Merge branch 'feature/gamecontroller'
[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/squirrel_util.hpp"
34 #include "supertux/gameconfig.hpp"
35 #include "supertux/levelintro.hpp"
36 #include "supertux/globals.hpp"
37 #include "supertux/player_status.hpp"
38 #include "supertux/screen_manager.hpp"
39 #include "supertux/menu/menu_storage.hpp"
40 #include "supertux/menu/game_menu.hpp"
41 #include "supertux/menu/options_menu.hpp"
42 #include "supertux/sector.hpp"
43 #include "util/file_system.hpp"
44 #include "util/gettext.hpp"
45 #include "worldmap/worldmap.hpp"
46
47 GameSession::GameSession(const std::string& levelfile_, PlayerStatus* player_status, Statistics* statistics) :
48   level(),
49   statistics_backdrop(),
50   scripts(),
51   currentsector(0),
52   levelnb(),
53   pause_menu_frame(),
54   end_sequence(0),
55   game_pause(),
56   speed_before_pause(),
57   levelfile(levelfile_), 
58   reset_sector(),
59   reset_pos(),
60   newsector(),
61   newspawnpoint(),
62   best_level_statistics(statistics),
63   player_status(player_status),
64   capture_demo_stream(0), 
65   capture_file(),
66   playback_demo_stream(0), 
67   demo_controller(0),
68   game_menu(),
69   play_time(0), 
70   edit_mode(false), 
71   levelintro_shown(false)
72 {
73   currentsector = NULL;
74
75   game_pause = false;
76   speed_before_pause = g_screen_manager->get_speed();
77
78   statistics_backdrop = Surface::create("images/engine/menu/score-backdrop.png");
79
80   if (restart_level() != 0)
81     throw std::runtime_error ("Initializing the level failed.");
82
83   game_menu.reset(new GameMenu(*level));
84 }
85
86 int
87 GameSession::restart_level()
88 {
89     PlayerStatus* currentStatus = get_player_status();
90     coins_at_start = currentStatus->coins;
91     bonus_at_start = currentStatus->bonus;
92     max_fire_bullets_at_start = currentStatus->max_fire_bullets;
93     max_ice_bullets_at_start = currentStatus->max_ice_bullets;
94
95   if (edit_mode) {
96     force_ghost_mode();
97     return (-1);
98   }
99
100   game_pause   = false;
101   end_sequence = 0;
102
103   g_input_manager->reset();
104
105   currentsector = 0;
106
107   level.reset(new Level);
108   try {
109     level->load(levelfile);
110     level->stats.total_coins = level->get_total_coins();
111     level->stats.total_badguys = level->get_total_badguys();
112     level->stats.total_secrets = level->get_total_secrets();
113     level->stats.reset();
114
115     if(reset_sector != "") {
116       currentsector = level->get_sector(reset_sector);
117       if(!currentsector) {
118         std::stringstream msg;
119         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
120         throw std::runtime_error(msg.str());
121       }
122       currentsector->activate(reset_pos);
123     } else {
124       currentsector = level->get_sector("main");
125       if(!currentsector)
126         throw std::runtime_error("Couldn't find main sector");
127       play_time = 0;
128       currentsector->activate("main");
129     }
130   } catch(std::exception& e) {
131     log_fatal << "Couldn't start level: " << e.what() << std::endl;
132     g_screen_manager->exit_screen();
133     return (-1);
134   }
135
136   sound_manager->stop_music();
137   currentsector->play_music(LEVEL_MUSIC);
138
139   if(capture_file != "") {
140     int newSeed=0;               // next run uses a new seed
141     while (newSeed == 0)            // which is the next non-zero random num.
