Really, Really fix issue 0000141. Maybe broke the coin toss animation.
[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();
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()
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(reset_sector != "")level->stats.declare_invalid();
130
131   if(reset_sector != "") {
132     currentsector = level->get_sector(reset_sector);
133     if(!currentsector) {
134       std::stringstream msg;
135       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
136       throw std::runtime_error(msg.str());
137     }
138     currentsector->activate(reset_pos);
139   } else {
140     currentsector = level->get_sector("main");
141     if(!currentsector)
142       throw std::runtime_error("Couldn't find main sector");
143     currentsector->activate("main");
144   }
145
146   //levelintro();
147
148   currentsector->play_music(LEVEL_MUSIC);
149
150   if(capture_file != "") {
151     int newSeed=0;               // next run uses a new seed
152     while (newSeed == 0)            // which is the next non-zero random num.
153         newSeed = systemRandom.rand();
154     config->random_seed = systemRandom.srand(newSeed);
155     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
156     record_demo(capture_file);
157   }
158 }
159
160 GameSession::~GameSession()
161 {
162   delete capture_demo_stream;
163   delete playback_demo_stream;
164   delete demo_controller;
165
166   current_ = NULL;
167 }
168
169 void
170 GameSession::record_demo(const std::string& filename)
171 {
172   delete capture_demo_stream;
173
174   capture_demo_stream = new std::ofstream(filename.c_str());
175   if(!capture_demo_stream->good()) {
176     std::stringstream msg;
177     msg << "Couldn't open demo file '" << filename << "' for writing.";
178     throw std::runtime_error(msg.str());
179   }
180   capture_file = filename;
181
182   char buf[30];                            // save the seed in the demo file
183   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
184   for (int i=0; i==0 || buf[i-1]; i++)
185     capture_demo_stream->put(buf[i]);
186 }
187
188 int
189 GameSession::get_demo_random_seed(const std::string& filename)
190 {
191   std::istream* test_stream = new std::ifstream(filename.c_str());
192   if(test_stream->good()) {
193     char buf[30];                     // recall the seed from the demo file
194     int seed;
195     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
196       test_stream->get(buf[i]);
197     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
198       log_info << "Random seed " << seed << " from demo file" << std::endl;
199          return seed;
200     }
201     else
202       log_info << "Demo file contains no random number" << std::endl;
203   }
204   return 0;
205 }
206
207 void
208 GameSession::play_demo(const std::string& filename)
209 {
210   delete playback_demo_stream;
211   delete demo_controller;
212
213   playback_demo_stream = new std::ifstream(filename.c_str());
214   if(!playback_demo_stream->good()) {
215     std::stringstream msg;
216     msg << "Couldn't open demo file '" << filename << "' for reading.";
217     throw std::runtime_error(msg.str());
218   }
219
220   Player& tux = *currentsector->player;
221   demo_controller = new CodeController();
222   tux.set_controller(demo_controller);
223
224   // skip over random seed, if it exists in the file
225   char buf[30];                            // ascii decimal seed
226   int seed;
227   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
228     playback_demo_stream->get(buf[i]);
229   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
230     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
231 }
232
233 void
234 GameSession::levelintro()
235 {
236   sound_manager->stop_music();
237
238   DrawingContext context;
239   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
240       i != currentsector->gameobjects.end(); ++i) {
241     Background* background = dynamic_cast<Background*> (*i);
242     if(background) {
243       background->draw(context);
244     }
245     Gradient* gradient = dynamic_cast<Gradient*> (*i);
246     if(gradient) {
247       gradient->draw(context);
248     }
249   }
250
251 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
252 //      ALIGN_CENTER, LAYER_FOREGROUND1);
253   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
254       LAYER_FOREGROUND1);
255
256   std::stringstream ss_coins;
257   ss_coins << _("Coins") << ": " << player_status->coins;
258   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
259       ALIGN_CENTER, LAYER_FOREGROUND1);
260
261   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
262     context.draw_text(white_small_text,
263       std::string(_("contributed by ")) + level->get_author(),
264       Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
265
266   if(best_level_statistics != NULL)
