Fix persistent memory leak in GameSession::get_demo_random_seed()
[supertux.git] / src / supertux / game_session.cpp
1 //  SuperTux
2 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
3 //
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.
8 //
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.
13 //
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/>.
16
17 #include "supertux/game_session.hpp"
18
19 #include <float.h>
20 #include <fstream>
21
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"
46
47 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
48   level(),
49   statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
50   scripts(),
51   currentsector(nullptr),
52   levelnb(),
53   pause_menu_frame(),
54   end_sequence(0),
55   game_pause(false),
56   speed_before_pause(g_screen_manager->get_speed()),
57   levelfile(levelfile_),
58   reset_sector(),
59   reset_pos(),
60   newsector(),
61   newspawnpoint(),
62   best_level_statistics(statistics),
63   player_status(player_status),
64   capture_demo_stream(0),
65   capture_file(),
66   playback_demo_stream(0),
67   demo_controller(0),
68   play_time(0),
69   edit_mode(false),
70   levelintro_shown(false),
71   coins_at_start(),
72   bonus_at_start(),
73   max_fire_bullets_at_start(),
74   max_ice_bullets_at_start()
75 {
76   if (restart_level() != 0)
77     throw std::runtime_error ("Initializing the level failed.");
78 }
79
80 int
81 GameSession::restart_level()
82 {
83     PlayerStatus* currentStatus = get_player_status();
84     coins_at_start = currentStatus->coins;
85     bonus_at_start = currentStatus->bonus;
86     max_fire_bullets_at_start = currentStatus->max_fire_bullets;
87     max_ice_bullets_at_start = currentStatus->max_ice_bullets;
88
89   if (edit_mode) {
90     force_ghost_mode();
91     return (-1);
92   }
93
94   game_pause   = false;
95   end_sequence = 0;
96
97   g_input_manager->reset();
98
99   currentsector = 0;
100
101   level.reset(new Level);
102   try {
103     level->load(levelfile);
104     level->stats.total_coins = level->get_total_coins();
105     level->stats.total_badguys = level->get_total_badguys();
106     level->stats.total_secrets = level->get_total_secrets();
107     level->stats.reset();
108
109     if(reset_sector != "") {
110       currentsector = level->get_sector(reset_sector);
111       if(!currentsector) {
112         std::stringstream msg;
113         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
114         throw std::runtime_error(msg.str());
115       }
116       currentsector->activate(reset_pos);
117     } else {
118       currentsector = level->get_sector("main");
119       if(!currentsector)
120         throw std::runtime_error("Couldn't find main sector");
121       play_time = 0;
122       currentsector->activate("main");
123     }
124   } catch(std::exception& e) {
125     log_fatal << "Couldn't start level: " << e.what() << std::endl;
126     g_screen_manager->pop_screen();
127     return (-1);
128   }
129
130   sound_manager->stop_music();
131   currentsector->play_music(LEVEL_MUSIC);
132
133   if(capture_file != "") {
134     int newSeed=0;               // next run uses a new seed
135     while (newSeed == 0)            // which is the next non-zero random num.
136       newSeed = gameRandom.rand();
137     g_config->random_seed = gameRandom.srand(newSeed);
138     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
139     record_demo(capture_file);
140   }
141
142   return (0);
143 }
144
145 GameSession::~GameSession()
146 {
147   delete capture_demo_stream;
148   delete playback_demo_stream;
149   delete demo_controller;
150 }
151
152 void
153 GameSession::record_demo(const std::string& filename)
154 {
155   delete capture_demo_stream;
156
157   capture_demo_stream = new std::ofstream(filename.c_str());
158   if(!capture_demo_stream->good()) {
159     std::stringstream msg;
160     msg << "Couldn't open demo file '" << filename << "' for writing.";
161     throw std::runtime_error(msg.str());
162   }
163   capture_file = filename;
164
165   char buf[30];                            // save the seed in the demo file
166   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
167   for (int i=0; i==0 || buf[i-1]; i++)
168     capture_demo_stream->put(buf[i]);
169 }
170
171 int
172 GameSession::get_demo_random_seed(const std::string& filename)
173 {
174   std::istream* test_stream = new std::ifstream(filename.c_str());
175   if(test_stream->good()) {
176     char buf[30];                     // recall the seed from the demo file
177     int seed;
178     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
179       test_stream->get(buf[i]);
180     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
181       log_info << "Random seed " << seed << " from demo file" << std::endl;
182       return seed;
183     }
184     else
185       log_info << "Demo file contains no random number" << std::endl;
186   }
187   delete test_stream;
188   test_stream = nullptr;
189   return 0;
190 }
191
192 void
193 GameSession::play_demo(const std::string& filename)
194 {
195   delete playback_demo_stream;
196   delete demo_controller;
197
198   playback_demo_stream = new std::ifstream(filename.c_str());
199   if(!playback_demo_stream->good()) {
200     std::stringstream msg;
201     msg << "Couldn't open demo file '" << filename << "' for reading.";
202     throw std::runtime_error(msg.str());
203   }
204
205   Player& tux = *currentsector->player;
206   demo_controller = new CodeController();
207   tux.set_controller(demo_controller);
208
209   // skip over random seed, if it exists in the file
210   char buf[30];                            // ascii decimal seed
211   int seed;
212   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
213     playback_demo_stream->get(buf[i]);
214   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
215     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
