Renamed MenuManager to MenuStorage and MenuManager2 to MenuManager
[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/mainloop.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/options_menu.hpp"
40 #include "supertux/sector.hpp"
41 #include "util/file_system.hpp"
42 #include "util/gettext.hpp"
43 #include "worldmap/worldmap.hpp"
44
45 enum GameMenuIDs {
46   MNID_CONTINUE,
47   MNID_ABORTLEVEL
48 };
49
50 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) :
51   level(0), 
52   statistics_backdrop(),
53   scripts(),
54   currentsector(0),
55   levelnb(),
56   pause_menu_frame(),
57   end_sequence(0),
58   game_pause(),
59   speed_before_pause(),
60   levelfile(levelfile_), 
61   reset_sector(),
62   reset_pos(),
63   newsector(),
64   newspawnpoint(),
65   best_level_statistics(statistics),
66   capture_demo_stream(0), 
67   capture_file(),
68   playback_demo_stream(0), 
69   demo_controller(0),
70   game_menu(),
71   play_time(0), 
72   edit_mode(false), 
73   levelintro_shown(false)
74 {
75   currentsector = NULL;
76
77   game_pause = false;
78   speed_before_pause = g_main_loop->get_speed();
79
80   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
81
82   restart_level();
83
84   game_menu.reset(new Menu());
85   game_menu->add_label(level->name);
86   game_menu->add_hl();
87   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
88   game_menu->add_submenu(_("Options"), MenuStorage::get_options_menu());
89   game_menu->add_hl();
90   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
91 }
92
93 void
94 GameSession::restart_level()
95 {
96
97   if (edit_mode) {
98     force_ghost_mode();
99     return;
100   }
101
102   game_pause   = false;
103   end_sequence = 0;
104
105   g_main_controller->reset();
106
107   currentsector = 0;
108
109   level.reset(new Level);
110   try {
111     level->load(levelfile);
112     level->stats.total_coins = level->get_total_coins();
113     level->stats.total_badguys = level->get_total_badguys();
114     level->stats.total_secrets = level->get_total_secrets();
115     level->stats.reset();
116
117     if(reset_sector != "") {
118       currentsector = level->get_sector(reset_sector);
119       if(!currentsector) {
120         std::stringstream msg;
121         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
122         throw std::runtime_error(msg.str());
123       }
124       level->stats.declare_invalid();
125       currentsector->activate(reset_pos);
126     } else {
127       currentsector = level->get_sector("main");
128       if(!currentsector)
129         throw std::runtime_error("Couldn't find main sector");
130       play_time = 0;
131       currentsector->activate("main");
132     }
133   } catch(std::exception& e) {
134     log_fatal << "Couldn't start level: " << e.what() << std::endl;
135     g_main_loop->exit_screen();
136   }
137
138   sound_manager->stop_music();
139   currentsector->play_music(LEVEL_MUSIC);
140
141   if(capture_file != "") {
142     int newSeed=0;               // next run uses a new seed
143     while (newSeed == 0)            // which is the next non-zero random num.
144       newSeed = systemRandom.rand();
145     g_config->random_seed = systemRandom.srand(newSeed);
146     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
147     record_demo(capture_file);
148   }
149 }
150
151 GameSession::~GameSession()
152 {
153   delete capture_demo_stream;
154   delete playback_demo_stream;
155   delete demo_controller;
156   MenuStorage::free_options_menu();
157 }
158
159 void
160 GameSession::record_demo(const std::string& filename)
161 {
162   delete capture_demo_stream;
163
164   capture_demo_stream = new std::ofstream(filename.c_str());
165   if(!capture_demo_stream->good()) {
166     std::stringstream msg;
167     msg << "Couldn't open demo file '" << filename << "' for writing.";
168     throw std::runtime_error(msg.str());
169   }
170   capture_file = filename;
171
172   char buf[30];                            // save the seed in the demo file
173   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
174   for (int i=0; i==0 || buf[i-1]; i++)
175     capture_demo_stream->put(buf[i]);
176 }
177
178 int
179 GameSession::get_demo_random_seed(const std::string& filename)
180 {
181   std::istream* test_stream = new std::ifstream(filename.c_str());
182   if(test_stream->good()) {
183     char buf[30];                     // recall the seed from the demo file
184     int seed;
185     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
186       test_stream->get(buf[i]);
187     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
188       log_info << "Random seed " << seed << " from demo file" << std::endl;
189       return seed;
190     }
191     else
192       log_info << "Demo file contains no random number" << std::endl;
193   }
194   return 0;
195 }
196
197 void
198 GameSession::play_demo(const std::string& filename)
199 {
200   delete playback_demo_stream;
201   delete demo_controller;
202
203   playback_demo_stream = new std::ifstream(filename.c_str());
204   if(!playback_demo_stream->good()) {
205     std::stringstream msg;
206     msg << "Couldn't open demo file '" << filename << "' for reading.";
207     throw std::runtime_error(msg.str());
208   }
209
210   Player& tux = *currentsector->player;
211   demo_controller = new CodeController();
212   tux.set_controller(demo_controller);
213
214   // skip over random seed, if it exists in the file
215   char buf[30];                            // ascii decimal seed
216   int seed;
217   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
218     playback_demo_stream->get(buf[i]);
219   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
220     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
221 }
222
223 void
224 GameSession::on_escape_press()
225 {
226   if(currentsector->player->is_dying() || end_sequence)
227   {
228     // Let the timers run out, we fast-forward them to force past a sequence
