New grow and skid sounds from remaxim
[supertux.git] / src / game_session.cpp
index c2aaebd..058c14b 100644 (file)
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <config.h>
 
+#include "game_session.hpp"
+
 #include <fstream>
 #include <sstream>
-#include <cassert>
-#include <cstdio>
-#include <cstdlib>
-#include <cmath>
-#include <cstring>
-#include <cerrno>
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <string.h>
+#include <errno.h>
 #include <unistd.h>
-#include <ctime>
+#include <time.h>
 #include <stdexcept>
+#include <float.h>
 
 #include <SDL.h>
 
-#include "game_session.hpp"
+#include "file_system.hpp"
+#include "gameconfig.hpp"
+#include "gettext.hpp"
+#include "level.hpp"
+#include "levelintro.hpp"
 #include "log.hpp"
-#include "worldmap/worldmap.hpp"
+#include "main.hpp"
 #include "mainloop.hpp"
-#include "audio/sound_manager.hpp"
-#include "gui/menu.hpp"
-#include "sector.hpp"
-#include "level.hpp"
-#include "tile.hpp"
 #include "player_status.hpp"
-#include "object/particlesystem.hpp"
-#include "object/background.hpp"
-#include "object/gradient.hpp"
-#include "object/tilemap.hpp"
-#include "object/camera.hpp"
-#include "object/player.hpp"
-#include "object/level_time.hpp"
-#include "lisp/lisp.hpp"
-#include "lisp/parser.hpp"
-#include "resources.hpp"
+#include "options_menu.hpp"
+#include "random_generator.hpp"
+#include "sector.hpp"
 #include "statistics.hpp"
 #include "timer.hpp"
-#include "options_menu.hpp"
-#include "object/fireworks.hpp"
-#include "textscroller.hpp"
+#include "audio/sound_manager.hpp"
 #include "control/codecontroller.hpp"
 #include "control/joystickkeyboardcontroller.hpp"
-#include "main.hpp"
-#include "file_system.hpp"
-#include "gameconfig.hpp"
-#include "gettext.hpp"
-#include "console.hpp"
-#include "flip_level_transformer.hpp"
-#include "trigger/secretarea_trigger.hpp"
-#include "random_generator.hpp"
+#include "gui/menu.hpp"
+#include "object/camera.hpp"
+#include "object/endsequence_fireworks.hpp"
+#include "object/endsequence_walkleft.hpp"
+#include "object/endsequence_walkright.hpp"
+#include "object/level_time.hpp"
+#include "object/player.hpp"
 #include "scripting/squirrel_util.hpp"
-
-// the engine will be run with a logical framerate of 64fps.
-// We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
-// binary fraction...
-static const float LOGICAL_FPS = 64.0;
+#include "worldmap/worldmap.hpp"
 
 enum GameMenuIDs {
   MNID_CONTINUE,
@@ -83,22 +71,23 @@ GameSession* GameSession::current_ = NULL;
 
 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
   : level(0), currentsector(0),
-    end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
+    end_sequence(0),
     levelfile(levelfile_), best_level_statistics(statistics),
     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
-    play_time(0)
+    play_time(0), edit_mode(false), levelintro_shown(false)
 {
   current_ = this;
   currentsector = NULL;
 
   game_pause = false;
+  speed_before_pause = main_loop->get_speed();
 
   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
 
-  restart_level(true);
+  restart_level();
 
   game_menu.reset(new Menu());
-  game_menu->add_label(_("Pause"));
+  game_menu->add_label(level->name);
   game_menu->add_hl();
   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
   game_menu->add_submenu(_("Options"), get_options_menu());
@@ -107,42 +96,51 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
 }
 
 void
-GameSession::restart_level(bool fromBeginning)
+GameSession::restart_level()
 {
+
+  if (edit_mode) {
+    force_ghost_mode();
+    return;
+  }
+
   game_pause   = false;
-  end_sequence = NO_ENDSEQUENCE;
+  end_sequence = 0;
 
   main_controller->reset();
 
   currentsector = 0;
 
