Big CMakeLists update.
[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 #include "levelintro.hpp"
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), edit_mode(false), levelintro_shown(false)
92 {
93   current_ = this;
94   currentsector = NULL;
95
96   game_pause = false;
97   speed_before_pause = main_loop->get_speed();
98
99   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
100
101   restart_level();
102
103   game_menu.reset(new Menu());
104   game_menu->add_label(_("Pause"));
105   game_menu->add_hl();
106   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
107   game_menu->add_submenu(_("Options"), get_options_menu());
108   game_menu->add_hl();
109   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
110 }
111
112 void
113 GameSession::restart_level()
114 {
115
116   if (edit_mode) {
117     force_ghost_mode();
118     return;
119   }
120
121   game_pause   = false;
122   end_sequence = 0;
123
124   main_controller->reset();
125
126   currentsector = 0;
127
128   level.reset(new Level);
129   level->load(levelfile);
130   level->stats.total_coins = level->get_total_coins();
131   level->stats.total_badguys = level->get_total_badguys();
132   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
133   level->stats.reset();
134
135   if(reset_sector != "") {
136     currentsector = level->get_sector(reset_sector);
137     if(!currentsector) {
138       std::stringstream msg;
139       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
140       throw std::runtime_error(msg.str());
141     }
142     level->stats.declare_invalid();
143     currentsector->activate(reset_pos);
144   } else {
145     currentsector = level->get_sector("main");
146     if(!currentsector)
147       throw std::runtime_error("Couldn't find main sector");
148     play_time = 0;
149     currentsector->activate("main");
150   }
151
152   sound_manager->stop_music();
153   currentsector->play_music(LEVEL_MUSIC);
154
155   if(capture_file != "") {
156     int newSeed=0;               // next run uses a new seed
157     while (newSeed == 0)            // which is the next non-zero random num.
158         newSeed = systemRandom.rand();
159     config->random_seed = systemRandom.srand(newSeed);
160     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
161     record_demo(capture_file);
162   }
163 }
164
165 GameSession::~GameSession()
166 {
167   delete capture_demo_stream;
168   delete playback_demo_stream;
169   delete demo_controller;
170   free_options_menu();
171
172   current_ = NULL;
173 }
174
175 void
176 GameSession::record_demo(const std::string& filename)
177 {
178   delete capture_demo_stream;
179
180   capture_demo_stream = new std::ofstream(filename.c_str());
181   if(!capture_demo_stream->good()) {
182     std::stringstream msg;
183     msg << "Couldn't open demo file '" << filename << "' for writing.";
184     throw std::runtime_error(msg.str());
185   }
186   capture_file = filename;
187
188   char buf[30];                            // save the seed in the demo file
189   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
190   for (int i=0; i==0 || buf[i-1]; i++)
191     capture_demo_stream->put(buf[i]);
192 }
193
194 int
195 GameSession::get_demo_random_seed(const std::string& filename)
196 {
197   std::istream* test_stream = new std::ifstream(filename.c_str());
198   if(test_stream->good()) {
199     char buf[30];                     // recall the seed from the demo file
200     int seed;
201     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
202       test_stream->get(buf[i]);
203     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
204       log_info << "Random seed " << seed << " from demo file" << std::endl;
205          return seed;
206     }
207     else
208       log_info << "Demo file contains no random number" << std::endl;
209   }
210   return 0;
211 }
212
213 void
214 GameSession::play_demo(const std::string& filename)
215 {
216   delete playback_demo_stream;
217   delete demo_controller;
218
219   playback_demo_stream = new std::ifstream(filename.c_str());
220   if(!playback_demo_stream->good()) {
221     std::stringstream msg;
222     msg << "Couldn't open demo file '" << filename << "' for reading.";
223     throw std::runtime_error(msg.str());
224   }
225
226   Player& tux = *currentsector->player;
227   demo_controller = new CodeController();