229     if (end_sequence)
230       end_sequence->stop();
231
232     currentsector->player->dying_timer.start(FLT_EPSILON);
233     return;   // don't let the player open the menu, when he is dying
234   }
235
236   if(level->on_menukey_script != "") {
237     std::istringstream in(level->on_menukey_script);
238     run_script(in, "OnMenuKeyScript");
239   } else {
240     toggle_pause();
241   }
242 }
243
244 void
245 GameSession::toggle_pause()
246 {
247   // pause
248   if(!game_pause) {
249     speed_before_pause = g_main_loop->get_speed();
250     g_main_loop->set_speed(0);
251     MenuManager::set_current(game_menu.get());
252     game_menu->set_active_item(MNID_CONTINUE);
253     game_pause = true;
254   }
255
256   // unpause is done in update() after the menu is processed
257 }
258
259 void
260 GameSession::set_editmode(bool edit_mode)
261 {
262   if (this->edit_mode == edit_mode) return;
263   this->edit_mode = edit_mode;
264
265   currentsector->get_players()[0]->set_edit_mode(edit_mode);
266
267   if (edit_mode) {
268
269     // entering edit mode
270
271   } else {
272
273     // leaving edit mode
274     restart_level();
275
276   }
277 }
278
279 void
280 GameSession::force_ghost_mode()
281 {
282   currentsector->get_players()[0]->set_ghost_mode(true);
283 }
284
285 HSQUIRRELVM
286 GameSession::run_script(std::istream& in, const std::string& sourcename)
287 {
288   using namespace Scripting;
289
290   // garbage collect thread list
291   for(ScriptList::iterator i = scripts.begin();
292       i != scripts.end(); ) {
293     HSQOBJECT& object = *i;
294     HSQUIRRELVM vm = object_to_vm(object);
295
296     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
297       sq_release(global_vm, &object);
298       i = scripts.erase(i);
299       continue;
300     }
301
302     ++i;
303   }
304
305   HSQOBJECT object = create_thread(global_vm);
306   scripts.push_back(object);
307
308   HSQUIRRELVM vm = object_to_vm(object);
309
310   compile_and_run(vm, in, sourcename);
311
312   return vm;
313 }
314
315 void
316 GameSession::process_events()
317 {
318   // end of pause mode?
319   // XXX this looks like a fail-safe to unpause the game if there's no menu
320   // XXX having it enabled causes some unexpected problems
321   // XXX hopefully disabling it won't...
322   /*
323     if(!Menu::current() && game_pause) {
324     game_pause = false;
325     }
326   */
327
328   // playback a demo?
329   if(playback_demo_stream != 0) {
330     demo_controller->update();
331     char left = false;
332     char right = false;
333     char up = false;
334     char down = false;
335     char jump = false;
336     char action = false;
337     playback_demo_stream->get(left);
338     playback_demo_stream->get(right);
339     playback_demo_stream->get(up);
340     playback_demo_stream->get(down);
341     playback_demo_stream->get(jump);
342     playback_demo_stream->get(action);
343     demo_controller->press(Controller::LEFT, left);
344     demo_controller->press(Controller::RIGHT, right);
345     demo_controller->press(Controller::UP, up);
346     demo_controller->press(Controller::DOWN, down);
347     demo_controller->press(Controller::JUMP, jump);
348     demo_controller->press(Controller::ACTION, action);
349   }
350
351   // save input for demo?
352   if(capture_demo_stream != 0) {
353     capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
354     capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
355     capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
356     capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
357     capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
358     capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
359   }
360 }
361
362 void
363 GameSession::check_end_conditions()
364 {
365   Player* tux = currentsector->player;
366
367   /* End of level? */
368   if(end_sequence && end_sequence->is_done()) {
369     finish(true);
370   } else if (!end_sequence && tux->is_dead()) {
371     restart_level();
372   }
373 }
374
375 void
376 GameSession::draw(DrawingContext& context)
377 {
378   currentsector->draw(context);
379   drawstatus(context);
380
381   if(game_pause)
382     draw_pause(context);
383 }
384
385 void
386 GameSession::draw_pause(DrawingContext& context)
387 {
388   context.draw_filled_rect(
389     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
390     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
391 }
392
393 void
394 GameSession::process_menu()
395 {
396   Menu* menu = MenuManager::current();
397   if(menu) {
398     if(menu == game_menu.get()) {
399       switch (game_menu->check()) {
400         case MNID_CONTINUE:
401           MenuManager::set_current(0);
402           toggle_pause();
403           break;
404         case MNID_ABORTLEVEL:
405           MenuManager::set_current(0);
406           g_main_loop->exit_screen();
407           break;
408       }
409     }
410   }
411 }
412
413 void
414 GameSession::setup()
415 {
416   if(currentsector != Sector::current()) {
417     currentsector->activate(currentsector->player->get_pos());
418   }
419   currentsector->play_music(LEVEL_MUSIC);
420
421   // Eat unneeded events
422   SDL_Event event;
423   while(SDL_PollEvent(&event))
424   {}
425
426   if (!levelintro_shown) {
427     levelintro_shown = true;
428     g_main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
429   }
430 }
431
432 void
433 GameSession::update(float elapsed_time)
434 {
435   // handle controller
436   if(g_main_controller->pressed(Controller::PAUSE_MENU))
437     on_escape_press();
438
439   process_events();
440   process_menu();
441
442   // Unpause the game if the menu has been closed
443   if (game_pause && !MenuManager::current()) {
444     g_main_loop->set_speed(speed_before_pause);
445     game_pause = false;
446   }
447
448   check_end_conditions();
449
450   // respawning in new sector?
