the boat works now
[supertux.git] / src / game_session.cpp
index 448ea5e..30e115e 100644 (file)
@@ -1,9 +1,7 @@
 //  $Id$
-// 
+//
 //  SuperTux
-//  Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-//  Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
-//  Copyright (C) 2004 Ingo Ruhnke <grumbel@gmx.de>
+//  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
 //
 //  This program is free software; you can redistribute it and/or
 //  modify it under the terms of the GNU General Public License
@@ -14,7 +12,7 @@
 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 //  GNU General Public License for more details.
-// 
+//
 //  You should have received a copy of the GNU General Public License
 //  along with this program; if not, write to the Free Software
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
@@ -35,8 +33,8 @@
 #include <SDL.h>
 
 #include "game_session.hpp"
-#include "msg.hpp"
-#include "worldmap.hpp"
+#include "log.hpp"
+#include "worldmap/worldmap.hpp"
 #include "mainloop.hpp"
 #include "video/screen.hpp"
 #include "audio/sound_manager.hpp"
 #include "lisp/lisp.hpp"
 #include "lisp/parser.hpp"
 #include "resources.hpp"
-#include "worldmap.hpp"
-#include "misc.hpp"
 #include "statistics.hpp"
 #include "timer.hpp"
+#include "options_menu.hpp"
 #include "object/fireworks.hpp"
 #include "textscroller.hpp"
 #include "control/codecontroller.hpp"
@@ -67,7 +64,7 @@
 #include "file_system.hpp"
 #include "gameconfig.hpp"
 #include "gettext.hpp"
-#include "exceptions.hpp"
+#include "console.hpp"
 #include "flip_level_transformer.hpp"
 
 // the engine will be run with a logical framerate of 64fps.
 // binary fraction...
 static const float LOGICAL_FPS = 64.0;
 
-namespace {
-  const char* consoleCommands[] = {
-         "foo",
-         "whereami",
-         "camera",
-         "grow", 
-         "fire", 
-         "ice",
-         "lifeup",
-         "numberofthebeast",
-         "lifedown",
-         "grease",
-         "invincible",
-         "mortal",
-         "shrink", 
-         "kill",
-         "gotoend",
-         "flip",
-         "finish"
-  };
-}
-
-using namespace WorldMapNS;
+enum GameMenuIDs {
+  MNID_CONTINUE,
+  MNID_ABORTLEVEL
+};
 
-GameSession* GameSession::current_ = 0;
+GameSession* GameSession::current_ = NULL;
 
-GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
-    Statistics* statistics)
-  : level(0), currentsector(0), mode(mode),
+GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
+  : level(0), currentsector(0),
     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
     levelfile(levelfile_), best_level_statistics(statistics),
     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
 {
   current_ = this;
-  currentsector = 0;
+  currentsector = NULL;
   
   game_pause = false;
-  fps_fps = 0;
 
-  for (uint16_t i=0; i < sizeof(::consoleCommands)/sizeof(typeof(consoleCommands[0])); i++) {
-    Console::registerCommand(consoleCommands[i], this);
-  }
+  statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
 
   restart_level(true);
+
+  game_menu.reset(new Menu());
+  game_menu->add_label(_("Pause"));
+  game_menu->add_hl();
+  game_menu->add_entry(MNID_CONTINUE, _("Continue"));
+  game_menu->add_submenu(_("Options"), get_options_menu());
+  game_menu->add_hl();
+  game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
 }
 
 void
@@ -129,10 +111,9 @@ GameSession::restart_level(bool fromBeginning)
 
   main_controller->reset();
 
-  delete level;
   currentsector = 0;
 
-  level = new Level;
+  level.reset(new Level);
   level->load(levelfile);
 
   global_stats.reset();
@@ -173,8 +154,7 @@ GameSession::restart_level(bool fromBeginning)
     currentsector->activate("main");
   }
   
-  if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
-    levelintro();
+  levelintro();
 
   currentsector->play_music(LEVEL_MUSIC);
 
@@ -189,10 +169,6 @@ GameSession::~GameSession()
   delete demo_controller;
 
   delete end_sequence_controller;
-  delete level;
-  for (uint16_t i=0; i < sizeof(::consoleCommands)/sizeof(typeof(consoleCommands[0])); i++) {
-    Console::unregisterCommand(consoleCommands[i], this);
-  }
 
   current_ = NULL;
 }
@@ -277,13 +253,12 @@ GameSession::on_escape_press()
   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
     return;   // don't let the player open the menu, when he is dying
   
-  if(mode == ST_GL_TEST) {
-    main_loop->exit_screen();
-  } else if (!Menu::current()) {
-    Menu::set_current(game_menu);
+  if (!Menu::current()) {
+    Menu::set_current(game_menu.get());
     game_menu->set_active_item(MNID_CONTINUE);
     game_pause = true;
   } else {
+    Menu::set_current(NULL);
     game_pause = false;
   }
 }
@@ -345,97 +320,6 @@ GameSession::process_events()
   }
 }
 
