Renamed namespaces to all lowercase
[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/joystickkeyboardcontroller.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/levelintro.hpp"
36 #include "supertux/globals.hpp"
37 #include "supertux/screen_manager.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/game_menu.hpp"
40 #include "supertux/menu/options_menu.hpp"
41 #include "supertux/sector.hpp"
42 #include "util/file_system.hpp"
43 #include "util/gettext.hpp"
44 #include "worldmap/worldmap.hpp"
45
46 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics) :
47   level(0), 
48   statistics_backdrop(),
49   scripts(),
50   currentsector(0),
51   levelnb(),
52   pause_menu_frame(),
53   end_sequence(0),
54   game_pause(),
55   speed_before_pause(),
56   levelfile(levelfile_), 
57   reset_sector(),
58   reset_pos(),
59   newsector(),
60   newspawnpoint(),
61   best_level_statistics(statistics),
62   capture_demo_stream(0), 
63   capture_file(),
64   playback_demo_stream(0), 
65   demo_controller(0),
66   game_menu(),
67   play_time(0), 
68   edit_mode(false), 
69   levelintro_shown(false)
70 {
71   currentsector = NULL;
72
73   game_pause = false;
74   speed_before_pause = g_screen_manager->get_speed();
75
76   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
77
78   restart_level();
79
80   game_menu.reset(new GameMenu(*level));
81 }
82
83 void
84 GameSession::restart_level()
85 {
86
87   if (edit_mode) {
88     force_ghost_mode();
89     return;
90   }
91
92   game_pause   = false;
93   end_sequence = 0;
94
95   g_main_controller->reset();
96
97   currentsector = 0;
98
99   level.reset(new Level);
100   try {
101     level->load(levelfile);
102     level->stats.total_coins = level->get_total_coins();
103     level->stats.total_badguys = level->get_total_badguys();
104     level->stats.total_secrets = level->get_total_secrets();
105     level->stats.reset();
106
107     if(reset_sector != "") {
108       currentsector = level->get_sector(reset_sector);
109       if(!currentsector) {
110         std::stringstream msg;
111         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
112         throw std::runtime_error(msg.str());
113       }
114       level->stats.declare_invalid();
115       currentsector->activate(reset_pos);
116     } else {
117       currentsector = level->get_sector("main");
118       if(!currentsector)
119         throw std::runtime_error("Couldn't find main sector");
120       play_time = 0;
121       currentsector->activate("main");
122     }
123   } catch(std::exception& e) {
124     log_fatal << "Couldn't start level: " << e.what() << std::endl;
125     g_screen_manager->exit_screen();
126   }
127
128   sound_manager->stop_music();
129   currentsector->play_music(LEVEL_MUSIC);
130
131   if(capture_file != "") {
132     int newSeed=0;               // next run uses a new seed
133     while (newSeed == 0)            // which is the next non-zero random num.
