2b539eeb2f1d5dc191d65fc0d0c9cf552ddfa047
[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 "audio/sound_manager.hpp"
40 #include "gui/menu.hpp"
41 #include "sector.hpp"
42 #include "level.hpp"
43 #include "tile.hpp"
44 #include "player_status.hpp"
45 #include "object/particlesystem.hpp"
46 #include "object/background.hpp"
47 #include "object/gradient.hpp"
48 #include "object/tilemap.hpp"
49 #include "object/camera.hpp"
50 #include "object/player.hpp"
51 #include "object/level_time.hpp"
52 #include "lisp/lisp.hpp"
53 #include "lisp/parser.hpp"
54 #include "resources.hpp"
55 #include "statistics.hpp"
56 #include "timer.hpp"
57 #include "options_menu.hpp"
58 #include "textscroller.hpp"
59 #include "control/codecontroller.hpp"
60 #include "control/joystickkeyboardcontroller.hpp"
61 #include "main.hpp"
62 #include "file_system.hpp"
63 #include "gameconfig.hpp"
64 #include "gettext.hpp"
65 #include "console.hpp"
66 #include "flip_level_transformer.hpp"
67 #include "trigger/secretarea_trigger.hpp"
68 #include "trigger/sequence_trigger.hpp"
69 #include "random_generator.hpp"
70 #include "scripting/squirrel_util.hpp"
71 #include "object/endsequence_walkright.hpp"
72 #include "object/endsequence_walkleft.hpp"
73 #include "object/endsequence_fireworks.hpp"
74 #include "direction.hpp"
75
76 // the engine will be run with a logical framerate of 64fps.
77 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
78 // binary fraction...
79 static const float LOGICAL_FPS = 64.0;
80
81 enum GameMenuIDs {
82   MNID_CONTINUE,
83   MNID_ABORTLEVEL
84 };
85
86 GameSession* GameSession::current_ = NULL;
87
88 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
89   : level(0), currentsector(0),
90     end_sequence(0),
91     levelfile(levelfile_), best_level_statistics(statistics),
92     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
93     play_time(0)
94 {
95   current_ = this;
96   currentsector = NULL;
97
98   game_pause = false;
99
100   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
101
102   restart_level(true);
103
104   game_menu.reset(new Menu());
105   game_menu->add_label(_("Pause"));
106   game_menu->add_hl();
107   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
108   game_menu->add_submenu(_("Options"), get_options_menu());
109   game_menu->add_hl();
110   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
111 }
112
113 void
114 GameSession::restart_level(bool fromBeginning)
115 {
116   game_pause   = false;
117   end_sequence = 0;
118
119   main_controller->reset();
120
121   currentsector = 0;
122
123   level.reset(new Level);
124   level->load(levelfile);
125   level->stats.total_coins = level->get_total_coins();
126   level->stats.total_badguys = level->get_total_badguys();
127   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
128   level->stats.reset();
129   if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
130
131   if (fromBeginning) reset_sector="";
132   if(reset_sector != "") {
133     currentsector = level->get_sector(reset_sector);
134     if(!currentsector) {
135       std::stringstream msg;
136       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
137       throw std::runtime_error(msg.str());
138     }
139     currentsector->activate(reset_pos);
140   } else {
141     currentsector = level->get_sector("main");
142     if(!currentsector)
143       throw std::runtime_error("Couldn't find main sector");
144     currentsector->activate("main");
145   }
146
147   //levelintro();
148
149   currentsector->play_music(LEVEL_MUSIC);
150
151   if(capture_file != "") {
152     int newSeed=0;               // next run uses a new seed
153     while (newSeed == 0)            // which is the next non-zero random num.
