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