add include for gcc3 in trunk, too
[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 <assert.h>
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <math.h>
27 #include <string.h>
28 #include <errno.h>
29 #include <unistd.h>
30 #include <time.h>
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 #include "scripting/time_scheduler.hpp"
77
78 // the engine will be run with a logical framerate of 64fps.
79 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
80 // binary fraction...
81 static const float LOGICAL_FPS = 64.0;
82
83 enum GameMenuIDs {
84   MNID_CONTINUE,
85   MNID_ABORTLEVEL
86 };
87
88 GameSession* GameSession::current_ = NULL;
89
90 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
91   : level(0), currentsector(0),
92     end_sequence(0),
93     levelfile(levelfile_), best_level_statistics(statistics),
94     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
95     play_time(0)
96 {
97   current_ = this;
98   currentsector = NULL;
99
100   game_pause = false;
101   speed_before_pause = main_loop->get_speed();
102
103   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
104
105   restart_level();
106
107   game_menu.reset(new Menu());
108   game_menu->add_label(_("Pause"));
109   game_menu->add_hl();
110   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
111   game_menu->add_submenu(_("Options"), get_options_menu());
112   game_menu->add_hl();
113   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
114 }
115
116 void
117 GameSession::restart_level()
118 {
119   game_pause   = false;
120   end_sequence = 0;
121
122   main_controller->reset();
123
124   currentsector = 0;
125
126   level.reset(new Level);
127   level->load(levelfile);
128   level->stats.total_coins = level->get_total_coins();
129   level->stats.total_badguys = level->get_total_badguys();
130   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
131   level->stats.reset();
132   if(reset_sector != "")level->stats.declare_invalid();
133
134   if(reset_sector != "") {
135     currentsector = level->get_sector(reset_sector);
136     if(!currentsector) {
137       std::stringstream msg;
138       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
139       throw std::runtime_error(msg.str());
140     }
141     currentsector->activate(reset_pos);
142   } else {
143     currentsector = level->get_sector("main");
144     if(!currentsector)
145       throw std::runtime_error("Couldn't find main sector");
146     currentsector->activate("main");
147   }
148
149   //levelintro();
150
151   sound_manager->stop_music();
152   currentsector->play_music(LEVEL_MUSIC);
153
154   if(capture_file != "") {
155     int newSeed=0;               // next run uses a new seed
156     while (newSeed == 0)            // which is the next non-zero random num.
157         newSeed = systemRandom.rand();
158     config->random_seed = systemRandom.srand(newSeed);
159     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
160     record_demo(capture_file);
161   }
162 }
163
164 GameSession::~GameSession()
165 {
166   delete capture_demo_stream;
167   delete playback_demo_stream;
168   delete demo_controller;
169   free_options_menu();
170
171   current_ = NULL;
172 }
173
174 void
175 GameSession::record_demo(const std::string& filename)
176 {
177   delete capture_demo_stream;
178
179   capture_demo_stream = new std::ofstream(filename.c_str());
180   if(!capture_demo_stream->good()) {
181     std::stringstream msg;
182     msg << "Couldn't open demo file '" << filename << "' for writing.";
183     throw std::runtime_error(msg.str());
184   }
185   capture_file = filename;
186
187   char buf[30];                            // save the seed in the demo file
188   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
189   for (int i=0; i==0 || buf[i-1]; i++)
190     capture_demo_stream->put(buf[i]);
191 }
192
193 int
194 GameSession::get_demo_random_seed(const std::string& filename)
195 {
196   std::istream* test_stream = new std::ifstream(filename.c_str());
197   if(test_stream->good()) {
198     char buf[30];                     // recall the seed from the demo file
199     int seed;
200     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
201       test_stream->get(buf[i]);
202     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
203       log_info << "Random seed " << seed << " from demo file" << std::endl;
204          return seed;
205     }
206     else
207       log_info << "Demo file contains no random number" << std::endl;
208   }
209   return 0;
210 }
211
212 void
213 GameSession::play_demo(const std::string& filename)
214 {
215   delete playback_demo_stream;
216   delete demo_controller;
217
218   playback_demo_stream = new std::ifstream(filename.c_str());
219   if(!playback_demo_stream->good()) {
220     std::stringstream msg;
221     msg << "Couldn't open demo file '" << filename << "' for reading.";
222     throw std::runtime_error(msg.str());
223   }
224
225   Player& tux = *currentsector->player;
226   demo_controller = new CodeController();
227   tux.set_controller(demo_controller);
228
229   // skip over random seed, if it exists in the file
230   char buf[30];                            // ascii decimal seed
231   int seed;
