Separated EndSequence logic from GameSession. This will allow for nice hierarchy...
[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(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 = 0;
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 && (reset_sector != "")) 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   current_ = NULL;
164 }
165
166 void
167 GameSession::record_demo(const std::string& filename)
168 {
169   delete capture_demo_stream;
170
171   capture_demo_stream = new std::ofstream(filename.c_str());
172   if(!capture_demo_stream->good()) {
173     std::stringstream msg;
174     msg << "Couldn't open demo file '" << filename << "' for writing.";
175     throw std::runtime_error(msg.str());
176   }
177   capture_file = filename;
178
179   char buf[30];                            // save the seed in the demo file
180   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
181   for (int i=0; i==0 || buf[i-1]; i++)
182     capture_demo_stream->put(buf[i]);
183 }
184
185 int
186 GameSession::get_demo_random_seed(const std::string& filename)
187 {
188   std::istream* test_stream = new std::ifstream(filename.c_str());
189   if(test_stream->good()) {
190     char buf[30];                     // recall the seed from the demo file
191     int seed;
192     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
193       test_stream->get(buf[i]);
194     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
195       log_info << "Random seed " << seed << " from demo file" << std::endl;
196          return seed;
197     }
198     else
199       log_info << "Demo file contains no random number" << std::endl;
200   }
201   return 0;
202 }
203
204 void
205 GameSession::play_demo(const std::string& filename)
206 {
207   delete playback_demo_stream;
208   delete demo_controller;
209
210   playback_demo_stream = new std::ifstream(filename.c_str());
211   if(!playback_demo_stream->good()) {
212     std::stringstream msg;
213     msg << "Couldn't open demo file '" << filename << "' for reading.";
214     throw std::runtime_error(msg.str());
215   }
216
217   Player& tux = *currentsector->player;
218   demo_controller = new CodeController();
219   tux.set_controller(demo_controller);
220
221   // skip over random seed, if it exists in the file
222   char buf[30];                            // ascii decimal seed
223   int seed;
224   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
225     playback_demo_stream->get(buf[i]);
226   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
227     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
228 }
229
230 void
231 GameSession::levelintro()
232 {
233   sound_manager->stop_music();
234
235   DrawingContext context;
236   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
237       i != currentsector->gameobjects.end(); ++i) {
238     Background* background = dynamic_cast<Background*> (*i);
239     if(background) {
240       background->draw(context);
241     }
242     Gradient* gradient = dynamic_cast<Gradient*> (*i);
243     if(gradient) {
244       gradient->draw(context);
245     }
246   }
247
248 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
249 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
250   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
251       LAYER_FOREGROUND1);
252
253   std::stringstream ss_coins;
254   ss_coins << _("Coins") << ": " << player_status->coins;
255   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
256       CENTER_ALLIGN, LAYER_FOREGROUND1);
257
258   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
259     context.draw_text(white_small_text,
260       std::string(_("contributed by ")) + level->get_author(),
261       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
262
263   if(best_level_statistics != NULL)
264     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
265
266   wait_for_event(1.0, 3.0);
267 }
268
269 void
270 GameSession::on_escape_press()
271 {
272   if(currentsector->player->is_dying() || end_sequence)
273   {
274     // Let the timers run out, we fast-forward them to force past a sequence
275     if (end_sequence) end_sequence->stop();
276     currentsector->player->dying_timer.start(FLT_EPSILON);
277     return;   // don't let the player open the menu, when he is dying
278   }
279
280   if(level->on_menukey_script != "") {
281     std::istringstream in(level->on_menukey_script);
282     run_script(in, "OnMenuKeyScript");
283   } else {
284     toggle_pause();
285   }
286 }
287
288 void
289 GameSession::toggle_pause()
290 {
291   if(Menu::current() == NULL) {
292     Menu::set_current(game_menu.get());
293     game_menu->set_active_item(MNID_CONTINUE);
294     game_pause = true;
295   } else {
296     Menu::set_current(NULL);
297     game_pause = false;
298   }
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   if(!Menu::current() && game_pause) {
336     game_pause = false;
337   }
338
339   // playback a demo?