267     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
268
269   wait_for_event(1.0, 3.0);
270 }
271
272 void
273 GameSession::on_escape_press()
274 {
275   if(currentsector->player->is_dying() || end_sequence)
276   {
277     // Let the timers run out, we fast-forward them to force past a sequence
278     if (end_sequence) end_sequence->stop();
279     currentsector->player->dying_timer.start(FLT_EPSILON);
280     return;   // don't let the player open the menu, when he is dying
281   }
282
283   if(level->on_menukey_script != "") {
284     std::istringstream in(level->on_menukey_script);
285     run_script(in, "OnMenuKeyScript");
286   } else {
287     toggle_pause();
288   }
289 }
290
291 void
292 GameSession::toggle_pause()
293 {
294   if(Menu::current() == NULL) {
295     Menu::set_current(game_menu.get());
296     game_menu->set_active_item(MNID_CONTINUE);
297     game_pause = true;
298   } else {
299     Menu::set_current(NULL);
300     game_pause = false;
301   }
302 }
303
304 HSQUIRRELVM
305 GameSession::run_script(std::istream& in, const std::string& sourcename)
306 {
307   using namespace Scripting;
308
309   // garbage collect thread list
310   for(ScriptList::iterator i = scripts.begin();
311       i != scripts.end(); ) {
312     HSQOBJECT& object = *i;
313     HSQUIRRELVM vm = object_to_vm(object);
314
315     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
316       sq_release(global_vm, &object);
317       i = scripts.erase(i);
318       continue;
319     }
320
321     ++i;
322   }
323
324   HSQOBJECT object = create_thread(global_vm);
325   scripts.push_back(object);
326
327   HSQUIRRELVM vm = object_to_vm(object);
328
329   compile_and_run(vm, in, sourcename);
330
331   return vm;
332 }
333
334 void
335 GameSession::process_events()
336 {
337   // end of pause mode?
338   if(!Menu::current() && game_pause) {
339     game_pause = false;
340   }
341
342   // playback a demo?
343   if(playback_demo_stream != 0) {
344     demo_controller->update();
345     char left = false;
346     char right = false;
347     char up = false;
348     char down = false;
349     char jump = false;
350     char action = false;
351     playback_demo_stream->get(left);
352     playback_demo_stream->get(right);
353     playback_demo_stream->get(up);
354     playback_demo_stream->get(down);
355     playback_demo_stream->get(jump);
356     playback_demo_stream->get(action);
357     demo_controller->press(Controller::LEFT, left);
358     demo_controller->press(Controller::RIGHT, right);
359     demo_controller->press(Controller::UP, up);
360     demo_controller->press(Controller::DOWN, down);
361     demo_controller->press(Controller::JUMP, jump);
362     demo_controller->press(Controller::ACTION, action);
363   }
364
365   // save input for demo?
366   if(capture_demo_stream != 0) {
367     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
368     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
369     capture_demo_stream ->put(main_controller->hold(Controller::UP));
370     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
371     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
372     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
373   }
374 }
375
376 void
377 GameSession::check_end_conditions()
378 {
379   Player* tux = currentsector->player;
380
381   /* End of level? */
382   if(end_sequence && end_sequence->is_done()) {
383     finish(true);
384   } else if (!end_sequence && tux->is_dead()) {
385     restart_level();
386   }
387 }
388
389 void
390 GameSession::draw(DrawingContext& context)
391 {
392   currentsector->draw(context);
393   drawstatus(context);
394
395   if(game_pause)
396     draw_pause(context);
397 }
398
399 void
400 GameSession::draw_pause(DrawingContext& context)
401 {
402   context.draw_filled_rect(
403       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
404       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
405 }
406
407 void
408 GameSession::process_menu()
409 {
410   Menu* menu = Menu::current();
411   if(menu) {
412     menu->update();
413
414     if(menu == game_menu.get()) {
415       switch (game_menu->check()) {
416         case MNID_CONTINUE:
417           Menu::set_current(0);
418           break;
419         case MNID_ABORTLEVEL:
420           Menu::set_current(0);
421           main_loop->exit_screen();
422           break;
423       }
424     }
425   }
426 }
427
428 void
429 GameSession::setup()
430 {
431   Menu::set_current(NULL);
432   current_ = this;
433
434   // Eat unneeded events
435   SDL_Event event;
436   while(SDL_PollEvent(&event))
437   {}
438 }
439
440 void
441 GameSession::update(float elapsed_time)
442 {
443   // handle controller
444   if(main_controller->pressed(Controller::PAUSE_MENU))
445     on_escape_press();
446
447   process_events();
448   process_menu();
449
450   check_end_conditions();
451
452   // respawning in new sector?
