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