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/menu_storage.hpp"
38 #include "supertux/menu/options_menu.hpp"
39 #include "supertux/player_status.hpp"
40 #include "supertux/screen_fade.hpp"
41 #include "supertux/screen_manager.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),
70 levelintro_shown(false)
75 speed_before_pause = g_screen_manager->get_speed();
77 statistics_backdrop = Surface::create("images/engine/menu/score-backdrop.png");
79 if (restart_level() != 0)
80 throw std::runtime_error ("Initializing the level failed.");
84 GameSession::restart_level()
86 PlayerStatus* currentStatus = get_player_status();
87 coins_at_start = currentStatus->coins;
88 bonus_at_start = currentStatus->bonus;
89 max_fire_bullets_at_start = currentStatus->max_fire_bullets;
90 max_ice_bullets_at_start = currentStatus->max_ice_bullets;
100 g_input_manager->reset();
104 level.reset(new Level);
106 level->load(levelfile);
107 level->stats.total_coins = level->get_total_coins();
108 level->stats.total_badguys = level->get_total_badguys();
109 level->stats.total_secrets = level->get_total_secrets();
110 level->stats.reset();
112 if(reset_sector != "") {
113 currentsector = level->get_sector(reset_sector);
115 std::stringstream msg;
116 msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
117 throw std::runtime_error(msg.str());
119 currentsector->activate(reset_pos);
121 currentsector = level->get_sector("main");
123 throw std::runtime_error("Couldn't find main sector");
125 currentsector->activate("main");
127 } catch(std::exception& e) {
128 log_fatal << "Couldn't start level: " << e.what() << std::endl;
129 g_screen_manager->exit_screen();
133 sound_manager->stop_music();
134 currentsector->play_music(LEVEL_MUSIC);
136 if(capture_file != "") {
137 int newSeed=0; // next run uses a new seed
138 while (newSeed == 0) // which is the next non-zero random num.
139 newSeed = gameRandom.rand();
140 g_config->random_seed = gameRandom.srand(newSeed);
141 log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
142 record_demo(capture_file);
148 GameSession::~GameSession()
150 delete capture_demo_stream;
151 delete playback_demo_stream;
152 delete demo_controller;
156 GameSession::record_demo(const std::string& filename)
158 delete capture_demo_stream;
160 capture_demo_stream = new std::ofstream(filename.c_str());
161 if(!capture_demo_stream->good()) {
162 std::stringstream msg;
163 msg << "Couldn't open demo file '" << filename << "' for writing.";
164 throw std::runtime_error(msg.str());
166 capture_file = filename;
168 char buf[30]; // save the seed in the demo file
169 snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
170 for (int i=0; i==0 || buf[i-1]; i++)
171 capture_demo_stream->put(buf[i]);
175 GameSession::get_demo_random_seed(const std::string& filename)
177 std::istream* test_stream = new std::ifstream(filename.c_str());
178 if(test_stream->good()) {
179 char buf[30]; // recall the seed from the demo file
181 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
182 test_stream->get(buf[i]);
183 if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
184 log_info << "Random seed " << seed << " from demo file" << std::endl;
188 log_info << "Demo file contains no random number" << std::endl;
194 GameSession::play_demo(const std::string& filename)
196 delete playback_demo_stream;
197 delete demo_controller;
199 playback_demo_stream = new std::ifstream(filename.c_str());
200 if(!playback_demo_stream->good()) {
201 std::stringstream msg;
202 msg << "Couldn't open demo file '" << filename << "' for reading.";
203 throw std::runtime_error(msg.str());
206 Player& tux = *currentsector->player;
207 demo_controller = new CodeController();
208 tux.set_controller(demo_controller);
210 // skip over random seed, if it exists in the file
211 char buf[30]; // ascii decimal seed
213 for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
214 playback_demo_stream->get(buf[i]);
215 if (sscanf(buf, "random_seed=%010d", &seed) != 1)
216 playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
220 GameSession::on_escape_press()
222 if(currentsector->player->is_dying() || end_sequence)
224 // Let the timers run out, we fast-forward them to force past a sequence
226 end_sequence->stop();
228 currentsector->player->dying_timer.start(FLT_EPSILON);
229 return; // don't let the player open the menu, when he is dying
232 if(level->on_menukey_script != "") {
233 std::istringstream in(level->on_menukey_script);
234 run_script(in, "OnMenuKeyScript");
241 GameSession::toggle_pause()
245 speed_before_pause = g_screen_manager->get_speed();
246 g_screen_manager->set_speed(0);
247 MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
251 // unpause is done in update() after the menu is processed
255 GameSession::abort_level()
257 MenuManager::instance().clear_menu_stack();
258 g_screen_manager->exit_screen();
259 currentsector->player->set_bonus(bonus_at_start);
260 PlayerStatus *currentStatus = get_player_status();
261 currentStatus->coins = coins_at_start;
262 currentStatus->max_fire_bullets = max_fire_bullets_at_start;
263 currentStatus->max_ice_bullets = max_ice_bullets_at_start;
267 GameSession::set_editmode(bool edit_mode)
269 if (this->edit_mode == edit_mode) return;
270 this->edit_mode = edit_mode;
272 currentsector->get_players()[0]->set_edit_mode(edit_mode);
276 // entering edit mode
287 GameSession::force_ghost_mode()
289 currentsector->get_players()[0]->set_ghost_mode(true);
293 GameSession::run_script(std::istream& in, const std::string& sourcename)
295 using namespace scripting;
297 // garbage collect thread list
298 for(ScriptList::iterator i = scripts.begin();
299 i != scripts.end(); ) {
300 HSQOBJECT& object = *i;
301 HSQUIRRELVM vm = object_to_vm(object);
303 if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
304 sq_release(global_vm, &object);
305 i = scripts.erase(i);
312 HSQOBJECT object = create_thread(global_vm);
313 scripts.push_back(object);
315 HSQUIRRELVM vm = object_to_vm(object);
317 compile_and_run(vm, in, sourcename);
323 GameSession::process_events()
325 // end of pause mode?
