*possible* fix for bugs #453 and #373
[supertux.git] / src / game_session.cpp
1 //  $Id$
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #include "game_session.hpp"
22
23 #include <fstream>
24 #include <sstream>
25 #include <assert.h>
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <math.h>
29 #include <string.h>
30 #include <errno.h>
31 #include <unistd.h>
32 #include <time.h>
33 #include <stdexcept>
34
35 #include <SDL.h>
36
37 #include "file_system.hpp"
38 #include "gameconfig.hpp"
39 #include "gettext.hpp"
40 #include "level.hpp"
41 #include "levelintro.hpp"
42 #include "log.hpp"
43 #include "main.hpp"
44 #include "mainloop.hpp"
45 #include "player_status.hpp"
46 #include "options_menu.hpp"
47 #include "random_generator.hpp"
48 #include "sector.hpp"
49 #include "statistics.hpp"
50 #include "timer.hpp"
51 #include "audio/sound_manager.hpp"
52 #include "control/codecontroller.hpp"
53 #include "control/joystickkeyboardcontroller.hpp"
54 #include "gui/menu.hpp"
55 #include "object/camera.hpp"
56 #include "object/endsequence_fireworks.hpp"
57 #include "object/endsequence_walkleft.hpp"
58 #include "object/endsequence_walkright.hpp"
59 #include "object/level_time.hpp"
60 #include "object/player.hpp"
61 #include "scripting/squirrel_util.hpp"
62 #include "worldmap/worldmap.hpp"
63
64 enum GameMenuIDs {
65   MNID_CONTINUE,
66   MNID_ABORTLEVEL
67 };
68
69 GameSession* GameSession::current_ = NULL;
70
71 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
72   : level(0), currentsector(0),
73     end_sequence(0),
74     levelfile(levelfile_), best_level_statistics(statistics),
75     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
76     play_time(0), edit_mode(false), levelintro_shown(false)
77 {
78   current_ = this;
79   currentsector = NULL;
80
81   game_pause = false;
82   speed_before_pause = main_loop->get_speed();
83
84   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
85
86   restart_level();
87
88   game_menu.reset(new Menu());
89   game_menu->add_label(_("Pause"));
90   game_menu->add_hl();
91   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
92   game_menu->add_submenu(_("Options"), get_options_menu());
93   game_menu->add_hl();
94   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
95 }
96
97 void
98 GameSession::restart_level()
99 {
100
101   if (edit_mode) {
102     force_ghost_mode();
103     return;
104   }
105
106   game_pause   = false;
107   end_sequence = 0;
108
109   main_controller->reset();
110
111   currentsector = 0;
112
113   level.reset(new Level);
114   level->load(levelfile);
115   level->stats.total_coins = level->get_total_coins();
116   level->stats.total_badguys = level->get_total_badguys();
117   level->stats.total_secrets = level->get_total_secrets();
118   level->stats.reset();
119
120   if(reset_sector != "") {
121     currentsector = level->get_sector(reset_sector);
122     if(!currentsector) {
123       std::stringstream msg;
124       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
125       throw std::runtime_error(msg.str());
126     }
127     level->stats.declare_invalid();
128     currentsector->activate(reset_pos);
129   } else {
130     currentsector = level->get_sector("main");
131     if(!currentsector)
132       throw std::runtime_error("Couldn't find main sector");
133     play_time = 0;
134     currentsector->activate("main");
135   }
136
137   sound_manager->stop_music();
138   currentsector->play_music(LEVEL_MUSIC);
139
140   if(capture_file != "") {
141     int newSeed=0;               // next run uses a new seed
142     while (newSeed == 0)            // which is the next non-zero random num.
