Fixed time/badguy errors in statistics, still needs some testing
[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
70 // the engine will be run with a logical framerate of 64fps.
71 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
72 // binary fraction...
73 static const float LOGICAL_FPS = 64.0;
74
75 enum GameMenuIDs {
76   MNID_CONTINUE,
77   MNID_ABORTLEVEL
78 };
79
80 GameSession* GameSession::current_ = NULL;
81
82 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
83   : level(0), currentsector(0),
84     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
85     levelfile(levelfile_), best_level_statistics(statistics),
86     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
87     play_time(0)
88 {
89   current_ = this;
90   currentsector = NULL;
91   
92   game_pause = false;
93
94   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
95
96   restart_level(true);
97
98   game_menu.reset(new Menu());
99   game_menu->add_label(_("Pause"));
100   game_menu->add_hl();
101   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
102   game_menu->add_submenu(_("Options"), get_options_menu());
103   game_menu->add_hl();
104   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
105 }
106
107 void
108 GameSession::restart_level(bool fromBeginning)
109 {
110   game_pause   = false;
111   end_sequence = NO_ENDSEQUENCE;
112
113   main_controller->reset();
114
115   currentsector = 0;
116
117   level.reset(new Level);
118   level->load(levelfile);
119   level->stats.total_coins = level->get_total_coins();
120   level->stats.total_badguys = level->get_total_badguys();
121   level->stats.reset();
122
123   if (fromBeginning) reset_sector="";
124   if(reset_sector != "") {
125     currentsector = level->get_sector(reset_sector);
126     if(!currentsector) {
127       std::stringstream msg;
128       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
129       throw std::runtime_error(msg.str());
130     }
131     currentsector->activate(reset_pos);
132   } else {
133     currentsector = level->get_sector("main");
134     if(!currentsector)
135       throw std::runtime_error("Couldn't find main sector");
136     currentsector->activate("main");
137   }
138   
139   levelintro();
140
141   currentsector->play_music(LEVEL_MUSIC);
142
143   if(capture_file != "")
144     record_demo(capture_file);
145 }
146
147 GameSession::~GameSession()
148 {
149   delete capture_demo_stream;
150   delete playback_demo_stream;
151   delete demo_controller;
152
153   delete end_sequence_controller;
154
155   current_ = NULL;
156 }
157
158 void
159 GameSession::record_demo(const std::string& filename)
160 {
161   delete capture_demo_stream;
162   
163   capture_demo_stream = new std::ofstream(filename.c_str()); 
164   if(!capture_demo_stream->good()) {
165     std::stringstream msg;
166     msg << "Couldn't open demo file '" << filename << "' for writing.";
167     throw std::runtime_error(msg.str());
168   }
169   capture_file = filename;
170 }
171
172 void
173 GameSession::play_demo(const std::string& filename)
174 {
175   delete playback_demo_stream;
176   delete demo_controller;
177   
178   playback_demo_stream = new std::ifstream(filename.c_str());
179   if(!playback_demo_stream->good()) {
180     std::stringstream msg;
181     msg << "Couldn't open demo file '" << filename << "' for reading.";
182     throw std::runtime_error(msg.str());
183   }
184
185   Player& tux = *currentsector->player;
186   demo_controller = new CodeController();
187   tux.set_controller(demo_controller);
188 }
189
190 void
191 GameSession::levelintro()
192 {
193   char str[60];
194
195   sound_manager->stop_music();
196
197   DrawingContext context;
198   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
199       i != currentsector->gameobjects.end(); ++i) {
200     Background* background = dynamic_cast<Background*> (*i);
201     if(background) {
202       background->draw(context);
203     }
204     Gradient* gradient = dynamic_cast<Gradient*> (*i);
205     if(gradient) {
206       gradient->draw(context);
207     }
208   }
209
210 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
211 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
212   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
213       LAYER_FOREGROUND1);
214
215   sprintf(str, "Coins: %d", player_status->coins);
216   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
217       CENTER_ALLIGN, LAYER_FOREGROUND1);
218
219   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
220     context.draw_text(white_small_text,
221       std::string(_("contributed by ")) + level->get_author(), 
222       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
223
224   if(best_level_statistics != NULL)
225     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
226
227   wait_for_event(1.0, 3.0);
228 }
229
230 void
231 GameSession::on_escape_press()
232 {
233   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
234     return;   // don't let the player open the menu, when he is dying
235   
236   if (!Menu::current()) {
237     Menu::set_current(game_menu.get());
238     game_menu->set_active_item(MNID_CONTINUE);
239     game_pause = true;
240   } else {
241     Menu::set_current(NULL);
242     game_pause = false;
243   }
244 }
245
246 void
247 GameSession::process_events()
248 {
249   Player& tux = *currentsector->player;
250
251   // end of pause mode?
