38b6f46d31a214c17add2efdb969b21368426ad8
[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 "object/fireworks.hpp"
59 #include "textscroller.hpp"
60 #include "control/codecontroller.hpp"
61 #include "control/joystickkeyboardcontroller.hpp"
62 #include "main.hpp"
63 #include "file_system.hpp"
64 #include "gameconfig.hpp"
65 #include "gettext.hpp"
66 #include "console.hpp"
67 #include "flip_level_transformer.hpp"
68 #include "trigger/secretarea_trigger.hpp"
69 #include "trigger/sequence_trigger.hpp"
70 #include "random_generator.hpp"
71 #include "scripting/squirrel_util.hpp"
72 #include "direction.hpp"
73
74 // the engine will be run with a logical framerate of 64fps.
75 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
76 // binary fraction...
77 static const float LOGICAL_FPS = 64.0;
78
79 enum GameMenuIDs {
80   MNID_CONTINUE,
81   MNID_ABORTLEVEL
82 };
83
84 GameSession* GameSession::current_ = NULL;
85
86 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
87   : level(0), currentsector(0),
88     end_sequence(0),
89     levelfile(levelfile_), best_level_statistics(statistics),
90     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
91     play_time(0)
92 {
93   current_ = this;
94   currentsector = NULL;
95
96   game_pause = false;
97
98   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
99
100   restart_level(true);
101
102   game_menu.reset(new Menu());
103   game_menu->add_label(_("Pause"));
104   game_menu->add_hl();
105   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
106   game_menu->add_submenu(_("Options"), get_options_menu());
107   game_menu->add_hl();
108   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
109 }
110
111 void
112 GameSession::restart_level(bool fromBeginning)
113 {
114   game_pause   = false;
115   end_sequence = 0;
116
117   main_controller->reset();
118
119   currentsector = 0;
120
121   level.reset(new Level);
122   level->load(levelfile);
123   level->stats.total_coins = level->get_total_coins();
124   level->stats.total_badguys = level->get_total_badguys();
125   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
126   level->stats.reset();
127   if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
128
129   if (fromBeginning) reset_sector="";
130   if(reset_sector != "") {
131     currentsector = level->get_sector(reset_sector);
132     if(!currentsector) {
133       std::stringstream msg;
134       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
135       throw std::runtime_error(msg.str());
136     }
137     currentsector->activate(reset_pos);
138   } else {
139     currentsector = level->get_sector("main");
140     if(!currentsector)
141       throw std::runtime_error("Couldn't find main sector");
142     currentsector->activate("main");
143   }
144
145   //levelintro();
146
147   currentsector->play_music(LEVEL_MUSIC);
148
149   if(capture_file != "") {
150     int newSeed=0;               // next run uses a new seed
151     while (newSeed == 0)            // which is the next non-zero random num.
