[ Patch #1793 ] Turn physic into POD
[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 && (reset_sector != "")) level->stats.declare_invalid();
126
127   if (fromBeginning) reset_sector="";
128   if(reset_sector != "") {
129     currentsector = level->get_sector(reset_sector);
130     if(!currentsector) {
131       std::stringstream msg;
132       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
133       throw std::runtime_error(msg.str());
134     }
135     currentsector->activate(reset_pos);
136   } else {
137     currentsector = level->get_sector("main");
138     if(!currentsector)
139       throw std::runtime_error("Couldn't find main sector");
140     currentsector->activate("main");
141   }
142
143   //levelintro();
144
145   currentsector->play_music(LEVEL_MUSIC);
146
147   if(capture_file != "") {
148     int newSeed=0;               // next run uses a new seed
149     while (newSeed == 0)            // which is the next non-zero random num.
150         newSeed = systemRandom.rand();
151     config->random_seed = systemRandom.srand(newSeed);
152     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
153     record_demo(capture_file);
154   }
155 }
156
157 GameSession::~GameSession()
158 {
159   delete capture_demo_stream;
160   delete playback_demo_stream;
161   delete demo_controller;
162
163   delete end_sequence_controller;
164
165   current_ = NULL;
166 }
167
168 void
169 GameSession::record_demo(const std::string& filename)
170 {
171   delete capture_demo_stream;
172
173   capture_demo_stream = new std::ofstream(filename.c_str());
174   if(!capture_demo_stream->good()) {
175     std::stringstream msg;
176     msg << "Couldn't open demo file '" << filename << "' for writing.";
177     throw std::runtime_error(msg.str());
178   }
179   capture_file = filename;
180
181   char buf[30];                            // save the seed in the demo file
182   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
183   for (int i=0; i==0 || buf[i-1]; i++)
184     capture_demo_stream->put(buf[i]);
185 }
186
187 int
188 GameSession::get_demo_random_seed(const std::string& filename)
189 {
190   std::istream* test_stream = new std::ifstream(filename.c_str());
191   if(test_stream->good()) {
192     char buf[30];                     // recall the seed from the demo file
193     int seed;
194     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
195       test_stream->get(buf[i]);
196     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
197       log_info << "Random seed " << seed << " from demo file" << std::endl;
198          return seed;
199     }
200     else
201       log_info << "Demo file contains no random number" << std::endl;
202   }
203   return 0;
204 }
205
206 void
207 GameSession::play_demo(const std::string& filename)
208 {
209   delete playback_demo_stream;
210   delete demo_controller;
211
212   playback_demo_stream = new std::ifstream(filename.c_str());
213   if(!playback_demo_stream->good()) {
214     std::stringstream msg;
215     msg << "Couldn't open demo file '" << filename << "' for reading.";
216     throw std::runtime_error(msg.str());
217   }
218
219   Player& tux = *currentsector->player;
220   demo_controller = new CodeController();
221   tux.set_controller(demo_controller);
222
223   // skip over random seed, if it exists in the file
224   char buf[30];                            // ascii decimal seed
225   int seed;
226   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
227     playback_demo_stream->get(buf[i]);
228   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
229     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
230 }
231
232 void
233 GameSession::levelintro()
234 {
235   sound_manager->stop_music();
236
237   DrawingContext context;
238   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
239       i != currentsector->gameobjects.end(); ++i) {
240     Background* background = dynamic_cast<Background*> (*i);
241     if(background) {
242       background->draw(context);
243     }
244     Gradient* gradient = dynamic_cast<Gradient*> (*i);
245     if(gradient) {
246       gradient->draw(context);
247     }
248   }
249
250 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
251 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
252   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
253       LAYER_FOREGROUND1);
254
255   std::stringstream ss_coins;
256   ss_coins << _("Coins") << ": " << player_status->coins;
257   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
258       CENTER_ALLIGN, LAYER_FOREGROUND1);
259
260   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
261     context.draw_text(white_small_text,
262       std::string(_("contributed by ")) + level->get_author(),
263       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
264
265   if(best_level_statistics != NULL)
266     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