   level.reset(new Level);
-  level->load(levelfile);
-  level->stats.total_coins = level->get_total_coins();
-  level->stats.total_badguys = level->get_total_badguys();
-  level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
-  level->stats.reset();
-  if (!fromBeginning)
-    level->stats.declare_invalid();
-
-  if (fromBeginning) reset_sector="";
-  if(reset_sector != "") {
-    currentsector = level->get_sector(reset_sector);
-    if(!currentsector) {
-      std::stringstream msg;
-      msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
-      throw std::runtime_error(msg.str());
+  try {
+    level->load(levelfile);
+    level->stats.total_coins = level->get_total_coins();
+    level->stats.total_badguys = level->get_total_badguys();
+    level->stats.total_secrets = level->get_total_secrets();
+    level->stats.reset();
+
+    if(reset_sector != "") {
+      currentsector = level->get_sector(reset_sector);
+      if(!currentsector) {
+        std::stringstream msg;
+        msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
+        throw std::runtime_error(msg.str());
+      }
+      level->stats.declare_invalid();
+      currentsector->activate(reset_pos);
+    } else {
+      currentsector = level->get_sector("main");
+      if(!currentsector)
+        throw std::runtime_error("Couldn't find main sector");
+      play_time = 0;
+      currentsector->activate("main");
     }
-    currentsector->activate(reset_pos);
-  } else {
-    currentsector = level->get_sector("main");
-    if(!currentsector)
-      throw std::runtime_error("Couldn't find main sector");
-    currentsector->activate("main");
+  } catch(std::exception& e) {
+    log_fatal << "Couldn't start level: " << e.what() << std::endl;
+    main_loop->exit_screen();
   }
 
-  //levelintro();
-
+  sound_manager->stop_music();
   currentsector->play_music(LEVEL_MUSIC);
 
   if(capture_file != "") {
@@ -160,8 +158,7 @@ GameSession::~GameSession()
   delete capture_demo_stream;
   delete playback_demo_stream;
   delete demo_controller;
-
-  delete end_sequence_controller;
+  free_options_menu();
 
   current_ = NULL;
 }
@@ -231,49 +228,17 @@ GameSession::play_demo(const std::string& filename)
 }
 
 void
-GameSession::levelintro()
-{
-  sound_manager->stop_music();
-
-  DrawingContext context;
-  for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
-      i != currentsector->gameobjects.end(); ++i) {
-    Background* background = dynamic_cast<Background*> (*i);
-    if(background) {
-      background->draw(context);
-    }
-    Gradient* gradient = dynamic_cast<Gradient*> (*i);
-    if(gradient) {
-      gradient->draw(context);
-    }
-  }
-
-//  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
-//      CENTER_ALLIGN, LAYER_FOREGROUND1);
-  context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
-      LAYER_FOREGROUND1);
-
-  std::stringstream ss_coins;
-  ss_coins << _("Coins") << ": " << player_status->coins;
-  context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
-      CENTER_ALLIGN, LAYER_FOREGROUND1);
-
-  if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
-    context.draw_text(white_small_text,
-      std::string(_("contributed by ")) + level->get_author(),
-      Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
-
-  if(best_level_statistics != NULL)
-    best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
-
-  wait_for_event(1.0, 3.0);
-}
-
-void
 GameSession::on_escape_press()
 {
-  if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
+  if(currentsector->player->is_dying() || end_sequence)
+  {
+    // Let the timers run out, we fast-forward them to force past a sequence
+    if (end_sequence)
+      end_sequence->stop();
+
+    currentsector->player->dying_timer.start(FLT_EPSILON);
     return;   // don't let the player open the menu, when he is dying
+  }
 
   if(level->on_menukey_script != "") {
     std::istringstream in(level->on_menukey_script);
@@ -286,16 +251,44 @@ GameSession::on_escape_press()
 void
 GameSession::toggle_pause()
 {
-  if(Menu::current() == NULL) {
+  // pause
+  if(!game_pause) {
+    speed_before_pause = main_loop->get_speed();
+    main_loop->set_speed(0);
     Menu::set_current(game_menu.get());
     game_menu->set_active_item(MNID_CONTINUE);
     game_pause = true;
+  }
+
+  // unpause is done in update() after the menu is processed
+}
+
+void
+GameSession::set_editmode(bool edit_mode)
+{
+  if (this->edit_mode == edit_mode) return;
+  this->edit_mode = edit_mode;
+
+  currentsector->get_players()[0]->set_edit_mode(edit_mode);
+
+  if (edit_mode) {
+
+    // entering edit mode
+
   } else {
-    Menu::set_current(NULL);
-    game_pause = false;
+
+    // leaving edit mode
+    restart_level();
+
   }
 }
 
