RNG patch from Allen King
[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 "object/fireworks.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 "random_generator.hpp"
70 #include "scripting/squirrel_util.hpp"
71
72 // the engine will be run with a logical framerate of 64fps.
73 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
74 // binary fraction...
75 static const float LOGICAL_FPS = 64.0;
76
77 enum GameMenuIDs {
78   MNID_CONTINUE,
79   MNID_ABORTLEVEL
80 };
81
82 GameSession* GameSession::current_ = NULL;
83
84 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
85   : level(0), currentsector(0),
86     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
87     levelfile(levelfile_), best_level_statistics(statistics),
88     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
89     play_time(0)
90 {
91   current_ = this;
92   currentsector = NULL;
93   
94   game_pause = false;
95
96   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
97
98   restart_level(true);
99
100   game_menu.reset(new Menu());
101   game_menu->add_label(_("Pause"));
102   game_menu->add_hl();
103   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
104   game_menu->add_submenu(_("Options"), get_options_menu());
105   game_menu->add_hl();
106   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
107 }
108
109 void
110 GameSession::restart_level(bool fromBeginning)
111 {
112   game_pause   = false;
113   end_sequence = NO_ENDSEQUENCE;
114
115   main_controller->reset();
116
117   currentsector = 0;
118
119   level.reset(new Level);
120   level->load(levelfile);
121   level->stats.total_coins = level->get_total_coins();
122   level->stats.total_badguys = level->get_total_badguys();
123   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
124   level->stats.reset();
125   if (!fromBeginning) level->stats.declare_invalid();
126
127   if (fromBeginning) reset_sector="";
128   if(reset_sector != "") {
129     currentsector = level->get_sector(reset_sector);
130     if(!currentsector) {
131       std::stringstream msg;
132       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
133       throw std::runtime_error(msg.str());
134     }
135     currentsector->activate(reset_pos);
136   } else {
137     currentsector = level->get_sector("main");
138     if(!currentsector)
139       throw std::runtime_error("Couldn't find main sector");
140     currentsector->activate("main");
141   }
142   
143   //levelintro();
144
145   currentsector->play_music(LEVEL_MUSIC);
146
147   if(capture_file != "") {
148     int newSeed=0;               // next run uses a new seed
149     while (newSeed == 0)            // which is the next non-zero random num.
150         newSeed = systemRandom.rand();
151     config->random_seed = systemRandom.srand(newSeed);
152     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
153     record_demo(capture_file);
154   }
155 }
156
157 GameSession::~GameSession()
158 {
159   delete capture_demo_stream;
160   delete playback_demo_stream;
161   delete demo_controller;
162
163   delete end_sequence_controller;
164
165   current_ = NULL;
166 }
167
168 void
169 GameSession::record_demo(const std::string& filename)
170 {
171   delete capture_demo_stream;
172   
173   capture_demo_stream = new std::ofstream(filename.c_str()); 
174   if(!capture_demo_stream->good()) {
175     std::stringstream msg;
176     msg << "Couldn't open demo file '" << filename << "' for writing.";
177     throw std::runtime_error(msg.str());
178   }
179   capture_file = filename;
180
181   char buf[30];                            // save the seed in the demo file
182   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
183   for (int i=0; i==0 || buf[i-1]; i++)
184     capture_demo_stream->put(buf[i]);
185 }
186
187 int
188 GameSession::get_demo_random_seed(const std::string& filename)
189 {
190   std::istream* test_stream = new std::ifstream(filename.c_str());
191   if(test_stream->good()) {
192     char buf[30];                     // recall the seed from the demo file
193     int seed;
194     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
195       test_stream->get(buf[i]);
196     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
197       log_info << "Random seed " << seed << " from demo file" << std::endl;