216 }
217
218 void
219 GameSession::on_escape_press()
220 {
221   if(currentsector->player->is_dying() || end_sequence)
222   {
223     // Let the timers run out, we fast-forward them to force past a sequence
224     if (end_sequence)
225       end_sequence->stop();
226
227     currentsector->player->dying_timer.start(FLT_EPSILON);
228     return;   // don't let the player open the menu, when he is dying
229   }
230
231   if(level->on_menukey_script != "") {
232     std::istringstream in(level->on_menukey_script);
233     run_script(in, "OnMenuKeyScript");
234   } else {
235     toggle_pause();
236   }
237 }
238
239 void
240 GameSession::toggle_pause()
241 {
242   // pause
243   if(!game_pause) {
244     speed_before_pause = g_screen_manager->get_speed();
245     g_screen_manager->set_speed(0);
246     MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
247     game_pause = true;
248   }
249
250   // unpause is done in update() after the menu is processed
251 }
252
253 void
254 GameSession::abort_level()
255 {
256   MenuManager::instance().clear_menu_stack();
257   g_screen_manager->pop_screen();
258   currentsector->player->set_bonus(bonus_at_start);
259   PlayerStatus *currentStatus = get_player_status();
260   currentStatus->coins = coins_at_start;
261   currentStatus->max_fire_bullets = max_fire_bullets_at_start;
262   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
263 }
264
265 void
266 GameSession::set_editmode(bool edit_mode)
267 {
268   if (this->edit_mode == edit_mode) return;
269   this->edit_mode = edit_mode;
270
271   currentsector->get_players()[0]->set_edit_mode(edit_mode);
272
273   if (edit_mode) {
274
275     // entering edit mode
276
277   } else {
278
279     // leaving edit mode
280     restart_level();
281
282   }
283 }
284
285 void
286 GameSession::force_ghost_mode()
287 {
288   currentsector->get_players()[0]->set_ghost_mode(true);
289 }
290
291 HSQUIRRELVM
292 GameSession::run_script(std::istream& in, const std::string& sourcename)
293 {
294   using namespace scripting;
295
296   // garbage collect thread list
297   for(ScriptList::iterator i = scripts.begin();
298       i != scripts.end(); ) {
299     HSQOBJECT& object = *i;
300     HSQUIRRELVM vm = object_to_vm(object);
301
302     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
303       sq_release(global_vm, &object);
304       i = scripts.erase(i);
305       continue;
306     }
307
308     ++i;
309   }
310
311   HSQOBJECT object = create_thread(global_vm);
312   scripts.push_back(object);
313
314   HSQUIRRELVM vm = object_to_vm(object);
315
316   compile_and_run(vm, in, sourcename);
317
318   return vm;
319 }
320
321 void
322 GameSession::process_events()
323 {
324   // playback a demo?
325   if(playback_demo_stream != 0) {
326     demo_controller->update();
327     char left = false;
328     char right = false;
329     char up = false;
330     char down = false;
331     char jump = false;
332     char action = false;
333     playback_demo_stream->get(left);
334     playback_demo_stream->get(right);
335     playback_demo_stream->get(up);
336     playback_demo_stream->get(down);
337     playback_demo_stream->get(jump);
338     playback_demo_stream->get(action);
339     demo_controller->press(Controller::LEFT, left);
340     demo_controller->press(Controller::RIGHT, right);
341     demo_controller->press(Controller::UP, up);
342     demo_controller->press(Controller::DOWN, down);
343     demo_controller->press(Controller::JUMP, jump);
344     demo_controller->press(Controller::ACTION, action);
345   }
346
347   // save input for demo?
348   if(capture_demo_stream != 0) {
349     Controller *controller = g_input_manager->get_controller();
350     capture_demo_stream ->put(controller->hold(Controller::LEFT));
351     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
352     capture_demo_stream ->put(controller->hold(Controller::UP));
353     capture_demo_stream ->put(controller->hold(Controller::DOWN));
354     capture_demo_stream ->put(controller->hold(Controller::JUMP));
355     capture_demo_stream ->put(controller->hold(Controller::ACTION));
356   }
357 }
358
359 void
360 GameSession::check_end_conditions()
361 {
362   Player* tux = currentsector->player;
363
364   /* End of level? */
365   if(end_sequence && end_sequence->is_done()) {
366     finish(true);
367   } else if (!end_sequence && tux->is_dead()) {
368     restart_level();
369   }
370 }
371
372 void
373 GameSession::draw(DrawingContext& context)
374 {
375   currentsector->draw(context);
376   drawstatus(context);
377
378   if(game_pause)
379     draw_pause(context);
380 }
381
382 void
383 GameSession::draw_pause(DrawingContext& context)
384 {
385   context.draw_filled_rect(
386     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
387     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
388 }
389
390 void
391 GameSession::setup()
392 {
393   if (currentsector == NULL)
394     return;
395
396   if(currentsector != Sector::current()) {
397     currentsector->activate(currentsector->player->get_pos());
398   }
399   currentsector->play_music(LEVEL_MUSIC);
400
401   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
402   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
403     levelintro_shown = true;
404     g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
405   }
406 }
407
408 void
409 GameSession::update(float elapsed_time)
410 {
411   // handle controller
412   if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
413     on_escape_press();
414
415   process_events();
416   MenuManager::instance().check_menu();
417
418   // Unpause the game if the menu has been closed
419   if (game_pause && !MenuManager::instance().is_active()) {
420     g_screen_manager->set_speed(speed_before_pause);
421     game_pause = false;
422   }
423
424   check_end_conditions();
425
426   // respawning in new sector?
