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