40242e1eada1c6ced2a01bdd5b58ef555ad94800
[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 "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/main.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"
42
43 enum GameMenuIDs {
44   MNID_CONTINUE,
45   MNID_ABORTLEVEL
46 };
47
48 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) :
49   level(0), 
50   statistics_backdrop(),
51   scripts(),
52   currentsector(0),
53   levelnb(),
54   pause_menu_frame(),
55   end_sequence(0),
56   game_pause(),
57   speed_before_pause(),
58   levelfile(levelfile_), 
59   reset_sector(),
60   reset_pos(),
61   newsector(),
62   newspawnpoint(),
63   best_level_statistics(statistics),
64   capture_demo_stream(0), 
65   capture_file(),
66   playback_demo_stream(0), 
67   demo_controller(0),
68   game_menu(),
69   play_time(0), 
70   edit_mode(false), 
71   levelintro_shown(false)
72 {
73   currentsector = NULL;
74
75   game_pause = false;
76   speed_before_pause = g_main_loop->get_speed();
77
78   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
79
80   restart_level();
81
82   game_menu.reset(new Menu());
83   game_menu->add_label(level->name);
84   game_menu->add_hl();
85   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
86   game_menu->add_submenu(_("Options"), get_options_menu());
87   game_menu->add_hl();
88   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
89 }
90
91 void
92 GameSession::restart_level()
93 {
94
95   if (edit_mode) {
96     force_ghost_mode();
97     return;
98   }
99
100   game_pause   = false;
101   end_sequence = 0;
102
103   g_main_controller->reset();
104
105   currentsector = 0;
106
107   level.reset(new Level);
108   try {
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();
114
115     if(reset_sector != "") {
116       currentsector = level->get_sector(reset_sector);
117       if(!currentsector) {
118         std::stringstream msg;
119         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
120         throw std::runtime_error(msg.str());
121       }
122       level->stats.declare_invalid();
123       currentsector->activate(reset_pos);
124     } else {
125       currentsector = level->get_sector("main");
126       if(!currentsector)
127         throw std::runtime_error("Couldn't find main sector");
128       play_time = 0;
129       currentsector->activate("main");
130     }
131   } catch(std::exception& e) {
132     log_fatal << "Couldn't start level: " << e.what() << std::endl;
133     g_main_loop->exit_screen();
134   }
135
136   sound_manager->stop_music();
137   currentsector->play_music(LEVEL_MUSIC);
138
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);
146   }
147 }
148
149 GameSession::~GameSession()
150 {
151   delete capture_demo_stream;
152   delete playback_demo_stream;
153   delete demo_controller;
154   free_options_menu();
155 }
156
157 void
158 GameSession::record_demo(const std::string& filename)
159 {
160   delete capture_demo_stream;
161
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());
167   }
168   capture_file = filename;
169
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]);
174 }
175
176 int
177 GameSession::get_demo_random_seed(const std::string& filename)
178 {
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
182     int seed;
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;
187       return seed;
188     }
189     else
190       log_info << "Demo file contains no random number" << std::endl;
191   }
192   return 0;
193 }
194
195 void
196 GameSession::play_demo(const std::string& filename)
197 {
198   delete playback_demo_stream;
199   delete demo_controller;
200
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());
206   }
207
208   Player& tux = *currentsector->player;
209   demo_controller = new CodeController();
210   tux.set_controller(demo_controller);
211
212   // skip over random seed, if it exists in the file
213   char buf[30];                            // ascii decimal seed
214   int 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
219 }
220
221 void
222 GameSession::on_escape_press()
223 {
224   if(currentsector->player->is_dying() || end_sequence)
225   {
226     // Let the timers run out, we fast-forward them to force past a sequence
227     if (end_sequence)
228       end_sequence->stop();
229
230     currentsector->player->dying_timer.start(FLT_EPSILON);
231     return;   // don't let the player open the menu, when he is dying
232   }
233
234   if(level->on_menukey_script != "") {
235     std::istringstream in(level->on_menukey_script);
236     run_script(in, "OnMenuKeyScript");
237   } else {
238     toggle_pause();
239   }
240 }
241
242 void
243 GameSession::toggle_pause()
244 {
245   // pause
246   if(!game_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);
251     game_pause = true;
252   }
253
254   // unpause is done in update() after the menu is processed
255 }
256
257 void
258 GameSession::set_editmode(bool edit_mode)
259 {
260   if (this->edit_mode == edit_mode) return;
261   this->edit_mode = edit_mode;
262
263   currentsector->get_players()[0]->set_edit_mode(edit_mode);
264
265   if (edit_mode) {
266
267     // entering edit mode
268
269   } else {
270
271     // leaving edit mode
272     restart_level();
273
274   }
275 }
276
277 void
278 GameSession::force_ghost_mode()
279 {
280   currentsector->get_players()[0]->set_ghost_mode(true);
281 }
282
283 HSQUIRRELVM
284 GameSession::run_script(std::istream& in, const std::string& sourcename)
285 {
286   using namespace Scripting;
287
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);
293
294     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
295       sq_release(global_vm, &object);
296       i = scripts.erase(i);
297       continue;
298     }
299
300     ++i;
301   }
302
303   HSQOBJECT object = create_thread(global_vm);
304   scripts.push_back(object);
305
306   HSQUIRRELVM vm = object_to_vm(object);
307
308   compile_and_run(vm, in, sourcename);
309
310   return vm;
311 }
312
313 void
314 GameSession::process_events()
315 {
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...
320   /*
321     if(!Menu::current() && game_pause) {
322     game_pause = false;
323     }
324   */
325
326   // playback a demo?
