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