d29300d922ae8595aec68890eb3977dec813d2c5
[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/scripting.hpp"
34 #include "scripting/squirrel_util.hpp"
35 #include "scripting/squirrel_util.hpp"
36 #include "supertux/gameconfig.hpp"
37 #include "supertux/globals.hpp"
38 #include "supertux/levelintro.hpp"
39 #include "supertux/levelset_screen.hpp"
40 #include "supertux/menu/menu_storage.hpp"
41 #include "supertux/menu/options_menu.hpp"
42 #include "supertux/player_status.hpp"
43 #include "supertux/savegame.hpp"
44 #include "supertux/screen_fade.hpp"
45 #include "supertux/screen_manager.hpp"
46 #include "supertux/sector.hpp"
47 #include "util/file_system.hpp"
48 #include "util/gettext.hpp"
49 #include "worldmap/worldmap.hpp"
50
51 GameSession::GameSession(const std::string& levelfile_, Savegame& savegame, Statistics* statistics) :
52   level(),
53   statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
54   scripts(),
55   currentsector(nullptr),
56   levelnb(),
57   pause_menu_frame(),
58   end_sequence(0),
59   game_pause(false),
60   speed_before_pause(ScreenManager::current()->get_speed()),
61   levelfile(levelfile_),
62   reset_sector(),
63   reset_pos(),
64   newsector(),
65   newspawnpoint(),
66   best_level_statistics(statistics),
67   m_savegame(savegame),
68   capture_demo_stream(0),
69   capture_file(),
70   playback_demo_stream(0),
71   demo_controller(0),
72   play_time(0),
73   edit_mode(false),
74   levelintro_shown(false),
75   coins_at_start(),
76   bonus_at_start(),
77   max_fire_bullets_at_start(),
78   max_ice_bullets_at_start(),
79   active(false)
80 {
81   if (restart_level() != 0)
82     throw std::runtime_error ("Initializing the level failed.");
83 }
84
85 int
86 GameSession::restart_level(bool after_death)
87 {
88     PlayerStatus* currentStatus = m_savegame.get_player_status();
89     coins_at_start = currentStatus->coins;
90     bonus_at_start = currentStatus->bonus;
91     max_fire_bullets_at_start = currentStatus->max_fire_bullets;
92     max_ice_bullets_at_start = currentStatus->max_ice_bullets;
93
94   if (edit_mode) {
95     force_ghost_mode();
96     return (-1);
97   }
98
99   game_pause   = false;
100   end_sequence = 0;
101
102   InputManager::current()->reset();
103
104   currentsector = 0;
105
106   level.reset(new Level);
107   try {
108     level->load(levelfile);
109     level->stats.total_coins = level->get_total_coins();
110     level->stats.total_badguys = level->get_total_badguys();
111     level->stats.total_secrets = level->get_total_secrets();
112     level->stats.reset();
113
114     if(reset_sector != "") {
115       currentsector = level->get_sector(reset_sector);
116       if(!currentsector) {
117         std::stringstream msg;
118         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
119         throw std::runtime_error(msg.str());
120       }
121       currentsector->activate(reset_pos);
122     } else {
123       currentsector = level->get_sector("main");
124       if(!currentsector)
125         throw std::runtime_error("Couldn't find main sector");
126       play_time = 0;
127       currentsector->activate("main");
128     }
129   } catch(std::exception& e) {
130     log_fatal << "Couldn't start level: " << e.what() << std::endl;
131     ScreenManager::current()->pop_screen();
132     return (-1);
133   }
134   if(after_death == true) {
135     currentsector->resume_music();
136   }
137   else {
138     SoundManager::current()->stop_music();
139     currentsector->play_music(LEVEL_MUSIC);
140   }
141
142   if(capture_file != "") {
143     int newSeed=0;               // next run uses a new seed
144     while (newSeed == 0)            // which is the next non-zero random num.