232   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
233     playback_demo_stream->get(buf[i]);
234   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
235     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
236 }
237
238 void
239 GameSession::levelintro()
240 {
241   sound_manager->stop_music();
242
243   DrawingContext context;
244   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
245       i != currentsector->gameobjects.end(); ++i) {
246     Background* background = dynamic_cast<Background*> (*i);
247     if(background) {
248       background->draw(context);
249     }
250     Gradient* gradient = dynamic_cast<Gradient*> (*i);
251     if(gradient) {
252       gradient->draw(context);
253     }
254   }
255
256 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
257 //      ALIGN_CENTER, LAYER_FOREGROUND1);
258   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
259       LAYER_FOREGROUND1);
260
261   std::stringstream ss_coins;
262   ss_coins << _("Coins") << ": " << player_status->coins;
263   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
264       ALIGN_CENTER, LAYER_FOREGROUND1);
265
266   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
267     context.draw_text(white_small_text,
268       std::string(_("contributed by ")) + level->get_author(),
269       Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
270
271   if(best_level_statistics != NULL)
272     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
273
274   wait_for_event(1.0, 3.0);
275 }
276
277 void
278 GameSession::on_escape_press()
279 {
280   if(currentsector->player->is_dying() || end_sequence)
281   {
282     // Let the timers run out, we fast-forward them to force past a sequence
283     if (end_sequence)
284       end_sequence->stop();
285
286     currentsector->player->dying_timer.start(FLT_EPSILON);
287     return;   // don't let the player open the menu, when he is dying
288   }
289
290   if(level->on_menukey_script != "") {
291     std::istringstream in(level->on_menukey_script);
292     run_script(in, "OnMenuKeyScript");
293   } else {
294     toggle_pause();
295   }
296 }
297
298 void
299 GameSession::toggle_pause()
300 {
301   if(!game_pause) {
302     speed_before_pause = main_loop->get_speed();
303     main_loop->set_speed(0);
304     Menu::set_current(game_menu.get());
305     game_menu->set_active_item(MNID_CONTINUE);
306     game_pause = true;
307   } else {
308     main_loop->set_speed(speed_before_pause);
309     Menu::set_current(NULL);
310     game_pause = false;
311   }
312 }
313
314 HSQUIRRELVM
315 GameSession::run_script(std::istream& in, const std::string& sourcename)
316 {
317   using namespace Scripting;
318
319   // garbage collect thread list
320   for(ScriptList::iterator i = scripts.begin();
321       i != scripts.end(); ) {
322     HSQOBJECT& object = *i;
323     HSQUIRRELVM vm = object_to_vm(object);
324
325     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
326       sq_release(global_vm, &object);
327       i = scripts.erase(i);
328       continue;
329     }
330
331     ++i;
332   }
333
334   HSQOBJECT object = create_thread(global_vm);
335   scripts.push_back(object);
336
337   HSQUIRRELVM vm = object_to_vm(object);
338
339   compile_and_run(vm, in, sourcename);
340
341   return vm;
342 }
343
344 void
345 GameSession::process_events()
346 {
347   // end of pause mode?
348   if(!Menu::current() && game_pause) {
349     game_pause = false;
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 && end_sequence->is_done()) {
393     finish(true);
394   } else if (!end_sequence && tux->is_dead()) {
395     restart_level();
396   }
397 }
398
399 void
400 GameSession::draw(DrawingContext& context)
401 {
402   currentsector->draw(context);
403   drawstatus(context);
404
405   if(game_pause)
406     draw_pause(context);
407 }
408
409 void
410 GameSession::draw_pause(DrawingContext& context)
411 {
412   context.draw_filled_rect(
413       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
414       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
415 }
416
417 void
418 GameSession::process_menu()
419 {
420   Menu* menu = Menu::current();
421   if(menu) {
422     menu->update();
423
424     if(menu == game_menu.get()) {
425       switch (game_menu->check()) {
426         case MNID_CONTINUE:
427           Menu::set_current(0);
428           toggle_pause();
429           break;
430         case MNID_ABORTLEVEL:
431           Menu::set_current(0);
432           main_loop->exit_screen();
433           break;
434       }
435     }
436   }
437 }
438
439 void
440 GameSession::setup()
441 {
442   Menu::set_current(NULL);
443   current_ = this;
444
445   if(currentsector != Sector::current()) {
446         currentsector->activate(currentsector->player->get_pos());
447   }
448   currentsector->play_music(LEVEL_MUSIC);
449
450   // Eat unneeded events
451   SDL_Event event;
452   while(SDL_PollEvent(&event))
453   {}
454 }
455
456 void
457 GameSession::update(float elapsed_time)
458 {
459   // handle controller
460   if(main_controller->pressed(Controller::PAUSE_MENU))
461     on_escape_press();
462
463   process_events();
464   process_menu();
465
466   check_end_conditions();
467
468   // respawning in new sector?
