fix strange looping reported by tjcarter on IRC
[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 <assert.h>
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <math.h>
27 #include <string.h>
28 #include <errno.h>
29 #include <unistd.h>
30 #include <time.h>
31 #include <stdexcept>
32
33 #include <SDL.h>
34
35 #include "game_session.hpp"
36 #include "log.hpp"
37 #include "console.hpp"
38 #include "worldmap/worldmap.hpp"
39 #include "mainloop.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 "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 "object/endsequence_walkright.hpp"
73 #include "object/endsequence_walkleft.hpp"
74 #include "object/endsequence_fireworks.hpp"
75 #include "direction.hpp"
76
77 // the engine will be run with a logical framerate of 64fps.
78 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
79 // binary fraction...
80 static const float LOGICAL_FPS = 64.0;
81
82 enum GameMenuIDs {
83   MNID_CONTINUE,
84   MNID_ABORTLEVEL
85 };
86
87 GameSession* GameSession::current_ = NULL;
88
89 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
90   : level(0), currentsector(0),
91     end_sequence(0),
92     levelfile(levelfile_), best_level_statistics(statistics),
93     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
94     play_time(0)
95 {
96   current_ = this;
97   currentsector = NULL;
98
99   game_pause = false;
100
101   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
102
103   restart_level();
104
105   game_menu.reset(new Menu());
106   game_menu->add_label(_("Pause"));
107   game_menu->add_hl();
108   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
109   game_menu->add_submenu(_("Options"), get_options_menu());
110   game_menu->add_hl();
111   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
112 }
113
114 void
115 GameSession::restart_level()
116 {
117   game_pause   = false;
118   end_sequence = 0;
119
120   main_controller->reset();
121
122   currentsector = 0;
123
124   level.reset(new Level);
125   level->load(levelfile);
126   level->stats.total_coins = level->get_total_coins();
127   level->stats.total_badguys = level->get_total_badguys();
128   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
129   level->stats.reset();
130   if(reset_sector != "")level->stats.declare_invalid();
131
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   sound_manager->stop_music();
150   currentsector->play_music(LEVEL_MUSIC);
151
152   if(capture_file != "") {
153     int newSeed=0;               // next run uses a new seed
154     while (newSeed == 0)            // which is the next non-zero random num.
155         newSeed = systemRandom.rand();
156     config->random_seed = systemRandom.srand(newSeed);
157     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
158     record_demo(capture_file);
159   }
160 }
161
162 GameSession::~GameSession()
163 {
164   delete capture_demo_stream;
165   delete playback_demo_stream;
166   delete demo_controller;
167
168   current_ = NULL;
169 }
170
171 void
172 GameSession::record_demo(const std::string& filename)
173 {
174   delete capture_demo_stream;
175
176   capture_demo_stream = new std::ofstream(filename.c_str());
177   if(!capture_demo_stream->good()) {
178     std::stringstream msg;
179     msg << "Couldn't open demo file '" << filename << "' for writing.";
180     throw std::runtime_error(msg.str());
181   }
182   capture_file = filename;
183
184   char buf[30];                            // save the seed in the demo file
185   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
186   for (int i=0; i==0 || buf[i-1]; i++)
187     capture_demo_stream->put(buf[i]);
188 }
189
190 int
191 GameSession::get_demo_random_seed(const std::string& filename)
192 {
193   std::istream* test_stream = new std::ifstream(filename.c_str());
194   if(test_stream->good()) {
195     char buf[30];                     // recall the seed from the demo file
196     int seed;
197     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
198       test_stream->get(buf[i]);
199     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
200       log_info << "Random seed " << seed << " from demo file" << std::endl;
201          return seed;
