New Badguy "Totem" - a variable-height stack of wooden faces
[supertux.git] / src / game_session.cpp
index cec4a01..f495bec 100644 (file)
@@ -20,7 +20,6 @@
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <config.h>
 
-#include <iostream>
 #include <fstream>
 #include <sstream>
 #include <cassert>
 
 #include <SDL.h>
 
-#ifndef WIN32
-#include <sys/types.h>
-#include <ctype.h>
-#endif
-
-#include "game_session.h"
-#include "video/screen.h"
-#include "gui/menu.h"
-#include "sector.h"
-#include "level.h"
-#include "tile.h"
-#include "player_status.h"
-#include "object/particlesystem.h"
-#include "object/background.h"
-#include "object/tilemap.h"
-#include "object/camera.h"
-#include "object/player.h"
-#include "lisp/lisp.h"
-#include "lisp/parser.h"
-#include "resources.h"
-#include "worldmap.h"
-#include "misc.h"
-#include "statistics.h"
-#include "timer.h"
-#include "object/fireworks.h"
-#include "textscroller.h"
-#include "control/codecontroller.h"
-#include "control/joystickkeyboardcontroller.h"
-#include "main.h"
-#include "gameconfig.h"
-#include "gettext.h"
-
-// the engine will be run with a lofical framerate of 64fps.
-// We choose 64fps here because it is a power of 2, so 1/64 gives an "even"
+#include "game_session.hpp"
+#include "msg.hpp"
+#include "video/screen.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/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 "worldmap.hpp"
+#include "misc.hpp"
+#include "statistics.hpp"
+#include "timer.hpp"
+#include "object/fireworks.hpp"
+#include "textscroller.hpp"
+#include "control/codecontroller.hpp"
+#include "control/joystickkeyboardcontroller.hpp"
+#include "main.hpp"
+#include "file_system.hpp"
+#include "gameconfig.hpp"
+#include "gettext.hpp"
+#include "exceptions.hpp"
+#include "flip_level_transformer.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;
 
@@ -82,6 +82,7 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
 {
   current_ = this;
+  currentsector = 0;
   
   game_pause = false;
   fps_fps = 0;
@@ -109,7 +110,24 @@ GameSession::restart_level()
   global_stats.reset();
   global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
   global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
-  global_stats.set_total_points(TIME_NEEDED_STAT, level->timelimit);
+  
+  // get time
+  int time = 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)
+        time += int(lt->get_level_time());
+    }
+  }
+  global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
 
   if(reset_sector != "") {
     currentsector = level->get_sector(reset_sector);
@@ -129,7 +147,6 @@ GameSession::restart_level()
   if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE)
     levelintro();
 
-  start_timers();
   currentsector->play_music(LEVEL_MUSIC);
 
   if(capture_file != "")
@@ -145,6 +162,8 @@ GameSession::~GameSession()
   delete end_sequence_controller;
   delete level;
   delete context;
+
+  current_ = NULL;
 }
 
 void
@@ -182,10 +201,10 @@ GameSession::play_demo(const std::string& filename)
 void
 GameSession::levelintro()
 {
-  sound_manager->halt_music();
-  
   char str[60];
 
+  sound_manager->stop_music();
+
   DrawingContext context;
   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
       i != currentsector->gameobjects.end(); ++i) {
@@ -200,7 +219,7 @@ GameSession::levelintro()
   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
       LAYER_FOREGROUND1);
 
-  sprintf(str, "TUX x %d", player_status.lives);
+  sprintf(str, "TUX x %d", player_status->lives);
   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
@@ -219,13 +238,6 @@ GameSession::levelintro()
   wait_for_event(1.0, 3.0);
 }
 
-/* Reset Timers */
-void
-GameSession::start_timers()
-{
-  time_left.start(level->timelimit);
-}
-
 void
 GameSession::on_escape_press()
 {
@@ -275,7 +287,7 @@ GameSession::process_events()
       Menu::current()->event(event);
     main_controller->process_event(event);
     if(event.type == SDL_QUIT)
-      throw std::runtime_error("Received window close");  
+      throw graceful_shutdown();
   }
 