427   if(newsector != "" && newspawnpoint != "") {
428     Sector* sector = level->get_sector(newsector);
429     if(sector == 0) {
430       log_warning << "Sector '" << newsector << "' not found" << std::endl;
431       sector = level->get_sector("main");
432     }
433     sector->activate(newspawnpoint);
434     sector->play_music(LEVEL_MUSIC);
435     currentsector = sector;
436     //Keep persistent across sectors
437     if(edit_mode)
438       currentsector->get_players()[0]->set_edit_mode(edit_mode);
439     newsector = "";
440     newspawnpoint = "";
441   }
442
443   // Update the world state and all objects in the world
444   if(!game_pause) {
445     // Update the world
446     if (!end_sequence) {
447       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
448       level->stats.time = play_time;
449       currentsector->update(elapsed_time);
450     } else {
451       if (!end_sequence->is_tux_stopped()) {
452         currentsector->update(elapsed_time);
453       } else {
454         end_sequence->update(elapsed_time);
455       }
456     }
457   }
458
459   // update sounds
460   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
461
462   /* Handle music: */
463   if (end_sequence)
464     return;
465
466   if(currentsector->player->invincible_timer.started()) {
467     if(currentsector->player->invincible_timer.get_timeleft() <=
468        TUX_INVINCIBLE_TIME_WARNING) {
469       currentsector->play_music(HERRING_WARNING_MUSIC);
470     } else {
471       currentsector->play_music(HERRING_MUSIC);
472     }
473   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
474     currentsector->play_music(LEVEL_MUSIC);
475   }
476 }
477
478 void
479 GameSession::finish(bool win)
480 {
481   using namespace worldmap;
482
483   if (edit_mode) {
484     force_ghost_mode();
485     return;
486   }
487
488   if(win) {
489     if(WorldMap::current())
490       WorldMap::current()->finished_level(level.get());
491   }
492
493   g_screen_manager->pop_screen();
494 }
495
496 void
497 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
498 {
499   newsector = sector;
500   newspawnpoint = spawnpoint;
501 }
502
503 void
504 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
505 {
506   reset_sector = sector;
507   reset_pos = pos;
508 }
509
510 std::string
511 GameSession::get_working_directory()
512 {
513   return FileSystem::dirname(levelfile);
514 }
515
516 void
517 GameSession::start_sequence(const std::string& sequencename)
518 {
519   // do not play sequences when in edit mode
520   if (edit_mode) {
521     force_ghost_mode();
522     return;
523   }
524
525   // handle special "stoptux" sequence
526   if (sequencename == "stoptux") {
527     if (!end_sequence) {
528       log_warning << "Final target reached without an active end sequence" << std::endl;
529       this->start_sequence("endsequence");
530     }
531     if (end_sequence) end_sequence->stop_tux();
532     return;
533   }
534
535   // abort if a sequence is already playing
536   if (end_sequence)
537     return;
538
539   if (sequencename == "endsequence") {
540     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
541       end_sequence = new EndSequenceWalkLeft();
542     } else {
543       end_sequence = new EndSequenceWalkRight();
544     }
545   } else if (sequencename == "fireworks") {
546     end_sequence = new EndSequenceFireworks();
547   } else {
548     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
549     return;
550   }
551
552   /* slow down the game for end-sequence */
553   g_screen_manager->set_speed(0.5f);
554
555   currentsector->add_object(end_sequence);
556   end_sequence->start();
557
558   sound_manager->play_music("music/leveldone.ogg", false);
559   currentsector->player->set_winning();
560
561   // Stop all clocks.
562   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
563       i != currentsector->gameobjects.end(); ++i)
564   {
565     GameObject* obj = *i;
566
567     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
568     if(lt)
569       lt->stop();
570   }
571 }
572
573 /* (Status): */
574 void
575 GameSession::drawstatus(DrawingContext& context)
576 {
577   player_status->draw(context);
578
579   // draw level stats while end_sequence is running
580   if (end_sequence) {
581     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
582   }
583 }
584
585 /* EOF */