202     }
203     else
204       log_info << "Demo file contains no random number" << std::endl;
205   }
206   return 0;
207 }
208
209 void
210 GameSession::play_demo(const std::string& filename)
211 {
212   delete playback_demo_stream;
213   delete demo_controller;
214
215   playback_demo_stream = new std::ifstream(filename.c_str());
216   if(!playback_demo_stream->good()) {
217     std::stringstream msg;
218     msg << "Couldn't open demo file '" << filename << "' for reading.";
219     throw std::runtime_error(msg.str());
220   }
221
222   Player& tux = *currentsector->player;
223   demo_controller = new CodeController();
224   tux.set_controller(demo_controller);
225
226   // skip over random seed, if it exists in the file
227   char buf[30];                            // ascii decimal seed
228   int seed;
229   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
230     playback_demo_stream->get(buf[i]);
231   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
232     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
233 }
234
235 void
236 GameSession::levelintro()
237 {
238   sound_manager->stop_music();
239
240   DrawingContext context;
241   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
242       i != currentsector->gameobjects.end(); ++i) {
243     Background* background = dynamic_cast<Background*> (*i);
244     if(background) {
245       background->draw(context);
246     }
247     Gradient* gradient = dynamic_cast<Gradient*> (*i);
248     if(gradient) {
249       gradient->draw(context);
250     }
251   }
252
253 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
254 //      ALIGN_CENTER, LAYER_FOREGROUND1);
255   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
256       LAYER_FOREGROUND1);
257
258   std::stringstream ss_coins;
259   ss_coins << _("Coins") << ": " << player_status->coins;
260   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
261       ALIGN_CENTER, LAYER_FOREGROUND1);
262
263   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
264     context.draw_text(white_small_text,
265       std::string(_("contributed by ")) + level->get_author(),
266       Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
267
268   if(best_level_statistics != NULL)
269     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
270
271   wait_for_event(1.0, 3.0);
272 }
273
274 void
275 GameSession::on_escape_press()
276 {
277   if(currentsector->player->is_dying() || end_sequence)
278   {
279     // Let the timers run out, we fast-forward them to force past a sequence
280     if (end_sequence) end_sequence->stop();
281     currentsector->player->dying_timer.start(FLT_EPSILON);
282     return;   // don't let the player open the menu, when he is dying
283   }
284
285   if(level->on_menukey_script != "") {
286     std::istringstream in(level->on_menukey_script);
287     run_script(in, "OnMenuKeyScript");
288   } else {
289     toggle_pause();
290   }
291 }
292
293 void
294 GameSession::toggle_pause()
295 {
296   if(Menu::current() == NULL) {
297     Menu::set_current(game_menu.get());
298     game_menu->set_active_item(MNID_CONTINUE);
299     game_pause = true;
300   } else {
301     Menu::set_current(NULL);
302     game_pause = false;
303   }
304 }
305
306 HSQUIRRELVM
307 GameSession::run_script(std::istream& in, const std::string& sourcename)
308 {
309   using namespace Scripting;
310
311   // garbage collect thread list
312   for(ScriptList::iterator i = scripts.begin();
313       i != scripts.end(); ) {
314     HSQOBJECT& object = *i;
315     HSQUIRRELVM vm = object_to_vm(object);
316
317     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
318       sq_release(global_vm, &object);
319       i = scripts.erase(i);
320       continue;
321     }
322
323     ++i;
324   }
325
326   HSQOBJECT object = create_thread(global_vm);
327   scripts.push_back(object);
328
329   HSQUIRRELVM vm = object_to_vm(object);
330
331   compile_and_run(vm, in, sourcename);
332
333   return vm;
334 }
335
336 void
337 GameSession::process_events()
338 {
339   // end of pause mode?
340   if(!Menu::current() && game_pause) {
341     game_pause = false;
342   }
343
344   // playback a demo?