143         newSeed = systemRandom.rand();
144     config->random_seed = systemRandom.srand(newSeed);
145     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
146     record_demo(capture_file);
147   }
148 }
149
150 GameSession::~GameSession()
151 {
152   delete capture_demo_stream;
153   delete playback_demo_stream;
154   delete demo_controller;
155   free_options_menu();
156
157   current_ = NULL;
158 }
159
160 void
161 GameSession::record_demo(const std::string& filename)
162 {
163   delete capture_demo_stream;
164
165   capture_demo_stream = new std::ofstream(filename.c_str());
166   if(!capture_demo_stream->good()) {
167     std::stringstream msg;
168     msg << "Couldn't open demo file '" << filename << "' for writing.";
169     throw std::runtime_error(msg.str());
170   }
171   capture_file = filename;
172
173   char buf[30];                            // save the seed in the demo file
174   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
175   for (int i=0; i==0 || buf[i-1]; i++)
176     capture_demo_stream->put(buf[i]);
177 }
178
179 int
180 GameSession::get_demo_random_seed(const std::string& filename)
181 {
182   std::istream* test_stream = new std::ifstream(filename.c_str());
183   if(test_stream->good()) {
184     char buf[30];                     // recall the seed from the demo file
185     int seed;
186     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
187       test_stream->get(buf[i]);
188     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
189       log_info << "Random seed " << seed << " from demo file" << std::endl;
190          return seed;
191     }
192     else
193       log_info << "Demo file contains no random number" << std::endl;
194   }
195   return 0;
196 }
197
198 void
199 GameSession::play_demo(const std::string& filename)
200 {
201   delete playback_demo_stream;
202   delete demo_controller;
203
204   playback_demo_stream = new std::ifstream(filename.c_str());
205   if(!playback_demo_stream->good()) {
206     std::stringstream msg;
207     msg << "Couldn't open demo file '" << filename << "' for reading.";
208     throw std::runtime_error(msg.str());
209   }
210
211   Player& tux = *currentsector->player;
212   demo_controller = new CodeController();
213   tux.set_controller(demo_controller);
214
215   // skip over random seed, if it exists in the file
216   char buf[30];                            // ascii decimal seed
217   int seed;
218   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
219     playback_demo_stream->get(buf[i]);
220   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
221     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
222 }
223
224 void
225 GameSession::on_escape_press()
226 {
227   if(currentsector->player->is_dying() || end_sequence)
228   {
229     // Let the timers run out, we fast-forward them to force past a sequence
230     if (end_sequence)
231       end_sequence->stop();
232
233     currentsector->player->dying_timer.start(FLT_EPSILON);
234     return;   // don't let the player open the menu, when he is dying
235   }
236
237   if(level->on_menukey_script != "") {
238     std::istringstream in(level->on_menukey_script);
239     run_script(in, "OnMenuKeyScript");
240   } else {
241     toggle_pause();
242   }
243 }
244
245 void
246 GameSession::toggle_pause()
247 {
248   // pause
249   if(!game_pause) {
250     speed_before_pause = main_loop->get_speed();
251     main_loop->set_speed(0);
252     Menu::set_current(game_menu.get());
253     game_menu->set_active_item(MNID_CONTINUE);
254     game_pause = true;
255   }
256
257   // unpause is done in update() after the menu is processed
258 }
259
260 void
261 GameSession::set_editmode(bool edit_mode)
262 {
263   if (this->edit_mode == edit_mode) return;
264   this->edit_mode = edit_mode;
265
266   currentsector->get_players()[0]->set_edit_mode(edit_mode);
267
268   if (edit_mode) {
269
270     // entering edit mode
271
272   } else {
273
274     // leaving edit mode
275     restart_level();
276
277   }
278 }
279
280 void
281 GameSession::force_ghost_mode()
282 {
283   currentsector->get_players()[0]->set_ghost_mode(true);
284 }
285
286 HSQUIRRELVM
287 GameSession::run_script(std::istream& in, const std::string& sourcename)
288 {
289   using namespace Scripting;
290
291   // garbage collect thread list
292   for(ScriptList::iterator i = scripts.begin();
293       i != scripts.end(); ) {
294     HSQOBJECT& object = *i;
295     HSQUIRRELVM vm = object_to_vm(object);
296
297     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
298       sq_release(global_vm, &object);
299       i = scripts.erase(i);
300       continue;
301     }
302
303     ++i;
304   }
305
306   HSQOBJECT object = create_thread(global_vm);
307   scripts.push_back(object);
308
309   HSQUIRRELVM vm = object_to_vm(object);
310
311   compile_and_run(vm, in, sourcename);
312
313   return vm;
314 }
315
316 void
317 GameSession::process_events()
318 {
319   // end of pause mode?
320   // XXX this looks like a fail-safe to unpause the game if there's no menu
321   // XXX having it enabled causes some unexpected problems
322   // XXX hopefully disabling it won't...