451   if(newsector != "" && newspawnpoint != "") {
452     Sector* sector = level->get_sector(newsector);
453     if(sector == 0) {
454       log_warning << "Sector '" << newsector << "' not found" << std::endl;
455       sector = level->get_sector("main");
456     }
457     sector->activate(newspawnpoint);
458     sector->play_music(LEVEL_MUSIC);
459     currentsector = sector;
460     //Keep persistent across sectors
461     if(edit_mode)
462       currentsector->get_players()[0]->set_edit_mode(edit_mode);
463     newsector = "";
464     newspawnpoint = "";
465   }
466
467   // Update the world state and all objects in the world
468   if(!game_pause) {
469     // Update the world
470     if (!end_sequence) {
471       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
472       level->stats.time = play_time;
473       currentsector->update(elapsed_time);
474     } else {
475       if (!end_sequence->is_tux_stopped()) {
476         currentsector->update(elapsed_time);
477       } else {
478         end_sequence->update(elapsed_time);
479       }
480     }
481   }
482
483   // update sounds
484   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
485
486   /* Handle music: */
487   if (end_sequence)
488     return;
489
490   if(currentsector->player->invincible_timer.started()) {
491     if(currentsector->player->invincible_timer.get_timeleft() <=
492        TUX_INVINCIBLE_TIME_WARNING) {
493       currentsector->play_music(HERRING_WARNING_MUSIC);
494     } else {
495       currentsector->play_music(HERRING_MUSIC);
496     }
497   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
498     currentsector->play_music(LEVEL_MUSIC);
499   }
500 }
501
502 void
503 GameSession::finish(bool win)
504 {
505   using namespace WorldMapNS;
506
507   if (edit_mode) {
508     force_ghost_mode();
509     return;
510   }
511
512   if(win) {
513     if(WorldMap::current())
514       WorldMap::current()->finished_level(level.get());
515   }
516
517   g_main_loop->exit_screen();
518 }
519
520 void
521 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
522 {
523   newsector = sector;
524   newspawnpoint = spawnpoint;
525 }
526
527 void
528 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
529 {
530   reset_sector = sector;
531   reset_pos = pos;
532 }
533
534 std::string
535 GameSession::get_working_directory()
536 {
537   return FileSystem::dirname(levelfile);
538 }
539
540 void
541 GameSession::start_sequence(const std::string& sequencename)
542 {
543   // do not play sequences when in edit mode
544   if (edit_mode) {
545     force_ghost_mode();
546     return;
547   }
548
549   // handle special "stoptux" sequence
550   if (sequencename == "stoptux") {
551     if (!end_sequence) {
552       log_warning << "Final target reached without an active end sequence" << std::endl;
553       this->start_sequence("endsequence");
554     }
555     if (end_sequence) end_sequence->stop_tux();
556     return;
557   }
558
559   // abort if a sequence is already playing
560   if (end_sequence)
561     return;
562
563   if (sequencename == "endsequence") {
564     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
565       end_sequence = new EndSequenceWalkLeft();
566     } else {
567       end_sequence = new EndSequenceWalkRight();
568     }
569   } else if (sequencename == "fireworks") {
570     end_sequence = new EndSequenceFireworks();
571   } else {
572     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
573     return;
574   }
575
576   /* slow down the game for end-sequence */
577   g_main_loop->set_speed(0.5f);
578
579   currentsector->add_object(end_sequence);
580   end_sequence->start();
581
582   sound_manager->play_music("music/leveldone.music", false);
583   currentsector->player->invincible_timer.start(10000.0f);
584
585   // Stop all clocks.
586   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
587       i != currentsector->gameobjects.end(); ++i)
588   {
589     GameObject* obj = *i;
590
591     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
592     if(lt)
593       lt->stop();
594   }
595 }
596
597 /* (Status): */
598 void
599 GameSession::drawstatus(DrawingContext& context)
600 {
601   player_status->draw(context);
602
603   // draw level stats while end_sequence is running
604   if (end_sequence) {
605     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
606   }
607 }
608
609 /* EOF */