fix cr/lfs and remove trailing whitespaces...
[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(NO_ENDSEQUENCE), end_sequence_controller(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 = NO_ENDSEQUENCE;
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)
126     level->stats.declare_invalid();
127
128   if (fromBeginning) reset_sector="";
129   if(reset_sector != "") {
130     currentsector = level->get_sector(reset_sector);
131     if(!currentsector) {
132       std::stringstream msg;
133       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
134       throw std::runtime_error(msg.str());
135     }
136     currentsector->activate(reset_pos);
137   } else {
138     currentsector = level->get_sector("main");
139     if(!currentsector)
140       throw std::runtime_error("Couldn't find main sector");
141     currentsector->activate("main");
142   }
143
144   //levelintro();
145
146   currentsector->play_music(LEVEL_MUSIC);
147
148   if(capture_file != "") {
149     int newSeed=0;               // next run uses a new seed
150     while (newSeed == 0)            // which is the next non-zero random num.
151         newSeed = systemRandom.rand();
152     config->random_seed = systemRandom.srand(newSeed);
153     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
154     record_demo(capture_file);
155   }
156 }
157
158 GameSession::~GameSession()
159 {
160   delete capture_demo_stream;
161   delete playback_demo_stream;
162   delete demo_controller;
163
164   delete end_sequence_controller;
165
166   current_ = NULL;
167 }
168
169 void
170 GameSession::record_demo(const std::string& filename)
171 {
172   delete capture_demo_stream;
173
174   capture_demo_stream = new std::ofstream(filename.c_str());
175   if(!capture_demo_stream->good()) {
176     std::stringstream msg;
177     msg << "Couldn't open demo file '" << filename << "' for writing.";
178     throw std::runtime_error(msg.str());
179   }
180   capture_file = filename;
181
182   char buf[30];                            // save the seed in the demo file
183   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
184   for (int i=0; i==0 || buf[i-1]; i++)
185     capture_demo_stream->put(buf[i]);
186 }
187
188 int
189 GameSession::get_demo_random_seed(const std::string& filename)
190 {
191   std::istream* test_stream = new std::ifstream(filename.c_str());
192   if(test_stream->good()) {
193     char buf[30];                     // recall the seed from the demo file
194     int seed;
195     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
196       test_stream->get(buf[i]);
197     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
198       log_info << "Random seed " << seed << " from demo file" << std::endl;
199          return seed;
200     }
201     else
202       log_info << "Demo file contains no random number" << std::endl;
203   }
204   return 0;
205 }
206
207 void
208 GameSession::play_demo(const std::string& filename)
209 {
210   delete playback_demo_stream;
211   delete demo_controller;
212
213   playback_demo_stream = new std::ifstream(filename.c_str());
214   if(!playback_demo_stream->good()) {
215     std::stringstream msg;
216     msg << "Couldn't open demo file '" << filename << "' for reading.";
217     throw std::runtime_error(msg.str());
218   }
219
220   Player& tux = *currentsector->player;
221   demo_controller = new CodeController();
222   tux.set_controller(demo_controller);
223
224   // skip over random seed, if it exists in the file
225   char buf[30];                            // ascii decimal seed
226   int seed;
227   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
228     playback_demo_stream->get(buf[i]);
229   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
230     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
231 }
232
233 void
234 GameSession::levelintro()
235 {
236   sound_manager->stop_music();
237
238   DrawingContext context;
239   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
240       i != currentsector->gameobjects.end(); ++i) {
241     Background* background = dynamic_cast<Background*> (*i);
242     if(background) {
243       background->draw(context);
244     }
245     Gradient* gradient = dynamic_cast<Gradient*> (*i);
246     if(gradient) {
247       gradient->draw(context);
248     }
249   }
250
251 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
252 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
253   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
254       LAYER_FOREGROUND1);
255
256   std::stringstream ss_coins;
257   ss_coins << _("Coins") << ": " << player_status->coins;
258   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
259       CENTER_ALLIGN, LAYER_FOREGROUND1);
260
261   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
262     context.draw_text(white_small_text,
263       std::string(_("contributed by ")) + level->get_author(),
264       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
265
266   if(best_level_statistics != NULL)
267     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
268
269   wait_for_event(1.0, 3.0);
270 }
271
272 void
273 GameSession::on_escape_press()
274 {
275   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
276     return;   // don't let the player open the menu, when he is dying
277
278   if(level->on_menukey_script != "") {
279     std::istringstream in(level->on_menukey_script);
280     run_script(in, "OnMenuKeyScript");
281   } else {
282     toggle_pause();
283   }
284 }
285
286 void
287 GameSession::toggle_pause()
288 {
289   if(Menu::current() == NULL) {
290     Menu::set_current(game_menu.get());
291     game_menu->set_active_item(MNID_CONTINUE);
292     game_pause = true;
293   } else {
294     Menu::set_current(NULL);
295     game_pause = false;
296   }
297 }
298
299 HSQUIRRELVM
300 GameSession::run_script(std::istream& in, const std::string& sourcename)
301 {
302   using namespace Scripting;
303
304   // garbage collect thread list
305   for(ScriptList::iterator i = scripts.begin();
306       i != scripts.end(); ) {
307     HSQOBJECT& object = *i;
308     HSQUIRRELVM vm = object_to_vm(object);
309
310     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
311       sq_release(global_vm, &object);
312       i = scripts.erase(i);
313       continue;
314     }
315
316     ++i;
317   }
318
319   HSQOBJECT object = create_thread(global_vm);
320   scripts.push_back(object);
321
322   HSQUIRRELVM vm = object_to_vm(object);
323
324   compile_and_run(vm, in, sourcename);
325
326   return vm;
327 }
328
329 void
330 GameSession::process_events()
331 {
332   Player& tux = *currentsector->player;
333
334   // end of pause mode?
