Restored coin-cost for reset points and added a coin penalty for aborting a level...
[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/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/screen_manager.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/game_menu.hpp"
40 #include "supertux/menu/options_menu.hpp"
41 #include "supertux/sector.hpp"
42 #include "util/file_system.hpp"
43 #include "util/gettext.hpp"
44 #include "worldmap/worldmap.hpp"
45
46 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
47   level(0), 
48   statistics_backdrop(),
49   scripts(),
50   currentsector(0),
51   levelnb(),
52   pause_menu_frame(),
53   end_sequence(0),
54   game_pause(),
55   speed_before_pause(),
56   levelfile(levelfile_), 
57   reset_sector(),
58   reset_pos(),
59   newsector(),
60   newspawnpoint(),
61   best_level_statistics(statistics),
62   player_status(player_status),
63   capture_demo_stream(0), 
64   capture_file(),
65   playback_demo_stream(0), 
66   demo_controller(0),
67   game_menu(),
68   play_time(0), 
69   edit_mode(false), 
70   levelintro_shown(false)
71 {
72   currentsector = NULL;
73
74   game_pause = false;
75   speed_before_pause = g_screen_manager->get_speed();
76
77   statistics_backdrop = Surface::create("images/engine/menu/score-backdrop.png");
78
79   if (restart_level() != 0)
80     throw std::runtime_error ("Initializing the level failed.");
81
82   game_menu.reset(new GameMenu(*level));
83 }
84
85 int
86 GameSession::restart_level()
87 {
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_jk_controller->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       level->stats.declare_invalid();
117       currentsector->activate(reset_pos);
118     } else {
119       currentsector = level->get_sector("main");
120       if(!currentsector)
121         throw std::runtime_error("Couldn't find main sector");
122       play_time = 0;
123       currentsector->activate("main");
124     }
125   } catch(std::exception& e) {
126     log_fatal << "Couldn't start level: " << e.what() << std::endl;
127     g_screen_manager->exit_screen();
128     return (-1);
129   }
130
131   sound_manager->stop_music();
132   currentsector->play_music(LEVEL_MUSIC);
133
134   if(capture_file != "") {
135     int newSeed=0;               // next run uses a new seed
136     while (newSeed == 0)            // which is the next non-zero random num.
137       newSeed = gameRandom.rand();
138     g_config->random_seed = gameRandom.srand(newSeed);
139     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
140     record_demo(capture_file);
141   }
142
143   return (0);
144 }
145
146 GameSession::~GameSession()
147 {
148   delete capture_demo_stream;
149   delete playback_demo_stream;
150   delete demo_controller;
151 }
152
153 void
154 GameSession::record_demo(const std::string& filename)
155 {
156   delete capture_demo_stream;
157
158   capture_demo_stream = new std::ofstream(filename.c_str());
159   if(!capture_demo_stream->good()) {
160     std::stringstream msg;
161     msg << "Couldn't open demo file '" << filename << "' for writing.";
162     throw std::runtime_error(msg.str());
163   }
164   capture_file = filename;
165
166   char buf[30];                            // save the seed in the demo file
167   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
168   for (int i=0; i==0 || buf[i-1]; i++)
169     capture_demo_stream->put(buf[i]);
170 }
171
172 int
173 GameSession::get_demo_random_seed(const std::string& filename)
174 {
175   std::istream* test_stream = new std::ifstream(filename.c_str());
176   if(test_stream->good()) {
177     char buf[30];                     // recall the seed from the demo file
178     int seed;
179     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
180       test_stream->get(buf[i]);
181     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
182       log_info << "Random seed " << seed << " from demo file" << std::endl;
183       return seed;
184     }
185     else
186       log_info << "Demo file contains no random number" << std::endl;
187   }
188   return 0;
189 }
190
191 void
192 GameSession::play_demo(const std::string& filename)
193 {
194   delete playback_demo_stream;
195   delete demo_controller;
196
197   playback_demo_stream = new std::ifstream(filename.c_str());
198   if(!playback_demo_stream->good()) {
199     std::stringstream msg;
200     msg << "Couldn't open demo file '" << filename << "' for reading.";
201     throw std::runtime_error(msg.str());
202   }
203
204   Player& tux = *currentsector->player;
205   demo_controller = new CodeController();
206   tux.set_controller(demo_controller);
207
208   // skip over random seed, if it exists in the file
209   char buf[30];                            // ascii decimal seed
210   int seed;
211   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
212     playback_demo_stream->get(buf[i]);
213   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
214     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
215 }
216
217 void
218 GameSession::on_escape_press()
219 {
220   if(currentsector->player->is_dying() || end_sequence)
221   {
222     // Let the timers run out, we fast-forward them to force past a sequence
223     if (end_sequence)
224       end_sequence->stop();
225
226     currentsector->player->dying_timer.start(FLT_EPSILON);
227     return;   // don't let the player open the menu, when he is dying
228   }
229
230   if(level->on_menukey_script != "") {
231     std::istringstream in(level->on_menukey_script);
232     run_script(in, "OnMenuKeyScript");
233   } else {
234     toggle_pause();
235   }
236 }
237
238 void
239 GameSession::toggle_pause()
240 {
241   // pause
242   if(!game_pause) {
243     speed_before_pause = g_screen_manager->get_speed();