152         newSeed = systemRandom.rand();
153     config->random_seed = systemRandom.srand(newSeed);
154     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
155     record_demo(capture_file);
156   }
157 }
158
159 GameSession::~GameSession()
160 {
161   delete capture_demo_stream;
162   delete playback_demo_stream;
163   delete demo_controller;
164
165   current_ = NULL;
166 }
167
168 void
169 GameSession::record_demo(const std::string& filename)
170 {
171   delete capture_demo_stream;
172
173   capture_demo_stream = new std::ofstream(filename.c_str());
174   if(!capture_demo_stream->good()) {
175     std::stringstream msg;
176     msg << "Couldn't open demo file '" << filename << "' for writing.";
177     throw std::runtime_error(msg.str());
178   }
179   capture_file = filename;
180
181   char buf[30];                            // save the seed in the demo file
182   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
183   for (int i=0; i==0 || buf[i-1]; i++)
184     capture_demo_stream->put(buf[i]);
185 }
186
187 int
188 GameSession::get_demo_random_seed(const std::string& filename)
189 {
190   std::istream* test_stream = new std::ifstream(filename.c_str());
191   if(test_stream->good()) {
192     char buf[30];                     // recall the seed from the demo file
193     int seed;
194     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
195       test_stream->get(buf[i]);
196     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
197       log_info << "Random seed " << seed << " from demo file" << std::endl;
198          return seed;
199     }
200     else
201       log_info << "Demo file contains no random number" << std::endl;
202   }
203   return 0;
204 }
205
206 void
207 GameSession::play_demo(const std::string& filename)
208 {
209   delete playback_demo_stream;
210   delete demo_controller;
211
212   playback_demo_stream = new std::ifstream(filename.c_str());
213   if(!playback_demo_stream->good()) {
214     std::stringstream msg;
215     msg << "Couldn't open demo file '" << filename << "' for reading.";
216     throw std::runtime_error(msg.str());
217   }
218
219   Player& tux = *currentsector->player;
220   demo_controller = new CodeController();
221   tux.set_controller(demo_controller);
222
223   // skip over random seed, if it exists in the file
224   char buf[30];                            // ascii decimal seed
225   int seed;
226   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
227     playback_demo_stream->get(buf[i]);
228   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
229     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
230 }
231
232 void
233 GameSession::levelintro()
234 {
235   sound_manager->stop_music();
236
237   DrawingContext context;
238   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
239       i != currentsector->gameobjects.end(); ++i) {
240     Background* background = dynamic_cast<Background*> (*i);
241     if(background) {
242       background->draw(context);
243     }
244     Gradient* gradient = dynamic_cast<Gradient*> (*i);
245     if(gradient) {
246       gradient->draw(context);
247     }
248   }
249
250 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
251 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
252   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
253       LAYER_FOREGROUND1);
254
255   std::stringstream ss_coins;
256   ss_coins << _("Coins") << ": " << player_status->coins;
257   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
258       CENTER_ALLIGN, LAYER_FOREGROUND1);
259
260   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
261     context.draw_text(white_small_text,
262       std::string(_("contributed by ")) + level->get_author(),
263       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
264
265   if(best_level_statistics != NULL)
266     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
267
268   wait_for_event(1.0, 3.0);
269 }
270
271 void
272 GameSession::on_escape_press()
273 {
274   if(currentsector->player->is_dying() || end_sequence)
275   {
276     // Let the timers run out, we fast-forward them to force past a sequence
277     if (end_sequence) end_sequence->stop();
278     currentsector->player->dying_timer.start(FLT_EPSILON);
279     return;   // don't let the player open the menu, when he is dying
280   }
281
282   if(level->on_menukey_script != "") {
283     std::istringstream in(level->on_menukey_script);
284     run_script(in, "OnMenuKeyScript");
285   } else {
286     toggle_pause();
287   }
288 }
289
290 void
291 GameSession::toggle_pause()
292 {
293   if(Menu::current() == NULL) {
294     Menu::set_current(game_menu.get());
295     game_menu->set_active_item(MNID_CONTINUE);
296     game_pause = true;
297   } else {
298     Menu::set_current(NULL);
299     game_pause = false;
300   }
301 }
302
303 HSQUIRRELVM
304 GameSession::run_script(std::istream& in, const std::string& sourcename)
305 {
306   using namespace Scripting;
307
308   // garbage collect thread list
309   for(ScriptList::iterator i = scripts.begin();
310       i != scripts.end(); ) {
311     HSQOBJECT& object = *i;
312     HSQUIRRELVM vm = object_to_vm(object);
313
314     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
315       sq_release(global_vm, &object);
316       i = scripts.erase(i);
317       continue;
318     }
319
320     ++i;
321   }
322
323   HSQOBJECT object = create_thread(global_vm);
324   scripts.push_back(object);
325
326   HSQUIRRELVM vm = object_to_vm(object);
327
328   compile_and_run(vm, in, sourcename);
329
330   return vm;
331 }
332
333 void
334 GameSession::process_events()
335 {
336   // end of pause mode?