326 // XXX this looks like a fail-safe to unpause the game if there's no menu
327 // XXX having it enabled causes some unexpected problems
328 // XXX hopefully disabling it won't...
330 if(!Menu::current() && game_pause) {
336 if(playback_demo_stream != 0) {
337 demo_controller->update();
344 playback_demo_stream->get(left);
345 playback_demo_stream->get(right);
346 playback_demo_stream->get(up);
347 playback_demo_stream->get(down);
348 playback_demo_stream->get(jump);
349 playback_demo_stream->get(action);
350 demo_controller->press(Controller::LEFT, left);
351 demo_controller->press(Controller::RIGHT, right);
352 demo_controller->press(Controller::UP, up);
353 demo_controller->press(Controller::DOWN, down);
354 demo_controller->press(Controller::JUMP, jump);
355 demo_controller->press(Controller::ACTION, action);
358 // save input for demo?
359 if(capture_demo_stream != 0) {
360 Controller *controller = g_input_manager->get_controller();
361 capture_demo_stream ->put(controller->hold(Controller::LEFT));
362 capture_demo_stream ->put(controller->hold(Controller::RIGHT));
363 capture_demo_stream ->put(controller->hold(Controller::UP));
364 capture_demo_stream ->put(controller->hold(Controller::DOWN));
365 capture_demo_stream ->put(controller->hold(Controller::JUMP));
366 capture_demo_stream ->put(controller->hold(Controller::ACTION));
371 GameSession::check_end_conditions()
373 Player* tux = currentsector->player;
376 if(end_sequence && end_sequence->is_done()) {
378 } else if (!end_sequence && tux->is_dead()) {
384 GameSession::draw(DrawingContext& context)
386 currentsector->draw(context);
394 GameSession::draw_pause(DrawingContext& context)
396 context.draw_filled_rect(
397 Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
398 Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
404 if (currentsector == NULL)
407 if(currentsector != Sector::current()) {
408 currentsector->activate(currentsector->player->get_pos());
410 currentsector->play_music(LEVEL_MUSIC);
412 int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
413 if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
414 levelintro_shown = true;
415 g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
420 GameSession::update(float elapsed_time)
423 if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
427 MenuManager::instance().check_menu();
429 // Unpause the game if the menu has been closed
430 if (game_pause && !MenuManager::instance().is_active()) {
431 g_screen_manager->set_speed(speed_before_pause);
435 check_end_conditions();
437 // respawning in new sector?
438 if(newsector != "" && newspawnpoint != "") {
439 Sector* sector = level->get_sector(newsector);
441 log_warning << "Sector '" << newsector << "' not found" << std::endl;
442 sector = level->get_sector("main");
444 sector->activate(newspawnpoint);
445 sector->play_music(LEVEL_MUSIC);
446 currentsector = sector;
447 //Keep persistent across sectors
449 currentsector->get_players()[0]->set_edit_mode(edit_mode);
454 // Update the world state and all objects in the world
458 play_time += elapsed_time; //TODO: make sure we don't count cutscene time
459 level->stats.time = play_time;
460 currentsector->update(elapsed_time);
462 if (!end_sequence->is_tux_stopped()) {
463 currentsector->update(elapsed_time);
465 end_sequence->update(elapsed_time);
471 if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
477 if(currentsector->player->invincible_timer.started()) {
478 if(currentsector->player->invincible_timer.get_timeleft() <=
479 TUX_INVINCIBLE_TIME_WARNING) {
480 currentsector->play_music(HERRING_WARNING_MUSIC);
482 currentsector->play_music(HERRING_MUSIC);
484 } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
485 currentsector->play_music(LEVEL_MUSIC);
490 GameSession::finish(bool win)
492 using namespace worldmap;
500 if(WorldMap::current())
501 WorldMap::current()->finished_level(level.get());
504 g_screen_manager->exit_screen();
508 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
511 newspawnpoint = spawnpoint;
515 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
517 reset_sector = sector;
522 GameSession::get_working_directory()
524 return FileSystem::dirname(levelfile);
528 GameSession::start_sequence(const std::string& sequencename)
530 // do not play sequences when in edit mode
536 // handle special "stoptux" sequence
537 if (sequencename == "stoptux") {
539 log_warning << "Final target reached without an active end sequence" << std::endl;
540 this->start_sequence("endsequence");
542 if (end_sequence) end_sequence->stop_tux();
546 // abort if a sequence is already playing
550 if (sequencename == "endsequence") {
551 if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
552 end_sequence = new EndSequenceWalkLeft();
554 end_sequence = new EndSequenceWalkRight();
556 } else if (sequencename == "fireworks") {
557 end_sequence = new EndSequenceFireworks();
559 log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
563 /* slow down the game for end-sequence */
564 g_screen_manager->set_speed(0.5f);
566 currentsector->add_object(end_sequence);
567 end_sequence->start();
569 sound_manager->play_music("music/leveldone.ogg", false);
570 currentsector->player->set_winning();
573 for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
574 i != currentsector->gameobjects.end(); ++i)
576 GameObject* obj = *i;
578 LevelTime* lt = dynamic_cast<LevelTime*> (obj);
586 GameSession::drawstatus(DrawingContext& context)
588 player_status->draw(context);
590 // draw level stats while end_sequence is running
592 level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);