Check return value of some lisp.get calls
[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/scripting.hpp"
34 #include "scripting/squirrel_util.hpp"
35 #include "scripting/squirrel_util.hpp"
36 #include "supertux/gameconfig.hpp"
37 #include "supertux/globals.hpp"
38 #include "supertux/levelintro.hpp"
39 #include "supertux/levelset_screen.hpp"
40 #include "supertux/menu/menu_storage.hpp"
41 #include "supertux/menu/options_menu.hpp"
42 #include "supertux/player_status.hpp"
43 #include "supertux/savegame.hpp"
44 #include "supertux/screen_fade.hpp"
45 #include "supertux/screen_manager.hpp"
46 #include "supertux/sector.hpp"
47 #include "util/file_system.hpp"
48 #include "util/gettext.hpp"
49 #include "worldmap/worldmap.hpp"
50
51 GameSession::GameSession(const std::string& levelfile_, Savegame& savegame, Statistics* statistics) :
52   level(),
53   statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
54   scripts(),
55   currentsector(nullptr),
56   levelnb(),
57   pause_menu_frame(),
58   end_sequence(0),
59   game_pause(false),
60   speed_before_pause(ScreenManager::current()->get_speed()),
61   levelfile(levelfile_),
62   reset_sector(),
63   reset_pos(),
64   newsector(),
65   newspawnpoint(),
66   best_level_statistics(statistics),
67   m_savegame(savegame),
68   capture_demo_stream(0),
69   capture_file(),
70   playback_demo_stream(0),
71   demo_controller(0),
72   play_time(0),
73   edit_mode(false),
74   levelintro_shown(false),
75   coins_at_start(),
76   bonus_at_start(),
77   max_fire_bullets_at_start(),
78   max_ice_bullets_at_start()
79 {
80   if (restart_level() != 0)
81     throw std::runtime_error ("Initializing the level failed.");
82 }
83
84 int
85 GameSession::restart_level()
86 {
87     PlayerStatus* currentStatus = m_savegame.get_player_status();
88     coins_at_start = currentStatus->coins;
89     bonus_at_start = currentStatus->bonus;
90     max_fire_bullets_at_start = currentStatus->max_fire_bullets;
91     max_ice_bullets_at_start = currentStatus->max_ice_bullets;
92
93   if (edit_mode) {
94     force_ghost_mode();
95     return (-1);
96   }
97
98   game_pause   = false;
99   end_sequence = 0;
100
101   InputManager::current()->reset();
102
103   currentsector = 0;
104
105   level.reset(new Level);
106   try {
107     level->load(levelfile);
108     level->stats.total_coins = level->get_total_coins();
109     level->stats.total_badguys = level->get_total_badguys();
110     level->stats.total_secrets = level->get_total_secrets();
111     level->stats.reset();
112
113     if(reset_sector != "") {
114       currentsector = level->get_sector(reset_sector);
115       if(!currentsector) {
116         std::stringstream msg;
117         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
118         throw std::runtime_error(msg.str());
119       }
120       currentsector->activate(reset_pos);
121     } else {
122       currentsector = level->get_sector("main");
123       if(!currentsector)
124         throw std::runtime_error("Couldn't find main sector");
125       play_time = 0;
126       currentsector->activate("main");
127     }
128   } catch(std::exception& e) {
129     log_fatal << "Couldn't start level: " << e.what() << std::endl;
130     ScreenManager::current()->pop_screen();
131     return (-1);
132   }
133
134   SoundManager::current()->stop_music();
135   currentsector->play_music(LEVEL_MUSIC);
136
137   if(capture_file != "") {
138     int newSeed=0;               // next run uses a new seed
139     while (newSeed == 0)            // which is the next non-zero random num.