+void
+GameSession::force_ghost_mode()
+{
+  currentsector->get_players()[0]->set_ghost_mode(true);
+}
+
 HSQUIRRELVM
 GameSession::run_script(std::istream& in, const std::string& sourcename)
 {
@@ -329,25 +322,15 @@ GameSession::run_script(std::istream& in, const std::string& sourcename)
 void
 GameSession::process_events()
 {
-  Player& tux = *currentsector->player;
-
   // end of pause mode?
+  // XXX this looks like a fail-safe to unpause the game if there's no menu
+  // XXX having it enabled causes some unexpected problems
+  // XXX hopefully disabling it won't...
+  /*
   if(!Menu::current() && game_pause) {
     game_pause = false;
   }
-
-  if (end_sequence != NO_ENDSEQUENCE) {
-    if(end_sequence_controller == 0) {
-      end_sequence_controller = new CodeController();
-      tux.set_controller(end_sequence_controller);
-    }
-
-    end_sequence_controller->press(Controller::RIGHT);
-
-    if (int(last_x_pos) == int(tux.get_pos().x))
-      end_sequence_controller->press(Controller::JUMP);
-    last_x_pos = tux.get_pos().x;
-  }
+  */
 
   // playback a demo?
   if(playback_demo_stream != 0) {
@@ -389,20 +372,10 @@ GameSession::check_end_conditions()
   Player* tux = currentsector->player;
 
   /* End of level? */
-  if(end_sequence && endsequence_timer.check()) {
+  if(end_sequence && end_sequence->is_done()) {
     finish(true);
-    return;
   } else if (!end_sequence && tux->is_dead()) {
-    if (player_status->coins < 0) {
-      // No more coins: restart level from beginning
-      player_status->coins = 0;
-      restart_level(true);
-    } else {
-      // Still has coins: restart level from last reset point
-      restart_level(false);
-    }
-
-    return;
+    restart_level();
   }
 }
 
@@ -421,7 +394,7 @@ GameSession::draw_pause(DrawingContext& context)
 {
   context.draw_filled_rect(
       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
-      Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
+      Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
 }
 
 void
@@ -429,12 +402,11 @@ GameSession::process_menu()
 {
   Menu* menu = Menu::current();
   if(menu) {
-    menu->update();
-
     if(menu == game_menu.get()) {
       switch (game_menu->check()) {
         case MNID_CONTINUE:
           Menu::set_current(0);
+          toggle_pause();
           break;
         case MNID_ABORTLEVEL:
           Menu::set_current(0);
@@ -448,13 +420,22 @@ GameSession::process_menu()
 void
 GameSession::setup()
 {
-  Menu::set_current(NULL);
   current_ = this;
 
+  if(currentsector != Sector::current()) {
+        currentsector->activate(currentsector->player->get_pos());
+  }
+  currentsector->play_music(LEVEL_MUSIC);
+
   // Eat unneeded events
   SDL_Event event;
   while(SDL_PollEvent(&event))
   {}
+
+  if (!levelintro_shown) {
+    levelintro_shown = true;
+    main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
+  }
 }
 
 void
@@ -467,6 +448,12 @@ GameSession::update(float elapsed_time)
   process_events();
   process_menu();
 
+  // Unpause the game if the menu has been closed
+  if (game_pause && !Menu::current()) {
+    main_loop->set_speed(speed_before_pause);
+    game_pause = false;
+  }
+
   check_end_conditions();
 
   // respawning in new sector?
@@ -474,23 +461,36 @@ GameSession::update(float elapsed_time)
     Sector* sector = level->get_sector(newsector);
     if(sector == 0) {
       log_warning << "Sector '" << newsector << "' not found" << std::endl;
+      sector = level->get_sector("main");
     }
     sector->activate(newspawnpoint);
     sector->play_music(LEVEL_MUSIC);
     currentsector = sector;
+    //Keep persistent across sectors
+    if(edit_mode)
+      currentsector->get_players()[0]->set_edit_mode(edit_mode);
     newsector = "";
     newspawnpoint = "";
   }
 
   // Update the world state and all objects in the world
   if(!game_pause) {
-    currentsector->update(elapsed_time * speed_factor);
-    play_time += elapsed_time;
-    currentsector->update(elapsed_time);
+    // Update the world
+    if (!end_sequence) {
+      play_time += elapsed_time; //TODO: make sure we don't count cutscene time
+      level->stats.time = play_time;
+      currentsector->update(elapsed_time);
+    } else {
+      if (!end_sequence->is_tux_stopped()) {
+        currentsector->update(elapsed_time);
+      } else {
+        end_sequence->update(elapsed_time);
+      }
+    }
   }
 