337   if(!Menu::current() && game_pause) {
338     game_pause = false;
339   }
340
341   // playback a demo?
342   if(playback_demo_stream != 0) {
343     demo_controller->update();
344     char left = false;
345     char right = false;
346     char up = false;
347     char down = false;
348     char jump = false;
349     char action = false;
350     playback_demo_stream->get(left);
351     playback_demo_stream->get(right);
352     playback_demo_stream->get(up);
353     playback_demo_stream->get(down);
354     playback_demo_stream->get(jump);
355     playback_demo_stream->get(action);
356     demo_controller->press(Controller::LEFT, left);
357     demo_controller->press(Controller::RIGHT, right);
358     demo_controller->press(Controller::UP, up);
359     demo_controller->press(Controller::DOWN, down);
360     demo_controller->press(Controller::JUMP, jump);
361     demo_controller->press(Controller::ACTION, action);
362   }
363
364   // save input for demo?
365   if(capture_demo_stream != 0) {
366     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
367     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
368     capture_demo_stream ->put(main_controller->hold(Controller::UP));
369     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
370     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
371     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
372   }
373 }
374
375 void
376 GameSession::check_end_conditions()
377 {
378   Player* tux = currentsector->player;
379
380   /* End of level? */
381   if(end_sequence && end_sequence->is_done()) {
382     finish(true);
383     return;
384   } else if (!end_sequence && tux->is_dead()) {
385     if (player_status->coins < 0) {
386       // No more coins: restart level from beginning
387       player_status->coins = 0;
388       restart_level(true);
389     } else {
390       // Still has coins: restart level from last reset point
391       restart_level(false);
392     }
393
394     return;
395   }
396 }
397
398 void
399 GameSession::draw(DrawingContext& context)
400 {
401   currentsector->draw(context);
402   drawstatus(context);
403
404   if(game_pause)
405     draw_pause(context);
406 }
407
408 void
409 GameSession::draw_pause(DrawingContext& context)
410 {
411   context.draw_filled_rect(
412       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
413       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
414 }
415
416 void
417 GameSession::process_menu()
418 {
419   Menu* menu = Menu::current();
420   if(menu) {
421     menu->update();
422
423     if(menu == game_menu.get()) {
424       switch (game_menu->check()) {
425         case MNID_CONTINUE:
426           Menu::set_current(0);
427           break;
428         case MNID_ABORTLEVEL:
429           Menu::set_current(0);
430           main_loop->exit_screen();
431           break;
432       }
433     }
434   }
435 }
436
437 void
438 GameSession::setup()
439 {
440   Menu::set_current(NULL);
441   current_ = this;
442
443   // Eat unneeded events
444   SDL_Event event;
445   while(SDL_PollEvent(&event))
446   {}
447 }
448
449 void
450 GameSession::update(float elapsed_time)
451 {
452   // handle controller
453   if(main_controller->pressed(Controller::PAUSE_MENU))
454     on_escape_press();
455
456   process_events();
457   process_menu();
458
459   check_end_conditions();
460
461   // respawning in new sector?