267
268   wait_for_event(1.0, 3.0);
269 }
270
271 void
272 GameSession::on_escape_press()
273 {
274   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
275   {
276     // Let the timers run out, we fast-forward them to force past a sequence
277     endsequence_timer.start(FLT_EPSILON); 
278     currentsector->player->dying_timer.start(FLT_EPSILON);
279     return;   // don't let the player open the menu, when he is dying
280   }
281
282   if(level->on_menukey_script != "") {
283     std::istringstream in(level->on_menukey_script);
284     run_script(in, "OnMenuKeyScript");
285   } else {
286     toggle_pause();
287   }
288 }
289
290 void
291 GameSession::toggle_pause()
292 {
293   if(Menu::current() == NULL) {
294     Menu::set_current(game_menu.get());
295     game_menu->set_active_item(MNID_CONTINUE);
296     game_pause = true;
297   } else {
298     Menu::set_current(NULL);
299     game_pause = false;
300   }
301 }
302
303 HSQUIRRELVM
304 GameSession::run_script(std::istream& in, const std::string& sourcename)
305 {
306   using namespace Scripting;
307
308   // garbage collect thread list
309   for(ScriptList::iterator i = scripts.begin();
310       i != scripts.end(); ) {
311     HSQOBJECT& object = *i;
312     HSQUIRRELVM vm = object_to_vm(object);
313
314     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
315       sq_release(global_vm, &object);
316       i = scripts.erase(i);
317       continue;
318     }
319
320     ++i;
321   }
322
323   HSQOBJECT object = create_thread(global_vm);
324   scripts.push_back(object);
325
326   HSQUIRRELVM vm = object_to_vm(object);
327
328   compile_and_run(vm, in, sourcename);
329
330   return vm;
331 }
332
333 void
334 GameSession::process_events()
335 {
336   Player& tux = *currentsector->player;
337
338   // end of pause mode?
339   if(!Menu::current() && game_pause) {
340     game_pause = false;
341   }
342
343   if (end_sequence != NO_ENDSEQUENCE) {
344     if(end_sequence_controller == 0) {
345       end_sequence_controller = new CodeController();
346       tux.set_controller(end_sequence_controller);
347     }
348
349     end_sequence_controller->press(Controller::RIGHT);
350
351     if (int(last_x_pos) == int(tux.get_pos().x))
352       end_sequence_controller->press(Controller::JUMP);
353     last_x_pos = tux.get_pos().x;
354   }
355
356   // playback a demo?
357   if(playback_demo_stream != 0) {
358     demo_controller->update();
359     char left = false;
360     char right = false;
361     char up = false;
362     char down = false;
363     char jump = false;
364     char action = false;
365     playback_demo_stream->get(left);
366     playback_demo_stream->get(right);
367     playback_demo_stream->get(up);
368     playback_demo_stream->get(down);
369     playback_demo_stream->get(jump);
370     playback_demo_stream->get(action);
371     demo_controller->press(Controller::LEFT, left);
372     demo_controller->press(Controller::RIGHT, right);
373     demo_controller->press(Controller::UP, up);
374     demo_controller->press(Controller::DOWN, down);
375     demo_controller->press(Controller::JUMP, jump);
376     demo_controller->press(Controller::ACTION, action);
377   }
378
379   // save input for demo?
380   if(capture_demo_stream != 0) {
381     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
382     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
383     capture_demo_stream ->put(main_controller->hold(Controller::UP));
384     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
385     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
386     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
387   }
388 }
389
390 void
391 GameSession::check_end_conditions()
392 {
393   Player* tux = currentsector->player;
394
395   /* End of level? */
396   if(end_sequence && endsequence_timer.check()) {
397     finish(true);
398     return;
399   } else if (!end_sequence && tux->is_dead()) {
400     if (player_status->coins < 0) {
401       // No more coins: restart level from beginning
402       player_status->coins = 0;
403       restart_level(true);
404     } else {
405       // Still has coins: restart level from last reset point
406       restart_level(false);
407     }
408
409     return;
410   }
411 }
412
413 void
414 GameSession::draw(DrawingContext& context)
415 {
416   currentsector->draw(context);
417   drawstatus(context);
418
419   if(game_pause)
420     draw_pause(context);
421 }
422
423 void
424 GameSession::draw_pause(DrawingContext& context)
425 {
426   context.draw_filled_rect(
427       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
428       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
429 }
430
431 void
432 GameSession::process_menu()
433 {
434   Menu* menu = Menu::current();
435   if(menu) {
436     menu->update();
437
438     if(menu == game_menu.get()) {
439       switch (game_menu->check()) {