252   if(!Menu::current() && game_pause) {
253     game_pause = false;
254   }
255
256   if (end_sequence != NO_ENDSEQUENCE) {
257     if(end_sequence_controller == 0) {
258       end_sequence_controller = new CodeController();
259       tux.set_controller(end_sequence_controller);
260     }
261
262     end_sequence_controller->press(Controller::RIGHT);
263     
264     if (int(last_x_pos) == int(tux.get_pos().x))
265       end_sequence_controller->press(Controller::JUMP);    
266     last_x_pos = tux.get_pos().x;
267   }
268
269   // playback a demo?
270   if(playback_demo_stream != 0) {
271     demo_controller->update();
272     char left = false;
273     char right = false;
274     char up = false;
275     char down = false;
276     char jump = false;
277     char action = false;
278     playback_demo_stream->get(left);
279     playback_demo_stream->get(right);
280     playback_demo_stream->get(up);
281     playback_demo_stream->get(down);
282     playback_demo_stream->get(jump);
283     playback_demo_stream->get(action);
284     demo_controller->press(Controller::LEFT, left);
285     demo_controller->press(Controller::RIGHT, right);
286     demo_controller->press(Controller::UP, up);
287     demo_controller->press(Controller::DOWN, down);
288     demo_controller->press(Controller::JUMP, jump);
289     demo_controller->press(Controller::ACTION, action);
290   }
291
292   // save input for demo?
293   if(capture_demo_stream != 0) {
294     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
295     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
296     capture_demo_stream ->put(main_controller->hold(Controller::UP));
297     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
298     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
299     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
300   }
301 }
302
303 void
304 GameSession::check_end_conditions()
305 {
306   Player* tux = currentsector->player;
307
308   /* End of level? */
309   if(end_sequence && endsequence_timer.check()) {
310     finish(true);
311     return;
312   } else if (!end_sequence && tux->is_dead()) {
313     if (player_status->coins < 0) { 
314       // No more coins: restart level from beginning
315       player_status->coins = 0;
316       restart_level(true);
317     } else { 
318       // Still has coins: restart level from last reset point
319       restart_level(false);
320     }
321     
322     return;
323   }
324 }
325
326 void 
327 GameSession::draw(DrawingContext& context)
328 {
329   currentsector->draw(context);
330   drawstatus(context);
331
332   if(game_pause)
333     draw_pause(context);
334 }
335
336 void
337 GameSession::draw_pause(DrawingContext& context)
338 {
339   context.draw_filled_rect(
340       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
341       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
342 }
343   
344 void
345 GameSession::process_menu()
346 {
347   Menu* menu = Menu::current();
348   if(menu) {
349     menu->update();
350
351     if(menu == game_menu.get()) {
352       switch (game_menu->check()) {
353         case MNID_CONTINUE:
354           Menu::set_current(0);
355           break;
356         case MNID_ABORTLEVEL:
357           Menu::set_current(0);
358           main_loop->exit_screen();
359           break;
360       }
361     }
362   }
363 }
364
365 void
366 GameSession::setup()
367 {
368   Menu::set_current(NULL);
369   current_ = this;
370
371   // Eat unneeded events
372   SDL_Event event;
373   while(SDL_PollEvent(&event))
374   {}
375 }
376
377 void
378 GameSession::update(float elapsed_time)
379 {
380   process_events();
381   process_menu();
382
383   check_end_conditions();
384
385   // handle controller
386   if(main_controller->pressed(Controller::PAUSE_MENU))
387     on_escape_press();
388   
389   // respawning in new sector?
