Removed trailing whitespace from all *.?pp files
[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/squirrel_util.hpp"
34 #include "supertux/gameconfig.hpp"
35 #include "supertux/globals.hpp"
36 #include "supertux/levelintro.hpp"
37 #include "supertux/menu/menu_storage.hpp"
38 #include "supertux/menu/options_menu.hpp"
39 #include "supertux/player_status.hpp"
40 #include "supertux/screen_fade.hpp"
41 #include "supertux/screen_manager.hpp"
42 #include "supertux/sector.hpp"
43 #include "util/file_system.hpp"
44 #include "util/gettext.hpp"
45 #include "worldmap/worldmap.hpp"
46
47 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
48   level(),
49   statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
50   scripts(),
51   currentsector(nullptr),
52   levelnb(),
53   pause_menu_frame(),
54   end_sequence(0),
55   game_pause(false),
56   speed_before_pause(g_screen_manager->get_speed()),
57   levelfile(levelfile_),
58   reset_sector(),
59   reset_pos(),
60   newsector(),
61   newspawnpoint(),
62   best_level_statistics(statistics),
63   player_status(player_status),
64   capture_demo_stream(0),
65   capture_file(),
66   playback_demo_stream(0),
67   demo_controller(0),
68   play_time(0),
69   edit_mode(false),
70   levelintro_shown(false),
71   coins_at_start(),
72   bonus_at_start(),
73   max_fire_bullets_at_start(),
74   max_ice_bullets_at_start()
75 {
76   if (restart_level() != 0)
77     throw std::runtime_error ("Initializing the level failed.");
78 }
79
80 int
81 GameSession::restart_level()
82 {
83     PlayerStatus* currentStatus = get_player_status();
84     coins_at_start = currentStatus->coins;
85     bonus_at_start = currentStatus->bonus;
86     max_fire_bullets_at_start = currentStatus->max_fire_bullets;
87     max_ice_bullets_at_start = currentStatus->max_ice_bullets;
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_input_manager->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->pop_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::instance().set_menu(MenuStorage::GAME_MENU);
245     game_pause = true;
246   }
247
248   // unpause is done in update() after the menu is processed
249 }
250
251 void
252 GameSession::abort_level()
253 {
254   MenuManager::instance().clear_menu_stack();
255   g_screen_manager->pop_screen();
256   currentsector->player->set_bonus(bonus_at_start);
257   PlayerStatus *currentStatus = get_player_status();
258   currentStatus->coins = coins_at_start;
259   currentStatus->max_fire_bullets = max_fire_bullets_at_start;
260   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
261 }
262
263 void
264 GameSession::set_editmode(bool edit_mode)
265 {
266   if (this->edit_mode == edit_mode) return;
267   this->edit_mode = edit_mode;
268
269   currentsector->get_players()[0]->set_edit_mode(edit_mode);
270
271   if (edit_mode) {
272
273     // entering edit mode
274
275   } else {
276
277     // leaving edit mode
278     restart_level();
279
280   }
281 }
282
283 void
284 GameSession::force_ghost_mode()
285 {
286   currentsector->get_players()[0]->set_ghost_mode(true);
287 }
288
289 HSQUIRRELVM
290 GameSession::run_script(std::istream& in, const std::string& sourcename)
291 {
292   using namespace scripting;
293
294   // garbage collect thread list
295   for(ScriptList::iterator i = scripts.begin();
296       i != scripts.end(); ) {
297     HSQOBJECT& object = *i;
298     HSQUIRRELVM vm = object_to_vm(object);
299
300     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
301       sq_release(global_vm, &object);
302       i = scripts.erase(i);
303       continue;
304     }
305
306     ++i;
307   }
308
309   HSQOBJECT object = create_thread(global_vm);
310   scripts.push_back(object);
311
312   HSQUIRRELVM vm = object_to_vm(object);
313
314   compile_and_run(vm, in, sourcename);
315
316   return vm;
317 }
318
319 void
320 GameSession::process_events()
321 {
322   // playback a demo?
323   if(playback_demo_stream != 0) {
324     demo_controller->update();
325     char left = false;
326     char right = false;
327     char up = false;
328     char down = false;
329     char jump = false;
330     char action = false;
331     playback_demo_stream->get(left);
332     playback_demo_stream->get(right);
333     playback_demo_stream->get(up);
334     playback_demo_stream->get(down);
335     playback_demo_stream->get(jump);
336     playback_demo_stream->get(action);
337     demo_controller->press(Controller::LEFT, left);
338     demo_controller->press(Controller::RIGHT, right);
339     demo_controller->press(Controller::UP, up);
340     demo_controller->press(Controller::DOWN, down);
341     demo_controller->press(Controller::JUMP, jump);
342     demo_controller->press(Controller::ACTION, action);
343   }
344
345   // save input for demo?