140       newSeed = gameRandom.rand();
141     g_config->random_seed = gameRandom.srand(newSeed);
142     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
143     record_demo(capture_file);
144   }
145
146   return (0);
147 }
148
149 GameSession::~GameSession()
150 {
151   delete capture_demo_stream;
152   delete playback_demo_stream;
153   delete demo_controller;
154 }
155
156 void
157 GameSession::record_demo(const std::string& filename)
158 {
159   delete capture_demo_stream;
160
161   capture_demo_stream = new std::ofstream(filename.c_str());
162   if(!capture_demo_stream->good()) {
163     std::stringstream msg;
164     msg << "Couldn't open demo file '" << filename << "' for writing.";
165     throw std::runtime_error(msg.str());
166   }
167   capture_file = filename;
168
169   char buf[30];                            // save the seed in the demo file
170   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
171   for (int i=0; i==0 || buf[i-1]; i++)
172     capture_demo_stream->put(buf[i]);
173 }
174
175 int
176 GameSession::get_demo_random_seed(const std::string& filename)
177 {
178   std::istream* test_stream = new std::ifstream(filename.c_str());
179   if(test_stream->good()) {
180     char buf[30];                     // recall the seed from the demo file
181     int seed;
182     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
183       test_stream->get(buf[i]);
184     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
185       log_info << "Random seed " << seed << " from demo file" << std::endl;
186       return seed;
187     }
188     else
189       log_info << "Demo file contains no random number" << std::endl;
190   }
191   delete test_stream;
192   test_stream = nullptr;
193   return 0;
194 }
195
196 void
197 GameSession::play_demo(const std::string& filename)
198 {
199   delete playback_demo_stream;
200   delete demo_controller;
201
202   playback_demo_stream = new std::ifstream(filename.c_str());
203   if(!playback_demo_stream->good()) {
204     std::stringstream msg;
205     msg << "Couldn't open demo file '" << filename << "' for reading.";
206     throw std::runtime_error(msg.str());
207   }
208
209   Player& tux = *currentsector->player;
210   demo_controller = new CodeController();
211   tux.set_controller(demo_controller);
212
213   // skip over random seed, if it exists in the file
214   char buf[30];                            // ascii decimal seed
215   int seed;
216   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
217     playback_demo_stream->get(buf[i]);
218   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
219     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
220 }
221
222 void
223 GameSession::on_escape_press()
224 {
225   if(currentsector->player->is_dying() || end_sequence)
226   {
227     // Let the timers run out, we fast-forward them to force past a sequence
228     if (end_sequence)
229       end_sequence->stop();
230
231     currentsector->player->dying_timer.start(FLT_EPSILON);
232     return;   // don't let the player open the menu, when he is dying
233   }
234
235   if(level->on_menukey_script != "") {
236     std::istringstream in(level->on_menukey_script);
237     run_script(in, "OnMenuKeyScript");
238   } else {
239     toggle_pause();
240   }
241 }
242
243 void
244 GameSession::toggle_pause()
245 {
246   // pause
247   if (!game_pause && !MenuManager::instance().is_active())
248   {
249     speed_before_pause = ScreenManager::current()->get_speed();
250     ScreenManager::current()->set_speed(0);
251     MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
252     SoundManager::current()->pause_music();
253     game_pause = true;
254   }
255
256   // unpause is done in update() after the menu is processed
257 }
258
259 void
260 GameSession::abort_level()
261 {
262   MenuManager::instance().clear_menu_stack();
263   ScreenManager::current()->pop_screen();
264   currentsector->player->set_bonus(bonus_at_start);
265   PlayerStatus *currentStatus = m_savegame.get_player_status();
266   currentStatus->coins = coins_at_start;
267   currentStatus->max_fire_bullets = max_fire_bullets_at_start;
268   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
269 }
270
271 void
272 GameSession::set_editmode(bool edit_mode_)
273 {
274   if (this->edit_mode == edit_mode_) return;
275   this->edit_mode = edit_mode_;
276
277   currentsector->get_players()[0]->set_edit_mode(edit_mode_);
278
279   if (edit_mode_) {
280
281     // entering edit mode
282
283   } else {
284
285     // leaving edit mode
286     restart_level();
287
288   }
289 }
290
291 void
292 GameSession::force_ghost_mode()
293 {
294   currentsector->get_players()[0]->set_ghost_mode(true);
295 }
296
297 HSQUIRRELVM
298 GameSession::run_script(std::istream& in, const std::string& sourcename)
299 {
300   using namespace scripting;
301
302   // garbage collect thread list
303   for(ScriptList::iterator i = scripts.begin();
304       i != scripts.end(); ) {
305     HSQOBJECT& object = *i;
306     HSQUIRRELVM vm = object_to_vm(object);
307
308     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
309       sq_release(global_vm, &object);
310       i = scripts.erase(i);
311       continue;
312     }
313
314     ++i;
315   }
316
317   HSQOBJECT object = create_thread(global_vm);
318   scripts.push_back(object);
319
320   HSQUIRRELVM vm = object_to_vm(object);
321
322   compile_and_run(vm, in, sourcename);
323
324   return vm;
325 }
326
327 void
328 GameSession::process_events()
329 {
330   // playback a demo?
331   if(playback_demo_stream != 0) {
332     demo_controller->update();
333     char left = false;
334     char right = false;
335     char up = false;
336     char down = false;
337     char jump = false;
338     char action = false;
339     playback_demo_stream->get(left);
340     playback_demo_stream->get(right);
341     playback_demo_stream->get(up);
342     playback_demo_stream->get(down);
343     playback_demo_stream->get(jump);
344     playback_demo_stream->get(action);
345     demo_controller->press(Controller::LEFT, left);
346     demo_controller->press(Controller::RIGHT, right);
347     demo_controller->press(Controller::UP, up);
348     demo_controller->press(Controller::DOWN, down);
349     demo_controller->press(Controller::JUMP, jump);
350     demo_controller->press(Controller::ACTION, action);
351   }
352
353   // save input for demo?