   // playback a demo?
@@ -315,6 +327,8 @@ GameSession::process_events()
 void
 GameSession::try_cheats()
 {
+  if(currentsector == 0)
+    return;
   Player& tux = *currentsector->player;
   
   // Cheating words (the goal of this is really for debugging,
@@ -329,10 +343,10 @@ GameSession::try_cheats()
     tux.set_bonus(ICE_BONUS, false);
   }
   if(main_controller->check_cheatcode("lifeup")) {
-    player_status.lives++;
+    player_status->lives++;
   }
   if(main_controller->check_cheatcode("lifedown")) {
-    player_status.lives--;
+    player_status->lives--;
   }
   if(main_controller->check_cheatcode("grease")) {
     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
@@ -341,25 +355,28 @@ GameSession::try_cheats()
     // be invincle for the rest of the level
     tux.invincible_timer.start(10000);
   }
+  if(main_controller->check_cheatcode("mortal")) {
+    // give up invincibility
+    tux.invincible_timer.stop();
+  }
   if(main_controller->check_cheatcode("shrink")) {
     // remove powerups
     tux.kill(tux.SHRINK);
   }
   if(main_controller->check_cheatcode("kill")) {
     // kill Tux, but without losing a life
-    player_status.lives++;
+    player_status->lives++;
     tux.kill(tux.KILL);
   }
+  if(main_controller->check_cheatcode("whereami")) {
+    msg_info("You are at x " << tux.get_pos().x << ", y " << tux.get_pos().y);
+  }
 #if 0
   if(main_controller->check_cheatcode("grid")) {
     // toggle debug grid
     debug_grid = !debug_grid;
   }
 #endif
-  if(main_controller->check_cheatcode("hover")) {
-    // toggle hover ability on/off
-    tux.enable_hover = !tux.enable_hover;
-  }
   if(main_controller->check_cheatcode("gotoend")) {
     // goes to the end of the level
     tux.move(Vector(
@@ -367,20 +384,19 @@ GameSession::try_cheats()
     currentsector->camera->reset(
         Vector(tux.get_pos().x, tux.get_pos().y));
   }
+  if(main_controller->check_cheatcode("flip")) {
+       FlipLevelTransformer flip_transformer;
+    flip_transformer.transform(GameSession::current()->get_current_level());
+  }
   if(main_controller->check_cheatcode("finish")) {
     // finish current sector
     exit_status = ES_LEVEL_FINISHED;
     // don't add points to stats though...
   }
-  // temporary to help player's choosing a flapping
-  if(main_controller->check_cheatcode("marek")) {
-    tux.flapping_mode = Player::MAREK_FLAP;
-  }
-  if(main_controller->check_cheatcode("ricardo")) {
-    tux.flapping_mode = Player::RICARDO_FLAP;
-  }
-  if(main_controller->check_cheatcode("ryan")) {
-    tux.flapping_mode = Player::RYAN_FLAP;
+  if(main_controller->check_cheatcode("camera")) {
+    msg_info("Camera is at " 
+              << Sector::current()->camera->get_translation().x << "," 
+              << Sector::current()->camera->get_translation().y);
   }
 }
 
@@ -392,9 +408,31 @@ GameSession::check_end_conditions()
   /* End of level? */
   if(end_sequence && endsequence_timer.check()) {
     exit_status = ES_LEVEL_FINISHED;
+    
+    // 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.lives < 0) { // No more lives!?
+    if (player_status->lives < 0) { // No more lives!?
       exit_status = ES_GAME_OVER;
     } else { // Still has lives, so reset Tux to the levelstart
       restart_level();
@@ -405,7 +443,7 @@ GameSession::check_end_conditions()
 }
 
 void
-GameSession::action(float elapsed_time)
+GameSession::update(float elapsed_time)
 {
   // handle controller
   if(main_controller->pressed(Controller::PAUSE_MENU))
@@ -414,14 +452,14 @@ GameSession::action(float elapsed_time)
   // advance timers
   if(!currentsector->player->growing_timer.started()) {
     // Update Tux and the World
-    currentsector->action(elapsed_time);
+    currentsector->update(elapsed_time);
   }
 