228   tux.set_controller(demo_controller);
229
230   // skip over random seed, if it exists in the file
231   char buf[30];                            // ascii decimal seed
232   int seed;
233   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
234     playback_demo_stream->get(buf[i]);
235   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
236     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
237 }
238
239 void
240 GameSession::on_escape_press()
241 {
242   if(currentsector->player->is_dying() || end_sequence)
243   {
244     // Let the timers run out, we fast-forward them to force past a sequence
245     if (end_sequence)
246       end_sequence->stop();
247
248     currentsector->player->dying_timer.start(FLT_EPSILON);
249     return;   // don't let the player open the menu, when he is dying
250   }
251
252   if(level->on_menukey_script != "") {
253     std::istringstream in(level->on_menukey_script);
254     run_script(in, "OnMenuKeyScript");
255   } else {
256     toggle_pause();
257   }
258 }
259
260 void
261 GameSession::toggle_pause()
262 {
263   // pause
264   if(!game_pause) {
265     speed_before_pause = main_loop->get_speed();
266     main_loop->set_speed(0);
267     Menu::set_current(game_menu.get());
268     game_menu->set_active_item(MNID_CONTINUE);
269     game_pause = true;
270   }
271
272   // unpause is done in update() after the menu is processed
273 }
274
275 void
276 GameSession::set_editmode(bool edit_mode)
277 {
278   if (this->edit_mode == edit_mode) return;
279   this->edit_mode = edit_mode;
280
281   currentsector->get_players()[0]->set_edit_mode(edit_mode);
282
283   if (edit_mode) {
284
285     // entering edit mode
286
287   } else {
288
289     // leaving edit mode
290     restart_level();
291
292   }
293 }
294
295 void
296 GameSession::force_ghost_mode()
297 {
298   currentsector->get_players()[0]->set_ghost_mode(true);
299 }
300
301 HSQUIRRELVM
302 GameSession::run_script(std::istream& in, const std::string& sourcename)
303 {
304   using namespace Scripting;
305
306   // garbage collect thread list
307   for(ScriptList::iterator i = scripts.begin();
308       i != scripts.end(); ) {
309     HSQOBJECT& object = *i;
310     HSQUIRRELVM vm = object_to_vm(object);
311
312     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
313       sq_release(global_vm, &object);
314       i = scripts.erase(i);
315       continue;
316     }
317
318     ++i;
319   }
320
321   HSQOBJECT object = create_thread(global_vm);
322   scripts.push_back(object);
323
324   HSQUIRRELVM vm = object_to_vm(object);
325
326   compile_and_run(vm, in, sourcename);
327
328   return vm;
329 }
330
331 void
332 GameSession::process_events()
333 {
334   // end of pause mode?
335   // XXX this looks like a fail-safe to unpause the game if there's no menu
336   // XXX having it enabled causes some unexpected problems
337   // XXX hopefully disabling it won't...
338   /*
339   if(!Menu::current() && game_pause) {
340     game_pause = false;
341   }
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(0.0f, 0.0f, 0.0f, .25f), 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           toggle_pause();
421           break;
422         case MNID_ABORTLEVEL:
423           Menu::set_current(0);
424           main_loop->exit_screen();
425           break;
426       }
427     }
428   }
429 }
430
431 void
432 GameSession::setup()
433 {
434   Menu::set_current(NULL);
435   current_ = this;
436
437   if(currentsector != Sector::current()) {
438         currentsector->activate(currentsector->player->get_pos());
439   }
440   currentsector->play_music(LEVEL_MUSIC);
441
442   // Eat unneeded events
443   SDL_Event event;
444   while(SDL_PollEvent(&event))
445   {}
446
447   if (!levelintro_shown) {
448     levelintro_shown = true;
449     main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
450   }
451 }
452
453 void
454 GameSession::update(float elapsed_time)
455 {
456   // handle controller
457   if(main_controller->pressed(Controller::PAUSE_MENU))
458     on_escape_press();
459
460   process_events();
461   process_menu();
462
463   // Unpause the game if the menu has been closed
464   if (game_pause && !Menu::current()) {
465     main_loop->set_speed(speed_before_pause);
466     game_pause = false;
467   }
468
469   check_end_conditions();
470
471   // respawning in new sector?
