Statisticts now also count secret areas found
[supertux.git] / src / game_session.cpp
1 //  $Id$
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19 #include <config.h>
20
21 #include <fstream>
22 #include <sstream>
23 #include <cassert>
24 #include <cstdio>
25 #include <cstdlib>
26 #include <cmath>
27 #include <cstring>
28 #include <cerrno>
29 #include <unistd.h>
30 #include <ctime>
31 #include <stdexcept>
32
33 #include <SDL.h>
34
35 #include "game_session.hpp"
36 #include "log.hpp"
37 #include "worldmap/worldmap.hpp"
38 #include "mainloop.hpp"
39 #include "video/screen.hpp"
40 #include "audio/sound_manager.hpp"
41 #include "gui/menu.hpp"
42 #include "sector.hpp"
43 #include "level.hpp"
44 #include "tile.hpp"
45 #include "player_status.hpp"
46 #include "object/particlesystem.hpp"
47 #include "object/background.hpp"
48 #include "object/gradient.hpp"
49 #include "object/tilemap.hpp"
50 #include "object/camera.hpp"
51 #include "object/player.hpp"
52 #include "object/level_time.hpp"
53 #include "lisp/lisp.hpp"
54 #include "lisp/parser.hpp"
55 #include "resources.hpp"
56 #include "statistics.hpp"
57 #include "timer.hpp"
58 #include "options_menu.hpp"
59 #include "object/fireworks.hpp"
60 #include "textscroller.hpp"
61 #include "control/codecontroller.hpp"
62 #include "control/joystickkeyboardcontroller.hpp"
63 #include "main.hpp"
64 #include "file_system.hpp"
65 #include "gameconfig.hpp"
66 #include "gettext.hpp"
67 #include "console.hpp"
68 #include "flip_level_transformer.hpp"
69 #include "trigger/secretarea_trigger.hpp"
70
71 // the engine will be run with a logical framerate of 64fps.
72 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
73 // binary fraction...
74 static const float LOGICAL_FPS = 64.0;
75
76 enum GameMenuIDs {
77   MNID_CONTINUE,
78   MNID_ABORTLEVEL
79 };
80
81 GameSession* GameSession::current_ = NULL;
82
83 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
84   : level(0), currentsector(0),
85     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
86     levelfile(levelfile_), best_level_statistics(statistics),
87     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
88     play_time(0)
89 {
90   current_ = this;
91   currentsector = NULL;
92   
93   game_pause = false;
94
95   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
96
97   restart_level(true);
98
99   game_menu.reset(new Menu());
100   game_menu->add_label(_("Pause"));
101   game_menu->add_hl();
102   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
103   game_menu->add_submenu(_("Options"), get_options_menu());
104   game_menu->add_hl();
105   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
106 }
107
108 void
109 GameSession::restart_level(bool fromBeginning)
110 {
111   game_pause   = false;
112   end_sequence = NO_ENDSEQUENCE;
113
114   main_controller->reset();
115
116   currentsector = 0;
117
118   level.reset(new Level);
119   level->load(levelfile);
120   level->stats.total_coins = level->get_total_coins();
121   level->stats.total_badguys = level->get_total_badguys();
122   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
123   level->stats.reset();
124
125   if (fromBeginning) reset_sector="";
126   if(reset_sector != "") {
127     currentsector = level->get_sector(reset_sector);
128     if(!currentsector) {
129       std::stringstream msg;
130       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
131       throw std::runtime_error(msg.str());
132     }
133     currentsector->activate(reset_pos);
134   } else {
135     currentsector = level->get_sector("main");
136     if(!currentsector)
137       throw std::runtime_error("Couldn't find main sector");
138     currentsector->activate("main");
139   }
140   
141   levelintro();
142
143   currentsector->play_music(LEVEL_MUSIC);
144
145   if(capture_file != "")
146     record_demo(capture_file);
147 }
148
149 GameSession::~GameSession()
150 {
151   delete capture_demo_stream;
152   delete playback_demo_stream;
153   delete demo_controller;
154
155   delete end_sequence_controller;
156
157   current_ = NULL;
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
174 void
175 GameSession::play_demo(const std::string& filename)
176 {
177   delete playback_demo_stream;
178   delete demo_controller;
179   
180   playback_demo_stream = new std::ifstream(filename.c_str());
181   if(!playback_demo_stream->good()) {
182     std::stringstream msg;
183     msg << "Couldn't open demo file '" << filename << "' for reading.";
184     throw std::runtime_error(msg.str());
185   }
186
187   Player& tux = *currentsector->player;
188   demo_controller = new CodeController();
189   tux.set_controller(demo_controller);
190 }
191
192 void
193 GameSession::levelintro()
194 {
195   char str[60];
196
197   sound_manager->stop_music();
198
199   DrawingContext context;
200   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
201       i != currentsector->gameobjects.end(); ++i) {
202     Background* background = dynamic_cast<Background*> (*i);
203     if(background) {
204       background->draw(context);
205     }
206     Gradient* gradient = dynamic_cast<Gradient*> (*i);
207     if(gradient) {
208       gradient->draw(context);
209     }
210   }
211
212 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
213 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
214   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
215       LAYER_FOREGROUND1);
216
217   sprintf(str, "Coins: %d", player_status->coins);
218   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
219       CENTER_ALLIGN, LAYER_FOREGROUND1);
220
221   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
222     context.draw_text(white_small_text,
223       std::string(_("contributed by ")) + level->get_author(), 
224       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
225
226   if(best_level_statistics != NULL)
227     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
228
229   wait_for_event(1.0, 3.0);
230 }
231
232 void
233 GameSession::on_escape_press()
234 {
235   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
236     return;   // don't let the player open the menu, when he is dying
237   
238   if (!Menu::current()) {
239     Menu::set_current(game_menu.get());
240     game_menu->set_active_item(MNID_CONTINUE);
241     game_pause = true;
242   } else {
243     Menu::set_current(NULL);
244     game_pause = false;
245   }
246 }
247
248 void
249 GameSession::process_events()
250 {
251   Player& tux = *currentsector->player;
252
253   // end of pause mode?