335   if(!Menu::current() && game_pause) {
336     game_pause = false;
337   }
338
339   if (end_sequence != NO_ENDSEQUENCE) {
340     if(end_sequence_controller == 0) {
341       end_sequence_controller = new CodeController();
342       tux.set_controller(end_sequence_controller);
343     }
344
345     end_sequence_controller->press(Controller::RIGHT);
346
347     if (int(last_x_pos) == int(tux.get_pos().x))
348       end_sequence_controller->press(Controller::JUMP);
349     last_x_pos = tux.get_pos().x;
350   }
351
352   // playback a demo?
353   if(playback_demo_stream != 0) {
354     demo_controller->update();
355     char left = false;
356     char right = false;
357     char up = false;
358     char down = false;
359     char jump = false;
360     char action = false;
361     playback_demo_stream->get(left);
362     playback_demo_stream->get(right);
363     playback_demo_stream->get(up);
364     playback_demo_stream->get(down);
365     playback_demo_stream->get(jump);
366     playback_demo_stream->get(action);
367     demo_controller->press(Controller::LEFT, left);
368     demo_controller->press(Controller::RIGHT, right);
369     demo_controller->press(Controller::UP, up);
370     demo_controller->press(Controller::DOWN, down);
371     demo_controller->press(Controller::JUMP, jump);
372     demo_controller->press(Controller::ACTION, action);
373   }
374
375   // save input for demo?
376   if(capture_demo_stream != 0) {
377     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
378     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
379     capture_demo_stream ->put(main_controller->hold(Controller::UP));
380     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
381     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
382     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
383   }
384 }
385
386 void
387 GameSession::check_end_conditions()
388 {
389   Player* tux = currentsector->player;
390
391   /* End of level? */
392   if(end_sequence && endsequence_timer.check()) {
393     finish(true);
394     return;
395   } else if (!end_sequence && tux->is_dead()) {
396     if (player_status->coins < 0) {
397       // No more coins: restart level from beginning
398       player_status->coins = 0;
399       restart_level(true);
400     } else {
401       // Still has coins: restart level from last reset point
402       restart_level(false);
403     }
404
405     return;
406   }
407 }
408
409 void
410 GameSession::draw(DrawingContext& context)
411 {
412   currentsector->draw(context);
413   drawstatus(context);
414
415   if(game_pause)
416     draw_pause(context);
417 }
418
419 void
420 GameSession::draw_pause(DrawingContext& context)
421 {
422   context.draw_filled_rect(
423       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
424       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
425 }
426
427 void
428 GameSession::process_menu()
429 {
430   Menu* menu = Menu::current();
431   if(menu) {
432     menu->update();
433
434     if(menu == game_menu.get()) {
435       switch (game_menu->check()) {
436         case MNID_CONTINUE:
437           Menu::set_current(0);
438           break;
439         case MNID_ABORTLEVEL:
440           Menu::set_current(0);
441           main_loop->exit_screen();
442           break;
443       }
444     }
445   }
446 }
447
448 void
449 GameSession::setup()
450 {
451   Menu::set_current(NULL);
452   current_ = this;
453
454   // Eat unneeded events
455   SDL_Event event;
456   while(SDL_PollEvent(&event))
457   {}
458 }
459
460 void
461 GameSession::update(float elapsed_time)
462 {
463   // handle controller
464   if(main_controller->pressed(Controller::PAUSE_MENU))
465     on_escape_press();
466
467   process_events();
468   process_menu();
469
470   check_end_conditions();
471
472   // respawning in new sector?