346   if(capture_demo_stream != 0) {
347     Controller *controller = g_input_manager->get_controller();
348     capture_demo_stream ->put(controller->hold(Controller::LEFT));
349     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
350     capture_demo_stream ->put(controller->hold(Controller::UP));
351     capture_demo_stream ->put(controller->hold(Controller::DOWN));
352     capture_demo_stream ->put(controller->hold(Controller::JUMP));
353     capture_demo_stream ->put(controller->hold(Controller::ACTION));
354   }
355 }
356
357 void
358 GameSession::check_end_conditions()
359 {
360   Player* tux = currentsector->player;
361
362   /* End of level? */
363   if(end_sequence && end_sequence->is_done()) {
364     finish(true);
365   } else if (!end_sequence && tux->is_dead()) {
366     restart_level();
367   }
368 }
369
370 void
371 GameSession::draw(DrawingContext& context)
372 {
373   currentsector->draw(context);
374   drawstatus(context);
375
376   if(game_pause)
377     draw_pause(context);
378 }
379
380 void
381 GameSession::draw_pause(DrawingContext& context)
382 {
383   context.draw_filled_rect(
384     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
385     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
386 }
387
388 void
389 GameSession::setup()
390 {
391   if (currentsector == NULL)
392     return;
393
394   if(currentsector != Sector::current()) {
395     currentsector->activate(currentsector->player->get_pos());
396   }
397   currentsector->play_music(LEVEL_MUSIC);
398
399   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
400   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
401     levelintro_shown = true;
402     g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
403   }
404 }
405
406 void
407 GameSession::update(float elapsed_time)
408 {
409   // handle controller
410   if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
411     on_escape_press();
412
413   process_events();
414   MenuManager::instance().check_menu();
415
416   // Unpause the game if the menu has been closed
417   if (game_pause && !MenuManager::instance().is_active()) {
418     g_screen_manager->set_speed(speed_before_pause);
419     game_pause = false;
420   }
421
422   check_end_conditions();
423
424   // respawning in new sector?
425   if(newsector != "" && newspawnpoint != "") {
426     Sector* sector = level->get_sector(newsector);
427     if(sector == 0) {
428       log_warning << "Sector '" << newsector << "' not found" << std::endl;
429       sector = level->get_sector("main");
430     }
431     sector->activate(newspawnpoint);
432     sector->play_music(LEVEL_MUSIC);
433     currentsector = sector;
434     //Keep persistent across sectors
435     if(edit_mode)
436       currentsector->get_players()[0]->set_edit_mode(edit_mode);
437     newsector = "";
438     newspawnpoint = "";
439   }
440
441   // Update the world state and all objects in the world
442   if(!game_pause) {
443     // Update the world
444     if (!end_sequence) {
445       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
446       level->stats.time = play_time;
447       currentsector->update(elapsed_time);
448     } else {
449       if (!end_sequence->is_tux_stopped()) {
450         currentsector->update(elapsed_time);
451       } else {
452         end_sequence->update(elapsed_time);
453       }
454     }
455   }
456
457   // update sounds
458   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
459
460   /* Handle music: */
461   if (end_sequence)
462     return;
463
464   if(currentsector->player->invincible_timer.started()) {
465     if(currentsector->player->invincible_timer.get_timeleft() <=
466        TUX_INVINCIBLE_TIME_WARNING) {
467       currentsector->play_music(HERRING_WARNING_MUSIC);
468     } else {
469       currentsector->play_music(HERRING_MUSIC);
470     }
471   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
472     currentsector->play_music(LEVEL_MUSIC);
473   }
474 }
475
476 void
477 GameSession::finish(bool win)
478 {
479   using namespace worldmap;
480
481   if (edit_mode) {
482     force_ghost_mode();
483     return;
484   }
485
486   if(win) {
487     if(WorldMap::current())
488       WorldMap::current()->finished_level(level.get());
489   }
490
491   g_screen_manager->pop_screen();
492 }
493
494 void
495 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
496 {
497   newsector = sector;
498   newspawnpoint = spawnpoint;
499 }
500
501 void
502 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
503 {
504   reset_sector = sector;
505   reset_pos = pos;
506 }
507
508 std::string
509 GameSession::get_working_directory()
510 {
511   return FileSystem::dirname(levelfile);
512 }
513
514 void
515 GameSession::start_sequence(const std::string& sequencename)
516 {
517   // do not play sequences when in edit mode
518   if (edit_mode) {
519     force_ghost_mode();
520     return;
521   }
522
523   // handle special "stoptux" sequence
524   if (sequencename == "stoptux") {
525     if (!end_sequence) {
526       log_warning << "Final target reached without an active end sequence" << std::endl;
527       this->start_sequence("endsequence");
528     }
529     if (end_sequence) end_sequence->stop_tux();
530     return;
531   }
532
533   // abort if a sequence is already playing
534   if (end_sequence)
535     return;
536
537   if (sequencename == "endsequence") {
538     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
539       end_sequence = new EndSequenceWalkLeft();
540     } else {
541       end_sequence = new EndSequenceWalkRight();
542     }
543   } else if (sequencename == "fireworks") {
544     end_sequence = new EndSequenceFireworks();
545   } else {
546     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
547     return;
548   }
549
550   /* slow down the game for end-sequence */
551   g_screen_manager->set_speed(0.5f);
552
553   currentsector->add_object(end_sequence);
554   end_sequence->start();
555
556   sound_manager->play_music("music/leveldone.ogg", false);
557   currentsector->player->set_winning();
558
559   // Stop all clocks.
560   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
561       i != currentsector->gameobjects.end(); ++i)
562   {
563     GameObject* obj = *i;
564
565     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
566     if(lt)
567       lt->stop();
568   }
569 }
570
571 /* (Status): */
572 void
573 GameSession::drawstatus(DrawingContext& context)
574 {
575   player_status->draw(context);
576
577   // draw level stats while end_sequence is running
578   if (end_sequence) {
579     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
580   }
581 }
582
583 /* EOF */