390   if(newsector != "" && newspawnpoint != "") {
391     Sector* sector = level->get_sector(newsector);
392     if(sector == 0) {
393       log_warning << "Sector '" << newsector << "' not found" << std::endl;
394     }
395     sector->activate(newspawnpoint);
396     sector->play_music(LEVEL_MUSIC);
397     currentsector = sector;
398     newsector = "";
399     newspawnpoint = "";
400   }
401
402   // Update the world state and all objects in the world
403   if(!game_pause) {
404     // Update the world
405     if (end_sequence == ENDSEQUENCE_RUNNING) {
406       currentsector->update(elapsed_time/2);
407     } else if(end_sequence == NO_ENDSEQUENCE) {
408       if(!currentsector->player->growing_timer.started()) {
409         play_time += elapsed_time; //TODO: make sure we don't count cutscene time
410         level->stats.time = play_time;
411         currentsector->update(elapsed_time);
412       }
413     } 
414   }
415
416   // update sounds
417   sound_manager->set_listener_position(currentsector->player->get_pos());
418
419   /* Handle music: */
420   if (end_sequence)
421     return;
422   
423   if(currentsector->player->invincible_timer.started()) {
424     if(currentsector->player->invincible_timer.get_timeleft() <=
425        TUX_INVINCIBLE_TIME_WARNING) {
426       currentsector->play_music(HERRING_WARNING_MUSIC);
427     } else {
428       currentsector->play_music(HERRING_MUSIC);
429     }
430   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
431     currentsector->play_music(LEVEL_MUSIC);
432   }
433 }
434
435 void
436 GameSession::finish(bool win)
437 {
438   using namespace WorldMapNS;
439
440   if(win) {
441     if(WorldMap::current())
442       WorldMap::current()->finished_level(level.get());
443   }
444   
445   main_loop->exit_screen();
446 }
447
448 void
449 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
450 {
451   newsector = sector;
452   newspawnpoint = spawnpoint;
453 }
454
455 void
456 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
457 {
458   reset_sector = sector;
459   reset_pos = pos;
460 }
461
462 std::string
463 GameSession::get_working_directory()
464 {
465   return FileSystem::dirname(levelfile);
466 }
467
468 void
469 GameSession::display_info_box(const std::string& text)
470 {
471   InfoBox* box = new InfoBox(text);
472
473   bool running = true;
474   DrawingContext context;
475   
476   while(running)  {
477
478     // TODO make a screen out of this, another mainloop is ugly
479     main_controller->update();
480     SDL_Event event;
481     while (SDL_PollEvent(&event)) {
482       main_controller->process_event(event);
483       if(event.type == SDL_QUIT)
484         main_loop->quit();
485     }
486
487     if(main_controller->pressed(Controller::JUMP)
488         || main_controller->pressed(Controller::ACTION)
489         || main_controller->pressed(Controller::PAUSE_MENU)
490         || main_controller->pressed(Controller::MENU_SELECT))
491       running = false;
492     else if(main_controller->pressed(Controller::DOWN))
493       box->scrolldown();
494     else if(main_controller->pressed(Controller::UP))
495       box->scrollup();
496     box->draw(context);
497     draw(context);
498     context.do_drawing();
499     sound_manager->update();
500   }
501
502   delete box;
503 }
504
505 void
506 GameSession::start_sequence(const std::string& sequencename)
507 {
508   if(sequencename == "endsequence" || sequencename == "fireworks") {
509     if(end_sequence)
510       return;
511
512     end_sequence = ENDSEQUENCE_RUNNING;
513     endsequence_timer.start(7.3);
514     last_x_pos = -1;
515     sound_manager->play_music("music/leveldone.ogg", false);
516     currentsector->player->invincible_timer.start(7.3);
517
518     // Stop all clocks.
519     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
520         i != currentsector->gameobjects.end(); ++i)
521     {
522       GameObject* obj = *i;
523
524       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
525       if(lt)
526         lt->stop();
527     }
528
529     if(sequencename == "fireworks") {
530       currentsector->add_object(new Fireworks());
531     }
532   } else if(sequencename == "stoptux") {
533     if(!end_sequence) {
534       log_warning << "Final target reached without an active end sequence" << std::endl;
535       this->start_sequence("endsequence");
536     }
537     end_sequence =  ENDSEQUENCE_WAITING;
538   } else {
539     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
540   }
541 }
542
543 /* (Status): */
544 void
545 GameSession::drawstatus(DrawingContext& context)
546 {
547   player_status->draw(context);
548
549   // draw level stats while end_sequence is running
550   if (end_sequence) {
551     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
552   }
553 }
554