473   if(newsector != "" && newspawnpoint != "") {
474     Sector* sector = level->get_sector(newsector);
475     if(sector == 0) {
476       log_warning << "Sector '" << newsector << "' not found" << std::endl;
477     }
478     sector->activate(newspawnpoint);
479     sector->play_music(LEVEL_MUSIC);
480     currentsector = sector;
481     newsector = "";
482     newspawnpoint = "";
483   }
484
485   // Update the world state and all objects in the world
486   if(!game_pause) {
487     currentsector->update(elapsed_time * speed_factor);
488     play_time += elapsed_time;
489     currentsector->update(elapsed_time);
490   }
491
492   // update sounds
493   sound_manager->set_listener_position(currentsector->player->get_pos());
494
495   /* Handle music: */
496   if (end_sequence)
497     return;
498
499   if(currentsector->player->invincible_timer.started()) {
500     if(currentsector->player->invincible_timer.get_timeleft() <=
501        TUX_INVINCIBLE_TIME_WARNING) {
502       currentsector->play_music(HERRING_WARNING_MUSIC);
503     } else {
504       currentsector->play_music(HERRING_MUSIC);
505     }
506   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
507     currentsector->play_music(LEVEL_MUSIC);
508   }
509 }
510
511 void
512 GameSession::finish(bool win)
513 {
514   using namespace WorldMapNS;
515
516   if(win) {
517     if(WorldMap::current())
518       WorldMap::current()->finished_level(level.get());
519   }
520
521   main_loop->exit_screen();
522 }
523
524 void
525 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
526 {
527   newsector = sector;
528   newspawnpoint = spawnpoint;
529 }
530
531 void
532 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
533 {
534   reset_sector = sector;
535   reset_pos = pos;
536 }
537
538 std::string
539 GameSession::get_working_directory()
540 {
541   return FileSystem::dirname(levelfile);
542 }
543
544 void
545 GameSession::display_info_box(const std::string& text)
546 {
547   InfoBox* box = new InfoBox(text);
548
549   bool running = true;
550   DrawingContext context;
551
552   while(running)  {
553
554     // TODO make a screen out of this, another mainloop is ugly
555     main_controller->update();
556     SDL_Event event;
557     while (SDL_PollEvent(&event)) {
558       main_controller->process_event(event);
559       if(event.type == SDL_QUIT)
560         main_loop->quit();
561     }
562
563     if(main_controller->pressed(Controller::JUMP)
564         || main_controller->pressed(Controller::ACTION)
565         || main_controller->pressed(Controller::PAUSE_MENU)
566         || main_controller->pressed(Controller::MENU_SELECT))
567       running = false;
568     else if(main_controller->pressed(Controller::DOWN))
569       box->scrolldown();
570     else if(main_controller->pressed(Controller::UP))
571       box->scrollup();
572     box->draw(context);
573     draw(context);
574     context.do_drawing();
575     sound_manager->update();
576   }
577
578   delete box;
579 }
580
581 void
582 GameSession::start_sequence(const std::string& sequencename)
583 {
584   if(sequencename == "endsequence" || sequencename == "fireworks") {
585     if(end_sequence)
586       return;
587
588     speed_factor = 0.5;
589     end_sequence = ENDSEQUENCE_RUNNING;
590     endsequence_timer.start(7.3);
591     last_x_pos = -1;
592     sound_manager->play_music("music/leveldone.ogg", false);
593     currentsector->player->invincible_timer.start(7.3);
594
595     // Stop all clocks.
596     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
597         i != currentsector->gameobjects.end(); ++i)
598     {
599       GameObject* obj = *i;
600
601       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
602       if(lt)
603         lt->stop();
604     }
605
606     if(sequencename == "fireworks") {
607       currentsector->add_object(new Fireworks());
608     }
609   } else if(sequencename == "stoptux") {
610     if(!end_sequence) {
611       log_warning << "Final target reached without an active end sequence" << std::endl;
612       this->start_sequence("endsequence");
613     }
614     end_sequence =  ENDSEQUENCE_WAITING;
615   } else {
616     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
617   }
618 }
619
620 /* (Status): */
621 void
622 GameSession::drawstatus(DrawingContext& context)
623 {
624   player_status->draw(context);
625
626   // draw level stats while end_sequence is running
627   if (end_sequence) {
628     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
629   }
630 }