453   if(newsector != "" && newspawnpoint != "") {
454     Sector* sector = level->get_sector(newsector);
455     if(sector == 0) {
456       log_warning << "Sector '" << newsector << "' not found" << std::endl;
457     }
458     sector->activate(newspawnpoint);
459     sector->play_music(LEVEL_MUSIC);
460     currentsector = sector;
461     newsector = "";
462     newspawnpoint = "";
463   }
464
465   // Update the world state and all objects in the world
466   if(!game_pause) {
467     // Update the world
468     if (!end_sequence) {
469       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
470       level->stats.time = play_time;
471       currentsector->update(elapsed_time);
472     } else {
473       if (!end_sequence->is_tux_stopped()) {
474         currentsector->update(elapsed_time/2);
475       } else {
476         end_sequence->update(elapsed_time/2);
477       }
478     }
479   }
480
481   // update sounds
482   sound_manager->set_listener_position(currentsector->player->get_pos());
483
484   /* Handle music: */
485   if (end_sequence)
486     return;
487
488   if(currentsector->player->invincible_timer.started()) {
489     if(currentsector->player->invincible_timer.get_timeleft() <=
490        TUX_INVINCIBLE_TIME_WARNING) {
491       currentsector->play_music(HERRING_WARNING_MUSIC);
492     } else {
493       currentsector->play_music(HERRING_MUSIC);
494     }
495   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
496     currentsector->play_music(LEVEL_MUSIC);
497   }
498 }
499
500 void
501 GameSession::finish(bool win)
502 {
503   using namespace WorldMapNS;
504
505   if(win) {
506     if(WorldMap::current())
507       WorldMap::current()->finished_level(level.get());
508   }
509
510   main_loop->exit_screen();
511 }
512
513 void
514 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
515 {
516   newsector = sector;
517   newspawnpoint = spawnpoint;
518 }
519
520 void
521 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
522 {
523   reset_sector = sector;
524   reset_pos = pos;
525 }
526
527 std::string
528 GameSession::get_working_directory()
529 {
530   return FileSystem::dirname(levelfile);
531 }
532
533 void
534 GameSession::display_info_box(const std::string& text)
535 {
536   InfoBox* box = new InfoBox(text);
537
538   bool running = true;
539   DrawingContext context;
540
541   while(running)  {
542
543     // TODO make a screen out of this, another mainloop is ugly
544     main_controller->update();
545     SDL_Event event;
546     while (SDL_PollEvent(&event)) {
547       main_controller->process_event(event);
548       if(event.type == SDL_QUIT)
549         main_loop->quit();
550     }
551
552     if(main_controller->pressed(Controller::JUMP)
553         || main_controller->pressed(Controller::ACTION)
554         || main_controller->pressed(Controller::PAUSE_MENU)
555         || main_controller->pressed(Controller::MENU_SELECT))
556       running = false;
557     else if(main_controller->pressed(Controller::DOWN))
558       box->scrolldown();
559     else if(main_controller->pressed(Controller::UP))
560       box->scrollup();
561     box->draw(context);
562     draw(context);
563     context.do_drawing();
564     sound_manager->update();
565   }
566
567   delete box;
568 }
569
570 void
571 GameSession::start_sequence(const std::string& sequencename)
572 {
573   // handle special "stoptux" sequence
574   if (sequencename == "stoptux") {
575     if (!end_sequence) {
576       log_warning << "Final target reached without an active end sequence" << std::endl;
577       this->start_sequence("endsequence");
578     }
579     if (end_sequence) end_sequence->stop_tux();
580     return;
581   }
582
583   // abort if a sequence is already playing
584   if (end_sequence) return;
585
586   if (sequencename == "endsequence") {
587
588     // Determine walking direction for Tux
589     float xst = 1.f, xend = 2.f;
590     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
591       SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
592       if(!st)
593         continue;
594       if(st->get_sequence_name() == "stoptux")
595         xend = st->get_pos().x;
596       else if(st->get_sequence_name() == "endsequence")
597         xst = st->get_pos().y;
598     }
599
600     if (xst > xend) {
601       end_sequence = new EndSequenceWalkLeft();
602     } else {
603       end_sequence = new EndSequenceWalkRight();
604     }
605   }
606   else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
607   else {
608     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
609     return;
610   }
611
612   currentsector->add_object(end_sequence);
613   end_sequence->start();
614
615   sound_manager->play_music("music/leveldone.ogg", false);
616   currentsector->player->invincible_timer.start(10000.0f);
617
618   // Stop all clocks.
619   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
620                   i != currentsector->gameobjects.end(); ++i)
621   {
622     GameObject* obj = *i;
623
624     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
625     if(lt)
626       lt->stop();
627   }
628 }
629
630 /* (Status): */
631 void
632 GameSession::drawstatus(DrawingContext& context)
633 {
634   player_status->draw(context);
635
636   // draw level stats while end_sequence is running
637   if (end_sequence) {
638     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
639   }
640 }