Fade out and pause music on death and resume on restart of level, fixes #1064
[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(bool after_death)
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   if(after_death == true) {
134     currentsector->resume_music();
135   }
136   else {
137     SoundManager::current()->stop_music();
138     currentsector->play_music(LEVEL_MUSIC);
139   }
140
141   if(capture_file != "") {
142     int newSeed=0;               // next run uses a new seed
143     while (newSeed == 0)            // which is the next non-zero random num.
144       newSeed = gameRandom.rand();
145     g_config->random_seed = gameRandom.srand(newSeed);
146     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
147     record_demo(capture_file);
148   }
149
150   return (0);
151 }
152
153 GameSession::~GameSession()
154 {
155   delete capture_demo_stream;
156   delete playback_demo_stream;
157   delete demo_controller;
158 }
159
160 void
161 GameSession::record_demo(const std::string& filename)
162 {
163   delete capture_demo_stream;
164
165   capture_demo_stream = new std::ofstream(filename.c_str());
166   if(!capture_demo_stream->good()) {
167     std::stringstream msg;
168     msg << "Couldn't open demo file '" << filename << "' for writing.";
169     throw std::runtime_error(msg.str());
170   }
171   capture_file = filename;
172
173   char buf[30];                            // save the seed in the demo file
174   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
175   for (int i=0; i==0 || buf[i-1]; i++)
176     capture_demo_stream->put(buf[i]);
177 }
178
179 int
180 GameSession::get_demo_random_seed(const std::string& filename)
181 {
182   std::istream* test_stream = new std::ifstream(filename.c_str());
183   if(test_stream->good()) {
184     char buf[30];                     // recall the seed from the demo file
185     int seed;
186     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
187       test_stream->get(buf[i]);
188     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
189       log_info << "Random seed " << seed << " from demo file" << std::endl;
190       return seed;
191     }
192     else
193       log_info << "Demo file contains no random number" << std::endl;
194   }
195   delete test_stream;
196   test_stream = nullptr;
197   return 0;
198 }
199
200 void
201 GameSession::play_demo(const std::string& filename)
202 {
203   delete playback_demo_stream;
204   delete demo_controller;
205
206   playback_demo_stream = new std::ifstream(filename.c_str());
207   if(!playback_demo_stream->good()) {
208     std::stringstream msg;
209     msg << "Couldn't open demo file '" << filename << "' for reading.";
210     throw std::runtime_error(msg.str());
211   }
212
213   Player& tux = *currentsector->player;
214   demo_controller = new CodeController();
215   tux.set_controller(demo_controller);
216
217   // skip over random seed, if it exists in the file
218   char buf[30];                            // ascii decimal seed
219   int seed;
220   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
221     playback_demo_stream->get(buf[i]);
222   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
223     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
224 }
225
226 void
227 GameSession::on_escape_press()
228 {
229   if(currentsector->player->is_dying() || end_sequence)
230   {
231     // Let the timers run out, we fast-forward them to force past a sequence
232     if (end_sequence)
233       end_sequence->stop();
234
235     currentsector->player->dying_timer.start(FLT_EPSILON);
236     return;   // don't let the player open the menu, when he is dying
237   }
238
239   if(level->on_menukey_script != "") {
240     std::istringstream in(level->on_menukey_script);
241     run_script(in, "OnMenuKeyScript");
242   } else {
243     toggle_pause();
244   }
245 }
246
247 void
248 GameSession::toggle_pause()
249 {
250   // pause
251   if (!game_pause && !MenuManager::instance().is_active())
252   {
253     speed_before_pause = ScreenManager::current()->get_speed();
254     ScreenManager::current()->set_speed(0);
255     MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
256     SoundManager::current()->pause_music();
257     game_pause = true;
258   }
259
260   // unpause is done in update() after the menu is processed
261 }
262
263 void
264 GameSession::abort_level()
265 {
266   MenuManager::instance().clear_menu_stack();
267   ScreenManager::current()->pop_screen();
268   currentsector->player->set_bonus(bonus_at_start);
269   PlayerStatus *currentStatus = m_savegame.get_player_status();
270   currentStatus->coins = coins_at_start;
271   currentStatus->max_fire_bullets = max_fire_bullets_at_start;
272   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
273 }
274
275 void
276 GameSession::set_editmode(bool edit_mode_)
277 {
278   if (this->edit_mode == edit_mode_) return;
279   this->edit_mode = edit_mode_;
280
281   currentsector->get_players()[0]->set_edit_mode(edit_mode_);
282
283   if (edit_mode_) {
284
285     // entering edit mode
286
287   } else {
288
289     // leaving edit mode
290     restart_level();
291
292   }
293 }
294
295 void
296 GameSession::force_ghost_mode()
297 {
298   currentsector->get_players()[0]->set_ghost_mode(true);
299 }
300
301 HSQUIRRELVM
302 GameSession::run_script(std::istream& in, const std::string& sourcename)
303 {
304   using namespace scripting;
305
306   // garbage collect thread list
307   for(ScriptList::iterator i = scripts.begin();
308       i != scripts.end(); ) {
309     HSQOBJECT& object = *i;
310     HSQUIRRELVM vm = object_to_vm(object);
311
312     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
313       sq_release(global_vm, &object);
314       i = scripts.erase(i);
315       continue;
316     }
317
318     ++i;
319   }
320
321   HSQOBJECT object = create_thread(global_vm);
322   scripts.push_back(object);
323
324   HSQUIRRELVM vm = object_to_vm(object);
325
326   compile_and_run(vm, in, sourcename);
327
328   return vm;
329 }
330
331 void
332 GameSession::process_events()
333 {
334   // playback a demo?