340   if(playback_demo_stream != 0) {
341     demo_controller->update();
342     char left = false;
343     char right = false;
344     char up = false;
345     char down = false;
346     char jump = false;
347     char action = false;
348     playback_demo_stream->get(left);
349     playback_demo_stream->get(right);
350     playback_demo_stream->get(up);
351     playback_demo_stream->get(down);
352     playback_demo_stream->get(jump);
353     playback_demo_stream->get(action);
354     demo_controller->press(Controller::LEFT, left);
355     demo_controller->press(Controller::RIGHT, right);
356     demo_controller->press(Controller::UP, up);
357     demo_controller->press(Controller::DOWN, down);
358     demo_controller->press(Controller::JUMP, jump);
359     demo_controller->press(Controller::ACTION, action);
360   }
361
362   // save input for demo?
363   if(capture_demo_stream != 0) {
364     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
365     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
366     capture_demo_stream ->put(main_controller->hold(Controller::UP));
367     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
368     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
369     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
370   }
371 }
372
373 void
374 GameSession::check_end_conditions()
375 {
376   Player* tux = currentsector->player;
377
378   /* End of level? */
379   if(end_sequence && end_sequence->is_done()) {
380     finish(true);
381     return;
382   } else if (!end_sequence && tux->is_dead()) {
383     if (player_status->coins < 0) {
384       // No more coins: restart level from beginning
385       player_status->coins = 0;
386       restart_level(true);
387     } else {
388       // Still has coins: restart level from last reset point
389       restart_level(false);
390     }
391
392     return;
393   }
394 }
395
396 void
397 GameSession::draw(DrawingContext& context)
398 {
399   currentsector->draw(context);
400   drawstatus(context);
401
402   if(game_pause)
403     draw_pause(context);
404 }
405
406 void
407 GameSession::draw_pause(DrawingContext& context)
408 {
409   context.draw_filled_rect(
410       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
411       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
412 }
413
414 void
415 GameSession::process_menu()
416 {
417   Menu* menu = Menu::current();
418   if(menu) {
419     menu->update();
420
421     if(menu == game_menu.get()) {
422       switch (game_menu->check()) {
423         case MNID_CONTINUE:
424           Menu::set_current(0);
425           break;
426         case MNID_ABORTLEVEL:
427           Menu::set_current(0);
428           main_loop->exit_screen();
429           break;
430       }
431     }
432   }
433 }
434
435 void
436 GameSession::setup()
437 {
438   Menu::set_current(NULL);
439   current_ = this;
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   if(sequencename == "endsequence" || sequencename == "fireworks") {
581     if(end_sequence)
582       return;
583
584     end_sequence = new EndSequence();
585     currentsector->add_object(end_sequence);
586     end_sequence->start();
587
588     sound_manager->play_music("music/leveldone.ogg", false);
589     currentsector->player->invincible_timer.start(7.3);
590
591     // Stop all clocks.
592     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
593         i != currentsector->gameobjects.end(); ++i)
594     {
595       GameObject* obj = *i;
596
597       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
598       if(lt)
599         lt->stop();
600     }
601
602     if(sequencename == "fireworks") {
603       currentsector->add_object(new Fireworks());
604     }
605   } else if(sequencename == "stoptux") {
606     if(!end_sequence) {
607       log_warning << "Final target reached without an active end sequence" << std::endl;
608       this->start_sequence("endsequence");
609     }
610     if (end_sequence) end_sequence->stop_tux();
611   } else {
612     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
613   }
614 }
615
616 /* (Status): */
617 void
618 GameSession::drawstatus(DrawingContext& context)
619 {
620   player_status->draw(context);
621
622   // draw level stats while end_sequence is running
623   if (end_sequence) {
624     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
625   }
626 }