Prevent menu calls while another menu is active
[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/globals.hpp"
36 #include "supertux/levelintro.hpp"
37 #include "supertux/levelset_screen.hpp"
38 #include "supertux/menu/menu_storage.hpp"
39 #include "supertux/menu/options_menu.hpp"
40 #include "supertux/player_status.hpp"
41 #include "supertux/savegame.hpp"
42 #include "supertux/screen_fade.hpp"
43 #include "supertux/screen_manager.hpp"
44 #include "supertux/sector.hpp"
45 #include "util/file_system.hpp"
46 #include "util/gettext.hpp"
47 #include "worldmap/worldmap.hpp"
48
49 GameSession::GameSession(const std::string& levelfile_, Savegame& savegame, Statistics* statistics) :
50   level(),
51   statistics_backdrop(Surface::create("images/engine/menu/score-backdrop.png")),
52   scripts(),
53   currentsector(nullptr),
54   levelnb(),
55   pause_menu_frame(),
56   end_sequence(0),
57   game_pause(false),
58   speed_before_pause(g_screen_manager->get_speed()),
59   levelfile(levelfile_),
60   reset_sector(),
61   reset_pos(),
62   newsector(),
63   newspawnpoint(),
64   best_level_statistics(statistics),
65   m_savegame(savegame),
66   capture_demo_stream(0),
67   capture_file(),
68   playback_demo_stream(0),
69   demo_controller(0),
70   play_time(0),
71   edit_mode(false),
72   levelintro_shown(false),
73   coins_at_start(),
74   bonus_at_start(),
75   max_fire_bullets_at_start(),
76   max_ice_bullets_at_start()
77 {
78   if (restart_level() != 0)
79     throw std::runtime_error ("Initializing the level failed.");
80 }
81
82 int
83 GameSession::restart_level()
84 {
85     PlayerStatus* currentStatus = m_savegame.get_player_status();
86     coins_at_start = currentStatus->coins;
87     bonus_at_start = currentStatus->bonus;
88     max_fire_bullets_at_start = currentStatus->max_fire_bullets;
89     max_ice_bullets_at_start = currentStatus->max_ice_bullets;
90
91   if (edit_mode) {
92     force_ghost_mode();
93     return (-1);
94   }
95
96   game_pause   = false;
97   end_sequence = 0;
98
99   g_input_manager->reset();
100
101   currentsector = 0;
102
103   level.reset(new Level);
104   try {
105     level->load(levelfile);
106     level->stats.total_coins = level->get_total_coins();
107     level->stats.total_badguys = level->get_total_badguys();
108     level->stats.total_secrets = level->get_total_secrets();
109     level->stats.reset();
110
111     if(reset_sector != "") {
112       currentsector = level->get_sector(reset_sector);
113       if(!currentsector) {
114         std::stringstream msg;
115         msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
116         throw std::runtime_error(msg.str());
117       }
118       currentsector->activate(reset_pos);
119     } else {
120       currentsector = level->get_sector("main");
121       if(!currentsector)
122         throw std::runtime_error("Couldn't find main sector");
123       play_time = 0;
124       currentsector->activate("main");
125     }
126   } catch(std::exception& e) {
127     log_fatal << "Couldn't start level: " << e.what() << std::endl;
128     g_screen_manager->pop_screen();
129     return (-1);
130   }
131
132   sound_manager->stop_music();
133   currentsector->play_music(LEVEL_MUSIC);
134
135   if(capture_file != "") {
136     int newSeed=0;               // next run uses a new seed
137     while (newSeed == 0)            // which is the next non-zero random num.