254   if(!Menu::current() && game_pause) {
255     game_pause = false;
256   }
257
258   if (end_sequence != NO_ENDSEQUENCE) {
259     if(end_sequence_controller == 0) {
260       end_sequence_controller = new CodeController();
261       tux.set_controller(end_sequence_controller);
262     }
263
264     end_sequence_controller->press(Controller::RIGHT);
265     
266     if (int(last_x_pos) == int(tux.get_pos().x))
267       end_sequence_controller->press(Controller::JUMP);    
268     last_x_pos = tux.get_pos().x;
269   }
270
271   // playback a demo?
272   if(playback_demo_stream != 0) {
273     demo_controller->update();
274     char left = false;
275     char right = false;
276     char up = false;
277     char down = false;
278     char jump = false;
279     char action = false;
280     playback_demo_stream->get(left);
281     playback_demo_stream->get(right);
282     playback_demo_stream->get(up);
283     playback_demo_stream->get(down);
284     playback_demo_stream->get(jump);
285     playback_demo_stream->get(action);
286     demo_controller->press(Controller::LEFT, left);
287     demo_controller->press(Controller::RIGHT, right);
288     demo_controller->press(Controller::UP, up);
289     demo_controller->press(Controller::DOWN, down);
290     demo_controller->press(Controller::JUMP, jump);
291     demo_controller->press(Controller::ACTION, action);
292   }
293
294   // save input for demo?
295   if(capture_demo_stream != 0) {
296     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
297     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
298     capture_demo_stream ->put(main_controller->hold(Controller::UP));
299     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
300     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
301     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
302   }
303 }
304
305 void
306 GameSession::check_end_conditions()
307 {
308   Player* tux = currentsector->player;
309
310   /* End of level? */
311   if(end_sequence && endsequence_timer.check()) {
312     finish(true);
313     return;
314   } else if (!end_sequence && tux->is_dead()) {
315     if (player_status->coins < 0) { 
316       // No more coins: restart level from beginning
317       player_status->coins = 0;
318       restart_level(true);
319     } else { 
320       // Still has coins: restart level from last reset point
321       restart_level(false);
322     }
323     
324     return;
325   }
326 }
327
328 void 
329 GameSession::draw(DrawingContext& context)
330 {
331   currentsector->draw(context);
332   drawstatus(context);
333
334   if(game_pause)
335     draw_pause(context);
336 }
337
338 void
339 GameSession::draw_pause(DrawingContext& context)
340 {
341   context.draw_filled_rect(
342       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
343       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
344 }
345   
346 void
347 GameSession::process_menu()
348 {
349   Menu* menu = Menu::current();
350   if(menu) {
351     menu->update();
352
353     if(menu == game_menu.get()) {
354       switch (game_menu->check()) {
355         case MNID_CONTINUE:
356           Menu::set_current(0);
357           break;
358         case MNID_ABORTLEVEL:
359           Menu::set_current(0);
360           main_loop->exit_screen();
361           break;
362       }
363     }
364   }
365 }
366
367 void
368 GameSession::setup()
369 {
370   Menu::set_current(NULL);
371   current_ = this;
372
373   // Eat unneeded events
374   SDL_Event event;
375   while(SDL_PollEvent(&event))
376   {}
377 }
378
379 void
380 GameSession::update(float elapsed_time)
381 {
382   process_events();
383   process_menu();
384
385   check_end_conditions();
386
387   // handle controller
388   if(main_controller->pressed(Controller::PAUSE_MENU))
389     on_escape_press();
390   
391   // respawning in new sector?