-bool
-GameSession::consoleCommand(std::string command)
-{
-  if (command == "foo") {
-    msg_info("bar");
-    return true;
-  }
-
-  if (currentsector == 0) return false;
-  Player& tux = *currentsector->player;
-  
-  // Cheating words (the goal of this is really for debugging,
-  // but could be used for some cheating, nothing wrong with that)
-  if (command == "grow") {
-    tux.set_bonus(GROWUP_BONUS, false);
-    return true;
-  }
-  if (command == "fire") {
-    tux.set_bonus(FIRE_BONUS, false);
-    return true;
-  }
-  if (command == "ice") {
-    tux.set_bonus(ICE_BONUS, false);
-    return true;
-  }
-  if (command == "lifeup") {
-    player_status->incLives();
-    return true;
-  }
-  if (command == "numberofthebeast") {
-    player_status->coins += 55;
-    return true;
-  }
-  if (command == "lifedown") {
-    player_status->coins = std::max(player_status->coins-25, 0);
-    return true;
-  }
-  if (command == "grease") {
-    tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
-    return true;
-  }
-  if (command == "invincible") {
-    // be invincle for the rest of the level
-    tux.invincible_timer.start(10000);
-    return true;
-  }
-  if (command == "mortal") {
-    // give up invincibility
-    tux.invincible_timer.stop();
-    return true;
-  }
-  if (command == "shrink") {
-    // remove powerups
-    tux.kill(tux.SHRINK);
-    return true;
-  }
-  if (command == "kill") {
-    tux.kill(tux.KILL);
-    return true;
-  }
-  if (command == "whereami") {
-    msg_info("You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y);
-    return true;
-  }
-  if (command == "gotoend") {
-    // goes to the end of the level
-    tux.move(Vector(
-          (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
-    currentsector->camera->reset(
-        Vector(tux.get_pos().x, tux.get_pos().y));
-    return true;
-  }
-  if (command == "flip") {
-    FlipLevelTransformer flip_transformer;
-    flip_transformer.transform(GameSession::current()->get_current_level());
-    return true;
-  }
-  if (command == "finish") {
-    finish(true);
-    return true;
-  }
-  if (command == "camera") {
-    msg_info("Camera is at " 
-              << Sector::current()->camera->get_translation().x << "," 
-              << Sector::current()->camera->get_translation().y);
-    return true;
-  }
-
-  return false;
-}
-
 void
 GameSession::check_end_conditions()
 {
@@ -444,28 +328,6 @@ GameSession::check_end_conditions()
   /* End of level? */
   if(end_sequence && endsequence_timer.check()) {
     finish(true);
-    
-    // add time spent to statistics
-    int tottime = 0, remtime = 0;
-    for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
-    {
-      Sector* sec = *i;
-
-      for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
-          j != sec->gameobjects.end(); ++j)
-      {
-        GameObject* obj = *j;
-
-        LevelTime* lt = dynamic_cast<LevelTime*> (obj);
-        if(lt)
-        {
-          tottime += int(lt->get_level_time());
-          remtime += int(lt->get_remaining_time());
-        }
-      }
-    }
-    global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
-
     return;
   } else if (!end_sequence && tux->is_dead()) {
     if (player_status->coins < 0) { 
@@ -506,7 +368,7 @@ GameSession::process_menu()
   if(menu) {
     menu->update();
 
-    if(menu == game_menu) {
+    if(menu == game_menu.get()) {
       switch (game_menu->check()) {
         case MNID_CONTINUE:
           Menu::set_current(0);
@@ -516,8 +378,6 @@ GameSession::process_menu()
           main_loop->exit_screen();
           break;
       }
-    } else if(menu == options_menu) {
-      process_options_menu();
     }
   }
 }
@@ -550,7 +410,7 @@ GameSession::update(float elapsed_time)
   if(newsector != "" && newspawnpoint != "") {
     Sector* sector = level->get_sector(newsector);
     if(sector == 0) {
-      msg_warning("Sector '" << newsector << "' not found");
+      log_warning << "Sector '" << newsector << "' not found" << std::endl;
     }
     sector->activate(newspawnpoint);
     sector->play_music(LEVEL_MUSIC);
@@ -574,133 +434,26 @@ GameSession::update(float elapsed_time)
   sound_manager->set_listener_position(currentsector->player->get_pos());
 
   /* Handle music: */
-  if (currentsector->player->invincible_timer.started() && 
-      currentsector->player->invincible_timer.get_timeleft() 
-      > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) {
-    currentsector->play_music(HERRING_MUSIC);
-  } else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) {
-    currentsector->play_music(LEVEL_MUSIC);
-  }
-}
-
-#if 0
-GameSession::ExitStatus
-GameSession::run()
-{
-  Menu::set_current(0);
-  current_ = this;
+  if (end_sequence)
+    return;
   