   // respawning in new sector?
   if(newsector != "" && newspawnpoint != "") {
     Sector* sector = level->get_sector(newsector);
     if(sector == 0) {
-      std::cerr << "Sector '" << newsector << "' not found.\n";
+      msg_warning("Sector '" << newsector << "' not found");
     }
     sector->activate(newspawnpoint);
     sector->play_music(LEVEL_MUSIC);
@@ -429,6 +467,9 @@ GameSession::action(float elapsed_time)
     newsector = "";
     newspawnpoint = "";
   }
+
+  // update sounds
+  sound_manager->set_listener_position(currentsector->player->get_pos());
 }
 
 void 
@@ -442,7 +483,6 @@ GameSession::draw()
 
   if(Menu::current()) {
     Menu::current()->draw(*context);
-    mouse_cursor->draw(*context);
   }
 
   context->do_drawing();
@@ -451,33 +491,9 @@ GameSession::draw()
 void
 GameSession::draw_pause()
 {
-  int x = SCREEN_HEIGHT / 20;
-  for(int i = 0; i < x; ++i) {
-    context->draw_filled_rect(
-        Vector(i % 2 ? (pause_menu_frame * i)%SCREEN_WIDTH :
-          -((pause_menu_frame * i)%SCREEN_WIDTH)
-          ,(i*20+pause_menu_frame)%SCREEN_HEIGHT),
-        Vector(SCREEN_WIDTH,10),
-        Color(20,20,20, rand() % 20 + 1), LAYER_FOREGROUND1+1);
-  }
-
   context->draw_filled_rect(
       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
-      Color(rand() % 50, rand() % 50, rand() % 50, 128), LAYER_FOREGROUND1);
-#if 0
-  context->draw_text(blue_text, _("PAUSE - Press 'P' To Play"),
-      Vector(SCREEN_WIDTH/2, 230), CENTER_ALLIGN, LAYER_FOREGROUND1+2);
-
-  const char* str1 = _("Playing: ");
-  const char* str2 = level->get_name().c_str();
-
-  context->draw_text(blue_text, str1,
-      Vector((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2, 340),
-      LEFT_ALLIGN, LAYER_FOREGROUND1+2);
-  context->draw_text(white_text, str2,
-      Vector(((SCREEN_WIDTH - (blue_text->get_text_width(str1) + white_text->get_text_width(str2)))/2)+blue_text->get_text_width(str1), 340),
-      LEFT_ALLIGN, LAYER_FOREGROUND1+2);
-#endif
+      Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
 }
   
 void
@@ -485,7 +501,7 @@ GameSession::process_menu()
 {
   Menu* menu = Menu::current();
   if(menu) {
-    menu->action();
+    menu->update();
 
     if(menu == game_menu) {
       switch (game_menu->check()) {
@@ -531,7 +547,7 @@ GameSession::run()
     static const float elapsed_time = 1.0 / LOGICAL_FPS;
     // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
     if(!game_pause)
-      global_time += elapsed_time;
+      game_time += elapsed_time;
 
     // regulate fps
     ticks = SDL_GetTicks();
@@ -581,9 +597,9 @@ GameSession::run()
       // Update the world
       check_end_conditions();
       if (end_sequence == ENDSEQUENCE_RUNNING)
-        action(elapsed_time/2);
+        update(elapsed_time/2);
       else if(end_sequence == NO_ENDSEQUENCE)
-        action(elapsed_time);
+        update(elapsed_time);
     }
     else
     {
@@ -593,6 +609,9 @@ GameSession::run()
     if(!skipdraw)
       draw();
 
