5109ea98a1fbb9e7efa2cbc23699bcab247ca49d
[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 #include "levelintro.hpp"
78
79 // the engine will be run with a logical framerate of 64fps.
80 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
81 // binary fraction...
82 static const float LOGICAL_FPS = 64.0;
83
84 enum GameMenuIDs {
85   MNID_CONTINUE,
86   MNID_ABORTLEVEL
87 };
88
89 GameSession* GameSession::current_ = NULL;
90
91 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
92   : level(0), currentsector(0),
93     end_sequence(0),
94     levelfile(levelfile_), best_level_statistics(statistics),
95     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
96     play_time(0), edit_mode(false), levelintro_shown(false)
97 {
98   current_ = this;
99   currentsector = NULL;
100
101   game_pause = false;
102   speed_before_pause = main_loop->get_speed();
103
104   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
105
106   restart_level();
107
108   game_menu.reset(new Menu());
109   game_menu->add_label(_("Pause"));
110   game_menu->add_hl();
111   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
112   game_menu->add_submenu(_("Options"), get_options_menu());
113   game_menu->add_hl();
114   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
115 }
116
117 void
118 GameSession::restart_level()
119 {
120
121   if (edit_mode) {
122     force_ghost_mode();
123     return;
124   }
125
126   game_pause   = false;
127   end_sequence = 0;
128
129   main_controller->reset();
130
131   currentsector = 0;
132
133   level.reset(new Level);
134   level->load(levelfile);
135   level->stats.total_coins = level->get_total_coins();
136   level->stats.total_badguys = level->get_total_badguys();
137   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
138   level->stats.reset();
139
140   if(reset_sector != "") {
141     currentsector = level->get_sector(reset_sector);
142     if(!currentsector) {
143       std::stringstream msg;
144       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
145       throw std::runtime_error(msg.str());
146     }
147     level->stats.declare_invalid();
148     currentsector->activate(reset_pos);
149   } else {
150     currentsector = level->get_sector("main");
151     if(!currentsector)
152       throw std::runtime_error("Couldn't find main sector");
153     play_time = 0;
154     currentsector->activate("main");
155   }
156
157   sound_manager->stop_music();
158   currentsector->play_music(LEVEL_MUSIC);
159
160   if(capture_file != "") {
161     int newSeed=0;               // next run uses a new seed
162     while (newSeed == 0)            // which is the next non-zero random num.
163         newSeed = systemRandom.rand();
164     config->random_seed = systemRandom.srand(newSeed);
165     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
166     record_demo(capture_file);
167   }
168 }
169
170 GameSession::~GameSession()
171 {
172   delete capture_demo_stream;
173   delete playback_demo_stream;
174   delete demo_controller;
175   free_options_menu();
176
177   current_ = NULL;
178 }
179
180 void
181 GameSession::record_demo(const std::string& filename)
182 {
183   delete capture_demo_stream;
184
185   capture_demo_stream = new std::ofstream(filename.c_str());
186   if(!capture_demo_stream->good()) {
187     std::stringstream msg;
188     msg << "Couldn't open demo file '" << filename << "' for writing.";
189     throw std::runtime_error(msg.str());
190   }
191   capture_file = filename;
192
193   char buf[30];                            // save the seed in the demo file
194   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
195   for (int i=0; i==0 || buf[i-1]; i++)
196     capture_demo_stream->put(buf[i]);
197 }
198
199 int
200 GameSession::get_demo_random_seed(const std::string& filename)
201 {
202   std::istream* test_stream = new std::ifstream(filename.c_str());
203   if(test_stream->good()) {
204     char buf[30];                     // recall the seed from the demo file
205     int seed;
206     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
207       test_stream->get(buf[i]);
208     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
209       log_info << "Random seed " << seed << " from demo file" << std::endl;
210          return seed;
211     }
212     else
213       log_info << "Demo file contains no random number" << std::endl;
214   }
215   return 0;
216 }
217
218 void
219 GameSession::play_demo(const std::string& filename)
220 {
221   delete playback_demo_stream;
222   delete demo_controller;
223
224   playback_demo_stream = new std::ifstream(filename.c_str());
225   if(!playback_demo_stream->good()) {
226     std::stringstream msg;
227     msg << "Couldn't open demo file '" << filename << "' for reading.";
228     throw std::runtime_error(msg.str());
229   }
230
231   Player& tux = *currentsector->player;
232   demo_controller = new CodeController();
233   tux.set_controller(demo_controller);
234
235   // skip over random seed, if it exists in the file
236   char buf[30];                            // ascii decimal seed
237   int seed;
238   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
239     playback_demo_stream->get(buf[i]);
240   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
241     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
242 }
243
244 void
245 GameSession::on_escape_press()
246 {
247   if(currentsector->player->is_dying() || end_sequence)
248   {
249     // Let the timers run out, we fast-forward them to force past a sequence
250     if (end_sequence)
251       end_sequence->stop();
252
253     currentsector->player->dying_timer.start(FLT_EPSILON);
254     return;   // don't let the player open the menu, when he is dying
255   }
256