-  int fps_cnt = 0;
-
-  // Eat unneeded events
-  SDL_Event event;
-  while(SDL_PollEvent(&event))
-  {}
-
-  draw();
-
-  Uint32 fps_ticks = SDL_GetTicks();
-  Uint32 fps_nextframe_ticks = SDL_GetTicks();
-  Uint32 ticks;
-  bool skipdraw = false;
-
-  while (exit_status == ES_NONE) {
-    // we run in a logical framerate so elapsed time is a constant
-    // This will make the game run determistic and not different on different
-    // machines
-    static const float elapsed_time = 1.0 / LOGICAL_FPS;
-    // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
-    if(!game_pause)
-      game_time += elapsed_time;
-
-    // regulate fps
-    ticks = SDL_GetTicks();
-    if(ticks > fps_nextframe_ticks) {
-      if(skipdraw == true) {
-        // already skipped last frame? we have to slow down the game then...
-        skipdraw = false;
-        fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);
-      } else {
-        // don't draw all frames when we're getting too slow
-        skipdraw = true;
-      }
+  if(currentsector->player->invincible_timer.started()) {
+    if(currentsector->player->invincible_timer.get_timeleft() <=
+       TUX_INVINCIBLE_TIME_WARNING) {
+      currentsector->play_music(HERRING_WARNING_MUSIC);
     } else {
-      skipdraw = false;
-      while(fps_nextframe_ticks > ticks) {
-        /* just wait */
-        // If we really have to wait long, then do an imprecise SDL_Delay()
-        Uint32 diff = fps_nextframe_ticks - ticks;
-        if(diff > 15) {
-          SDL_Delay(diff - 10);
-        } 
-        ticks = SDL_GetTicks();
-      }
-    }
-    fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
-
-    process_events();
-    process_menu();
-
-    // Update the world state and all objects in the world
-    if(!game_pause)
-    {
-      // Update the world
-      check_end_conditions();
-      if (end_sequence == ENDSEQUENCE_RUNNING)
-        update(elapsed_time/2);
-      else if(end_sequence == NO_ENDSEQUENCE)
-        update(elapsed_time);
-    }
-
-    if(!skipdraw)
-      draw();
-
-    // update sounds
-    sound_manager->update();
-
-    /* Time stops in pause mode */
-    if(game_pause || Menu::current())
-    {
-      continue;
-    }
-
-    /* Handle music: */
-    if (currentsector->player->invincible_timer.started() && 
-            currentsector->player->invincible_timer.get_timeleft() 
-            > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
-    {
       currentsector->play_music(HERRING_MUSIC);
     }
-    /* or just normal music? */
-    else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence)
-    {
-      currentsector->play_music(LEVEL_MUSIC);
-    }
-
-    /* Calculate frames per second */
-    if(config->show_fps)
-    {
-      ++fps_cnt;
-      
-      if(SDL_GetTicks() - fps_ticks >= 500)
-      {
-        fps_fps = (float) fps_cnt / .5;
-        fps_cnt = 0;
-        fps_ticks = SDL_GetTicks();
-      }
-    }
+  } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
+    currentsector->play_music(LEVEL_MUSIC);
   }
-  // just in case
-  currentsector = 0;
-  main_controller->reset();
-  return exit_status;
 }
-#endif
 
 void
 GameSession::finish(bool win)
 {
+  using namespace WorldMapNS;
+
   if(win) {
     if(WorldMap::current())
       WorldMap::current()->finished_level(levelfile);
@@ -739,12 +492,13 @@ GameSession::display_info_box(const std::string& text)
   
   while(running)  {
 
+    // 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)
-        throw graceful_shutdown();
+        main_loop->quit();
     }
 
     if(main_controller->pressed(Controller::JUMP)
@@ -789,18 +543,38 @@ GameSession::start_sequence(const std::string& sequencename)
         lt->stop();
     }
 
+    // add time spent to statistics
+    int tottime = 0, remtime = 0;
+    for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
+    {
+      Sector* sec = *i;
+
+      for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
+          j != sec->gameobjects.end(); ++j)
+      {
+        GameObject* obj = *j;
+
+        LevelTime* lt = dynamic_cast<LevelTime*> (obj);
+        if(lt)
+        {
+          tottime += int(lt->get_level_time());
+          remtime += int(lt->get_remaining_time());
+        }
+      }
+    }
+    global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
+
     if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());
     }
   } else if(sequencename == "stoptux") {
     if(!end_sequence) {
-      msg_warning("Final target reached without "
-        << "an active end sequence");
+      log_warning << "Final target reached without an active end sequence" << std::endl;
       this->start_sequence("endsequence");
     }
     end_sequence =  ENDSEQUENCE_WAITING;
   } else {
-    msg_warning("Unknown sequence '" << sequencename << "'");
+    log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
   }
 }
 
@@ -810,12 +584,9 @@ GameSession::drawstatus(DrawingContext& context)
 {
   player_status->draw(context);
 
-  if(config->show_fps) {
-    char str[60];
-    snprintf(str, sizeof(str), "%3.1f", fps_fps);
-    const char* fpstext = "FPS";
-    context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
-    context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
+  // draw level stats while end_sequence is running
+  if (end_sequence) {
+    global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
   }
 }