469   if(newsector != "" && newspawnpoint != "") {
470     Sector* sector = level->get_sector(newsector);
471     if(sector == 0) {
472       log_warning << "Sector '" << newsector << "' not found" << std::endl;
473     }
474     sector->activate(newspawnpoint);
475     sector->play_music(LEVEL_MUSIC);
476     currentsector = sector;
477     newsector = "";
478     newspawnpoint = "";
479   }
480
481   // Update the world state and all objects in the world
482   if(!game_pause) {
483     // Update the world
484     if (!end_sequence) {
485       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
486       level->stats.time = play_time;
487       currentsector->update(elapsed_time);
488     } else {
489       if (!end_sequence->is_tux_stopped()) {
490         currentsector->update(elapsed_time);
491       } else {
492         end_sequence->update(elapsed_time);
493       }
494     }
495   }
496
497   // update sounds
498   sound_manager->set_listener_position(currentsector->player->get_pos());
499
500   /* Handle music: */
501   if (end_sequence)
502     return;
503
504   if(currentsector->player->invincible_timer.started()) {
505     if(currentsector->player->invincible_timer.get_timeleft() <=
506        TUX_INVINCIBLE_TIME_WARNING) {
507       currentsector->play_music(HERRING_WARNING_MUSIC);
508     } else {
509       currentsector->play_music(HERRING_MUSIC);
510     }
511   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
512     currentsector->play_music(LEVEL_MUSIC);
513   }
514 }
515
516 void
517 GameSession::finish(bool win)
518 {
519   using namespace WorldMapNS;
520
521   if(win) {
522     if(WorldMap::current())
523       WorldMap::current()->finished_level(level.get());
524   }
525
526   main_loop->exit_screen();
527 }
528
529 void
530 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
531 {
532   newsector = sector;
533   newspawnpoint = spawnpoint;
534 }
535
536 void
537 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
538 {
539   reset_sector = sector;
540   reset_pos = pos;
541 }
542
543 std::string
544 GameSession::get_working_directory()
545 {
546   return FileSystem::dirname(levelfile);
547 }
548
549 void
550 GameSession::display_info_box(const std::string& text)
551 {
552   InfoBox* box = new InfoBox(text);
553
554   bool running = true;
555   DrawingContext context;
556
557   while(running)  {
558
559     // TODO make a screen out of this, another mainloop is ugly
560     main_controller->update();
561     SDL_Event event;
562     while (SDL_PollEvent(&event)) {
563       main_controller->process_event(event);
564       if(event.type == SDL_QUIT)
565         main_loop->quit();
566     }
567
568     if(main_controller->pressed(Controller::JUMP)
569         || main_controller->pressed(Controller::ACTION)
570         || main_controller->pressed(Controller::PAUSE_MENU)
571         || main_controller->pressed(Controller::MENU_SELECT))
572       running = false;
573     else if(main_controller->pressed(Controller::DOWN))
574       box->scrolldown();
575     else if(main_controller->pressed(Controller::UP))
576       box->scrollup();
577     box->draw(context);
578     draw(context);
579     context.do_drawing();
580     sound_manager->update();
581   }
582
583   delete box;
584 }
585
586 void
587 GameSession::start_sequence(const std::string& sequencename)
588 {
589   // handle special "stoptux" sequence
590   if (sequencename == "stoptux") {
591     if (!end_sequence) {
592       log_warning << "Final target reached without an active end sequence" << std::endl;
593       this->start_sequence("endsequence");
594     }
595     if (end_sequence) end_sequence->stop_tux();
596     return;
597   }
598
599   // abort if a sequence is already playing
600   if (end_sequence)
601           return;
602
603   if (sequencename == "endsequence") {
604     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
605       end_sequence = new EndSequenceWalkLeft();
606     } else {
607       end_sequence = new EndSequenceWalkRight();
608     }
609   } else if (sequencename == "fireworks") {
610     end_sequence = new EndSequenceFireworks();
611   } else {
612     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
613     return;
614   }
615
616   /* slow down the game for end-sequence */
617   main_loop->set_speed(0.5f);
618
619   currentsector->add_object(end_sequence);
620   end_sequence->start();
621
622   sound_manager->play_music("music/leveldone.ogg", false);
623   currentsector->player->invincible_timer.start(10000.0f);
624
625   // Stop all clocks.
626   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
627                   i != currentsector->gameobjects.end(); ++i)
628   {
629     GameObject* obj = *i;
630
631     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
632     if(lt)
633       lt->stop();
634   }
635 }
636
637 /* (Status): */
638 void
639 GameSession::drawstatus(DrawingContext& context)
640 {
641   player_status->draw(context);
642
643   // draw level stats while end_sequence is running
644   if (end_sequence) {
645     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
646   }
647 }