134       newSeed = systemRandom.rand();
135     g_config->random_seed = systemRandom.srand(newSeed);
136     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
137     record_demo(capture_file);
138   }
139 }
140
141 GameSession::~GameSession()
142 {
143   delete capture_demo_stream;
144   delete playback_demo_stream;
145   delete demo_controller;
146 }
147
148 void
149 GameSession::record_demo(const std::string& filename)
150 {
151   delete capture_demo_stream;
152
153   capture_demo_stream = new std::ofstream(filename.c_str());
154   if(!capture_demo_stream->good()) {
155     std::stringstream msg;
156     msg << "Couldn't open demo file '" << filename << "' for writing.";
157     throw std::runtime_error(msg.str());
158   }
159   capture_file = filename;
160
161   char buf[30];                            // save the seed in the demo file
162   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
163   for (int i=0; i==0 || buf[i-1]; i++)
164     capture_demo_stream->put(buf[i]);
165 }
166
167 int
168 GameSession::get_demo_random_seed(const std::string& filename)
169 {
170   std::istream* test_stream = new std::ifstream(filename.c_str());
171   if(test_stream->good()) {
172     char buf[30];                     // recall the seed from the demo file
173     int seed;
174     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
175       test_stream->get(buf[i]);
176     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
177       log_info << "Random seed " << seed << " from demo file" << std::endl;
178       return seed;
179     }
180     else
181       log_info << "Demo file contains no random number" << std::endl;
182   }
183   return 0;
184 }
185
186 void
187 GameSession::play_demo(const std::string& filename)
188 {
189   delete playback_demo_stream;
190   delete demo_controller;
191
192   playback_demo_stream = new std::ifstream(filename.c_str());
193   if(!playback_demo_stream->good()) {
194     std::stringstream msg;
195     msg << "Couldn't open demo file '" << filename << "' for reading.";
196     throw std::runtime_error(msg.str());
197   }
198
199   Player& tux = *currentsector->player;
200   demo_controller = new CodeController();
201   tux.set_controller(demo_controller);
202
203   // skip over random seed, if it exists in the file
204   char buf[30];                            // ascii decimal seed
205   int seed;
206   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
207     playback_demo_stream->get(buf[i]);
208   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
209     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
210 }
211
212 void
213 GameSession::on_escape_press()
214 {
215   if(currentsector->player->is_dying() || end_sequence)
216   {
217     // Let the timers run out, we fast-forward them to force past a sequence
218     if (end_sequence)
219       end_sequence->stop();
220
221     currentsector->player->dying_timer.start(FLT_EPSILON);
222     return;   // don't let the player open the menu, when he is dying
223   }
224
225   if(level->on_menukey_script != "") {
226     std::istringstream in(level->on_menukey_script);
227     run_script(in, "OnMenuKeyScript");
228   } else {
229     toggle_pause();
230   }
231 }
232
233 void
234 GameSession::toggle_pause()
235 {
236   // pause
237   if(!game_pause) {
238     speed_before_pause = g_screen_manager->get_speed();
239     g_screen_manager->set_speed(0);
240     MenuManager::set_current(game_menu.get());
241     game_menu->set_active_item(MNID_CONTINUE);
242     game_pause = true;
243   }
244
245   // unpause is done in update() after the menu is processed
246 }
247
248 void
249 GameSession::set_editmode(bool edit_mode)
250 {
251   if (this->edit_mode == edit_mode) return;
252   this->edit_mode = edit_mode;
253
254   currentsector->get_players()[0]->set_edit_mode(edit_mode);
255
256   if (edit_mode) {
257
258     // entering edit mode
259
260   } else {
261
262     // leaving edit mode
263     restart_level();
264
265   }
266 }
267
268 void
269 GameSession::force_ghost_mode()
270 {
271   currentsector->get_players()[0]->set_ghost_mode(true);
272 }
273
274 HSQUIRRELVM
275 GameSession::run_script(std::istream& in, const std::string& sourcename)
276 {
277   using namespace scripting;
278
279   // garbage collect thread list
280   for(ScriptList::iterator i = scripts.begin();
281       i != scripts.end(); ) {
282     HSQOBJECT& object = *i;
283     HSQUIRRELVM vm = object_to_vm(object);
284
285     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
286       sq_release(global_vm, &object);
287       i = scripts.erase(i);
288       continue;
289     }
290
291     ++i;
292   }
293
294   HSQOBJECT object = create_thread(global_vm);
295   scripts.push_back(object);
296
297   HSQUIRRELVM vm = object_to_vm(object);
298
299   compile_and_run(vm, in, sourcename);
300
301   return vm;
302 }
303
304 void
305 GameSession::process_events()
306 {
307   // end of pause mode?
308   // XXX this looks like a fail-safe to unpause the game if there's no menu
309   // XXX having it enabled causes some unexpected problems
310   // XXX hopefully disabling it won't...