198          return seed;
199     }
200     else
201       log_info << "Demo file contains no random number" << std::endl;
202   }
203   return 0;
204 }
205
206 void
207 GameSession::play_demo(const std::string& filename)
208 {
209   delete playback_demo_stream;
210   delete demo_controller;
211   
212   playback_demo_stream = new std::ifstream(filename.c_str());
213   if(!playback_demo_stream->good()) {
214     std::stringstream msg;
215     msg << "Couldn't open demo file '" << filename << "' for reading.";
216     throw std::runtime_error(msg.str());
217   }
218
219   Player& tux = *currentsector->player;
220   demo_controller = new CodeController();
221   tux.set_controller(demo_controller);
222
223   // skip over random seed, if it exists in the file
224   char buf[30];                            // ascii decimal seed
225   int seed;
226   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
227     playback_demo_stream->get(buf[i]);
228   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
229     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
230 }
231
232 namespace {
233   inline const char* chain(const char* c1, const char* c2) {
234     return (std::string(c1) + std::string(c2)).c_str();
235   }
236   inline const char* chain(const char* c1, const char* c2, const char* c3) {
237     return (std::string(c1) + std::string(c2) + std::string(c3)).c_str();
238   }
239 }
240
241 void
242 GameSession::levelintro()
243 {
244   char str[60];
245
246   sound_manager->stop_music();
247
248   DrawingContext context;
249   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
250       i != currentsector->gameobjects.end(); ++i) {
251     Background* background = dynamic_cast<Background*> (*i);
252     if(background) {
253       background->draw(context);
254     }
255     Gradient* gradient = dynamic_cast<Gradient*> (*i);
256     if(gradient) {
257       gradient->draw(context);
258     }
259   }
260
261 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
262 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
263   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
264       LAYER_FOREGROUND1);
265
266   snprintf(str, sizeof(str), chain(_("Coins"), ": %d"), player_status->coins);
267   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
268       CENTER_ALLIGN, LAYER_FOREGROUND1);
269
270   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
271     context.draw_text(white_small_text,
272       std::string(_("contributed by ")) + level->get_author(), 
273       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
274
275   if(best_level_statistics != NULL)
276     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
277
278   wait_for_event(1.0, 3.0);
279 }
280
281 void
282 GameSession::on_escape_press()
283 {
284   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
285     return;   // don't let the player open the menu, when he is dying
286
287   if(level->on_menukey_script != "") {
288     std::istringstream in(level->on_menukey_script);
289     run_script(in, "OnMenuKeyScript");
290   } else {
291     toggle_pause();
292   }
293 }
294   
295 void
296 GameSession::toggle_pause()
297 {
298   if(Menu::current() == NULL) {
299     Menu::set_current(game_menu.get());
300     game_menu->set_active_item(MNID_CONTINUE);
301     game_pause = true;
302   } else {
303     Menu::set_current(NULL);
304     game_pause = false;
305   }
306 }
307
308 HSQUIRRELVM
309 GameSession::run_script(std::istream& in, const std::string& sourcename)
310 {
311   using namespace Scripting;
312
313   // garbage collect thread list
314   for(ScriptList::iterator i = scripts.begin();
315       i != scripts.end(); ) {
316     HSQOBJECT& object = *i;
317     HSQUIRRELVM vm = object_to_vm(object);
318
319     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
320       sq_release(global_vm, &object);
321       i = scripts.erase(i);
322       continue;
323     }
324
325     ++i;
326   }
327
328   HSQOBJECT object = create_thread(global_vm);
329   scripts.push_back(object);
330
331   HSQUIRRELVM vm = object_to_vm(object);
332
333   compile_and_run(vm, in, sourcename);
334
335   return vm;
336 }
337
338 void
339 GameSession::process_events()
340 {
341   Player& tux = *currentsector->player;
342
343   // end of pause mode?