138       newSeed = gameRandom.rand();
139     g_config->random_seed = gameRandom.srand(newSeed);
140     log_info << "Next run uses random seed " << g_config->random_seed <<std::endl;
141     record_demo(capture_file);
142   }
143
144   return (0);
145 }
146
147 GameSession::~GameSession()
148 {
149   delete capture_demo_stream;
150   delete playback_demo_stream;
151   delete demo_controller;
152 }
153
154 void
155 GameSession::record_demo(const std::string& filename)
156 {
157   delete capture_demo_stream;
158
159   capture_demo_stream = new std::ofstream(filename.c_str());
160   if(!capture_demo_stream->good()) {
161     std::stringstream msg;
162     msg << "Couldn't open demo file '" << filename << "' for writing.";
163     throw std::runtime_error(msg.str());
164   }
165   capture_file = filename;
166
167   char buf[30];                            // save the seed in the demo file
168   snprintf(buf, sizeof(buf), "random_seed=%10d", g_config->random_seed);
169   for (int i=0; i==0 || buf[i-1]; i++)
170     capture_demo_stream->put(buf[i]);
171 }
172
173 int
174 GameSession::get_demo_random_seed(const std::string& filename)
175 {
176   std::istream* test_stream = new std::ifstream(filename.c_str());
177   if(test_stream->good()) {
178     char buf[30];                     // recall the seed from the demo file
179     int seed;
180     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
181       test_stream->get(buf[i]);
182     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
183       log_info << "Random seed " << seed << " from demo file" << std::endl;
184       return seed;
185     }
186     else
187       log_info << "Demo file contains no random number" << std::endl;
188   }
189   delete test_stream;
190   test_stream = nullptr;
191   return 0;
192 }
193
194 void
195 GameSession::play_demo(const std::string& filename)
196 {
197   delete playback_demo_stream;
198   delete demo_controller;
199
200   playback_demo_stream = new std::ifstream(filename.c_str());
201   if(!playback_demo_stream->good()) {
202     std::stringstream msg;
203     msg << "Couldn't open demo file '" << filename << "' for reading.";
204     throw std::runtime_error(msg.str());
205   }
206
207   Player& tux = *currentsector->player;
208   demo_controller = new CodeController();
209   tux.set_controller(demo_controller);
210
211   // skip over random seed, if it exists in the file
212   char buf[30];                            // ascii decimal seed
213   int seed;
214   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
215     playback_demo_stream->get(buf[i]);
216   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
217     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
218 }
219
220 void
221 GameSession::on_escape_press()
222 {
223   if(currentsector->player->is_dying() || end_sequence)
224   {
225     // Let the timers run out, we fast-forward them to force past a sequence
226     if (end_sequence)
227       end_sequence->stop();
228
229     currentsector->player->dying_timer.start(FLT_EPSILON);
230     return;   // don't let the player open the menu, when he is dying
231   }
232
233   if(level->on_menukey_script != "") {
234     std::istringstream in(level->on_menukey_script);
235     run_script(in, "OnMenuKeyScript");
236   } else {
237     toggle_pause();
238   }
239 }
240
241 void
242 GameSession::toggle_pause()
243 {
244   // pause
245   if (!game_pause && !MenuManager::instance().is_active())
246   {
247     speed_before_pause = g_screen_manager->get_speed();
248     g_screen_manager->set_speed(0);
249     MenuManager::instance().set_menu(MenuStorage::GAME_MENU);
250     game_pause = true;
251   }
252
253   // unpause is done in update() after the menu is processed
254 }
255
256 void
257 GameSession::abort_level()
258 {
259   MenuManager::instance().clear_menu_stack();
260   g_screen_manager->pop_screen();
261   currentsector->player->set_bonus(bonus_at_start);
262   PlayerStatus *currentStatus = m_savegame.get_player_status();
263   currentStatus->coins = coins_at_start;
264   currentStatus->max_fire_bullets = max_fire_bullets_at_start;
265   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
266 }
267
268 void
269 GameSession::set_editmode(bool edit_mode)
270 {
271   if (this->edit_mode == edit_mode) return;
272   this->edit_mode = edit_mode;
273
274   currentsector->get_players()[0]->set_edit_mode(edit_mode);
275
276   if (edit_mode) {
277
278     // entering edit mode
279
280   } else {
281
282     // leaving edit mode
283     restart_level();
284
285   }
286 }
287
288 void
289 GameSession::force_ghost_mode()
290 {
291   currentsector->get_players()[0]->set_ghost_mode(true);
292 }
293
294 HSQUIRRELVM
295 GameSession::run_script(std::istream& in, const std::string& sourcename)
296 {
297   using namespace scripting;
298
299   // garbage collect thread list
300   for(ScriptList::iterator i = scripts.begin();
301       i != scripts.end(); ) {
302     HSQOBJECT& object = *i;
303     HSQUIRRELVM vm = object_to_vm(object);
304
305     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
306       sq_release(global_vm, &object);
307       i = scripts.erase(i);
308       continue;
309     }
310
311     ++i;
312   }
313
314   HSQOBJECT object = create_thread(global_vm);
315   scripts.push_back(object);
316
317   HSQUIRRELVM vm = object_to_vm(object);
318
319   compile_and_run(vm, in, sourcename);
320
321   return vm;
322 }
323
324 void
325 GameSession::process_events()
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::setup()
395 {
396   if (currentsector == NULL)
397     return;
398
399   if(currentsector != Sector::current()) {
400     currentsector->activate(currentsector->player->get_pos());
401   }
402   currentsector->play_music(LEVEL_MUSIC);
403
404   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
405   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
406     levelintro_shown = true;
407     g_screen_manager->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
408   }
409 }
410
411 void
412 GameSession::leave()
413 {
414 }
415
416 void
417 GameSession::update(float elapsed_time)
418 {
419   // handle controller
420   if(g_input_manager->get_controller()->pressed(Controller::PAUSE_MENU))
421   {
422     on_escape_press();
423   }
424
425   if(g_input_manager->get_controller()->pressed(Controller::CHEAT_MENU))
426   {
427     if (!MenuManager::instance().is_active())
428     {
429       game_pause = true;
430       MenuManager::instance().set_menu(MenuStorage::CHEAT_MENU);
431     }
432   }
433
434   process_events();
435
436   // Unpause the game if the menu has been closed
437   if (game_pause && !MenuManager::instance().is_active()) {
438     g_screen_manager->set_speed(speed_before_pause);
439     game_pause = false;
440   }
441
442   check_end_conditions();
443
444   // respawning in new sector?