392   if(newsector != "" && newspawnpoint != "") {
393     Sector* sector = level->get_sector(newsector);
394     if(sector == 0) {
395       log_warning << "Sector '" << newsector << "' not found" << std::endl;
396     }
397     sector->activate(newspawnpoint);
398     sector->play_music(LEVEL_MUSIC);
399     currentsector = sector;
400     newsector = "";
401     newspawnpoint = "";
402   }
403
404   // Update the world state and all objects in the world
405   if(!game_pause) {
406     // Update the world
407     if (end_sequence == ENDSEQUENCE_RUNNING) {
408       currentsector->update(elapsed_time/2);
409     } else if(end_sequence == NO_ENDSEQUENCE) {
410       if(!currentsector->player->growing_timer.started()) {
411         play_time += elapsed_time; //TODO: make sure we don't count cutscene time
412         level->stats.time = play_time;
413         currentsector->update(elapsed_time);
414       }
415     } 
416   }
417
418   // update sounds
419   sound_manager->set_listener_position(currentsector->player->get_pos());
420
421   /* Handle music: */
422   if (end_sequence)
423     return;
424   
425   if(currentsector->player->invincible_timer.started()) {
426     if(currentsector->player->invincible_timer.get_timeleft() <=
427        TUX_INVINCIBLE_TIME_WARNING) {
428       currentsector->play_music(HERRING_WARNING_MUSIC);
429     } else {
430       currentsector->play_music(HERRING_MUSIC);
431     }
432   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
433     currentsector->play_music(LEVEL_MUSIC);
434   }
435 }
436
437 void
438 GameSession::finish(bool win)
439 {
440   using namespace WorldMapNS;
441
442   if(win) {
443     if(WorldMap::current())
444       WorldMap::current()->finished_level(level.get());
445   }
446   
447   main_loop->exit_screen();
448 }
449
450 void
451 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
452 {
453   newsector = sector;
454   newspawnpoint = spawnpoint;
455 }
456
457 void
458 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
459 {
460   reset_sector = sector;
461   reset_pos = pos;
462 }
463
464 std::string
465 GameSession::get_working_directory()
466 {
467   return FileSystem::dirname(levelfile);
468 }
469
470 void
471 GameSession::display_info_box(const std::string& text)
472 {
473   InfoBox* box = new InfoBox(text);
474
475   bool running = true;
476   DrawingContext context;
477   
478   while(running)  {
479
480     // TODO make a screen out of this, another mainloop is ugly
481     main_controller->update();
482     SDL_Event event;
483     while (SDL_PollEvent(&event)) {
484       main_controller->process_event(event);
485       if(event.type == SDL_QUIT)
486         main_loop->quit();
487     }
488
489     if(main_controller->pressed(Controller::JUMP)
490         || main_controller->pressed(Controller::ACTION)
491         || main_controller->pressed(Controller::PAUSE_MENU)
492         || main_controller->pressed(Controller::MENU_SELECT))
493       running = false;
494     else if(main_controller->pressed(Controller::DOWN))
495       box->scrolldown();
496     else if(main_controller->pressed(Controller::UP))
497       box->scrollup();
498     box->draw(context);
499     draw(context);
500     context.do_drawing();
501     sound_manager->update();
502   }
503
504   delete box;
505 }
506
507 void
508 GameSession::start_sequence(const std::string& sequencename)
509 {
510   if(sequencename == "endsequence" || sequencename == "fireworks") {
511     if(end_sequence)
512       return;
513
514     end_sequence = ENDSEQUENCE_RUNNING;
515     endsequence_timer.start(7.3);
516     last_x_pos = -1;
517     sound_manager->play_music("music/leveldone.ogg", false);
518     currentsector->player->invincible_timer.start(7.3);
519
520     // Stop all clocks.
521     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
522         i != currentsector->gameobjects.end(); ++i)
523     {
524       GameObject* obj = *i;
525
526       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
527       if(lt)
528         lt->stop();
529     }
530
531     if(sequencename == "fireworks") {
532       currentsector->add_object(new Fireworks());
533     }
534   } else if(sequencename == "stoptux") {
535     if(!end_sequence) {
536       log_warning << "Final target reached without an active end sequence" << std::endl;
537       this->start_sequence("endsequence");
538     }
539     end_sequence =  ENDSEQUENCE_WAITING;
540   } else {
541     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
542   }
543 }
544
545 /* (Status): */
546 void
547 GameSession::drawstatus(DrawingContext& context)
548 {
549   player_status->draw(context);
550
551   // draw level stats while end_sequence is running
552   if (end_sequence) {
553     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
554   }
555 }
556