154         newSeed = systemRandom.rand();
155     config->random_seed = systemRandom.srand(newSeed);
156     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
157     record_demo(capture_file);
158   }
159 }
160
161 GameSession::~GameSession()
162 {
163   delete capture_demo_stream;
164   delete playback_demo_stream;
165   delete demo_controller;
166
167   current_ = NULL;
168 }
169
170 void
171 GameSession::record_demo(const std::string& filename)
172 {
173   delete capture_demo_stream;
174
175   capture_demo_stream = new std::ofstream(filename.c_str());
176   if(!capture_demo_stream->good()) {
177     std::stringstream msg;
178     msg << "Couldn't open demo file '" << filename << "' for writing.";
179     throw std::runtime_error(msg.str());
180   }
181   capture_file = filename;
182
183   char buf[30];                            // save the seed in the demo file
184   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
185   for (int i=0; i==0 || buf[i-1]; i++)
186     capture_demo_stream->put(buf[i]);
187 }
188
189 int
190 GameSession::get_demo_random_seed(const std::string& filename)
191 {
192   std::istream* test_stream = new std::ifstream(filename.c_str());
193   if(test_stream->good()) {
194     char buf[30];                     // recall the seed from the demo file
195     int seed;
196     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
197       test_stream->get(buf[i]);
198     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
199       log_info << "Random seed " << seed << " from demo file" << std::endl;
200          return seed;
201     }
202     else
203       log_info << "Demo file contains no random number" << std::endl;
204   }
205   return 0;
206 }
207
208 void
209 GameSession::play_demo(const std::string& filename)
210 {
211   delete playback_demo_stream;
212   delete demo_controller;
213
214   playback_demo_stream = new std::ifstream(filename.c_str());
215   if(!playback_demo_stream->good()) {
216     std::stringstream msg;
217     msg << "Couldn't open demo file '" << filename << "' for reading.";
218     throw std::runtime_error(msg.str());
219   }
220
221   Player& tux = *currentsector->player;
222   demo_controller = new CodeController();
223   tux.set_controller(demo_controller);
224
225   // skip over random seed, if it exists in the file
226   char buf[30];                            // ascii decimal seed
227   int seed;
228   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
229     playback_demo_stream->get(buf[i]);
230   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
231     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
232 }
233
234 void
235 GameSession::levelintro()
236 {
237   sound_manager->stop_music();
238
239   DrawingContext context;
240   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
241       i != currentsector->gameobjects.end(); ++i) {
242     Background* background = dynamic_cast<Background*> (*i);
243     if(background) {
244       background->draw(context);
245     }
246     Gradient* gradient = dynamic_cast<Gradient*> (*i);
247     if(gradient) {
248       gradient->draw(context);
249     }
250   }
251
252 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
253 //      ALIGN_CENTER, LAYER_FOREGROUND1);
254   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
255       LAYER_FOREGROUND1);
256
257   std::stringstream ss_coins;
258   ss_coins << _("Coins") << ": " << player_status->coins;
259   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
260       ALIGN_CENTER, LAYER_FOREGROUND1);
261
262   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
263     context.draw_text(white_small_text,
264       std::string(_("contributed by ")) + level->get_author(),
265       Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
266
267   if(best_level_statistics != NULL)
268     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
269
270   wait_for_event(1.0, 3.0);
271 }
272
273 void
274 GameSession::on_escape_press()
275 {
276   if(currentsector->player->is_dying() || end_sequence)
277   {
278     // Let the timers run out, we fast-forward them to force past a sequence
279     if (end_sequence) end_sequence->stop();
280     currentsector->player->dying_timer.start(FLT_EPSILON);
281     return;   // don't let the player open the menu, when he is dying
282   }
283
284   if(level->on_menukey_script != "") {
285     std::istringstream in(level->on_menukey_script);
286     run_script(in, "OnMenuKeyScript");
287   } else {
288     toggle_pause();
289   }
290 }
291
292 void
293 GameSession::toggle_pause()
294 {
295   if(Menu::current() == NULL) {
296     Menu::set_current(game_menu.get());
297     game_menu->set_active_item(MNID_CONTINUE);
298     game_pause = true;
299   } else {
300     Menu::set_current(NULL);
301     game_pause = false;
302   }
303 }
304
305 HSQUIRRELVM
306 GameSession::run_script(std::istream& in, const std::string& sourcename)
307 {
308   using namespace Scripting;
309
310   // garbage collect thread list
311   for(ScriptList::iterator i = scripts.begin();
312       i != scripts.end(); ) {
313     HSQOBJECT& object = *i;
314     HSQUIRRELVM vm = object_to_vm(object);
315
316     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
317       sq_release(global_vm, &object);
318       i = scripts.erase(i);
319       continue;
320     }
321
322     ++i;
323   }
324
325   HSQOBJECT object = create_thread(global_vm);
326   scripts.push_back(object);
327
328   HSQUIRRELVM vm = object_to_vm(object);
329
330   compile_and_run(vm, in, sourcename);
331
332   return vm;
333 }
334
335 void
336 GameSession::process_events()
337 {
338   // end of pause mode?