354   if(capture_demo_stream != 0) {
355     Controller *controller = InputManager::current()->get_controller();
356     capture_demo_stream ->put(controller->hold(Controller::LEFT));
357     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
358     capture_demo_stream ->put(controller->hold(Controller::UP));
359     capture_demo_stream ->put(controller->hold(Controller::DOWN));
360     capture_demo_stream ->put(controller->hold(Controller::JUMP));
361     capture_demo_stream ->put(controller->hold(Controller::ACTION));
362   }
363 }
364
365 void
366 GameSession::check_end_conditions()
367 {
368   Player* tux = currentsector->player;
369
370   /* End of level? */
371   if(end_sequence && end_sequence->is_done()) {
372     finish(true);
373   } else if (!end_sequence && tux->is_dead()) {
374     restart_level();
375   }
376 }
377
378 void
379 GameSession::draw(DrawingContext& context)
380 {
381   currentsector->draw(context);
382   drawstatus(context);
383
384   if(game_pause)
385     draw_pause(context);
386 }
387
388 void
389 GameSession::draw_pause(DrawingContext& context)
390 {
391   context.draw_filled_rect(
392     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
393     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
394 }
395
396 void
397 GameSession::setup()
398 {
399   if (currentsector == NULL)
400     return;
401
402   if(currentsector != Sector::current()) {
403     currentsector->activate(currentsector->player->get_pos());
404   }
405   currentsector->play_music(LEVEL_MUSIC);
406
407   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
408   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
409     levelintro_shown = true;
410     ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
411   }
412 }
413
414 void
415 GameSession::leave()
416 {
417 }
418
419 void
420 GameSession::update(float elapsed_time)
421 {
422   // handle controller
423   if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
424      InputManager::current()->get_controller()->pressed(Controller::START))
425   {
426     on_escape_press();
427   }
428
429   if(InputManager::current()->get_controller()->pressed(Controller::CHEAT_MENU) &&
430      g_config->developer_mode)
431   {
432     if (!MenuManager::instance().is_active())
433     {
434       game_pause = true;
435       MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
436     }
437   }
438
439   process_events();
440
441   // Unpause the game if the menu has been closed
442   if (game_pause && !MenuManager::instance().is_active()) {
443     ScreenManager::current()->set_speed(speed_before_pause);
444     SoundManager::current()->resume_music();
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   if(currentsector == NULL)
484     return;
485   
486   // update sounds
487   if (currentsector->camera) SoundManager::current()->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 worldmap;
509
510   if (edit_mode) {
511     force_ghost_mode();
512     return;
513   }
514
515   if(win) {
516     if(WorldMap::current())
517     {
518       WorldMap::current()->finished_level(level.get());
519     }
520
521     if (LevelsetScreen::current())
522     {
523       LevelsetScreen::current()->finished_level(win);
524     }
525   }
526
527   ScreenManager::current()->pop_screen();
528 }
529
530 void
531 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
532 {
533   newsector = sector;
534   newspawnpoint = spawnpoint;
535 }
536
537 void
538 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
539 {
540   reset_sector = sector;
541   reset_pos = pos;
542 }
543
544 std::string
545 GameSession::get_working_directory()
546 {
547   return FileSystem::dirname(levelfile);
548 }
549
550 void
551 GameSession::start_sequence(const std::string& sequencename)
552 {
553   // do not play sequences when in edit mode
554   if (edit_mode) {
555     force_ghost_mode();
556     return;
557   }
558
559   // handle special "stoptux" sequence
560   if (sequencename == "stoptux") {
561     if (!end_sequence) {
562       log_warning << "Final target reached without an active end sequence" << std::endl;
563       this->start_sequence("endsequence");
564     }
565     if (end_sequence) end_sequence->stop_tux();
566     return;
567   }
568
569   // abort if a sequence is already playing
570   if (end_sequence)
571     return;
572
573   if (sequencename == "endsequence") {
574     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
575       end_sequence = std::make_shared<EndSequenceWalkLeft>();
576     } else {
577       end_sequence = std::make_shared<EndSequenceWalkRight>();
578     }
579   } else if (sequencename == "fireworks") {
580     end_sequence = std::make_shared<EndSequenceFireworks>();
581   } else {
582     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
583     return;
584   }
585
586   /* slow down the game for end-sequence */
587   ScreenManager::current()->set_speed(0.5f);
588
589   currentsector->add_object(end_sequence);
590   end_sequence->start();
591
592   SoundManager::current()->play_music("music/leveldone.ogg", false);
593   currentsector->player->set_winning();
594
595   // Stop all clocks.
596   for(auto i = currentsector->gameobjects.begin();
597       i != currentsector->gameobjects.end(); ++i)
598   {
599     GameObjectPtr obj = *i;
600
601     auto lt = std::dynamic_pointer_cast<LevelTime>(obj);
602     if(lt)
603       lt->stop();
604   }
605 }
606
607 /* (Status): */
608 void
609 GameSession::drawstatus(DrawingContext& context)
610 {
611   m_savegame.get_player_status()->draw(context);
612
613   // draw level stats while end_sequence is running
614   if (end_sequence) {
615     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
616   }
617 }
618
619 /* EOF */