311   /*
312     if(!Menu::current() && game_pause) {
313     game_pause = false;
314     }
315   */
316
317   // playback a demo?
318   if(playback_demo_stream != 0) {
319     demo_controller->update();
320     char left = false;
321     char right = false;
322     char up = false;
323     char down = false;
324     char jump = false;
325     char action = false;
326     playback_demo_stream->get(left);
327     playback_demo_stream->get(right);
328     playback_demo_stream->get(up);
329     playback_demo_stream->get(down);
330     playback_demo_stream->get(jump);
331     playback_demo_stream->get(action);
332     demo_controller->press(Controller::LEFT, left);
333     demo_controller->press(Controller::RIGHT, right);
334     demo_controller->press(Controller::UP, up);
335     demo_controller->press(Controller::DOWN, down);
336     demo_controller->press(Controller::JUMP, jump);
337     demo_controller->press(Controller::ACTION, action);
338   }
339
340   // save input for demo?
341   if(capture_demo_stream != 0) {
342     capture_demo_stream ->put(g_main_controller->hold(Controller::LEFT));
343     capture_demo_stream ->put(g_main_controller->hold(Controller::RIGHT));
344     capture_demo_stream ->put(g_main_controller->hold(Controller::UP));
345     capture_demo_stream ->put(g_main_controller->hold(Controller::DOWN));
346     capture_demo_stream ->put(g_main_controller->hold(Controller::JUMP));
347     capture_demo_stream ->put(g_main_controller->hold(Controller::ACTION));
348   }
349 }
350
351 void
352 GameSession::check_end_conditions()
353 {
354   Player* tux = currentsector->player;
355
356   /* End of level? */
357   if(end_sequence && end_sequence->is_done()) {
358     finish(true);
359   } else if (!end_sequence && tux->is_dead()) {
360     restart_level();
361   }
362 }
363
364 void
365 GameSession::draw(DrawingContext& context)
366 {
367   currentsector->draw(context);
368   drawstatus(context);
369
370   if(game_pause)
371     draw_pause(context);
372 }
373
374 void
375 GameSession::draw_pause(DrawingContext& context)
376 {
377   context.draw_filled_rect(
378     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
379     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
380 }
381
382 void
383 GameSession::process_menu()
384 {
385   Menu* menu = MenuManager::current();
386   if(menu) {
387     if(menu == game_menu.get()) {
388       switch (game_menu->check()) {
389         case MNID_CONTINUE:
390           MenuManager::set_current(0);
391           toggle_pause();
392           break;
393         case MNID_ABORTLEVEL:
394           MenuManager::set_current(0);
395           g_screen_manager->exit_screen();
396           break;
397       }
398     }
399   }
400 }
401
402 void
403 GameSession::setup()
404 {
405   if(currentsector != Sector::current()) {
406     currentsector->activate(currentsector->player->get_pos());
407   }
408   currentsector->play_music(LEVEL_MUSIC);
409
410   // Eat unneeded events
411   SDL_Event event;
412   while(SDL_PollEvent(&event))
413   {}
414
415   if (!levelintro_shown) {
416     levelintro_shown = true;
417     g_screen_manager->push_screen(new LevelIntro(level.get(), best_level_statistics));
418   }
419 }
420
421 void
422 GameSession::update(float elapsed_time)
423 {
424   // handle controller
425   if(g_main_controller->pressed(Controller::PAUSE_MENU))
426     on_escape_press();
427
428   process_events();
429   process_menu();
430
431   // Unpause the game if the menu has been closed
432   if (game_pause && !MenuManager::current()) {
433     g_screen_manager->set_speed(speed_before_pause);
434     game_pause = false;
435   }
436
437   check_end_conditions();
438
439   // respawning in new sector?