445   if(newsector != "" && newspawnpoint != "") {
446     Sector* sector = level->get_sector(newsector);
447     if(sector == 0) {
448       log_warning << "Sector '" << newsector << "' not found" << std::endl;
449       sector = level->get_sector("main");
450     }
451     sector->activate(newspawnpoint);
452     sector->play_music(LEVEL_MUSIC);
453     currentsector = sector;
454     //Keep persistent across sectors
455     if(edit_mode)
456       currentsector->get_players()[0]->set_edit_mode(edit_mode);
457     newsector = "";
458     newspawnpoint = "";
459   }
460
461   // Update the world state and all objects in the world
462   if(!game_pause) {
463     // Update the world
464     if (!end_sequence) {
465       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
466       level->stats.time = play_time;
467       currentsector->update(elapsed_time);
468     } else {
469       if (!end_sequence->is_tux_stopped()) {
470         currentsector->update(elapsed_time);
471       } else {
472         end_sequence->update(elapsed_time);
473       }
474     }
475   }
476
477   // update sounds
478   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
479
480   /* Handle music: */
481   if (end_sequence)
482     return;
483
484   if(currentsector->player->invincible_timer.started()) {
485     if(currentsector->player->invincible_timer.get_timeleft() <=
486        TUX_INVINCIBLE_TIME_WARNING) {
487       currentsector->play_music(HERRING_WARNING_MUSIC);
488     } else {
489       currentsector->play_music(HERRING_MUSIC);
490     }
491   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
492     currentsector->play_music(LEVEL_MUSIC);
493   }
494 }
495
496 void
497 GameSession::finish(bool win)
498 {
499   using namespace worldmap;
500
501   if (edit_mode) {
502     force_ghost_mode();
503     return;
504   }
505
506   if(win) {
507     if(WorldMap::current())
508     {
509       WorldMap::current()->finished_level(level.get());
510     }
511
512     if (LevelsetScreen::current())
513     {
514       LevelsetScreen::current()->finished_level(win);
515     }
516   }
517
518   g_screen_manager->pop_screen();
519 }
520
521 void
522 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
523 {
524   newsector = sector;
525   newspawnpoint = spawnpoint;
526 }
527
528 void
529 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
530 {
531   reset_sector = sector;
532   reset_pos = pos;
533 }
534
535 std::string
536 GameSession::get_working_directory()
537 {
538   return FileSystem::dirname(levelfile);
539 }
540
541 void
542 GameSession::start_sequence(const std::string& sequencename)
543 {
544   // do not play sequences when in edit mode
545   if (edit_mode) {
546     force_ghost_mode();
547     return;
548   }
549
550   // handle special "stoptux" sequence
551   if (sequencename == "stoptux") {
552     if (!end_sequence) {
553       log_warning << "Final target reached without an active end sequence" << std::endl;
554       this->start_sequence("endsequence");
555     }
556     if (end_sequence) end_sequence->stop_tux();
557     return;
558   }
559
560   // abort if a sequence is already playing
561   if (end_sequence)
562     return;
563
564   if (sequencename == "endsequence") {
565     if (currentsector->get_players()[0]->get_physic().get_velocity_x() < 0) {
566       end_sequence = new EndSequenceWalkLeft();
567     } else {
568       end_sequence = new EndSequenceWalkRight();
569     }
570   } else if (sequencename == "fireworks") {
571     end_sequence = new EndSequenceFireworks();
572   } else {
573     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
574     return;
575   }
576
577   /* slow down the game for end-sequence */
578   g_screen_manager->set_speed(0.5f);
579
580   currentsector->add_object(end_sequence);
581   end_sequence->start();
582
583   sound_manager->play_music("music/leveldone.ogg", false);
584   currentsector->player->set_winning();
585
586   // Stop all clocks.
587   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
588       i != currentsector->gameobjects.end(); ++i)
589   {
590     GameObject* obj = *i;
591
592     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
593     if(lt)
594       lt->stop();
595   }
596 }
597
598 /* (Status): */
599 void
600 GameSession::drawstatus(DrawingContext& context)
601 {
602   m_savegame.get_player_status()->draw(context);
603
604   // draw level stats while end_sequence is running
605   if (end_sequence) {
606     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop);
607   }
608 }
609
610 /* EOF */