335   if(playback_demo_stream != 0) {
336     demo_controller->update();
337     char left = false;
338     char right = false;
339     char up = false;
340     char down = false;
341     char jump = false;
342     char action = false;
343     playback_demo_stream->get(left);
344     playback_demo_stream->get(right);
345     playback_demo_stream->get(up);
346     playback_demo_stream->get(down);
347     playback_demo_stream->get(jump);
348     playback_demo_stream->get(action);
349     demo_controller->press(Controller::LEFT, left);
350     demo_controller->press(Controller::RIGHT, right);
351     demo_controller->press(Controller::UP, up);
352     demo_controller->press(Controller::DOWN, down);
353     demo_controller->press(Controller::JUMP, jump);
354     demo_controller->press(Controller::ACTION, action);
355   }
356
357   // save input for demo?
358   if(capture_demo_stream != 0) {
359     Controller *controller = InputManager::current()->get_controller();
360     capture_demo_stream ->put(controller->hold(Controller::LEFT));
361     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
362     capture_demo_stream ->put(controller->hold(Controller::UP));
363     capture_demo_stream ->put(controller->hold(Controller::DOWN));
364     capture_demo_stream ->put(controller->hold(Controller::JUMP));
365     capture_demo_stream ->put(controller->hold(Controller::ACTION));
366   }
367 }
368
369 void
370 GameSession::check_end_conditions()
371 {
372   Player* tux = currentsector->player;
373
374   /* End of level? */
375   if(end_sequence && end_sequence->is_done()) {
376     finish(true);
377   } else if (!end_sequence && tux->is_dead()) {
378     restart_level(true);
379   }
380 }
381
382 void
383 GameSession::draw(DrawingContext& context)
384 {
385   currentsector->draw(context);
386   drawstatus(context);
387
388   if(game_pause)
389     draw_pause(context);
390 }
391
392 void
393 GameSession::draw_pause(DrawingContext& context)
394 {
395   context.draw_filled_rect(
396     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
397     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
398 }
399
400 void
401 GameSession::setup()
402 {
403   if (currentsector == NULL)
404     return;
405
406   if(currentsector != Sector::current()) {
407     currentsector->activate(currentsector->player->get_pos());
408   }
409   currentsector->play_music(LEVEL_MUSIC);
410
411   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
412   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
413     levelintro_shown = true;
414     ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
415   }
416 }
417
418 void
419 GameSession::leave()
420 {
421 }
422
423 void
424 GameSession::update(float elapsed_time)
425 {
426   // handle controller
427   if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
428      InputManager::current()->get_controller()->pressed(Controller::START))
429   {
430     on_escape_press();
431   }
432
433   if(InputManager::current()->get_controller()->pressed(Controller::CHEAT_MENU) &&
434      g_config->developer_mode)
435   {
436     if (!MenuManager::instance().is_active())
437     {
438       game_pause = true;
439       MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
440     }
441   }
442
443   process_events();
444
445   // Unpause the game if the menu has been closed
446   if (game_pause && !MenuManager::instance().is_active()) {
447     ScreenManager::current()->set_speed(speed_before_pause);
448     SoundManager::current()->resume_music();
449     game_pause = false;
450   }
451
452   check_end_conditions();
453
454   // respawning in new sector?