+    // update sounds
+    sound_manager->update();
+
     /* Time stops in pause mode */
     if(game_pause || Menu::current())
     {
@@ -601,12 +620,10 @@ GameSession::run()
 
     //frame_rate.update();
     
-    /* Handle time: */
-    if (time_left.check() && !end_sequence)
-      currentsector->player->kill(Player::KILL);
-    
     /* Handle music: */
-    if (currentsector->player->invincible_timer.started() && !end_sequence)
+    if (currentsector->player->invincible_timer.started() && 
+            currentsector->player->invincible_timer.get_timeleft() 
+            > TUX_INVINCIBLE_TIME_WARNING && !end_sequence)
     {
       currentsector->play_music(HERRING_MUSIC);
     }
@@ -631,11 +648,21 @@ GameSession::run()
   }
  
   // just in case
+  currentsector = 0;
   main_controller->reset();
   return exit_status;
 }
 
 void
+GameSession::finish(bool win)
+{
+  if(win)
+    exit_status = ES_LEVEL_FINISHED;
+  else
+    exit_status = ES_LEVEL_ABORT;
+}
+
+void
 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
 {
   newsector = sector;
@@ -649,6 +676,12 @@ GameSession::set_reset_point(const std::string& sector, const Vector& pos)
   reset_pos = pos;
 }
 
+std::string
+GameSession::get_working_directory()
+{
+  return FileSystem::dirname(levelfile);
+}
+
 void
 GameSession::display_info_box(const std::string& text)
 {
@@ -662,7 +695,7 @@ GameSession::display_info_box(const std::string& text)
     while (SDL_PollEvent(&event)) {
       main_controller->process_event(event);
       if(event.type == SDL_QUIT)
-        throw std::runtime_error("Received window close event");
+        throw graceful_shutdown();
     }
 
     if(main_controller->pressed(Controller::JUMP)
@@ -670,8 +703,13 @@ GameSession::display_info_box(const std::string& text)
         || 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();
+    sound_manager->update();
   }
 
   delete box;
@@ -685,22 +723,34 @@ GameSession::start_sequence(const std::string& sequencename)
       return;
     
     end_sequence = ENDSEQUENCE_RUNNING;
-    endsequence_timer.start(7.0); // 7 seconds until we finish the map
+    endsequence_timer.start(level->extro_length);
     last_x_pos = -1;
-    sound_manager->play_music(level_end_song, 0);
-    currentsector->player->invincible_timer.start(7.0);
+    sound_manager->play_music("music/" + level->extro_music, false);
+    currentsector->player->invincible_timer.start(level->extro_length);
 
-    // add left time to stats
-    global_stats.set_points(TIME_NEEDED_STAT,
-        int(time_left.get_period() - time_left.get_timeleft()));
+    // 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();
+    }
 
     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");
+      this->start_sequence("endsequence");
+    }
     end_sequence =  ENDSEQUENCE_WAITING;
   } else {
-    std::cout << "Unknown sequence '" << sequencename << "'.\n";
+    msg_warning("Unknown sequence '" << sequencename << "'");
   }
 }
 