244     g_screen_manager->set_speed(0);
245     MenuManager::set_current(game_menu.get());
246     game_menu->set_active_item(MNID_CONTINUE);
247     game_pause = true;
248   }
249
250   // unpause is done in update() after the menu is processed
251 }
252
253 void
254 GameSession::set_editmode(bool edit_mode)
255 {
256   if (this->edit_mode == edit_mode) return;
257   this->edit_mode = edit_mode;
258
259   currentsector->get_players()[0]->set_edit_mode(edit_mode);
260
261   if (edit_mode) {
262
263     // entering edit mode
264
265   } else {
266
267     // leaving edit mode
268     restart_level();
269
270   }
271 }
272
273 void
274 GameSession::force_ghost_mode()
275 {
276   currentsector->get_players()[0]->set_ghost_mode(true);
277 }
278
279 HSQUIRRELVM
280 GameSession::run_script(std::istream& in, const std::string& sourcename)
281 {
282   using namespace scripting;
283
284   // garbage collect thread list
285   for(ScriptList::iterator i = scripts.begin();
286       i != scripts.end(); ) {
287     HSQOBJECT& object = *i;
288     HSQUIRRELVM vm = object_to_vm(object);
289
290     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
291       sq_release(global_vm, &object);
292       i = scripts.erase(i);
293       continue;
294     }
295
296     ++i;
297   }
298
299   HSQOBJECT object = create_thread(global_vm);
300   scripts.push_back(object);
301
302   HSQUIRRELVM vm = object_to_vm(object);
303
304   compile_and_run(vm, in, sourcename);
305
306   return vm;
307 }
308
309 void
310 GameSession::process_events()
311 {
312   // end of pause mode?
313   // XXX this looks like a fail-safe to unpause the game if there's no menu
314   // XXX having it enabled causes some unexpected problems
315   // XXX hopefully disabling it won't...
316   /*
317     if(!Menu::current() && game_pause) {
318     game_pause = false;
319     }
320   */
321
322   // playback a demo?
323   if(playback_demo_stream != 0) {
324     demo_controller->update();
325     char left = false;
326     char right = false;
327     char up = false;
328     char down = false;
329     char jump = false;
330     char action = false;
331     playback_demo_stream->get(left);
332     playback_demo_stream->get(right);
333     playback_demo_stream->get(up);
334     playback_demo_stream->get(down);
335     playback_demo_stream->get(jump);
336     playback_demo_stream->get(action);
337     demo_controller->press(Controller::LEFT, left);
338     demo_controller->press(Controller::RIGHT, right);
339     demo_controller->press(Controller::UP, up);
340     demo_controller->press(Controller::DOWN, down);
341     demo_controller->press(Controller::JUMP, jump);
342     demo_controller->press(Controller::ACTION, action);
343   }
344
345   // save input for demo?
346   if(capture_demo_stream != 0) {
347     Controller *controller = g_jk_controller->get_main_controller();
348     capture_demo_stream ->put(controller->hold(Controller::LEFT));
349     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
350     capture_demo_stream ->put(controller->hold(Controller::UP));
351     capture_demo_stream ->put(controller->hold(Controller::DOWN));
352     capture_demo_stream ->put(controller->hold(Controller::JUMP));
353     capture_demo_stream ->put(controller->hold(Controller::ACTION));
354   }
355 }
356
357 void
358 GameSession::check_end_conditions()
359 {
360   Player* tux = currentsector->player;
361
362   /* End of level? */
363   if(end_sequence && end_sequence->is_done()) {
364     finish(true);
365   } else if (!end_sequence && tux->is_dead()) {
366     restart_level();
367   }
368 }
369
370 void
371 GameSession::draw(DrawingContext& context)
372 {
373   currentsector->draw(context);
374   drawstatus(context);
375
376   if(game_pause)
377     draw_pause(context);
378 }
379
380 void
381 GameSession::draw_pause(DrawingContext& context)
382 {
383   context.draw_filled_rect(
384     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
385     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
386 }
387
388 void
389 GameSession::process_menu()
390 {
391   Menu* menu = MenuManager::current();
392   if(menu) {
393     if(menu == game_menu.get()) {
394       switch (game_menu->check()) {
395         case MNID_CONTINUE:
396           MenuManager::set_current(0);
397           toggle_pause();
398           break;
399         case MNID_ABORTLEVEL:
400           MenuManager::set_current(0);
401           g_screen_manager->exit_screen();
402           //Coin penalty for aborting a level
403           if (player_status->coins >= 25)
404             player_status->coins -= std::max(player_status->coins/10, 25);
405           break;
406       }
407     }
408   }
409 }
410
411 void
412 GameSession::setup()
413 {
414   if (currentsector == NULL)
415     return;
416
417   if(currentsector != Sector::current()) {
418     currentsector->activate(currentsector->player->get_pos());
419   }
420   currentsector->play_music(LEVEL_MUSIC);
421
422   // Eat unneeded events
423   SDL_Event event;
424   while(SDL_PollEvent(&event))
425   {}
426
427   if (!levelintro_shown) {
428     levelintro_shown = true;
429     g_screen_manager->push_screen(new LevelIntro(level.get(), best_level_statistics));
430   }
431 }
432
433 void
434 GameSession::update(float elapsed_time)
435 {
436   // handle controller
437   if(g_jk_controller->get_main_controller()->pressed(Controller::PAUSE_MENU))
438     on_escape_press();
439
440   process_events();
441   process_menu();
442
443   // Unpause the game if the menu has been closed
444   if (game_pause && !MenuManager::current()) {
445     g_screen_manager->set_speed(speed_before_pause);
446     game_pause = false;
447   }
448
449   check_end_conditions();
450
451   // respawning in new sector?