344   if(!Menu::current() && game_pause) {
345     game_pause = false;
346   }
347
348   if (end_sequence != NO_ENDSEQUENCE) {
349     if(end_sequence_controller == 0) {
350       end_sequence_controller = new CodeController();
351       tux.set_controller(end_sequence_controller);
352     }
353
354     end_sequence_controller->press(Controller::RIGHT);
355     
356     if (int(last_x_pos) == int(tux.get_pos().x))
357       end_sequence_controller->press(Controller::JUMP);    
358     last_x_pos = tux.get_pos().x;
359   }
360
361   // playback a demo?
362   if(playback_demo_stream != 0) {
363     demo_controller->update();
364     char left = false;
365     char right = false;
366     char up = false;
367     char down = false;
368     char jump = false;
369     char action = false;
370     playback_demo_stream->get(left);
371     playback_demo_stream->get(right);
372     playback_demo_stream->get(up);
373     playback_demo_stream->get(down);
374     playback_demo_stream->get(jump);
375     playback_demo_stream->get(action);
376     demo_controller->press(Controller::LEFT, left);
377     demo_controller->press(Controller::RIGHT, right);
378     demo_controller->press(Controller::UP, up);
379     demo_controller->press(Controller::DOWN, down);
380     demo_controller->press(Controller::JUMP, jump);
381     demo_controller->press(Controller::ACTION, action);
382   }
383
384   // save input for demo?
385   if(capture_demo_stream != 0) {
386     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
387     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
388     capture_demo_stream ->put(main_controller->hold(Controller::UP));
389     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
390     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
391     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
392   }
393 }
394
395 void
396 GameSession::check_end_conditions()
397 {
398   Player* tux = currentsector->player;
399
400   /* End of level? */
401   if(end_sequence && endsequence_timer.check()) {
402     finish(true);
403     return;
404   } else if (!end_sequence && tux->is_dead()) {
405     if (player_status->coins < 0) { 
406       // No more coins: restart level from beginning
407       player_status->coins = 0;
408       restart_level(true);
409     } else { 
410       // Still has coins: restart level from last reset point
411       restart_level(false);
412     }
413     
414     return;
415   }
416 }
417
418 void 
419 GameSession::draw(DrawingContext& context)
420 {
421   currentsector->draw(context);
422   drawstatus(context);
423
424   if(game_pause)
425     draw_pause(context);
426 }
427
428 void
429 GameSession::draw_pause(DrawingContext& context)
430 {
431   context.draw_filled_rect(
432       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
433       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
434 }
435   
436 void
437 GameSession::process_menu()
438 {
439   Menu* menu = Menu::current();
440   if(menu) {
441     menu->update();
442
443     if(menu == game_menu.get()) {
444       switch (game_menu->check()) {
445         case MNID_CONTINUE:
446           Menu::set_current(0);
447           break;
448         case MNID_ABORTLEVEL:
449           Menu::set_current(0);
450           main_loop->exit_screen();
451           break;
452       }
453     }
454   }
455 }
456
457 void
458 GameSession::setup()
459 {
460   Menu::set_current(NULL);
461   current_ = this;
462
463   // Eat unneeded events
464   SDL_Event event;
465   while(SDL_PollEvent(&event))
466   {}
467 }
468
469 void
470 GameSession::update(float elapsed_time)
471 {
472   // handle controller
473   if(main_controller->pressed(Controller::PAUSE_MENU))
474     on_escape_press();
475   
476   process_events();
477   process_menu();
478
479   check_end_conditions();
480
481   // respawning in new sector?