472   if(newsector != "" && newspawnpoint != "") {
473     Sector* sector = level->get_sector(newsector);
474     if(sector == 0) {
475       log_warning << "Sector '" << newsector << "' not found" << std::endl;
476     }
477     sector->activate(newspawnpoint);
478     sector->play_music(LEVEL_MUSIC);
479     currentsector = sector;
480     newsector = "";
481     newspawnpoint = "";
482   }
483
484   // Update the world state and all objects in the world
485   if(!game_pause) {
486     // Update the world
487     if (!end_sequence) {
488       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
489       level->stats.time = play_time;
490       currentsector->update(elapsed_time);
491     } else {
492       if (!end_sequence->is_tux_stopped()) {
493         currentsector->update(elapsed_time);
494       } else {
495         end_sequence->update(elapsed_time);
496       }
497     }
498   }
499
500   // update sounds
501   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
502
503   /* Handle music: */
504   if (end_sequence)
505     return;
506
507   if(currentsector->player->invincible_timer.started()) {
508     if(currentsector->player->invincible_timer.get_timeleft() <=
509        TUX_INVINCIBLE_TIME_WARNING) {
510       currentsector->play_music(HERRING_WARNING_MUSIC);
511     } else {
512       currentsector->play_music(HERRING_MUSIC);
513     }
514   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
515     currentsector->play_music(LEVEL_MUSIC);
516   }
517 }
518
519 void
520 GameSession::finish(bool win)
521 {
522   using namespace WorldMapNS;
523
524   if (edit_mode) {
525     force_ghost_mode();
526     return;
527   }
528
529   if(win) {
530     if(WorldMap::current())
531       WorldMap::current()->finished_level(level.get());
532   }
533
534   main_loop->exit_screen();
535 }
536
537 void
538 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
539 {
540   newsector = sector;
541   newspawnpoint = spawnpoint;
542 }
543
544 void
545 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
546 {
547   reset_sector = sector;
548   reset_pos = pos;
549 }
550
551 std::string
552 GameSession::get_working_directory()
553 {
554   return FileSystem::dirname(levelfile);
555 }
556
557 void
558 GameSession::start_sequence(const std::string& sequencename)
559 {
560   // do not play sequences when in edit mode
561   if (edit_mode) {
562     force_ghost_mode();
563     return;
564   }
565
566   // handle special "stoptux" sequence
567   if (sequencename == "stoptux") {
568     if (!end_sequence) {
569       log_warning << "Final target reached without an active end sequence" << std::endl;
570       this->start_sequence("endsequence");
571     }
572     if (end_sequence) end_sequence->stop_tux();
573     return;
574   }
575
576   // abort if a sequence is already playing
577   if (end_sequence)
578           return;
579
580   if (sequencename == "endsequence") {
581     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
582       end_sequence = new EndSequenceWalkLeft();
583     } else {
584       end_sequence = new EndSequenceWalkRight();
585     }
586   } else if (sequencename == "fireworks") {
587     end_sequence = new EndSequenceFireworks();
588   } else {
589     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
590     return;
591   }
592
593   /* slow down the game for end-sequence */
594   main_loop->set_speed(0.5f);
595
596   currentsector->add_object(end_sequence);
597   end_sequence->start();
598
599   sound_manager->play_music("music/leveldone.ogg", false);
600   currentsector->player->invincible_timer.start(10000.0f);
601
602   // Stop all clocks.
603   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
604                   i != currentsector->gameobjects.end(); ++i)
605   {
606     GameObject* obj = *i;
607
608     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
609     if(lt)
610       lt->stop();
611   }
612 }
613
614 /* (Status): */
615 void
616 GameSession::drawstatus(DrawingContext& context)
617 {
618   player_status->draw(context);
619
620   // draw level stats while end_sequence is running
621   if (end_sequence) {
622     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
623   }
624 }