Rewrote logic of ScreenManager to handle ScreenManager::quit() better and not have...
[supertux.git] / src / supertux / game_session.cpp
index b1396bf..0f19933 100644 (file)
@@ -20,7 +20,7 @@
 #include <fstream>
 
 #include "audio/sound_manager.hpp"
-#include "control/joystickkeyboardcontroller.hpp"
+#include "control/input_manager.hpp"
 #include "gui/menu.hpp"
 #include "gui/menu_manager.hpp"
 #include "math/random_generator.hpp"
 #include "object/player.hpp"
 #include "scripting/squirrel_util.hpp"
 #include "supertux/gameconfig.hpp"
-#include "supertux/levelintro.hpp"
 #include "supertux/globals.hpp"
-#include "supertux/screen_manager.hpp"
+#include "supertux/levelintro.hpp"
 #include "supertux/menu/menu_storage.hpp"
-#include "supertux/menu/game_menu.hpp"
 #include "supertux/menu/options_menu.hpp"
+#include "supertux/player_status.hpp"
+#include "supertux/screen_fade.hpp"
+#include "supertux/screen_manager.hpp"
 #include "supertux/sector.hpp"
 #include "util/file_system.hpp"
 #include "util/gettext.hpp"
 #include "worldmap/worldmap.hpp"
 
-GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) :
-  level(0), 
-  statistics_backdrop(),
+GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
+  level(),
+  statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
   scripts(),
-  currentsector(0),
+  currentsector(nullptr),
   levelnb(),
   pause_menu_frame(),
   end_sequence(0),
-  game_pause(),
-  speed_before_pause(),
+  game_pause(false),
+  speed_before_pause(g_screen_manager->get_speed()),
   levelfile(levelfile_), 
   reset_sector(),
   reset_pos(),
   newsector(),
   newspawnpoint(),
   best_level_statistics(statistics),
+  player_status(player_status),
   capture_demo_stream(0), 
   capture_file(),
   playback_demo_stream(0), 
   demo_controller(0),
-  game_menu(),
   play_time(0), 
   edit_mode(false), 
-  levelintro_shown(false)
+  levelintro_shown(false),
+  coins_at_start(),
+  bonus_at_start(),
+  max_fire_bullets_at_start(),
+  max_ice_bullets_at_start()
 {
-  currentsector = NULL;
-
-  game_pause = false;
-  speed_before_pause = g_screen_manager->get_speed();
-
-  statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
-
-  restart_level();
-
-  game_menu.reset(new GameMenu(*level));
+  if (restart_level() != 0)
+    throw std::runtime_error ("Initializing the level failed.");
 }
 
-void
+int
 GameSession::restart_level()
 {
+    PlayerStatus* currentStatus = get_player_status();
+    coins_at_start = currentStatus->coins;
+    bonus_at_start = currentStatus->bonus;
+    max_fire_bullets_at_start = currentStatus->max_fire_bullets;
+    max_ice_bullets_at_start = currentStatus->max_ice_bullets;
 
   if (edit_mode) {
     force_ghost_mode();
-    return;
+    return (-1);
   }
 
   game_pause   = false;
   end_sequence = 0;
 
-  g_main_controller->reset();
+  g_input_manager->reset();
 
   currentsector = 0;
 
@@ -111,7 +113,6 @@ GameSession::restart_level()
         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
         throw std::runtime_error(msg.str());
       }
-      level->stats.declare_invalid();
       currentsector->activate(reset_pos);
     } else {
       currentsector = level->get_sector("main");
@@ -122,7 +123,8 @@ GameSession::restart_level()
     }
   } catch(std::exception& e) {
     log_fatal << "Couldn't start level: " << e.what() << std::endl;
-    g_screen_manager->exit_screen();
+    g_screen_manager->pop_screen();
+    return (-1);
   }
 
   sound_manager->stop_music();
@@ -131,11 +133,13 @@ GameSession::restart_level()
   if(capture_file != "") {
     int newSeed=0;               // next run uses a new seed
     while (newSeed == 0)            // which is the next non-zero random num.
-      newSeed = systemRandom.rand();
-    g_config->random_seed = systemRandom.srand(newSeed);
+      newSeed = gameRandom.rand();
+    g_config->random_seed = gameRandom.srand(newSeed);
     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
     record_demo(capture_file);
   }
+
+  return (0);
 }
 
 GameSession::~GameSession()
@@ -237,8 +241,7 @@ GameSession::toggle_pause()
   if(!game_pause) {
     speed_before_pause = g_screen_manager->get_speed();
     g_screen_manager->set_speed(0);
-    MenuManager::set_current(game_menu.get());
-    game_menu->set_active_item(MNID_CONTINUE);
+    MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
     game_pause = true;
   }
 