257   if(level->on_menukey_script != "") {
258     std::istringstream in(level->on_menukey_script);
259     run_script(in, "OnMenuKeyScript");
260   } else {
261     toggle_pause();
262   }
263 }
264
265 void
266 GameSession::toggle_pause()
267 {
268   // pause
269   if(!game_pause) {
270     speed_before_pause = main_loop->get_speed();
271     main_loop->set_speed(0);
272     Menu::set_current(game_menu.get());
273     game_menu->set_active_item(MNID_CONTINUE);
274     game_pause = true;
275   }
276
277   // unpause is done in update() after the menu is processed
278 }
279
280 void
281 GameSession::set_editmode(bool edit_mode)
282 {
283   if (this->edit_mode == edit_mode) return;
284   this->edit_mode = edit_mode;
285
286   currentsector->get_players()[0]->set_edit_mode(edit_mode);
287
288   if (edit_mode) {
289
290     // entering edit mode
291
292   } else {
293
294     // leaving edit mode
295     restart_level();
296
297   }
298 }
299
300 void
301 GameSession::force_ghost_mode()
302 {
303   currentsector->get_players()[0]->set_ghost_mode(true);
304 }
305
306 HSQUIRRELVM
307 GameSession::run_script(std::istream& in, const std::string& sourcename)
308 {
309   using namespace Scripting;
310
311   // garbage collect thread list
312   for(ScriptList::iterator i = scripts.begin();
313       i != scripts.end(); ) {
314     HSQOBJECT& object = *i;
315     HSQUIRRELVM vm = object_to_vm(object);
316
317     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
318       sq_release(global_vm, &object);
319       i = scripts.erase(i);
320       continue;
321     }
322
323     ++i;
324   }
325
326   HSQOBJECT object = create_thread(global_vm);
327   scripts.push_back(object);
328
329   HSQUIRRELVM vm = object_to_vm(object);
330
331   compile_and_run(vm, in, sourcename);
332
333   return vm;
334 }
335
336 void
337 GameSession::process_events()
338 {
339   // end of pause mode?
340   // XXX this looks like a fail-safe to unpause the game if there's no menu
341   // XXX having it enabled causes some unexpected problems
342   // XXX hopefully disabling it won't...
343   /*
344   if(!Menu::current() && game_pause) {
345     game_pause = false;
346   }
347   */
348
349   // playback a demo?
350   if(playback_demo_stream != 0) {
351     demo_controller->update();
352     char left = false;
353     char right = false;
354     char up = false;
355     char down = false;
356     char jump = false;
357     char action = false;
358     playback_demo_stream->get(left);
359     playback_demo_stream->get(right);
360     playback_demo_stream->get(up);
361     playback_demo_stream->get(down);
362     playback_demo_stream->get(jump);
363     playback_demo_stream->get(action);
364     demo_controller->press(Controller::LEFT, left);
365     demo_controller->press(Controller::RIGHT, right);
366     demo_controller->press(Controller::UP, up);
367     demo_controller->press(Controller::DOWN, down);
368     demo_controller->press(Controller::JUMP, jump);
369     demo_controller->press(Controller::ACTION, action);
370   }
371
372   // save input for demo?
373   if(capture_demo_stream != 0) {
374     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
375     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
376     capture_demo_stream ->put(main_controller->hold(Controller::UP));
377     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
378     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
379     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
380   }
381 }
382
383 void
384 GameSession::check_end_conditions()
385 {
386   Player* tux = currentsector->player;
387
388   /* End of level? */
389   if(end_sequence && end_sequence->is_done()) {
390     finish(true);
391   } else if (!end_sequence && tux->is_dead()) {
392     restart_level();
393   }
394 }
395
396 void
397 GameSession::draw(DrawingContext& context)
398 {
399   currentsector->draw(context);
400   drawstatus(context);
401
402   if(game_pause)
403     draw_pause(context);
404 }
405
406 void
407 GameSession::draw_pause(DrawingContext& context)
408 {
409   context.draw_filled_rect(
410       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
411       Color(0.0f, 0.0f, 0.0f, .25f), LAYER_FOREGROUND1);
412 }
413
414 void
415 GameSession::process_menu()
416 {
417   Menu* menu = Menu::current();
418   if(menu) {
419     menu->update();
420
421     if(menu == game_menu.get()) {
422       switch (game_menu->check()) {
423         case MNID_CONTINUE:
424           Menu::set_current(0);
425           toggle_pause();
426           break;
427         case MNID_ABORTLEVEL:
428           Menu::set_current(0);
429           main_loop->exit_screen();
430           break;
431       }
432     }
433   }
434 }
435
436 void
437 GameSession::setup()
438 {
439   Menu::set_current(NULL);
440   current_ = this;
441
442   if(currentsector != Sector::current()) {
443         currentsector->activate(currentsector->player->get_pos());
444   }
445   currentsector->play_music(LEVEL_MUSIC);
446
447   // Eat unneeded events
448   SDL_Event event;
449   while(SDL_PollEvent(&event))
450   {}
451
452   if (!levelintro_shown) {
453     levelintro_shown = true;
454     main_loop->push_screen(new LevelIntro(level.get(), best_level_statistics));
455   }
456 }
457
458 void
459 GameSession::update(float elapsed_time)
460 {
461   // handle controller
462   if(main_controller->pressed(Controller::PAUSE_MENU))
463     on_escape_press();
464
465   process_events();
466   process_menu();
467
468   // Unpause the game if the menu has been closed
469   if (game_pause && !Menu::current()) {
470     main_loop->set_speed(speed_before_pause);
471     game_pause = false;
472   }
473
474   check_end_conditions();
475
476   // respawning in new sector?
