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