339   if(!Menu::current() && game_pause) {
340     game_pause = false;
341   }
342
343   // playback a demo?
344   if(playback_demo_stream != 0) {
345     demo_controller->update();
346     char left = false;
347     char right = false;
348     char up = false;
349     char down = false;
350     char jump = false;
351     char action = false;
352     playback_demo_stream->get(left);
353     playback_demo_stream->get(right);
354     playback_demo_stream->get(up);
355     playback_demo_stream->get(down);
356     playback_demo_stream->get(jump);
357     playback_demo_stream->get(action);
358     demo_controller->press(Controller::LEFT, left);
359     demo_controller->press(Controller::RIGHT, right);
360     demo_controller->press(Controller::UP, up);
361     demo_controller->press(Controller::DOWN, down);
362     demo_controller->press(Controller::JUMP, jump);
363     demo_controller->press(Controller::ACTION, action);
364   }
365
366   // save input for demo?
367   if(capture_demo_stream != 0) {
368     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
369     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
370     capture_demo_stream ->put(main_controller->hold(Controller::UP));
371     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
372     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
373     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
374   }
375 }
376
377 void
378 GameSession::check_end_conditions()
379 {
380   Player* tux = currentsector->player;
381
382   /* End of level? */
383   if(end_sequence && end_sequence->is_done()) {
384     finish(true);
385     return;
386   } else if (!end_sequence && tux->is_dead()) {
387     if (player_status->coins < 0) {
388       // No more coins: restart level from beginning
389       player_status->coins = 0;
390       restart_level(true);
391     } else {
392       // Still has coins: restart level from last reset point
393       restart_level(false);
394     }
395
396     return;
397   }
398 }
399
400 void
401 GameSession::draw(DrawingContext& context)
402 {
403   currentsector->draw(context);
404   drawstatus(context);
405
406   if(game_pause)
407     draw_pause(context);
408 }
409
410 void
411 GameSession::draw_pause(DrawingContext& context)
412 {
413   context.draw_filled_rect(
414       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
415       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
416 }
417
418 void
419 GameSession::process_menu()
420 {
421   Menu* menu = Menu::current();
422   if(menu) {
423     menu->update();
424
425     if(menu == game_menu.get()) {
426       switch (game_menu->check()) {
427         case MNID_CONTINUE:
428           Menu::set_current(0);
429           break;
430         case MNID_ABORTLEVEL:
431           Menu::set_current(0);
432           main_loop->exit_screen();
433           break;
434       }
435     }
436   }
437 }
438
439 void
440 GameSession::setup()
441 {
442   Menu::set_current(NULL);
443   current_ = this;
444
445   // Eat unneeded events
446   SDL_Event event;
447   while(SDL_PollEvent(&event))
448   {}
449 }
450
451 void
452 GameSession::update(float elapsed_time)
453 {
454   // handle controller
455   if(main_controller->pressed(Controller::PAUSE_MENU))
456     on_escape_press();
457
458   process_events();
459   process_menu();
460
461   check_end_conditions();
462
463   // respawning in new sector?
