Added special "edit" mode to GameSession and Player to playtest levels.
[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 #include "scripting/time_scheduler.hpp"
77
78 // the engine will be run with a logical framerate of 64fps.
79 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
80 // binary fraction...
81 static const float LOGICAL_FPS = 64.0;
82
83 enum GameMenuIDs {
84   MNID_CONTINUE,
85   MNID_ABORTLEVEL
86 };
87
88 GameSession* GameSession::current_ = NULL;
89
90 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
91   : level(0), currentsector(0),
92     end_sequence(0),
93     levelfile(levelfile_), best_level_statistics(statistics),
94     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
95     play_time(0), edit_mode(false)
96 {
97   current_ = this;
98   currentsector = NULL;
99
100   game_pause = false;
101   speed_before_pause = main_loop->get_speed();
102
103   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
104
105   restart_level();
106
107   game_menu.reset(new Menu());
108   game_menu->add_label(_("Pause"));
109   game_menu->add_hl();
110   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
111   game_menu->add_submenu(_("Options"), get_options_menu());
112   game_menu->add_hl();
113   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
114 }
115
116 void
117 GameSession::restart_level()
118 {
119
120   if (edit_mode) {
121     force_ghost_mode();
122     return;
123   }
124
125   game_pause   = false;
126   end_sequence = 0;
127
128   main_controller->reset();
129
130   currentsector = 0;
131
132   level.reset(new Level);
133   level->load(levelfile);
134   level->stats.total_coins = level->get_total_coins();
135   level->stats.total_badguys = level->get_total_badguys();
136   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
137   level->stats.reset();
138   if(reset_sector != "")level->stats.declare_invalid();
139
140   if(reset_sector != "") {
141     currentsector = level->get_sector(reset_sector);
142     if(!currentsector) {
143       std::stringstream msg;
144       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
145       throw std::runtime_error(msg.str());
146     }
147     currentsector->activate(reset_pos);
148   } else {
149     currentsector = level->get_sector("main");
150     if(!currentsector)
151       throw std::runtime_error("Couldn't find main sector");
152     currentsector->activate("main");
153   }
154
155   //levelintro();
156
157   sound_manager->stop_music();
158   currentsector->play_music(LEVEL_MUSIC);
159
160   if(capture_file != "") {
161     int newSeed=0;               // next run uses a new seed
162     while (newSeed == 0)            // which is the next non-zero random num.
163         newSeed = systemRandom.rand();
164     config->random_seed = systemRandom.srand(newSeed);
165     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
166     record_demo(capture_file);
167   }
168 }
169
170 GameSession::~GameSession()
171 {
172   delete capture_demo_stream;
173   delete playback_demo_stream;
174   delete demo_controller;
175   free_options_menu();
176
177   current_ = NULL;
178 }
179
180 void
181 GameSession::record_demo(const std::string& filename)
182 {
183   delete capture_demo_stream;
184
185   capture_demo_stream = new std::ofstream(filename.c_str());
186   if(!capture_demo_stream->good()) {
187     std::stringstream msg;
188     msg << "Couldn't open demo file '" << filename << "' for writing.";
189     throw std::runtime_error(msg.str());
190   }
191   capture_file = filename;
192
193   char buf[30];                            // save the seed in the demo file
194   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
195   for (int i=0; i==0 || buf[i-1]; i++)
196     capture_demo_stream->put(buf[i]);
197 }
198
199 int
200 GameSession::get_demo_random_seed(const std::string& filename)
201 {
202   std::istream* test_stream = new std::ifstream(filename.c_str());
203   if(test_stream->good()) {
204     char buf[30];                     // recall the seed from the demo file
205     int seed;
206     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
207       test_stream->get(buf[i]);
208     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
209       log_info << "Random seed " << seed << " from demo file" << std::endl;
210          return seed;
211     }
212     else
213       log_info << "Demo file contains no random number" << std::endl;
214   }
215   return 0;
216 }
217
218 void
219 GameSession::play_demo(const std::string& filename)
220 {
221   delete playback_demo_stream;
222   delete demo_controller;
223
224   playback_demo_stream = new std::ifstream(filename.c_str());
225   if(!playback_demo_stream->good()) {
226     std::stringstream msg;
227     msg << "Couldn't open demo file '" << filename << "' for reading.";
228     throw std::runtime_error(msg.str());
229   }
230
231   Player& tux = *currentsector->player;
232   demo_controller = new CodeController();
233   tux.set_controller(demo_controller);