145       newSeed = gameRandom.rand();
146     g_config->random_seed = gameRandom.srand(newSeed);
147     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
148     record_demo(capture_file);
149   }
150
151   return (0);
152 }
153
154 GameSession::~GameSession()
155 {
156   delete capture_demo_stream;
157   delete playback_demo_stream;
158   delete demo_controller;
159 }
160
161 void
162 GameSession::record_demo(const std::string& filename)
163 {
164   delete capture_demo_stream;
165
166   capture_demo_stream = new std::ofstream(filename.c_str());
167   if(!capture_demo_stream->good()) {
168     std::stringstream msg;
169     msg << "Couldn't open demo file '" << filename << "' for writing.";
170     throw std::runtime_error(msg.str());
171   }
172   capture_file = filename;
173
174   char buf[30];                            // save the seed in the demo file
175   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
176   for (int i=0; i==0 || buf[i-1]; i++)
177     capture_demo_stream->put(buf[i]);
178 }
179
180 int
181 GameSession::get_demo_random_seed(const std::string& filename)
182 {
183   std::istream* test_stream = new std::ifstream(filename.c_str());
184   if(test_stream->good()) {
185     char buf[30];                     // recall the seed from the demo file
186     int seed;
187     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
188       test_stream->get(buf[i]);
189     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
190       log_info << "Random seed " << seed << " from demo file" << std::endl;
191       return seed;
192     }
193     else
194       log_info << "Demo file contains no random number" << std::endl;
195   }
196   delete test_stream;
197   test_stream = nullptr;
198   return 0;
199 }
200
201 void
202 GameSession::play_demo(const std::string& filename)
203 {
204   delete playback_demo_stream;
205   delete demo_controller;
206
207   playback_demo_stream = new std::ifstream(filename.c_str());
208   if(!playback_demo_stream->good()) {
209     std::stringstream msg;
210     msg << "Couldn't open demo file '" << filename << "' for reading.";
211     throw std::runtime_error(msg.str());
212   }
213
214   Player& tux = *currentsector->player;
215   demo_controller = new CodeController();
216   tux.set_controller(demo_controller);
217
218   // skip over random seed, if it exists in the file
219   char buf[30];                            // ascii decimal seed
220   int seed;
221   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
222     playback_demo_stream->get(buf[i]);
223   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
224     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
225 }
226
227 void
228 GameSession::on_escape_press()
229 {
230   if(currentsector->player->is_dying() || end_sequence)
231   {
232     // Let the timers run out, we fast-forward them to force past a sequence
233     if (end_sequence)
234       end_sequence->stop();
235
236     currentsector->player->dying_timer.start(FLT_EPSILON);
237     return;   // don't let the player open the menu, when he is dying
238   }
239
240   if(level->on_menukey_script != "") {
241     std::istringstream in(level->on_menukey_script);
242     run_script(in, "OnMenuKeyScript");
243   } else {
244     toggle_pause();
245   }
246 }
247
248 void
249 GameSession::toggle_pause()
250 {
251   // pause
252   if (!game_pause && !MenuManager::instance().is_active())
253   {
254     speed_before_pause = ScreenManager::current()->get_speed();
255     ScreenManager::current()->set_speed(0);
256     MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
257     SoundManager::current()->pause_music();
258     game_pause = true;
259   }
260
261   // unpause is done in update() after the menu is processed
262 }
263
264 void
265 GameSession::abort_level()
266 {
267   MenuManager::instance().clear_menu_stack();
268   ScreenManager::current()->pop_screen();
269   currentsector->player->set_bonus(bonus_at_start);
270   PlayerStatus *currentStatus = m_savegame.get_player_status();
271   currentStatus->coins = coins_at_start;
272   currentStatus->max_fire_bullets = max_fire_bullets_at_start;
273   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
274 }
275
276 bool
277 GameSession::is_active() const
278 {
279   return !game_pause && active;
280 }
281
282 void
283 GameSession::set_editmode(bool edit_mode_)
284 {
285   if (this->edit_mode == edit_mode_) return;
286   this->edit_mode = edit_mode_;
287
288   currentsector->get_players()[0]->set_edit_mode(edit_mode_);
289
290   if (edit_mode_) {
291
292     // entering edit mode
293
294   } else {
295
296     // leaving edit mode
297     restart_level();
298
299   }
300 }
301
302 void
303 GameSession::force_ghost_mode()
304 {
305   currentsector->get_players()[0]->set_ghost_mode(true);
306 }
307
308 HSQUIRRELVM
309 GameSession::run_script(std::istream& in, const std::string& sourcename)
310 {
311   using namespace scripting;
312
313   // garbage collect thread list
314   for(ScriptList::iterator i = scripts.begin();
315       i != scripts.end(); ) {
316     HSQOBJECT& object = *i;
317     HSQUIRRELVM vm = object_to_vm(object);
318
319     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
320       sq_release(global_vm, &object);
321       i = scripts.erase(i);
322       continue;
323     }
324
325     ++i;
326   }
327
328   HSQOBJECT object = create_thread(global_vm);
329   scripts.push_back(object);
330
331   HSQUIRRELVM vm = object_to_vm(object);
332
333   compile_and_run(vm, in, sourcename);
334
335   return vm;
336 }
337
338 void
339 GameSession::process_events()
340 {
341   // playback a demo?