464   if(newsector != "" && newspawnpoint != "") {
465     Sector* sector = level->get_sector(newsector);
466     if(sector == 0) {
467       log_warning << "Sector '" << newsector << "' not found" << std::endl;
468     }
469     sector->activate(newspawnpoint);
470     sector->play_music(LEVEL_MUSIC);
471     currentsector = sector;
472     newsector = "";
473     newspawnpoint = "";
474   }
475
476   // Update the world state and all objects in the world
477   if(!game_pause) {
478     // Update the world
479     if (!end_sequence) {
480       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
481       level->stats.time = play_time;
482       currentsector->update(elapsed_time);
483     } else {
484       if (!end_sequence->is_tux_stopped()) {
485         currentsector->update(elapsed_time/2);
486       } else {
487         end_sequence->update(elapsed_time/2);
488       }
489     }
490   }
491
492   // update sounds
493   sound_manager->set_listener_position(currentsector->player->get_pos());
494
495   /* Handle music: */
496   if (end_sequence)
497     return;
498
499   if(currentsector->player->invincible_timer.started()) {
500     if(currentsector->player->invincible_timer.get_timeleft() <=
501        TUX_INVINCIBLE_TIME_WARNING) {
502       currentsector->play_music(HERRING_WARNING_MUSIC);
503     } else {
504       currentsector->play_music(HERRING_MUSIC);
505     }
506   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
507     currentsector->play_music(LEVEL_MUSIC);
508   }
509 }
510
511 void
512 GameSession::finish(bool win)
513 {
514   using namespace WorldMapNS;
515
516   if(win) {
517     if(WorldMap::current())
518       WorldMap::current()->finished_level(level.get());
519   }
520
521   main_loop->exit_screen();
522 }
523
524 void
525 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
526 {
527   newsector = sector;
528   newspawnpoint = spawnpoint;
529 }
530
531 void
532 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
533 {
534   reset_sector = sector;
535   reset_pos = pos;
536 }
537
538 std::string
539 GameSession::get_working_directory()
540 {
541   return FileSystem::dirname(levelfile);
542 }
543
544 void
545 GameSession::display_info_box(const std::string& text)
546 {
547   InfoBox* box = new InfoBox(text);
548
549   bool running = true;
550   DrawingContext context;
551
552   while(running)  {
553
554     // TODO make a screen out of this, another mainloop is ugly
555     main_controller->update();
556     SDL_Event event;
557     while (SDL_PollEvent(&event)) {
558       main_controller->process_event(event);
559       if(event.type == SDL_QUIT)
560         main_loop->quit();
561     }
562
563     if(main_controller->pressed(Controller::JUMP)
564         || main_controller->pressed(Controller::ACTION)
565         || main_controller->pressed(Controller::PAUSE_MENU)
566         || main_controller->pressed(Controller::MENU_SELECT))
567       running = false;
568     else if(main_controller->pressed(Controller::DOWN))
569       box->scrolldown();
570     else if(main_controller->pressed(Controller::UP))
571       box->scrollup();
572     box->draw(context);
573     draw(context);
574     context.do_drawing();
575     sound_manager->update();
576   }
577
578   delete box;
579 }
580
581 void
582 GameSession::start_sequence(const std::string& sequencename)
583 {
584   // handle special "stoptux" sequence
585   if (sequencename == "stoptux") {
586     if (!end_sequence) {
587       log_warning << "Final target reached without an active end sequence" << std::endl;
588       this->start_sequence("endsequence");
589     }
590     if (end_sequence) end_sequence->stop_tux();
591     return;
592   }
593
594   // abort if a sequence is already playing
595   if (end_sequence) return;
596
597   if (sequencename == "endsequence") {
598
599     // Determine walking direction for Tux
600     float xst = 1.f, xend = 2.f;
601     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
602       SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
603       if(!st)
604         continue;
605       if(st->get_sequence_name() == "stoptux")
606         xend = st->get_pos().x;
607       else if(st->get_sequence_name() == "endsequence")
608         xst = st->get_pos().y;
609     }
610
611     if (xst > xend) {
612       end_sequence = new EndSequenceWalkLeft();
613     } else {
614       end_sequence = new EndSequenceWalkRight();
615     }
616   }
617   else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
618   else {
619     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
620     return;
621   }
622
623   currentsector->add_object(end_sequence);
624   end_sequence->start();
625
626   sound_manager->play_music("music/leveldone.ogg", false);
627   currentsector->player->invincible_timer.start(10000.0f);
628
629   // Stop all clocks.
630   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
631                   i != currentsector->gameobjects.end(); ++i)
632   {
633     GameObject* obj = *i;
634
635     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
636     if(lt)
637       lt->stop();
638   }
639 }
640
641 /* (Status): */
642 void
643 GameSession::drawstatus(DrawingContext& context)
644 {
645   player_status->draw(context);
646
647   // draw level stats while end_sequence is running
648   if (end_sequence) {
649     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
650   }
651 }