234
235   // skip over random seed, if it exists in the file
236   char buf[30];                            // ascii decimal seed
237   int seed;
238   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
239     playback_demo_stream->get(buf[i]);
240   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
241     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
242 }
243
244 void
245 GameSession::levelintro()
246 {
247   sound_manager->stop_music();
248
249   DrawingContext context;
250   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
251       i != currentsector->gameobjects.end(); ++i) {
252     Background* background = dynamic_cast<Background*> (*i);
253     if(background) {
254       background->draw(context);
255     }
256     Gradient* gradient = dynamic_cast<Gradient*> (*i);
257     if(gradient) {
258       gradient->draw(context);
259     }
260   }
261
262 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
263 //      ALIGN_CENTER, LAYER_FOREGROUND1);
264   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
265       LAYER_FOREGROUND1);
266
267   std::stringstream ss_coins;
268   ss_coins << _("Coins") << ": " << player_status->coins;
269   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
270       ALIGN_CENTER, LAYER_FOREGROUND1);
271
272   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
273     context.draw_text(white_small_text,
274       std::string(_("contributed by ")) + level->get_author(),
275       Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
276
277   if(best_level_statistics != NULL)
278     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
279
280   wait_for_event(1.0, 3.0);
281 }
282
283 void
284 GameSession::on_escape_press()
285 {
286   if(currentsector->player->is_dying() || end_sequence)
287   {
288     // Let the timers run out, we fast-forward them to force past a sequence
289     if (end_sequence)
290       end_sequence->stop();
291
292     currentsector->player->dying_timer.start(FLT_EPSILON);
293     return;   // don't let the player open the menu, when he is dying
294   }
295
296   if(level->on_menukey_script != "") {
297     std::istringstream in(level->on_menukey_script);
298     run_script(in, "OnMenuKeyScript");
299   } else {
300     toggle_pause();
301   }
302 }
303
304 void
305 GameSession::toggle_pause()
306 {
307   if(!game_pause) {
308     speed_before_pause = main_loop->get_speed();
309     main_loop->set_speed(0);
310     Menu::set_current(game_menu.get());
311     game_menu->set_active_item(MNID_CONTINUE);
312     game_pause = true;
313   } else {
314     main_loop->set_speed(speed_before_pause);
315     Menu::set_current(NULL);
316     game_pause = false;
317   }
318 }
319
320 void
321 GameSession::set_editmode(bool edit_mode)
322 {
323   if (this->edit_mode == edit_mode) return;
324   this->edit_mode = edit_mode;
325
326   currentsector->get_players()[0]->set_edit_mode(edit_mode);
327
328   if (edit_mode) {
329
330     // entering edit mode
331
332   } else {
333
334     // leaving edit mode
335     restart_level();
336
337   }
338 }
339
340 void
341 GameSession::force_ghost_mode()
342 {
343   currentsector->get_players()[0]->set_ghost_mode(true);
344 }
345
346 HSQUIRRELVM
347 GameSession::run_script(std::istream& in, const std::string& sourcename)
348 {
349   using namespace Scripting;
350
351   // garbage collect thread list
352   for(ScriptList::iterator i = scripts.begin();
353       i != scripts.end(); ) {
354     HSQOBJECT& object = *i;
355     HSQUIRRELVM vm = object_to_vm(object);
356
357     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
358       sq_release(global_vm, &object);
359       i = scripts.erase(i);
360       continue;
361     }
362
363     ++i;
364   }
365
366   HSQOBJECT object = create_thread(global_vm);
367   scripts.push_back(object);
368
369   HSQUIRRELVM vm = object_to_vm(object);
370
371   compile_and_run(vm, in, sourcename);
372
373   return vm;
374 }
375
376 void
377 GameSession::process_events()
378 {
379   // end of pause mode?
380   if(!Menu::current() && game_pause) {
381     game_pause = false;
382   }
383
384   // playback a demo?
385   if(playback_demo_stream != 0) {
386     demo_controller->update();
387     char left = false;
388     char right = false;
389     char up = false;
390     char down = false;
391     char jump = false;
392     char action = false;
393     playback_demo_stream->get(left);
394     playback_demo_stream->get(right);
395     playback_demo_stream->get(up);
396     playback_demo_stream->get(down);
397     playback_demo_stream->get(jump);
398     playback_demo_stream->get(action);
399     demo_controller->press(Controller::LEFT, left);
400     demo_controller->press(Controller::RIGHT, right);
401     demo_controller->press(Controller::UP, up);
402     demo_controller->press(Controller::DOWN, down);
403     demo_controller->press(Controller::JUMP, jump);
404     demo_controller->press(Controller::ACTION, action);
405   }
406
407   // save input for demo?