440         case MNID_CONTINUE:
441           Menu::set_current(0);
442           break;
443         case MNID_ABORTLEVEL:
444           Menu::set_current(0);
445           main_loop->exit_screen();
446           break;
447       }
448     }
449   }
450 }
451
452 void
453 GameSession::setup()
454 {
455   Menu::set_current(NULL);
456   current_ = this;
457
458   // Eat unneeded events
459   SDL_Event event;
460   while(SDL_PollEvent(&event))
461   {}
462 }
463
464 void
465 GameSession::update(float elapsed_time)
466 {
467   // handle controller
468   if(main_controller->pressed(Controller::PAUSE_MENU))
469     on_escape_press();
470
471   process_events();
472   process_menu();
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 == ENDSEQUENCE_RUNNING) {
493       currentsector->update(elapsed_time/2);
494     } else if(end_sequence == NO_ENDSEQUENCE) {
495       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
496       level->stats.time = play_time;
497       currentsector->update(elapsed_time);
498     }
499   }
500
501   // update sounds
502   sound_manager->set_listener_position(currentsector->player->get_pos());
503
504   /* Handle music: */
505   if (end_sequence)
506     return;
507
508   if(currentsector->player->invincible_timer.started()) {
509     if(currentsector->player->invincible_timer.get_timeleft() <=
510        TUX_INVINCIBLE_TIME_WARNING) {
511       currentsector->play_music(HERRING_WARNING_MUSIC);
512     } else {
513       currentsector->play_music(HERRING_MUSIC);
514     }
515   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
516     currentsector->play_music(LEVEL_MUSIC);
517   }
518 }
519
520 void
521 GameSession::finish(bool win)
522 {
523   using namespace WorldMapNS;
524
525   if(win) {
526     if(WorldMap::current())
527       WorldMap::current()->finished_level(level.get());
528   }
529
530   main_loop->exit_screen();
531 }
532
533 void
534 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
535 {
536   newsector = sector;
537   newspawnpoint = spawnpoint;
538 }
539
540 void
541 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
542 {
543   reset_sector = sector;
544   reset_pos = pos;
545 }
546
547 std::string
548 GameSession::get_working_directory()
549 {
550   return FileSystem::dirname(levelfile);
551 }
552
553 void
554 GameSession::display_info_box(const std::string& text)
555 {
556   InfoBox* box = new InfoBox(text);
557
558   bool running = true;
559   DrawingContext context;
560
561   while(running)  {
562
563     // TODO make a screen out of this, another mainloop is ugly
564     main_controller->update();
565     SDL_Event event;
566     while (SDL_PollEvent(&event)) {
567       main_controller->process_event(event);
568       if(event.type == SDL_QUIT)
569         main_loop->quit();
570     }
571
572     if(main_controller->pressed(Controller::JUMP)
573         || main_controller->pressed(Controller::ACTION)
574         || main_controller->pressed(Controller::PAUSE_MENU)
575         || main_controller->pressed(Controller::MENU_SELECT))
576       running = false;
577     else if(main_controller->pressed(Controller::DOWN))
578       box->scrolldown();
579     else if(main_controller->pressed(Controller::UP))
580       box->scrollup();
581     box->draw(context);
582     draw(context);
583     context.do_drawing();
584     sound_manager->update();
585   }
586
587   delete box;
588 }
589
590 void
591 GameSession::start_sequence(const std::string& sequencename)
592 {
593   if(sequencename == "endsequence" || sequencename == "fireworks") {
594     if(end_sequence)
595       return;
596
597     end_sequence = ENDSEQUENCE_RUNNING;
598     endsequence_timer.start(7.3);
599     last_x_pos = -1;
600     sound_manager->play_music("music/leveldone.ogg", false);
601     currentsector->player->invincible_timer.start(7.3);
602
603     // Stop all clocks.
604     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
605         i != currentsector->gameobjects.end(); ++i)
606     {
607       GameObject* obj = *i;
608
609       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
610       if(lt)
611         lt->stop();
612     }
613
614     if(sequencename == "fireworks") {
615       currentsector->add_object(new Fireworks());
616     }
617   } else if(sequencename == "stoptux") {
618     if(!end_sequence) {
619       log_warning << "Final target reached without an active end sequence" << std::endl;
620       this->start_sequence("endsequence");
621     }
622     end_sequence =  ENDSEQUENCE_WAITING;
623   } else {
624     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
625   }
626 }
627
628 /* (Status): */
629 void
630 GameSession::drawstatus(DrawingContext& context)
631 {
632   player_status->draw(context);
633
634   // draw level stats while end_sequence is running
635   if (end_sequence) {
636     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
637   }
638 }