@@ -708,64 +758,17 @@ GameSession::start_sequence(const std::string& sequencename)
 void
 GameSession::drawstatus(DrawingContext& context)
 {
-  char str[60];
-  
-  snprintf(str, 60, " %d", global_stats.get_points(SCORE_STAT));
-  context.draw_text(white_text, _("SCORE"), Vector(0, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str, Vector(96, 0), LEFT_ALLIGN, LAYER_FOREGROUND1);
-
-  if(mode == ST_GL_TEST) {
-    context.draw_text(white_text, _("Press ESC To Return"), Vector(0,20),
-                      LEFT_ALLIGN, LAYER_FOREGROUND1);
-  }
-
-  if(time_left.get_timeleft() < 0) {
-    context.draw_text(white_text, _("TIME's UP"), Vector(SCREEN_WIDTH/2, 0),
-        CENTER_ALLIGN, LAYER_FOREGROUND1);
-  } else if (time_left.get_timeleft() > TIME_WARNING
-      || int(global_time * 2.5) % 2) {
-    sprintf(str, " %d", int(time_left.get_timeleft()));
-    context.draw_text(white_text, _("TIME"),
-        Vector(SCREEN_WIDTH/2, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
-    context.draw_text(gold_text, str,
-        Vector(SCREEN_WIDTH/2 + 4*16, 0), CENTER_ALLIGN, LAYER_FOREGROUND1);
-  }
-
-  sprintf(str, " %d", player_status.coins);
-  context.draw_text(white_text, _("COINS"),
-      Vector(SCREEN_WIDTH - white_text->get_text_width(_("COINS"))-white_text->get_text_width("   99"), 0),
-        LEFT_ALLIGN, LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str,
-      Vector(SCREEN_WIDTH - gold_text->get_text_width(" 99"), 0),LEFT_ALLIGN, LAYER_FOREGROUND1);
-
-  if (player_status.lives >= 5)
-    {
-      sprintf(str, "%dx", player_status.lives);
-      float x = SCREEN_WIDTH - gold_text->get_text_width(str) - tux_life->w;
-      context.draw_text(gold_text, str, Vector(x, 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
-      context.draw_surface(tux_life, Vector(SCREEN_WIDTH - 16, 20),
-          LAYER_FOREGROUND1);
-    }
-  else
-    {
-      for(int i= 0; i < player_status.lives; ++i)
-        context.draw_surface(tux_life, 
-            Vector(SCREEN_WIDTH - tux_life->w*4 +(tux_life->w*i), 20),
-            LAYER_FOREGROUND1);
-    }
-
-  context.draw_text(white_text, _("LIVES"),
-      Vector(SCREEN_WIDTH - white_text->get_text_width(_("LIVES")) - white_text->get_text_width("   99"), 20),
-      LEFT_ALLIGN, LAYER_FOREGROUND1);
+  player_status->draw(context);
 
   if(config->show_fps) {
-    sprintf(str, "%2.1f", fps_fps);
+    char str[60];
+    snprintf(str, sizeof(str), "%3.1f", fps_fps);
     context.draw_text(white_text, "FPS", 
                       Vector(SCREEN_WIDTH -
-                             white_text->get_text_width("FPS     "), 40),
+                             white_text->get_text_width("FPS     ") - BORDER_X, BORDER_Y + 40),
                       LEFT_ALLIGN, LAYER_FOREGROUND1);
     context.draw_text(gold_text, str,
-                      Vector(SCREEN_WIDTH-4*16, 40),
+                      Vector(SCREEN_WIDTH-4*16 - BORDER_X, BORDER_Y + 40),
                       LEFT_ALLIGN, LAYER_FOREGROUND1);
   }
 }
@@ -787,11 +790,12 @@ GameSession::drawresultscreen()
   context.draw_text(blue_text, _("Result:"), Vector(SCREEN_WIDTH/2, 200),
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
+//  sprintf(str, _("SCORE: %d"), global_stats.get_points(SCORE_STAT));
+//  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-  sprintf(str, _("COINS: %d"), player_status.coins);
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 256), CENTER_ALLIGN, LAYER_FOREGROUND1);
+  // y == 256 before removal of score
+  sprintf(str, _("COINS: %d"), player_status->coins);
+  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 224), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   context.do_drawing();
   
@@ -805,7 +809,7 @@ std::string slotinfo(int slot)
   std::string title;
   std::stringstream stream;
   stream << slot;
-  slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+  slotfile = "save/slot" + stream.str() + ".stsg";
 
   try {
     lisp::Parser parser;
@@ -836,8 +840,9 @@ bool process_load_game_menu()
   
   std::stringstream stream;
   stream << slot;
-  std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+  std::string slotfile = "save/slot" + stream.str() + ".stsg";
 
+  sound_manager->stop_music();
   fadeout(256);
   DrawingContext context;
   context.draw_text(white_text, "Loading...",