408   if(capture_demo_stream != 0) {
409     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
410     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
411     capture_demo_stream ->put(main_controller->hold(Controller::UP));
412     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
413     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
414     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
415   }
416 }
417
418 void
419 GameSession::check_end_conditions()
420 {
421   Player* tux = currentsector->player;
422
423   /* End of level? */
424   if(end_sequence && end_sequence->is_done()) {
425     finish(true);
426   } else if (!end_sequence && tux->is_dead()) {
427     restart_level();
428   }
429 }
430
431 void
432 GameSession::draw(DrawingContext& context)
433 {
434   currentsector->draw(context);
435   drawstatus(context);
436
437   if(game_pause)
438     draw_pause(context);
439 }
440
441 void
442 GameSession::draw_pause(DrawingContext& context)
443 {
444   context.draw_filled_rect(
445       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
446       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
447 }
448
449 void
450 GameSession::process_menu()
451 {
452   Menu* menu = Menu::current();
453   if(menu) {
454     menu->update();
455
456     if(menu == game_menu.get()) {
457       switch (game_menu->check()) {
458         case MNID_CONTINUE:
459           Menu::set_current(0);
460           toggle_pause();
461           break;
462         case MNID_ABORTLEVEL:
463           Menu::set_current(0);
464           main_loop->exit_screen();
465           break;
466       }
467     }
468   }
469 }
470
471 void
472 GameSession::setup()
473 {
474   Menu::set_current(NULL);
475   current_ = this;
476
477   if(currentsector != Sector::current()) {
478         currentsector->activate(currentsector->player->get_pos());
479   }
480   currentsector->play_music(LEVEL_MUSIC);
481
482   // Eat unneeded events
483   SDL_Event event;
484   while(SDL_PollEvent(&event))
485   {}
486 }
487
488 void
489 GameSession::update(float elapsed_time)
490 {
491   // handle controller
492   if(main_controller->pressed(Controller::PAUSE_MENU))
493     on_escape_press();
494
495   process_events();
496   process_menu();
497
498   check_end_conditions();
499
500   // respawning in new sector?
501   if(newsector != "" && newspawnpoint != "") {
502     Sector* sector = level->get_sector(newsector);
503     if(sector == 0) {
504       log_warning << "Sector '" << newsector << "' not found" << std::endl;
505     }
506     sector->activate(newspawnpoint);
507     sector->play_music(LEVEL_MUSIC);
508     currentsector = sector;
509     newsector = "";
510     newspawnpoint = "";
511   }
512
513   // Update the world state and all objects in the world
514   if(!game_pause) {
515     // Update the world
516     if (!end_sequence) {
517       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
518       level->stats.time = play_time;
519       currentsector->update(elapsed_time);
520     } else {
521       if (!end_sequence->is_tux_stopped()) {
522         currentsector->update(elapsed_time);
523       } else {
524         end_sequence->update(elapsed_time);
525       }
526     }
527   }
528
529   // update sounds
530   sound_manager->set_listener_position(currentsector->player->get_pos());
531
532   /* Handle music: */
533   if (end_sequence)
534     return;
535
536   if(currentsector->player->invincible_timer.started()) {
537     if(currentsector->player->invincible_timer.get_timeleft() <=
538        TUX_INVINCIBLE_TIME_WARNING) {
539       currentsector->play_music(HERRING_WARNING_MUSIC);
540     } else {
541       currentsector->play_music(HERRING_MUSIC);
542     }
543   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
544     currentsector->play_music(LEVEL_MUSIC);
545   }
546 }
547
548 void
549 GameSession::finish(bool win)
550 {
551   using namespace WorldMapNS;
552
553   if (edit_mode) {
554     force_ghost_mode();
555     return;
556   }
557
558   if(win) {
559     if(WorldMap::current())
560       WorldMap::current()->finished_level(level.get());
561   }
562
563   main_loop->exit_screen();
564 }
565
566 void
567 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
568 {
569   newsector = sector;
570   newspawnpoint = spawnpoint;
571 }
572
573 void
574 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
575 {
576   reset_sector = sector;
577   reset_pos = pos;
578 }
579
580 std::string
581 GameSession::get_working_directory()
582 {
583   return FileSystem::dirname(levelfile);
584 }
585
586 void
587 GameSession::start_sequence(const std::string& sequencename)
588 {
589   // do not play sequences when in edit mode
590   if (edit_mode) {
591     force_ghost_mode();
592     return;
593   }
594
595   // handle special "stoptux" sequence
596   if (sequencename == "stoptux") {
597     if (!end_sequence) {
598       log_warning << "Final target reached without an active end sequence" << std::endl;
599       this->start_sequence("endsequence");
600     }
601     if (end_sequence) end_sequence->stop_tux();
602     return;
603   }
604
605   // abort if a sequence is already playing
606   if (end_sequence)
607           return;
608
609   if (sequencename == "endsequence") {
610     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
611       end_sequence = new EndSequenceWalkLeft();
612     } else {
613       end_sequence = new EndSequenceWalkRight();
614     }
615   } else if (sequencename == "fireworks") {
616     end_sequence = new EndSequenceFireworks();
617   } else {
618     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
619     return;
620   }
621
622   /* slow down the game for end-sequence */
623   main_loop->set_speed(0.5f);
624
625   currentsector->add_object(end_sequence);
626   end_sequence->start();
627
628   sound_manager->play_music("music/leveldone.ogg", false);
629   currentsector->player->invincible_timer.start(10000.0f);
630
631   // Stop all clocks.
632   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
633                   i != currentsector->gameobjects.end(); ++i)
634   {
635     GameObject* obj = *i;
636
637     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
638     if(lt)
639       lt->stop();
640   }
641 }
642
643 /* (Status): */
644 void
645 GameSession::drawstatus(DrawingContext& context)
646 {
647   player_status->draw(context);
648
649   // draw level stats while end_sequence is running
650   if (end_sequence) {
651     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
652   }
653 }