142       newSeed = gameRandom.rand();
143     g_config->random_seed = gameRandom.srand(newSeed);
144     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
145     record_demo(capture_file);
146   }
147
148   return (0);
149 }
150
151 GameSession::~GameSession()
152 {
153   delete capture_demo_stream;
154   delete playback_demo_stream;
155   delete demo_controller;
156 }
157
158 void
159 GameSession::record_demo(const std::string& filename)
160 {
161   delete capture_demo_stream;
162
163   capture_demo_stream = new std::ofstream(filename.c_str());
164   if(!capture_demo_stream->good()) {
165     std::stringstream msg;
166     msg << "Couldn't open demo file '" << filename << "' for writing.";
167     throw std::runtime_error(msg.str());
168   }
169   capture_file = filename;
170
171   char buf[30];                            // save the seed in the demo file
172   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
173   for (int i=0; i==0 || buf[i-1]; i++)
174     capture_demo_stream->put(buf[i]);
175 }
176
177 int
178 GameSession::get_demo_random_seed(const std::string& filename)
179 {
180   std::istream* test_stream = new std::ifstream(filename.c_str());
181   if(test_stream->good()) {
182     char buf[30];                     // recall the seed from the demo file
183     int seed;
184     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
185       test_stream->get(buf[i]);
186     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
187       log_info << "Random seed " << seed << " from demo file" << std::endl;
188       return seed;
189     }
190     else
191       log_info << "Demo file contains no random number" << std::endl;
192   }
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) {
248     speed_before_pause = g_screen_manager->get_speed();
249     g_screen_manager->set_speed(0);
250     MenuManager::set_current(game_menu.get());
251     game_menu->set_active_item(MNID_CONTINUE);
252     game_pause = true;
253   }
254
255   // unpause is done in update() after the menu is processed
256 }
257
258 void
259 GameSession::set_editmode(bool edit_mode)
260 {
261   if (this->edit_mode == edit_mode) return;
262   this->edit_mode = edit_mode;
263
264   currentsector->get_players()[0]->set_edit_mode(edit_mode);
265
266   if (edit_mode) {
267
268     // entering edit mode
269
270   } else {
271
272     // leaving edit mode
273     restart_level();
274
275   }
276 }
277
278 void
279 GameSession::force_ghost_mode()
280 {
281   currentsector->get_players()[0]->set_ghost_mode(true);
282 }
283
284 HSQUIRRELVM
285 GameSession::run_script(std::istream& in, const std::string& sourcename)
286 {
287   using namespace scripting;
288
289   // garbage collect thread list
290   for(ScriptList::iterator i = scripts.begin();
291       i != scripts.end(); ) {
292     HSQOBJECT& object = *i;
293     HSQUIRRELVM vm = object_to_vm(object);
294
295     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
296       sq_release(global_vm, &object);
297       i = scripts.erase(i);
298       continue;
299     }
300
301     ++i;
302   }
303
304   HSQOBJECT object = create_thread(global_vm);
305   scripts.push_back(object);
306
307   HSQUIRRELVM vm = object_to_vm(object);
308
309   compile_and_run(vm, in, sourcename);
310
311   return vm;
312 }
313
314 void
315 GameSession::process_events()
316 {
317   // end of pause mode?
318   // XXX this looks like a fail-safe to unpause the game if there's no menu
319   // XXX having it enabled causes some unexpected problems
320   // XXX hopefully disabling it won't...
321   /*
322     if(!Menu::current() && game_pause) {
323     game_pause = false;
324     }
325   */
326
327   // playback a demo?
328   if(playback_demo_stream != 0) {
329     demo_controller->update();
330     char left = false;
331     char right = false;
332     char up = false;
333     char down = false;
334     char jump = false;
335     char action = false;
336     playback_demo_stream->get(left);
337     playback_demo_stream->get(right);
338     playback_demo_stream->get(up);
339     playback_demo_stream->get(down);
340     playback_demo_stream->get(jump);
341     playback_demo_stream->get(action);
342     demo_controller->press(Controller::LEFT, left);
343     demo_controller->press(Controller::RIGHT, right);
344     demo_controller->press(Controller::UP, up);
345     demo_controller->press(Controller::DOWN, down);
346     demo_controller->press(Controller::JUMP, jump);
347     demo_controller->press(Controller::ACTION, action);
348   }
349
350   // save input for demo?
351   if(capture_demo_stream != 0) {
352     Controller *controller = g_input_manager->get_controller();
353     capture_demo_stream ->put(controller->hold(Controller::LEFT));
354     capture_demo_stream ->put(controller->hold(Controller::RIGHT));
355     capture_demo_stream ->put(controller->hold(Controller::UP));
356     capture_demo_stream ->put(controller->hold(Controller::DOWN));
357     capture_demo_stream ->put(controller->hold(Controller::JUMP));
358     capture_demo_stream ->put(controller->hold(Controller::ACTION));
359   }
360 }
361
362 void
363 GameSession::check_end_conditions()
364 {
365   Player* tux = currentsector->player;
366
367   /* End of level? */
368   if(end_sequence && end_sequence->is_done()) {
369     finish(true);
370   } else if (!end_sequence && tux->is_dead()) {
371     restart_level();
372   }
373 }
374
375 void
376 GameSession::draw(DrawingContext& context)
377 {
378   currentsector->draw(context);
379   drawstatus(context);
380
381   if(game_pause)
382     draw_pause(context);
383 }
384
385 void
386 GameSession::draw_pause(DrawingContext& context)
387 {
388   context.draw_filled_rect(
