Removed coin penalty for aborting a level- this needs to be thought out more
[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       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->exit_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   return 0;
188 }
189
190 void
191 GameSession::play_demo(const std::string& filename)
192 {
193   delete playback_demo_stream;
194   delete demo_controller;
195
196   playback_demo_stream = new std::ifstream(filename.c_str());
197   if(!playback_demo_stream->good()) {
198     std::stringstream msg;
199     msg << "Couldn't open demo file '" << filename << "' for reading.";
200     throw std::runtime_error(msg.str());
201   }
202
203   Player& tux = *currentsector->player;
204   demo_controller = new CodeController();
205   tux.set_controller(demo_controller);
206
207   // skip over random seed, if it exists in the file
208   char buf[30];                            // ascii decimal seed
209   int seed;
210   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
211     playback_demo_stream->get(buf[i]);
212   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
213     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
214 }
215
216 void
217 GameSession::on_escape_press()
218 {
219   if(currentsector->player->is_dying() || end_sequence)
220   {
221     // Let the timers run out, we fast-forward them to force past a sequence
222     if (end_sequence)
223       end_sequence->stop();
224
225     currentsector->player->dying_timer.start(FLT_EPSILON);
226     return;   // don't let the player open the menu, when he is dying
227   }
228
229   if(level->on_menukey_script != "") {
230     std::istringstream in(level->on_menukey_script);
231     run_script(in, "OnMenuKeyScript");
232   } else {
233     toggle_pause();
234   }
235 }
236
237 void
238 GameSession::toggle_pause()
239 {
240   // pause
241   if(!game_pause) {
242     speed_before_pause = g_screen_manager->get_speed();
243     g_screen_manager->set_speed(0);
244     MenuManager::set_current(game_menu.get());
245     game_menu->set_active_item(MNID_CONTINUE);
246     game_pause = true;
247   }
248
249   // unpause is done in update() after the menu is processed
250 }
251
252 void
253 GameSession::set_editmode(bool edit_mode)
254 {
255   if (this->edit_mode == edit_mode) return;
256   this->edit_mode = edit_mode;
257
258   currentsector->get_players()[0]->set_edit_mode(edit_mode);
259
260   if (edit_mode) {
261
262     // entering edit mode
263
264   } else {
265
266     // leaving edit mode
267     restart_level();
268
269   }
270 }
271
272 void
273 GameSession::force_ghost_mode()
274 {
275   currentsector->get_players()[0]->set_ghost_mode(true);
276 }
277
278 HSQUIRRELVM
279 GameSession::run_script(std::istream& in, const std::string& sourcename)
280 {
281   using namespace scripting;
282
283   // garbage collect thread list
284   for(ScriptList::iterator i = scripts.begin();
285       i != scripts.end(); ) {
286     HSQOBJECT& object = *i;
287     HSQUIRRELVM vm = object_to_vm(object);
288
289     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
290       sq_release(global_vm, &object);
291       i = scripts.erase(i);
292       continue;
293     }
294
295     ++i;
296   }
297
298   HSQOBJECT object = create_thread(global_vm);
299   scripts.push_back(object);
300
301   HSQUIRRELVM vm = object_to_vm(object);
302
303   compile_and_run(vm, in, sourcename);
304
305   return vm;
306 }
307
308 void
309 GameSession::process_events()
310 {
311   // end of pause mode?
312   // XXX this looks like a fail-safe to unpause the game if there's no menu
313   // XXX having it enabled causes some unexpected problems
314   // XXX hopefully disabling it won't...
315   /*
316     if(!Menu::current() && game_pause) {
317     game_pause = false;
318     }
319   */
320
321   // playback a demo?
322   if(playback_demo_stream != 0) {
323     demo_controller->update();
324     char left = false;
325     char right = false;
326     char up = false;
327     char down = false;
328     char jump = false;
329     char action = false;
330     playback_demo_stream->get(left);
331     playback_demo_stream->get(right);
332     playback_demo_stream->get(up);
333     playback_demo_stream->get(down);
334     playback_demo_stream->get(jump);
335     playback_demo_stream->get(action);
336     demo_controller->press(Controller::LEFT, left);
337     demo_controller->press(Controller::RIGHT, right);
338     demo_controller->press(Controller::UP, up);
339     demo_controller->press(Controller::DOWN, down);
340     demo_controller->press(Controller::JUMP, jump);
341     demo_controller->press(Controller::ACTION, action);
342   }
343
344   // save input for demo?
345   if(capture_demo_stream != 0) {
346     Controller *controller = g_jk_controller->get_main_controller();
347     capture_demo_stream ->put(controller->hold(Controller::LEFT));
348     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
349     capture_demo_stream ->put(controller->hold(Controller::UP));
350     capture_demo_stream ->put(controller->hold(Controller::DOWN));
351     capture_demo_stream ->put(controller->hold(Controller::JUMP));
352     capture_demo_stream ->put(controller->hold(Controller::ACTION));
353   }
354 }
355
356 void
357 GameSession::check_end_conditions()
358 {
359   Player* tux = currentsector->player;
360
361   /* End of level? */
362   if(end_sequence && end_sequence->is_done()) {
363     finish(true);
364   } else if (!end_sequence && tux->is_dead()) {
365     restart_level();
366   }
367 }
368
369 void
370 GameSession::draw(DrawingContext& context)
371 {
372   currentsector->draw(context);
373   drawstatus(context);
374
375   if(game_pause)
376     draw_pause(context);
377 }
378
379 void
380 GameSession::draw_pause(DrawingContext& context)
381 {
382   context.draw_filled_rect(
383     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
384     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
385 }
386
387 void
388 GameSession::process_menu()
389 {
390   Menu* menu = MenuManager::current();
391   if(menu) {
392     if(menu == game_menu.get()) {
393       switch (game_menu->check()) {
394         case MNID_CONTINUE:
395           MenuManager::set_current(0);
396           toggle_pause();
397           break;
398         case MNID_ABORTLEVEL:
399           MenuManager::set_current(0);
400           g_screen_manager->exit_screen();
401           // TODO: revert coins and powerups to previous
402           // values so as to discourage powerup "farming"
403       }
404     }
405   }
406 }
407
408 void
409 GameSession::setup()
410 {
411   if (currentsector == NULL)
412     return;
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_screen_manager->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_jk_controller->get_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 && !MenuManager::current()) {
442     g_screen_manager->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 worldmap;
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_screen_manager->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_screen_manager->set_speed(0.5f);
576
577   currentsector->add_object(end_sequence);
578   end_sequence->start();
579
580   sound_manager->play_music("music/leveldone.ogg", false);
581   currentsector->player->set_winning();
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);
604   }
605 }
606
607 /* EOF */