345   if(playback_demo_stream != 0) {
346     demo_controller->update();
347     char left = false;
348     char right = false;
349     char up = false;
350     char down = false;
351     char jump = false;
352     char action = false;
353     playback_demo_stream->get(left);
354     playback_demo_stream->get(right);
355     playback_demo_stream->get(up);
356     playback_demo_stream->get(down);
357     playback_demo_stream->get(jump);
358     playback_demo_stream->get(action);
359     demo_controller->press(Controller::LEFT, left);
360     demo_controller->press(Controller::RIGHT, right);
361     demo_controller->press(Controller::UP, up);
362     demo_controller->press(Controller::DOWN, down);
363     demo_controller->press(Controller::JUMP, jump);
364     demo_controller->press(Controller::ACTION, action);
365   }
366
367   // save input for demo?
368   if(capture_demo_stream != 0) {
369     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
370     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
371     capture_demo_stream ->put(main_controller->hold(Controller::UP));
372     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
373     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
374     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
375   }
376 }
377
378 void
379 GameSession::check_end_conditions()
380 {
381   Player* tux = currentsector->player;
382
383   /* End of level? */
384   if(end_sequence && end_sequence->is_done()) {
385     finish(true);
386   } else if (!end_sequence && tux->is_dead()) {
387     restart_level();
388   }
389 }
390
391 void
392 GameSession::draw(DrawingContext& context)
393 {
394   currentsector->draw(context);
395   drawstatus(context);
396
397   if(game_pause)
398     draw_pause(context);
399 }
400
401 void
402 GameSession::draw_pause(DrawingContext& context)
403 {
404   context.draw_filled_rect(
405       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
406       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
407 }
408
409 void
410 GameSession::process_menu()
411 {
412   Menu* menu = Menu::current();
413   if(menu) {
414     menu->update();
415
416     if(menu == game_menu.get()) {
417       switch (game_menu->check()) {
418         case MNID_CONTINUE:
419           Menu::set_current(0);
420           break;
421         case MNID_ABORTLEVEL:
422           Menu::set_current(0);
423           main_loop->exit_screen();
424           break;
425       }
426     }
427   }
428 }
429
430 void
431 GameSession::setup()
432 {
433   Menu::set_current(NULL);
434   current_ = this;
435
436   if(currentsector != Sector::current()) {
437         currentsector->activate(currentsector->player->get_pos());
438   }
439   currentsector->play_music(LEVEL_MUSIC);
440
441   // Eat unneeded events
442   SDL_Event event;
443   while(SDL_PollEvent(&event))
444   {}
445 }
446
447 void
448 GameSession::update(float elapsed_time)
449 {
450   // handle controller
451   if(main_controller->pressed(Controller::PAUSE_MENU))
452     on_escape_press();
453
454   process_events();
455   process_menu();
456
457   check_end_conditions();
458
459   // respawning in new sector?
460   if(newsector != "" && newspawnpoint != "") {
461     Sector* sector = level->get_sector(newsector);
462     if(sector == 0) {
463       log_warning << "Sector '" << newsector << "' not found" << std::endl;
464     }
465     sector->activate(newspawnpoint);
466     sector->play_music(LEVEL_MUSIC);
467     currentsector = sector;
468     newsector = "";
469     newspawnpoint = "";
470   }
471
472   // Update the world state and all objects in the world
473   if(!game_pause) {
474     // Update the world
475     if (!end_sequence) {
476       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
477       level->stats.time = play_time;
478       currentsector->update(elapsed_time);
479     } else {
480       if (!end_sequence->is_tux_stopped()) {
481         currentsector->update(elapsed_time/2);
482       } else {
483         end_sequence->update(elapsed_time/2);
484       }
485     }
486   }
487
488   // update sounds
489   sound_manager->set_listener_position(currentsector->player->get_pos());
490
491   /* Handle music: */
492   if (end_sequence)
493     return;
494
495   if(currentsector->player->invincible_timer.started()) {
496     if(currentsector->player->invincible_timer.get_timeleft() <=
497        TUX_INVINCIBLE_TIME_WARNING) {