342   if(playback_demo_stream != 0) {
343     demo_controller->update();
344     char left = false;
345     char right = false;
346     char up = false;
347     char down = false;
348     char jump = false;
349     char action = false;
350     playback_demo_stream->get(left);
351     playback_demo_stream->get(right);
352     playback_demo_stream->get(up);
353     playback_demo_stream->get(down);
354     playback_demo_stream->get(jump);
355     playback_demo_stream->get(action);
356     demo_controller->press(Controller::LEFT, left);
357     demo_controller->press(Controller::RIGHT, right);
358     demo_controller->press(Controller::UP, up);
359     demo_controller->press(Controller::DOWN, down);
360     demo_controller->press(Controller::JUMP, jump);
361     demo_controller->press(Controller::ACTION, action);
362   }
363
364   // save input for demo?
365   if(capture_demo_stream != 0) {
366     Controller *controller = InputManager::current()->get_controller();
367     capture_demo_stream ->put(controller->hold(Controller::LEFT));
368     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
369     capture_demo_stream ->put(controller->hold(Controller::UP));
370     capture_demo_stream ->put(controller->hold(Controller::DOWN));
371     capture_demo_stream ->put(controller->hold(Controller::JUMP));
372     capture_demo_stream ->put(controller->hold(Controller::ACTION));
373   }
374 }
375
376 void
377 GameSession::check_end_conditions()
378 {
379   Player* tux = currentsector->player;
380
381   /* End of level? */
382   if(end_sequence && end_sequence->is_done()) {
383     finish(true);
384   } else if (!end_sequence && tux->is_dead()) {
385     restart_level(true);
386   }
387 }
388
389 void
390 GameSession::draw(DrawingContext& context)
391 {
392   currentsector->draw(context);
393   drawstatus(context);
394
395   if(game_pause)
396     draw_pause(context);
397 }
398
399 void
400 GameSession::draw_pause(DrawingContext& context)
401 {
402   context.draw_filled_rect(
403     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
404     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
405 }
406
407 void
408 GameSession::setup()
409 {
410   if (currentsector == NULL)
411     return;
412
413   if(currentsector != Sector::current()) {
414     currentsector->activate(currentsector->player->get_pos());
415   }
416   currentsector->play_music(LEVEL_MUSIC);
417
418   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
419   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
420     levelintro_shown = true;
421     active = false;
422     ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
423   }
424 }
425
426 void
427 GameSession::leave()
428 {
429 }
430
431 void
432 GameSession::update(float elapsed_time)
433 {
434   // Set active flag
435   if(!active)
436   {
437     active = true;
438   }
439   // handle controller
440   if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
441      InputManager::current()->get_controller()->pressed(Controller::START))
442   {
443     on_escape_press();
444   }
445
446   if(InputManager::current()->get_controller()->pressed(Controller::CHEAT_MENU) &&
447      g_config->developer_mode)
448   {
449     if (!MenuManager::instance().is_active())
450     {
451       game_pause = true;
452       MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
453     }
454   }
455
456   process_events();
457
458   // Unpause the game if the menu has been closed
459   if (game_pause && !MenuManager::instance().is_active()) {
460     ScreenManager::current()->set_speed(speed_before_pause);
461     SoundManager::current()->resume_music();
462     game_pause = false;
463   }
464
465   check_end_conditions();
466
467   // respawning in new sector?