455   if(newsector != "" && newspawnpoint != "") {
456     Sector* sector = level->get_sector(newsector);
457     if(sector == 0) {
458       log_warning << "Sector '" << newsector << "' not found" << std::endl;
459       sector = level->get_sector("main");
460     }
461     sector->activate(newspawnpoint);
462     sector->play_music(LEVEL_MUSIC);
463     currentsector = sector;
464     //Keep persistent across sectors
465     if(edit_mode)
466       currentsector->get_players()[0]->set_edit_mode(edit_mode);
467     newsector = "";
468     newspawnpoint = "";
469   }
470
471   // Update the world state and all objects in the world
472   if(!game_pause) {
473     // Update the world
474     if (!end_sequence) {
475       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
476       level->stats.time = play_time;
477       currentsector->update(elapsed_time);
478     } else {
479       if (!end_sequence->is_tux_stopped()) {
480         currentsector->update(elapsed_time);
481       } else {
482         end_sequence->update(elapsed_time);
483       }
484     }
485   }
486
487   if(currentsector == NULL)
488     return;
489   
490   // update sounds
491   if (currentsector->camera) SoundManager::current()->set_listener_position(currentsector->camera->get_center());
492
493   /* Handle music: */
494   if (end_sequence)
495     return;
496
497   if(currentsector->player->invincible_timer.started()) {
498     if(currentsector->player->invincible_timer.get_timeleft() <=
499        TUX_INVINCIBLE_TIME_WARNING) {
500       currentsector->play_music(HERRING_WARNING_MUSIC);
501     } else {
502       currentsector->play_music(HERRING_MUSIC);
503     }
504   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
505     currentsector->play_music(LEVEL_MUSIC);
506   }
507 }
508
509 void
510 GameSession::finish(bool win)
511 {
512   using namespace worldmap;
513
514   if (edit_mode) {
515     force_ghost_mode();
516     return;
517   }
518
519   if(win) {
520     if(WorldMap::current())
521     {
522       WorldMap::current()->finished_level(level.get());
523     }
524
525     if (LevelsetScreen::current())
526     {
527       LevelsetScreen::current()->finished_level(win);
528     }
529   }
530
531   ScreenManager::current()->pop_screen();
532 }
533
534 void
535 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
536 {
537   newsector = sector;
538   newspawnpoint = spawnpoint;
539 }
540
541 void
542 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
543 {
544   reset_sector = sector;
545   reset_pos = pos;
546 }
547
548 std::string
549 GameSession::get_working_directory()
550 {
551   return FileSystem::dirname(levelfile);
552 }
553
554 void
555 GameSession::start_sequence(const std::string& sequencename)
556 {
557   // do not play sequences when in edit mode
558   if (edit_mode) {
559     force_ghost_mode();
560     return;
561   }
562
563   // handle special "stoptux" sequence
564   if (sequencename == "stoptux") {
565     if (!end_sequence) {
566       log_warning << "Final target reached without an active end sequence" << std::endl;
567       this->start_sequence("endsequence");
568     }
569     if (end_sequence) end_sequence->stop_tux();
570     return;
571   }
572
573   // abort if a sequence is already playing
574   if (end_sequence)
575     return;
576
577   if (sequencename == "endsequence") {
578     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
579       end_sequence = std::make_shared<EndSequenceWalkLeft>();
580     } else {
581       end_sequence = std::make_shared<EndSequenceWalkRight>();
582     }
583   } else if (sequencename == "fireworks") {
584     end_sequence = std::make_shared<EndSequenceFireworks>();
585   } else {
586     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
587     return;
588   }
589
590   /* slow down the game for end-sequence */
591   ScreenManager::current()->set_speed(0.5f);
592
593   currentsector->add_object(end_sequence);
594   end_sequence->start();
595
596   SoundManager::current()->play_music("music/leveldone.ogg", false);
597   currentsector->player->set_winning();
598
599   // Stop all clocks.
600   for(auto i = currentsector->gameobjects.begin();
601       i != currentsector->gameobjects.end(); ++i)
602   {
603     GameObjectPtr obj = *i;
604
605     auto lt = std::dynamic_pointer_cast<LevelTime>(obj);
606     if(lt)
607       lt->stop();
608   }
609 }
610
611 /* (Status): */
612 void
613 GameSession::drawstatus(DrawingContext& context)
614 {
615   m_savegame.get_player_status()->draw(context);
616
617   // draw level stats while end_sequence is running
618   if (end_sequence) {
619     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
620   }
621 }
622
623 /* EOF */