323   /*
324   if(!Menu::current() && game_pause) {
325     game_pause = false;
326   }
327   */
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     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
355     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
356     capture_demo_stream ->put(main_controller->hold(Controller::UP));
357     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
358     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
359     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
360   }
361 }
362
363 void
364 GameSession::check_end_conditions()
365 {
366   Player* tux = currentsector->player;
367
368   /* End of level? */
369   if(end_sequence && end_sequence->is_done()) {
370     finish(true);
371   } else if (!end_sequence && tux->is_dead()) {
372     restart_level();
373   }
374 }
375
376 void
377 GameSession::draw(DrawingContext& context)
378 {
379   currentsector->draw(context);
380   drawstatus(context);
381
382   if(game_pause)
383     draw_pause(context);
384 }
385
386 void
387 GameSession::draw_pause(DrawingContext& context)
388 {
389   context.draw_filled_rect(
390       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
391       Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
392 }
393
394 void
395 GameSession::process_menu()
396 {
397   Menu* menu = Menu::current();
398   if(menu) {
399     if(menu == game_menu.get()) {
400       switch (game_menu->check()) {
401         case MNID_CONTINUE:
402           Menu::set_current(0);
403           toggle_pause();
404           break;
405         case MNID_ABORTLEVEL:
406           Menu::set_current(0);
407           main_loop->exit_screen();
408           break;
409       }
410     }
411   }
412 }
413
414 void
415 GameSession::setup()
416 {
417   Menu::set_current(NULL);
418   current_ = this;
419
420   if(currentsector != Sector::current()) {
421         currentsector->activate(currentsector->player->get_pos());
422   }
423   currentsector->play_music(LEVEL_MUSIC);
424
425   // Eat unneeded events
426   SDL_Event event;
427   while(SDL_PollEvent(&event))
428   {}
429
430   if (!levelintro_shown) {
431     levelintro_shown = true;
432     main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
433   }
434 }
435
436 void
437 GameSession::update(float elapsed_time)
438 {
439   // handle controller
440   if(main_controller->pressed(Controller::PAUSE_MENU))
441     on_escape_press();
442
443   process_events();
444   process_menu();
445
446   // Unpause the game if the menu has been closed
447   if (game_pause && !Menu::current()) {
448     main_loop->set_speed(speed_before_pause);
449     game_pause = false;
450   }
451
452   check_end_conditions();
453
454   // respawning in new sector?
455   if(newsector != "" && newspawnpoint != "") {
456     Sector* sector = level->get_sector(newsector);
457     if(sector == 0) {
458       log_warning << "Sector '" << newsector << "' not found" << std::endl;
459     }
460     sector->activate(newspawnpoint);
461     sector->play_music(LEVEL_MUSIC);
462     currentsector = sector;
463     //Keep persistent across sectors
464     if(edit_mode)
465       currentsector->get_players()[0]->set_edit_mode(edit_mode);
466     newsector = "";
467     newspawnpoint = "";
468   }
469
470   // Update the world state and all objects in the world
471   if(!game_pause) {
472     // Update the world
473     if (!end_sequence) {
474       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
475       level->stats.time = play_time;
476       currentsector->update(elapsed_time);
477     } else {
478       if (!end_sequence->is_tux_stopped()) {
479         currentsector->update(elapsed_time);
480       } else {
481         end_sequence->update(elapsed_time);
482       }
483     }
484   }
485
486   // update sounds
487   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
488
489   /* Handle music: */
490   if (end_sequence)
491     return;
492
493   if(currentsector->player->invincible_timer.started()) {
494     if(currentsector->player->invincible_timer.get_timeleft() <=
495        TUX_INVINCIBLE_TIME_WARNING) {
496       currentsector->play_music(HERRING_WARNING_MUSIC);
497     } else {
498       currentsector->play_music(HERRING_MUSIC);
499     }
500   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
501     currentsector->play_music(LEVEL_MUSIC);
502   }
503 }
504
505 void
506 GameSession::finish(bool win)
507 {
508   using namespace WorldMapNS;
509
510   if (edit_mode) {
511     force_ghost_mode();
512     return;
513   }
514
515   if(win) {
516     if(WorldMap::current())
517       WorldMap::current()->finished_level(level.get());
518   }
519
520   main_loop->exit_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]->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   main_loop->set_speed(0.5f);
581
582   currentsector->add_object(end_sequence);
583   end_sequence->start();
584
585   sound_manager->play_music("music/leveldone.ogg", false);
586   currentsector->player->invincible_timer.start(10000.0f);
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   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.get());
609   }
610 }