452   if(newsector != "" && newspawnpoint != "") {
453     Sector* sector = level->get_sector(newsector);
454     if(sector == 0) {
455       log_warning << "Sector '" << newsector << "' not found" << std::endl;
456       sector = level->get_sector("main");
457     }
458     sector->activate(newspawnpoint);
459     sector->play_music(LEVEL_MUSIC);
460     currentsector = sector;
461     //Keep persistent across sectors
462     if(edit_mode)
463       currentsector->get_players()[0]->set_edit_mode(edit_mode);
464     newsector = "";
465     newspawnpoint = "";
466   }
467
468   // Update the world state and all objects in the world
469   if(!game_pause) {
470     // Update the world
471     if (!end_sequence) {
472       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
473       level->stats.time = play_time;
474       currentsector->update(elapsed_time);
475     } else {
476       if (!end_sequence->is_tux_stopped()) {
477         currentsector->update(elapsed_time);
478       } else {
479         end_sequence->update(elapsed_time);
480       }
481     }
482   }
483
484   // update sounds
485   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
486
487   /* Handle music: */
488   if (end_sequence)
489     return;
490
491   if(currentsector->player->invincible_timer.started()) {
492     if(currentsector->player->invincible_timer.get_timeleft() <=
493        TUX_INVINCIBLE_TIME_WARNING) {
494       currentsector->play_music(HERRING_WARNING_MUSIC);
495     } else {
496       currentsector->play_music(HERRING_MUSIC);
497     }
498   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
499     currentsector->play_music(LEVEL_MUSIC);
500   }
501 }
502
503 void
504 GameSession::finish(bool win)
505 {
506   using namespace worldmap;
507
508   if (edit_mode) {
509     force_ghost_mode();
510     return;
511   }
512
513   if(win) {
514     if(WorldMap::current())
515       WorldMap::current()->finished_level(level.get());
516   }
517
518   g_screen_manager->exit_screen();
519 }
520
521 void
522 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
523 {
524   newsector = sector;
525   newspawnpoint = spawnpoint;
526 }
527
528 void
529 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
530 {
531   reset_sector = sector;
532   reset_pos = pos;
533 }
534
535 std::string
536 GameSession::get_working_directory()
537 {
538   return FileSystem::dirname(levelfile);
539 }
540
541 void
542 GameSession::start_sequence(const std::string& sequencename)
543 {
544   // do not play sequences when in edit mode
545   if (edit_mode) {
546     force_ghost_mode();
547     return;
548   }
549
550   // handle special "stoptux" sequence
551   if (sequencename == "stoptux") {
552     if (!end_sequence) {
553       log_warning << "Final target reached without an active end sequence" << std::endl;
554       this->start_sequence("endsequence");
555     }
556     if (end_sequence) end_sequence->stop_tux();
557     return;
558   }
559
560   // abort if a sequence is already playing
561   if (end_sequence)
562     return;
563
564   if (sequencename == "endsequence") {
565     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
566       end_sequence = new EndSequenceWalkLeft();
567     } else {
568       end_sequence = new EndSequenceWalkRight();
569     }
570   } else if (sequencename == "fireworks") {
571     end_sequence = new EndSequenceFireworks();
572   } else {
573     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
574     return;
575   }
576
577   /* slow down the game for end-sequence */
578   g_screen_manager->set_speed(0.5f);
579
580   currentsector->add_object(end_sequence);
581   end_sequence->start();
582
583   sound_manager->play_music("music/leveldone.ogg", false);
584   currentsector->player->set_winning();
585
586   // Stop all clocks.
587   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
588       i != currentsector->gameobjects.end(); ++i)
589   {
590     GameObject* obj = *i;
591
592     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
593     if(lt)
594       lt->stop();
595   }
596 }
597
598 /* (Status): */
599 void
600 GameSession::drawstatus(DrawingContext& context)
601 {
602   player_status->draw(context);
603
604   // draw level stats while end_sequence is running
605   if (end_sequence) {
606     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
607   }
608 }
609
610 /* EOF */