477   if(newsector != "" && newspawnpoint != "") {
478     Sector* sector = level->get_sector(newsector);
479     if(sector == 0) {
480       log_warning << "Sector '" << newsector << "' not found" << std::endl;
481     }
482     sector->activate(newspawnpoint);
483     sector->play_music(LEVEL_MUSIC);
484     currentsector = sector;
485     newsector = "";
486     newspawnpoint = "";
487   }
488
489   // Update the world state and all objects in the world
490   if(!game_pause) {
491     // Update the world
492     if (!end_sequence) {
493       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
494       level->stats.time = play_time;
495       currentsector->update(elapsed_time);
496     } else {
497       if (!end_sequence->is_tux_stopped()) {
498         currentsector->update(elapsed_time);
499       } else {
500         end_sequence->update(elapsed_time);
501       }
502     }
503   }
504
505   // update sounds
506   if (currentsector && currentsector->camera) sound_manager->set_listener_position(currentsector->camera->get_center());
507
508   /* Handle music: */
509   if (end_sequence)
510     return;
511
512   if(currentsector->player->invincible_timer.started()) {
513     if(currentsector->player->invincible_timer.get_timeleft() <=
514        TUX_INVINCIBLE_TIME_WARNING) {
515       currentsector->play_music(HERRING_WARNING_MUSIC);
516     } else {
517       currentsector->play_music(HERRING_MUSIC);
518     }
519   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
520     currentsector->play_music(LEVEL_MUSIC);
521   }
522 }
523
524 void
525 GameSession::finish(bool win)
526 {
527   using namespace WorldMapNS;
528
529   if (edit_mode) {
530     force_ghost_mode();
531     return;
532   }
533
534   if(win) {
535     if(WorldMap::current())
536       WorldMap::current()->finished_level(level.get());
537   }
538
539   main_loop->exit_screen();
540 }
541
542 void
543 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
544 {
545   newsector = sector;
546   newspawnpoint = spawnpoint;
547 }
548
549 void
550 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
551 {
552   reset_sector = sector;
553   reset_pos = pos;
554 }
555
556 std::string
557 GameSession::get_working_directory()
558 {
559   return FileSystem::dirname(levelfile);
560 }
561
562 void
563 GameSession::start_sequence(const std::string& sequencename)
564 {
565   // do not play sequences when in edit mode
566   if (edit_mode) {
567     force_ghost_mode();
568     return;
569   }
570
571   // handle special "stoptux" sequence
572   if (sequencename == "stoptux") {
573     if (!end_sequence) {
574       log_warning << "Final target reached without an active end sequence" << std::endl;
575       this->start_sequence("endsequence");
576     }
577     if (end_sequence) end_sequence->stop_tux();
578     return;
579   }
580
581   // abort if a sequence is already playing
582   if (end_sequence)
583           return;
584
585   if (sequencename == "endsequence") {
586     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
587       end_sequence = new EndSequenceWalkLeft();
588     } else {
589       end_sequence = new EndSequenceWalkRight();
590     }
591   } else if (sequencename == "fireworks") {
592     end_sequence = new EndSequenceFireworks();
593   } else {
594     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
595     return;
596   }
597
598   /* slow down the game for end-sequence */
599   main_loop->set_speed(0.5f);
600
601   currentsector->add_object(end_sequence);
602   end_sequence->start();
603
604   sound_manager->play_music("music/leveldone.ogg", false);
605   currentsector->player->invincible_timer.start(10000.0f);
606
607   // Stop all clocks.
608   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
609                   i != currentsector->gameobjects.end(); ++i)
610   {
611     GameObject* obj = *i;
612
613     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
614     if(lt)
615       lt->stop();
616   }
617 }
618
619 /* (Status): */
620 void
621 GameSession::drawstatus(DrawingContext& context)
622 {
623   player_status->draw(context);
624
625   // draw level stats while end_sequence is running
626   if (end_sequence) {
627     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
628   }
629 }