440   if(newsector != "" && newspawnpoint != "") {
441     Sector* sector = level->get_sector(newsector);
442     if(sector == 0) {
443       log_warning << "Sector '" << newsector << "' not found" << std::endl;
444       sector = level->get_sector("main");
445     }
446     sector->activate(newspawnpoint);
447     sector->play_music(LEVEL_MUSIC);
448     currentsector = sector;
449     //Keep persistent across sectors
450     if(edit_mode)
451       currentsector->get_players()[0]->set_edit_mode(edit_mode);
452     newsector = "";
453     newspawnpoint = "";
454   }
455
456   // Update the world state and all objects in the world
457   if(!game_pause) {
458     // Update the world
459     if (!end_sequence) {
460       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
461       level->stats.time = play_time;
462       currentsector->update(elapsed_time);
463     } else {
464       if (!end_sequence->is_tux_stopped()) {
465         currentsector->update(elapsed_time);
466       } else {
467         end_sequence->update(elapsed_time);
468       }
469     }
470   }
471
472   // update sounds
473   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
474
475   /* Handle music: */
476   if (end_sequence)
477     return;
478
479   if(currentsector->player->invincible_timer.started()) {
480     if(currentsector->player->invincible_timer.get_timeleft() <=
481        TUX_INVINCIBLE_TIME_WARNING) {
482       currentsector->play_music(HERRING_WARNING_MUSIC);
483     } else {
484       currentsector->play_music(HERRING_MUSIC);
485     }
486   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
487     currentsector->play_music(LEVEL_MUSIC);
488   }
489 }
490
491 void
492 GameSession::finish(bool win)
493 {
494   using namespace worldmap;
495
496   if (edit_mode) {
497     force_ghost_mode();
498     return;
499   }
500
501   if(win) {
502     if(WorldMap::current())
503       WorldMap::current()->finished_level(level.get());
504   }
505
506   g_screen_manager->exit_screen();
507 }
508
509 void
510 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
511 {
512   newsector = sector;
513   newspawnpoint = spawnpoint;
514 }
515
516 void
517 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
518 {
519   reset_sector = sector;
520   reset_pos = pos;
521 }
522
523 std::string
524 GameSession::get_working_directory()
525 {
526   return FileSystem::dirname(levelfile);
527 }
528
529 void
530 GameSession::start_sequence(const std::string& sequencename)
531 {
532   // do not play sequences when in edit mode
533   if (edit_mode) {
534     force_ghost_mode();
535     return;
536   }
537
538   // handle special "stoptux" sequence
539   if (sequencename == "stoptux") {
540     if (!end_sequence) {
541       log_warning << "Final target reached without an active end sequence" << std::endl;
542       this->start_sequence("endsequence");
543     }
544     if (end_sequence) end_sequence->stop_tux();
545     return;
546   }
547
548   // abort if a sequence is already playing
549   if (end_sequence)
550     return;
551
552   if (sequencename == "endsequence") {
553     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
554       end_sequence = new EndSequenceWalkLeft();
555     } else {
556       end_sequence = new EndSequenceWalkRight();
557     }
558   } else if (sequencename == "fireworks") {
559     end_sequence = new EndSequenceFireworks();
560   } else {
561     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
562     return;
563   }
564
565   /* slow down the game for end-sequence */
566   g_screen_manager->set_speed(0.5f);
567
568   currentsector->add_object(end_sequence);
569   end_sequence->start();
570
571   sound_manager->play_music("music/leveldone.music", false);
572   currentsector->player->invincible_timer.start(10000.0f);
573
574   // Stop all clocks.
575   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
576       i != currentsector->gameobjects.end(); ++i)
577   {
578     GameObject* obj = *i;
579
580     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
581     if(lt)
582       lt->stop();
583   }
584 }
585
586 /* (Status): */
587 void
588 GameSession::drawstatus(DrawingContext& context)
589 {
590   player_status->draw(context);
591
592   // draw level stats while end_sequence is running
593   if (end_sequence) {
594     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
595   }
596 }
597
598 /* EOF */