468   if(newsector != "" && newspawnpoint != "") {
469     Sector* sector = level->get_sector(newsector);
470     if(sector == 0) {
471       log_warning << "Sector '" << newsector << "' not found" << std::endl;
472       sector = level->get_sector("main");
473     }
474     sector->activate(newspawnpoint);
475     sector->play_music(LEVEL_MUSIC);
476     currentsector = sector;
477     //Keep persistent across sectors
478     if(edit_mode)
479       currentsector->get_players()[0]->set_edit_mode(edit_mode);
480     newsector = "";
481     newspawnpoint = "";
482   }
483
484   // Update the world state and all objects in the world
485   if(!game_pause) {
486     // Update the world
487     if (!end_sequence) {
488       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
489       level->stats.time = play_time;
490       currentsector->update(elapsed_time);
491     } else {
492       if (!end_sequence->is_tux_stopped()) {
493         currentsector->update(elapsed_time);
494       } else {
495         end_sequence->update(elapsed_time);
496       }
497     }
498   }
499
500   if(currentsector == NULL)
501     return;
502   
503   // update sounds
504   if (currentsector->camera) SoundManager::current()->set_listener_position(currentsector->camera->get_center());
505
506   /* Handle music: */
507   if (end_sequence)
508     return;
509
510   if(currentsector->player->invincible_timer.started()) {
511     if(currentsector->player->invincible_timer.get_timeleft() <=
512        TUX_INVINCIBLE_TIME_WARNING) {
513       currentsector->play_music(HERRING_WARNING_MUSIC);
514     } else {
515       currentsector->play_music(HERRING_MUSIC);
516     }
517   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
518     currentsector->play_music(LEVEL_MUSIC);
519   }
520 }
521
522 void
523 GameSession::finish(bool win)
524 {
525   using namespace worldmap;
526
527   if (edit_mode) {
528     force_ghost_mode();
529     return;
530   }
531
532   if(win) {
533     if(WorldMap::current())
534     {
535       WorldMap::current()->finished_level(level.get());
536     }
537
538     if (LevelsetScreen::current())
539     {
540       LevelsetScreen::current()->finished_level(win);
541     }
542   }
543
544   ScreenManager::current()->pop_screen();
545 }
546
547 void
548 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
549 {
550   newsector = sector;
551   newspawnpoint = spawnpoint;
552 }
553
554 void
555 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
556 {
557   reset_sector = sector;
558   reset_pos = pos;
559 }
560
561 std::string
562 GameSession::get_working_directory()
563 {
564   return FileSystem::dirname(levelfile);
565 }
566
567 void
568 GameSession::start_sequence(const std::string& sequencename)
569 {
570   // do not play sequences when in edit mode
571   if (edit_mode) {
572     force_ghost_mode();
573     return;
574   }
575
576   // handle special "stoptux" sequence
577   if (sequencename == "stoptux") {
578     if (!end_sequence) {
579       log_warning << "Final target reached without an active end sequence" << std::endl;
580       this->start_sequence("endsequence");
581     }
582     if (end_sequence) end_sequence->stop_tux();
583     return;
584   }
585
586   // abort if a sequence is already playing
587   if (end_sequence)
588     return;
589
590   if (sequencename == "endsequence") {
591     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
592       end_sequence = std::make_shared<EndSequenceWalkLeft>();
593     } else {
594       end_sequence = std::make_shared<EndSequenceWalkRight>();
595     }
596   } else if (sequencename == "fireworks") {
597     end_sequence = std::make_shared<EndSequenceFireworks>();
598   } else {
599     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
600     return;
601   }
602
603   /* slow down the game for end-sequence */
604   ScreenManager::current()->set_speed(0.5f);
605
606   currentsector->add_object(end_sequence);
607   end_sequence->start();
608
609   SoundManager::current()->play_music("music/leveldone.ogg", false);
610   currentsector->player->set_winning();
611
612   // Stop all clocks.
613   for(auto i = currentsector->gameobjects.begin();
614       i != currentsector->gameobjects.end(); ++i)
615   {
616     GameObjectPtr obj = *i;
617
618     auto lt = std::dynamic_pointer_cast<LevelTime>(obj);
619     if(lt)
620       lt->stop();
621   }
622 }
623
624 /* (Status): */
625 void
626 GameSession::drawstatus(DrawingContext& context)
627 {
628   m_savegame.get_player_status()->draw(context);
629
630   // draw level stats while end_sequence is running
631   if (end_sequence) {
632     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
633   }
634 }
635
636 /* EOF */