   // update sounds
-  sound_manager->set_listener_position(currentsector->player->get_pos());
+  if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
 
   /* Handle music: */
   if (end_sequence)
@@ -513,6 +513,11 @@ GameSession::finish(bool win)
 {
   using namespace WorldMapNS;
 
+  if (edit_mode) {
+    force_ghost_mode();
+    return;
+  }
+
   if(win) {
     if(WorldMap::current())
       WorldMap::current()->finished_level(level.get());
@@ -542,78 +547,59 @@ GameSession::get_working_directory()
 }
 
 void
-GameSession::display_info_box(const std::string& text)
+GameSession::start_sequence(const std::string& sequencename)
 {
-  InfoBox* box = new InfoBox(text);
+  // do not play sequences when in edit mode
+  if (edit_mode) {
+    force_ghost_mode();
+    return;
+  }
 
-  bool running = true;
-  DrawingContext context;
+  // handle special "stoptux" sequence
+  if (sequencename == "stoptux") {
+    if (!end_sequence) {
+      log_warning << "Final target reached without an active end sequence" << std::endl;
+      this->start_sequence("endsequence");
+    }
+    if (end_sequence) end_sequence->stop_tux();
+    return;
+  }
 
-  while(running)  {
+  // abort if a sequence is already playing
+  if (end_sequence)
+          return;
 
-    // TODO make a screen out of this, another mainloop is ugly
-    main_controller->update();
-    SDL_Event event;
-    while (SDL_PollEvent(&event)) {
-      main_controller->process_event(event);
-      if(event.type == SDL_QUIT)
-        main_loop->quit();
+  if (sequencename == "endsequence") {
+    if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
+      end_sequence = new EndSequenceWalkLeft();
+    } else {
+      end_sequence = new EndSequenceWalkRight();
     }
-
-    if(main_controller->pressed(Controller::JUMP)
-        || main_controller->pressed(Controller::ACTION)
-        || main_controller->pressed(Controller::PAUSE_MENU)
-        || main_controller->pressed(Controller::MENU_SELECT))
-      running = false;
-    else if(main_controller->pressed(Controller::DOWN))
-      box->scrolldown();
-    else if(main_controller->pressed(Controller::UP))
-      box->scrollup();
-    box->draw(context);
-    draw(context);
-    context.do_drawing();
-    sound_manager->update();
+  } else if (sequencename == "fireworks") {
+    end_sequence = new EndSequenceFireworks();
+  } else {
+    log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
+    return;
   }
 
-  delete box;
-}
+  /* slow down the game for end-sequence */
+  main_loop->set_speed(0.5f);
 
-void
-GameSession::start_sequence(const std::string& sequencename)
-{
-  if(sequencename == "endsequence" || sequencename == "fireworks") {
-    if(end_sequence)
-      return;
-
-    speed_factor = 0.5;
-    end_sequence = ENDSEQUENCE_RUNNING;
-    endsequence_timer.start(7.3);
-    last_x_pos = -1;
-    sound_manager->play_music("music/leveldone.ogg", false);
-    currentsector->player->invincible_timer.start(7.3);
-
-    // Stop all clocks.
-    for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
-        i != currentsector->gameobjects.end(); ++i)
-    {
-      GameObject* obj = *i;
-
-      LevelTime* lt = dynamic_cast<LevelTime*> (obj);
-      if(lt)
-        lt->stop();
-    }
+  currentsector->add_object(end_sequence);
+  end_sequence->start();
 
-    if(sequencename == "fireworks") {
-      currentsector->add_object(new Fireworks());
-    }
-  } else if(sequencename == "stoptux") {
-    if(!end_sequence) {
-      log_warning << "Final target reached without an active end sequence" << std::endl;
-      this->start_sequence("endsequence");
-    }
-    end_sequence =  ENDSEQUENCE_WAITING;
-  } else {
-    log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
+  sound_manager->play_music("music/leveldone.music", false);
+  currentsector->player->invincible_timer.start(10000.0f);
+
+  // Stop all clocks.
+  for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
+                  i != currentsector->gameobjects.end(); ++i)
+  {
+    GameObject* obj = *i;
+
+    LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+    if(lt)
+      lt->stop();
   }
 }