389     Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
390     Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
391 }
392
393 void
394 GameSession::process_menu()
395 {
396   Menu* menu = MenuManager::current();
397   if(menu) {
398     if(menu == game_menu.get()) {
399       switch (game_menu->check()) {
400         case MNID_CONTINUE:
401           MenuManager::set_current(0);
402           toggle_pause();
403           break;
404         case MNID_ABORTLEVEL:
405           MenuManager::set_current(0);
406           g_screen_manager->exit_screen();
407           currentsector->player->set_bonus(bonus_at_start);
408           PlayerStatus *currentStatus = get_player_status();
409           currentStatus->coins = coins_at_start;
410           currentStatus->max_fire_bullets = max_fire_bullets_at_start;
411           currentStatus->max_ice_bullets = max_ice_bullets_at_start;
412       }
413     }
414   }
415 }
416
417 void
418 GameSession::setup()
419 {
420   if (currentsector == NULL)
421     return;
422
423   if(currentsector != Sector::current()) {
424     currentsector->activate(currentsector->player->get_pos());
425   }
426   currentsector->play_music(LEVEL_MUSIC);
427
428   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
429   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
430     levelintro_shown = true;
431     g_screen_manager->push_screen(new LevelIntro(level.get(), best_level_statistics));
432   }
433 }
434
435 void
436 GameSession::update(float elapsed_time)
437 {
438   // handle controller
439   if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
440     on_escape_press();
441
442   process_events();
443   process_menu();
444
445   // Unpause the game if the menu has been closed
446   if (game_pause && !MenuManager::current()) {
447     g_screen_manager->set_speed(speed_before_pause);
448     game_pause = false;
449   }
450
451   check_end_conditions();
452
453   // respawning in new sector?
454   if(newsector != "" && newspawnpoint != "") {
455     Sector* sector = level->get_sector(newsector);
456     if(sector == 0) {
457       log_warning << "Sector '" << newsector << "' not found" << std::endl;
458       sector = level->get_sector("main");
459     }
460     sector->activate(newspawnpoint);
461     sector->play_music(LEVEL_MUSIC);
462     currentsector = sector;
463     //Keep persistent across sectors
464     if(edit_mode)
465       currentsector->get_players()[0]->set_edit_mode(edit_mode);
466     newsector = "";
467     newspawnpoint = "";
468   }
469
470   // Update the world state and all objects in the world
471   if(!game_pause) {
472     // Update the world
473     if (!end_sequence) {
474       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
475       level->stats.time = play_time;
476       currentsector->update(elapsed_time);
477     } else {
478       if (!end_sequence->is_tux_stopped()) {
479         currentsector->update(elapsed_time);
480       } else {
481         end_sequence->update(elapsed_time);
482       }
483     }
484   }
485
486   // update sounds
487   if (currentsector && currentsector->camera) sound_manager->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       WorldMap::current()->finished_level(level.get());
518   }
519
520   g_screen_manager->exit_screen();
521 }
522
523 void
524 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
525 {
526   newsector = sector;
527   newspawnpoint = spawnpoint;
528 }
529
530 void
531 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
532 {
533   reset_sector = sector;
534   reset_pos = pos;
535 }
536
537 std::string
538 GameSession::get_working_directory()
539 {
540   return FileSystem::dirname(levelfile);
541 }
542
543 void
544 GameSession::start_sequence(const std::string& sequencename)
545 {
546   // do not play sequences when in edit mode
547   if (edit_mode) {
548     force_ghost_mode();
549     return;
550   }
551
552   // handle special "stoptux" sequence
553   if (sequencename == "stoptux") {
554     if (!end_sequence) {
555       log_warning << "Final target reached without an active end sequence" << std::endl;
556       this->start_sequence("endsequence");
557     }
558     if (end_sequence) end_sequence->stop_tux();
559     return;
560   }
561
562   // abort if a sequence is already playing
563   if (end_sequence)
564     return;
565
566   if (sequencename == "endsequence") {
567     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
568       end_sequence = new EndSequenceWalkLeft();
569     } else {
570       end_sequence = new EndSequenceWalkRight();
571     }
572   } else if (sequencename == "fireworks") {
573     end_sequence = new EndSequenceFireworks();
574   } else {
575     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
576     return;
577   }
578
579   /* slow down the game for end-sequence */
580   g_screen_manager->set_speed(0.5f);
581
582   currentsector->add_object(end_sequence);
583   end_sequence->start();
584
585   sound_manager->play_music("music/leveldone.ogg", false);
586   currentsector->player->set_winning();
587
588   // Stop all clocks.
589   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
590       i != currentsector->gameobjects.end(); ++i)
591   {
592     GameObject* obj = *i;
593
594     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
595     if(lt)
596       lt->stop();
597   }
598 }
599
600 /* (Status): */
601 void
602 GameSession::drawstatus(DrawingContext& context)
603 {
604   player_status->draw(context);
605
606   // draw level stats while end_sequence is running
607   if (end_sequence) {
608     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
609   }
610 }
611
612 /* EOF */