@@ -246,6 +249,18 @@ GameSession::toggle_pause()
 }
 
 void
+GameSession::abort_level()
+{
+  MenuManager::instance().clear_menu_stack();
+  g_screen_manager->pop_screen();
+  currentsector->player->set_bonus(bonus_at_start);
+  PlayerStatus *currentStatus = get_player_status();
+  currentStatus->coins = coins_at_start;
+  currentStatus->max_fire_bullets = max_fire_bullets_at_start;
+  currentStatus->max_ice_bullets = max_ice_bullets_at_start;
+}
+
+void
 GameSession::set_editmode(bool edit_mode)
 {
   if (this->edit_mode == edit_mode) return;
@@ -304,16 +319,6 @@ GameSession::run_script(std::istream& in, const std::string& sourcename)
 void
 GameSession::process_events()
 {
-  // end of pause mode?
-  // XXX this looks like a fail-safe to unpause the game if there's no menu
-  // XXX having it enabled causes some unexpected problems
-  // XXX hopefully disabling it won't...
-  /*
-    if(!Menu::current() && game_pause) {
-    game_pause = false;
-    }
-  */
-
   // playback a demo?
   if(playback_demo_stream != 0) {
     demo_controller->update();
@@ -339,12 +344,13 @@ GameSession::process_events()
 
   // save input for demo?
   if(capture_demo_stream != 0) {
-    capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
-    capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
-    capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
-    capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
-    capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
-    capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
+    Controller *controller = g_input_manager->get_controller();
+    capture_demo_stream ->put(controller->hold(Controller::LEFT));
+    capture_demo_stream ->put(controller->hold(Controller::RIGHT));
+    capture_demo_stream ->put(controller->hold(Controller::UP));
+    capture_demo_stream ->put(controller->hold(Controller::DOWN));
+    capture_demo_stream ->put(controller->hold(Controller::JUMP));
+    capture_demo_stream ->put(controller->hold(Controller::ACTION));
   }
 }
 
@@ -380,41 +386,20 @@ GameSession::draw_pause(DrawingContext& context)
 }
 
 void
-GameSession::process_menu()
-{
-  Menu* menu = MenuManager::current();
-  if(menu) {
-    if(menu == game_menu.get()) {
-      switch (game_menu->check()) {
-        case MNID_CONTINUE:
-          MenuManager::set_current(0);
-          toggle_pause();
-          break;
-        case MNID_ABORTLEVEL:
-          MenuManager::set_current(0);
-          g_screen_manager->exit_screen();
-          break;
-      }
-    }
-  }
-}
-
-void
 GameSession::setup()
 {
+  if (currentsector == NULL)
+    return;
+
   if(currentsector != Sector::current()) {
     currentsector->activate(currentsector->player->get_pos());
   }
   currentsector->play_music(LEVEL_MUSIC);
 
-  // Eat unneeded events
-  SDL_Event event;
-  while(SDL_PollEvent(&event))
-  {}
-
-  if (!levelintro_shown) {
+  int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
+  if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
     levelintro_shown = true;
-    g_screen_manager->push_screen(new LevelIntro(level.get(), best_level_statistics));
+    g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
   }
 }
 
@@ -422,14 +407,14 @@ void
 GameSession::update(float elapsed_time)
 {
   // handle controller
-  if(g_main_controller->pressed(Controller::PAUSE_MENU))
+  if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
     on_escape_press();
 
   process_events();
-  process_menu();
+  MenuManager::instance().check_menu();
 
   // Unpause the game if the menu has been closed
-  if (game_pause && !MenuManager::current()) {
+  if (game_pause && !MenuManager::instance().is_active()) {
     g_screen_manager->set_speed(speed_before_pause);
     game_pause = false;
   }
@@ -503,7 +488,7 @@ GameSession::finish(bool win)
       WorldMap::current()->finished_level(level.get());
   }
 
-  g_screen_manager->exit_screen();
+  g_screen_manager->pop_screen();
 }
 
 void
@@ -568,8 +553,8 @@ GameSession::start_sequence(const std::string& sequencename)
   currentsector->add_object(end_sequence);
   end_sequence->start();
 
-  sound_manager->play_music("music/leveldone.music", false);
-  currentsector->player->invincible_timer.start(10000.0f);
+  sound_manager->play_music("music/leveldone.ogg", false);
+  currentsector->player->set_winning();
 
   // Stop all clocks.
   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
@@ -591,7 +576,7 @@ GameSession::drawstatus(DrawingContext& context)
 
   // draw level stats while end_sequence is running
   if (end_sequence) {
-    level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
+    level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
   }
 }