462   if(newsector != "" && newspawnpoint != "") {
463     Sector* sector = level->get_sector(newsector);
464     if(sector == 0) {
465       log_warning << "Sector '" << newsector << "' not found" << std::endl;
466     }
467     sector->activate(newspawnpoint);
468     sector->play_music(LEVEL_MUSIC);
469     currentsector = sector;
470     newsector = "";
471     newspawnpoint = "";
472   }
473
474   // Update the world state and all objects in the world
475   if(!game_pause) {
476     // Update the world
477     if (!end_sequence) {
478       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
479       level->stats.time = play_time;
480       currentsector->update(elapsed_time);
481     } else {
482       if (!end_sequence->is_tux_stopped()) {
483         currentsector->update(elapsed_time/2);
484       } else {
485         end_sequence->update(elapsed_time/2);
486       }
487     }
488   }
489
490   // update sounds
491   sound_manager->set_listener_position(currentsector->player->get_pos());
492
493   /* Handle music: */
494   if (end_sequence)
495     return;
496
497   if(currentsector->player->invincible_timer.started()) {
498     if(currentsector->player->invincible_timer.get_timeleft() <=
499        TUX_INVINCIBLE_TIME_WARNING) {
500       currentsector->play_music(HERRING_WARNING_MUSIC);
501     } else {
502       currentsector->play_music(HERRING_MUSIC);
503     }
504   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
505     currentsector->play_music(LEVEL_MUSIC);
506   }
507 }
508
509 void
510 GameSession::finish(bool win)
511 {
512   using namespace WorldMapNS;
513
514   if(win) {
515     if(WorldMap::current())
516       WorldMap::current()->finished_level(level.get());
517   }
518
519   main_loop->exit_screen();
520 }
521
522 void
523 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
524 {
525   newsector = sector;
526   newspawnpoint = spawnpoint;
527 }
528
529 void
530 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
531 {
532   reset_sector = sector;
533   reset_pos = pos;
534 }
535
536 std::string
537 GameSession::get_working_directory()
538 {
539   return FileSystem::dirname(levelfile);
540 }
541
542 void
543 GameSession::display_info_box(const std::string& text)
544 {
545   InfoBox* box = new InfoBox(text);
546
547   bool running = true;
548   DrawingContext context;
549
550   while(running)  {
551
552     // TODO make a screen out of this, another mainloop is ugly
553     main_controller->update();
554     SDL_Event event;
555     while (SDL_PollEvent(&event)) {
556       main_controller->process_event(event);
557       if(event.type == SDL_QUIT)
558         main_loop->quit();
559     }
560
561     if(main_controller->pressed(Controller::JUMP)
562         || main_controller->pressed(Controller::ACTION)
563         || main_controller->pressed(Controller::PAUSE_MENU)
564         || main_controller->pressed(Controller::MENU_SELECT))
565       running = false;
566     else if(main_controller->pressed(Controller::DOWN))
567       box->scrolldown();
568     else if(main_controller->pressed(Controller::UP))
569       box->scrollup();
570     box->draw(context);
571     draw(context);
572     context.do_drawing();
573     sound_manager->update();
574   }
575
576   delete box;
577 }
578
579 void
580 GameSession::start_sequence(const std::string& sequencename)
581 {
582   if(sequencename == "endsequence" || sequencename == "fireworks") {
583     if(end_sequence)
584       return;
585
586     // Determine walking direction for Tux
587     float xst = 1.f, xend = 2.f;
588     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
589       SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
590       if(!st)
591         continue;
592       if(st->get_sequence_name() == "stoptux")
593         xend = st->get_pos().x;
594       else if(st->get_sequence_name() == "endsequence")
595         xst = st->get_pos().y;
596     }
597     end_sequence = new EndSequence();
598     currentsector->add_object(end_sequence);
599     end_sequence->start((xst > xend) ? LEFT : RIGHT);
600
601     sound_manager->play_music("music/leveldone.ogg", false);
602     currentsector->player->invincible_timer.start(7.3f);
603
604     // Stop all clocks.
605     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
606         i != currentsector->gameobjects.end(); ++i)
607     {
608       GameObject* obj = *i;
609
610       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
611       if(lt)
612         lt->stop();
613     }
614
615     if(sequencename == "fireworks") {
616       currentsector->add_object(new Fireworks());
617     }
618   } else if(sequencename == "stoptux") {
619     if(!end_sequence) {
620       log_warning << "Final target reached without an active end sequence" << std::endl;
621       this->start_sequence("endsequence");
622     }
623     if (end_sequence) end_sequence->stop_tux();
624   } else {
625     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
626   }
627 }
628
629 /* (Status): */
630 void
631 GameSession::drawstatus(DrawingContext& context)
632 {
633   player_status->draw(context);
634
635   // draw level stats while end_sequence is running
636   if (end_sequence) {
637     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
638   }
639 }