498       currentsector->play_music(HERRING_WARNING_MUSIC);
499     } else {
500       currentsector->play_music(HERRING_MUSIC);
501     }
502   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
503     currentsector->play_music(LEVEL_MUSIC);
504   }
505 }
506
507 void
508 GameSession::finish(bool win)
509 {
510   using namespace WorldMapNS;
511
512   if(win) {
513     if(WorldMap::current())
514       WorldMap::current()->finished_level(level.get());
515   }
516
517   main_loop->exit_screen();
518 }
519
520 void
521 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
522 {
523   newsector = sector;
524   newspawnpoint = spawnpoint;
525 }
526
527 void
528 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
529 {
530   reset_sector = sector;
531   reset_pos = pos;
532 }
533
534 std::string
535 GameSession::get_working_directory()
536 {
537   return FileSystem::dirname(levelfile);
538 }
539
540 void
541 GameSession::display_info_box(const std::string& text)
542 {
543   InfoBox* box = new InfoBox(text);
544
545   bool running = true;
546   DrawingContext context;
547
548   while(running)  {
549
550     // TODO make a screen out of this, another mainloop is ugly
551     main_controller->update();
552     SDL_Event event;
553     while (SDL_PollEvent(&event)) {
554       main_controller->process_event(event);
555       if(event.type == SDL_QUIT)
556         main_loop->quit();
557     }
558
559     if(main_controller->pressed(Controller::JUMP)
560         || main_controller->pressed(Controller::ACTION)
561         || main_controller->pressed(Controller::PAUSE_MENU)
562         || main_controller->pressed(Controller::MENU_SELECT))
563       running = false;
564     else if(main_controller->pressed(Controller::DOWN))
565       box->scrolldown();
566     else if(main_controller->pressed(Controller::UP))
567       box->scrollup();
568     box->draw(context);
569     draw(context);
570     context.do_drawing();
571     sound_manager->update();
572   }
573
574   delete box;
575 }
576
577 void
578 GameSession::start_sequence(const std::string& sequencename)
579 {
580   // handle special "stoptux" sequence
581   if (sequencename == "stoptux") {
582     if (!end_sequence) {
583       log_warning << "Final target reached without an active end sequence" << std::endl;
584       this->start_sequence("endsequence");
585     }
586     if (end_sequence) end_sequence->stop_tux();
587     return;
588   }
589
590   // abort if a sequence is already playing
591   if (end_sequence) return;
592
593   if (sequencename == "endsequence") {
594
595     // Determine walking direction for Tux
596     /*float xst = 1.f, xend = 2.f;
597     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin(); i != currentsector->gameobjects.end(); i++) {
598       SequenceTrigger* st = dynamic_cast<SequenceTrigger*>(*i);
599       if(!st)
600         continue;
601       if(st->get_sequence_name() == "stoptux")
602         xend = st->get_pos().x;
603       else if(st->get_sequence_name() == "endsequence")
604         xst = st->get_pos().y;
605     }
606
607     if (xst > xend) {
608       end_sequence = new EndSequenceWalkLeft();
609     } else {
610       end_sequence = new EndSequenceWalkRight();
611     }*/
612     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
613       end_sequence = new EndSequenceWalkLeft();
614     } else {
615       end_sequence = new EndSequenceWalkRight();
616     }
617   }
618   else if (sequencename == "fireworks") end_sequence = new EndSequenceFireworks();
619   else {
620     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
621     return;
622   }
623
624   currentsector->add_object(end_sequence);
625   end_sequence->start();
626
627   sound_manager->play_music("music/leveldone.ogg", false);
628   currentsector->player->invincible_timer.start(10000.0f);
629
630   // Stop all clocks.
631   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
632                   i != currentsector->gameobjects.end(); ++i)
633   {
634     GameObject* obj = *i;
635
636     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
637     if(lt)
638       lt->stop();
639   }
640 }
641
642 /* (Status): */
643 void
644 GameSession::drawstatus(DrawingContext& context)
645 {
646   player_status->draw(context);
647
648   // draw level stats while end_sequence is running
649   if (end_sequence) {
650     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
651   }
652 }