::force_ghost_mode()
280 currentsector->get_players()[0]->set_ghost_mode(true);
284 GameSession::run_script(std::istream& in, const std::string& sourcename)
286 using namespace Scripting;
288 // garbage collect thread list
289 for(ScriptList::iterator i = scripts.begin();
290 i != scripts.end(); ) {
291 HSQOBJECT& object = *i;
292 HSQUIRRELVM vm = object_to_vm(object);
294 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
295 sq_release(global_vm, &object);
296 i = scripts.erase(i);
303 HSQOBJECT object = create_thread(global_vm);
304 scripts.push_back(object);
306 HSQUIRRELVM vm = object_to_vm(object);
308 compile_and_run(vm, in, sourcename);
314 GameSession::process_events()
316 // end of pause mode?
317 // XXX this looks like a fail-safe to unpause the game if there's no menu
318 // XXX having it enabled causes some unexpected problems
319 // XXX hopefully disabling it won't...
321 if(!Menu::current() && game_pause) {
327 if(playback_demo_stream != 0) {
328 demo_controller->update();
335 playback_demo_stream->get(left);
336 playback_demo_stream->get(right);
337 playback_demo_stream->get(up);
338 playback_demo_stream->get(down);
339 playback_demo_stream->get(jump);
340 playback_demo_stream->get(action);
341 demo_controller->press(Controller::LEFT, left);
342 demo_controller->press(Controller::RIGHT, right);
343 demo_controller->press(Controller::UP, up);
344 demo_controller->press(Controller::DOWN, down);
345 demo_controller->press(Controller::JUMP, jump);
346 demo_controller->press(Controller::ACTION, action);
349 // save input for demo?
350 if(capture_demo_stream != 0) {
351 capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
352 capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
353 capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
354 capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
355 capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
356 capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
361 GameSession::check_end_conditions()
363 Player* tux = currentsector->player;
366 if(end_sequence && end_sequence->is_done()) {
368 } else if (!end_sequence && tux->is_dead()) {
374 GameSession::draw(DrawingContext& context)
376 currentsector->draw(context);
384 GameSession::draw_pause(DrawingContext& context)
386 context.draw_filled_rect(
387 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
388 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
392 GameSession::process_menu()
394 Menu* menu = Menu::current();
396 if(menu == game_menu.get()) {
397 switch (game_menu->check()) {
399 Menu::set_current(0);
402 case MNID_ABORTLEVEL:
403 Menu::set_current(0);
404 g_main_loop->exit_screen();
414 if(currentsector != Sector::current()) {
415 currentsector->activate(currentsector->player->get_pos());
417 currentsector->play_music(LEVEL_MUSIC);
419 // Eat unneeded events
421 while(SDL_PollEvent(&event))
424 if (!levelintro_shown) {
425 levelintro_shown = true;
426 g_main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
431 GameSession::update(float elapsed_time)
434 if(g_main_controller->pressed(Controller::PAUSE_MENU))
440 // Unpause the game if the menu has been closed
441 if (game_pause && !Menu::current()) {
442 g_main_loop->set_speed(speed_before_pause);
446 check_end_conditions();
448 // respawning in new sector?
449 if(newsector != "" && newspawnpoint != "") {
450 Sector* sector = level->get_sector(newsector);
452 log_warning << "Sector '" << newsector << "' not found" << std::endl;
453 sector = level->get_sector("main");
455 sector->activate(newspawnpoint);
456 sector->play_music(LEVEL_MUSIC);
457 currentsector = sector;
458 //Keep persistent across sectors
460 currentsector->get_players()[0]->set_edit_mode(edit_mode);
465 // Update the world state and all objects in the world
469 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
470 level->stats.time = play_time;
471 currentsector->update(elapsed_time);
473 if (!end_sequence->is_tux_stopped()) {
474 currentsector->update(elapsed_time);
476 end_sequence->update(elapsed_time);
482 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
488 if(currentsector->player->invincible_timer.started()) {
489 if(currentsector->player->invincible_timer.get_timeleft() <=
490 TUX_INVINCIBLE_TIME_WARNING) {
491 currentsector->play_music(HERRING_WARNING_MUSIC);
493 currentsector->play_music(HERRING_MUSIC);
495 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
496 currentsector->play_music(LEVEL_MUSIC);
501 GameSession::finish(bool win)
503 using namespace WorldMapNS;
511 if(WorldMap::current())
512 WorldMap::current()->finished_level(level.get());
515 g_main_loop->exit_screen();
519 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
522 newspawnpoint = spawnpoint;
526 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
528 reset_sector = sector;
533 GameSession::get_working_directory()
535 return FileSystem::dirname(levelfile);
539 GameSession::start_sequence(const std::string& sequencename)
541 // do not play sequences when in edit mode
547 // handle special "stoptux" sequence
548 if (sequencename == "stoptux") {
550 log_warning << "Final target reached without an active end sequence" << std::endl;
551 this->start_sequence("endsequence");
553 if (end_sequence) end_sequence->stop_tux();
557 // abort if a sequence is already playing
561 if (sequencename == "endsequence") {
562 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
563 end_sequence = new EndSequenceWalkLeft();
565 end_sequence = new EndSequenceWalkRight();
567 } else if (sequencename == "fireworks") {
568 end_sequence = new EndSequenceFireworks();
570 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
574 /* slow down the game for end-sequence */
575 g_main_loop->set_speed(0.5f);
577 currentsector->add_object(end_sequence);
578 end_sequence->start();
580 sound_manager->play_music("music/leveldone.music", false);
581 currentsector->player->invincible_timer.start(10000.0f);
584 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
585 i != currentsector->gameobjects.end(); ++i)
587 GameObject* obj = *i;
589 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
597 GameSession::drawstatus(DrawingContext& context)
599 player_status->draw(context);
601 // draw level stats while end_sequence is running
603 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());