327   if(playback_demo_stream != 0) {
328     demo_controller->update();
329     char left = false;
330     char right = false;
331     char up = false;
332     char down = false;
333     char jump = false;
334     char action = false;
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);
347   }
348
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));
357   }
358 }
359
360 void
361 GameSession::check_end_conditions()
362 {
363   Player* tux = currentsector->player;
364
365   /* End of level? */
366   if(end_sequence && end_sequence->is_done()) {
367     finish(true);
368   } else if (!end_sequence && tux->is_dead()) {
369     restart_level();
370   }
371 }
372
373 void
374 GameSession::draw(DrawingContext& context)
375 {
376   currentsector->draw(context);
377   drawstatus(context);
378
379   if(game_pause)
380     draw_pause(context);
381 }
382
383 void
384 GameSession::draw_pause(DrawingContext& context)
385 {
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);
389 }
390
391 void
392 GameSession::process_menu()
393 {
394   Menu* menu = Menu::current();
395   if(menu) {
396     if(menu == game_menu.get()) {
397       switch (game_menu->check()) {
398         case MNID_CONTINUE:
399           Menu::set_current(0);
400           toggle_pause();
401           break;
402         case MNID_ABORTLEVEL:
403           Menu::set_current(0);
404           g_main_loop->exit_screen();
405           break;
406       }
407     }
408   }
409 }
410
411 void
412 GameSession::setup()
413 {
414   if(currentsector != Sector::current()) {
415     currentsector->activate(currentsector->player->get_pos());
416   }
417   currentsector->play_music(LEVEL_MUSIC);
418
419   // Eat unneeded events
420   SDL_Event event;
421   while(SDL_PollEvent(&event))
422   {}
423
424   if (!levelintro_shown) {
425     levelintro_shown = true;
426     g_main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
427   }
428 }
429
430 void
431 GameSession::update(float elapsed_time)
432 {
433   // handle controller
434   if(g_main_controller->pressed(Controller::PAUSE_MENU))
435     on_escape_press();
436
437   process_events();
438   process_menu();
439
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);
443     game_pause = false;
444   }
445
446   check_end_conditions();
447
448   // respawning in new sector?
449   if(newsector != "" && newspawnpoint != "") {
450     Sector* sector = level->get_sector(newsector);
451     if(sector == 0) {
452       log_warning << "Sector '" << newsector << "' not found" << std::endl;
453       sector = level->get_sector("main");
454     }
455     sector->activate(newspawnpoint);
456     sector->play_music(LEVEL_MUSIC);
457     currentsector = sector;
458     //Keep persistent across sectors
459     if(edit_mode)
460       currentsector->get_players()[0]->set_edit_mode(edit_mode);
461     newsector = "";
462     newspawnpoint = "";
463   }
464
465   // Update the world state and all objects in the world
466   if(!game_pause) {
467     // Update the world
468     if (!end_sequence) {
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);
472     } else {
473       if (!end_sequence->is_tux_stopped()) {
474         currentsector->update(elapsed_time);
475       } else {
476         end_sequence->update(elapsed_time);
477       }
478     }
479   }
480
481   // update sounds
482   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
483
484   /* Handle music: */
485   if (end_sequence)
486     return;
487
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);
492     } else {
493       currentsector->play_music(HERRING_MUSIC);
494     }
495   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
496     currentsector->play_music(LEVEL_MUSIC);
497   }
498 }
499
500 void
501 GameSession::finish(bool win)
502 {
503   using namespace WorldMapNS;
504
505   if (edit_mode) {
506     force_ghost_mode();
507     return;
508   }
509
510   if(win) {
511     if(WorldMap::current())
512       WorldMap::current()->finished_level(level.get());
513   }
514
515   g_main_loop->exit_screen();
516 }
517
518 void
519 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
520 {
521   newsector = sector;
522   newspawnpoint = spawnpoint;
523 }
524
525 void
526 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
527 {
528   reset_sector = sector;
529   reset_pos = pos;
530 }
531
532 std::string
533 GameSession::get_working_directory()
534 {
535   return FileSystem::dirname(levelfile);
536 }
537
538 void
539 GameSession::start_sequence(const std::string& sequencename)
540 {
541   // do not play sequences when in edit mode
542   if (edit_mode) {
543     force_ghost_mode();
544     return;
545   }
546
547   // handle special "stoptux" sequence
548   if (sequencename == "stoptux") {
549     if (!end_sequence) {
550       log_warning << "Final target reached without an active end sequence" << std::endl;
551       this->start_sequence("endsequence");
552     }
553     if (end_sequence) end_sequence->stop_tux();
554     return;
555   }
556
557   // abort if a sequence is already playing
558   if (end_sequence)
559     return;
560
561   if (sequencename == "endsequence") {
562     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
563       end_sequence = new EndSequenceWalkLeft();
564     } else {
565       end_sequence = new EndSequenceWalkRight();
566     }
567   } else if (sequencename == "fireworks") {
568     end_sequence = new EndSequenceFireworks();
569   } else {
570     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
571     return;
572   }
573
574   /* slow down the game for end-sequence */
575   g_main_loop->set_speed(0.5f);
576
577   currentsector->add_object(end_sequence);
578   end_sequence->start();
579
580   sound_manager->play_music("music/leveldone.music", false);
581   currentsector->player->invincible_timer.start(10000.0f);
582
583   // Stop all clocks.
584   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
585       i != currentsector->gameobjects.end(); ++i)
586   {
587     GameObject* obj = *i;
588
589     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
590     if(lt)
591       lt->stop();
592   }
593 }
594
595 /* (Status): */
596 void
597 GameSession::drawstatus(DrawingContext& context)
598 {
599   player_status->draw(context);
600
601   // draw level stats while end_sequence is running
602   if (end_sequence) {
603     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
604   }
605 }
606
607 /* EOF */