482   if(newsector != "" && newspawnpoint != "") {
483     Sector* sector = level->get_sector(newsector);
484     if(sector == 0) {
485       log_warning << "Sector '" << newsector << "' not found" << std::endl;
486     }
487     sector->activate(newspawnpoint);
488     sector->play_music(LEVEL_MUSIC);
489     currentsector = sector;
490     newsector = "";
491     newspawnpoint = "";
492   }
493
494   // Update the world state and all objects in the world
495   if(!game_pause) {
496     // Update the world
497     if (end_sequence == ENDSEQUENCE_RUNNING) {
498       currentsector->update(elapsed_time/2);
499     } else if(end_sequence == NO_ENDSEQUENCE) {
500       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
501       level->stats.time = play_time;
502       currentsector->update(elapsed_time);
503     } 
504   }
505
506   // update sounds
507   sound_manager->set_listener_position(currentsector->player->get_pos());
508
509   /* Handle music: */
510   if (end_sequence)
511     return;
512   
513   if(currentsector->player->invincible_timer.started()) {
514     if(currentsector->player->invincible_timer.get_timeleft() <=
515        TUX_INVINCIBLE_TIME_WARNING) {
516       currentsector->play_music(HERRING_WARNING_MUSIC);
517     } else {
518       currentsector->play_music(HERRING_MUSIC);
519     }
520   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
521     currentsector->play_music(LEVEL_MUSIC);
522   }
523 }
524
525 void
526 GameSession::finish(bool win)
527 {
528   using namespace WorldMapNS;
529
530   if(win) {
531     if(WorldMap::current())
532       WorldMap::current()->finished_level(level.get());
533   }
534   
535   main_loop->exit_screen();
536 }
537
538 void
539 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
540 {
541   newsector = sector;
542   newspawnpoint = spawnpoint;
543 }
544
545 void
546 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
547 {
548   reset_sector = sector;
549   reset_pos = pos;
550 }
551
552 std::string
553 GameSession::get_working_directory()
554 {
555   return FileSystem::dirname(levelfile);
556 }
557
558 void
559 GameSession::display_info_box(const std::string& text)
560 {
561   InfoBox* box = new InfoBox(text);
562
563   bool running = true;
564   DrawingContext context;
565   
566   while(running)  {
567
568     // TODO make a screen out of this, another mainloop is ugly
569     main_controller->update();
570     SDL_Event event;
571     while (SDL_PollEvent(&event)) {
572       main_controller->process_event(event);
573       if(event.type == SDL_QUIT)
574         main_loop->quit();
575     }
576
577     if(main_controller->pressed(Controller::JUMP)
578         || main_controller->pressed(Controller::ACTION)
579         || main_controller->pressed(Controller::PAUSE_MENU)
580         || main_controller->pressed(Controller::MENU_SELECT))
581       running = false;
582     else if(main_controller->pressed(Controller::DOWN))
583       box->scrolldown();
584     else if(main_controller->pressed(Controller::UP))
585       box->scrollup();
586     box->draw(context);
587     draw(context);
588     context.do_drawing();
589     sound_manager->update();
590   }
591
592   delete box;
593 }
594
595 void
596 GameSession::start_sequence(const std::string& sequencename)
597 {
598   if(sequencename == "endsequence" || sequencename == "fireworks") {
599     if(end_sequence)
600       return;
601
602     end_sequence = ENDSEQUENCE_RUNNING;
603     endsequence_timer.start(7.3);
604     last_x_pos = -1;
605     sound_manager->play_music("music/leveldone.ogg", false);
606     currentsector->player->invincible_timer.start(7.3);
607
608     // Stop all clocks.
609     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
610         i != currentsector->gameobjects.end(); ++i)
611     {
612       GameObject* obj = *i;
613
614       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
615       if(lt)
616         lt->stop();
617     }
618
619     if(sequencename == "fireworks") {
620       currentsector->add_object(new Fireworks());
621     }
622   } else if(sequencename == "stoptux") {
623     if(!end_sequence) {
624       log_warning << "Final target reached without an active end sequence" << std::endl;
625       this->start_sequence("endsequence");
626     }
627     end_sequence =  ENDSEQUENCE_WAITING;
628   } else {
629     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
630   }
631 }
632
633 /* (Status): */
634 void
635 GameSession::drawstatus(DrawingContext& context)
636 {
637   player_status->draw(context);
638
639   // draw level stats while end_sequence is running
640   if (end_sequence) {
641     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
642   }
643 }
644