- fix debugging functions for killing player
[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
126   if (fromBeginning) reset_sector="";
127   if(reset_sector != "") {
128     currentsector = level->get_sector(reset_sector);
129     if(!currentsector) {
130       std::stringstream msg;
131       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
132       throw std::runtime_error(msg.str());
133     }
134     currentsector->activate(reset_pos);
135   } else {
136     currentsector = level->get_sector("main");
137     if(!currentsector)
138       throw std::runtime_error("Couldn't find main sector");
139     currentsector->activate("main");
140   }
141   
142   //levelintro();
143
144   currentsector->play_music(LEVEL_MUSIC);
145
146   if(capture_file != "") {
147     int newSeed=0;               // next run uses a new seed
148     while (newSeed == 0)            // which is the next non-zero random num.
149         newSeed = systemRandom.rand();
150     config->random_seed = systemRandom.srand(newSeed);
151     log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
152     record_demo(capture_file);
153   }
154 }
155
156 GameSession::~GameSession()
157 {
158   delete capture_demo_stream;
159   delete playback_demo_stream;
160   delete demo_controller;
161
162   delete end_sequence_controller;
163
164   current_ = NULL;
165 }
166
167 void
168 GameSession::record_demo(const std::string& filename)
169 {
170   delete capture_demo_stream;
171   
172   capture_demo_stream = new std::ofstream(filename.c_str()); 
173   if(!capture_demo_stream->good()) {
174     std::stringstream msg;
175     msg << "Couldn't open demo file '" << filename << "' for writing.";
176     throw std::runtime_error(msg.str());
177   }
178   capture_file = filename;
179
180   char buf[30];                            // save the seed in the demo file
181   sprintf(buf, "random_seed=%010d", config->random_seed);
182   for (int i=0; i==0 || buf[i-1]; i++)
183     capture_demo_stream->put(buf[i]);
184 }
185
186 void
187 GameSession::play_demo(const std::string& filename)
188 {
189   delete playback_demo_stream;
190   delete demo_controller;
191   
192   playback_demo_stream = new std::ifstream(filename.c_str());
193   if(!playback_demo_stream->good()) {
194     std::stringstream msg;
195     msg << "Couldn't open demo file '" << filename << "' for reading.";
196     throw std::runtime_error(msg.str());
197   }
198
199   Player& tux = *currentsector->player;
200   demo_controller = new CodeController();
201   tux.set_controller(demo_controller);
202
203   char buf[30];                            // recall the seed from the demo file
204   int seed;
205   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
206     playback_demo_stream->get(buf[i]);
207   if (sscanf(buf, "random_seed=%010d", &seed) == 1) {
208     config->random_seed = seed;            // save where it will be used
209     log_info << "Taking random seed " << seed << " from demo file" <<std::endl;
210   }
211   else {
212     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
213     log_info << "Demo file contains no random number" << std::endl;
214   }
215 }
216
217 void
218 GameSession::levelintro()
219 {
220   char str[60];
221
222   sound_manager->stop_music();
223
224   DrawingContext context;
225   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
226       i != currentsector->gameobjects.end(); ++i) {
227     Background* background = dynamic_cast<Background*> (*i);
228     if(background) {
229       background->draw(context);
230     }
231     Gradient* gradient = dynamic_cast<Gradient*> (*i);
232     if(gradient) {
233       gradient->draw(context);
234     }
235   }
236
237 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
238 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
239   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
240       LAYER_FOREGROUND1);
241
242   sprintf(str, "Coins: %d", player_status->coins);
243   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
244       CENTER_ALLIGN, LAYER_FOREGROUND1);
245
246   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
247     context.draw_text(white_small_text,
248       std::string(_("contributed by ")) + level->get_author(), 
249       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
250
251   if(best_level_statistics != NULL)
252     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
253
254   wait_for_event(1.0, 3.0);
255 }
256
257 void
258 GameSession::on_escape_press()
259 {
260   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
261     return;   // don't let the player open the menu, when he is dying
262
263   if(level->on_menukey_script != "") {
264     std::istringstream in(level->on_menukey_script);
265     run_script(in, "OnMenuKeyScript");
266   } else {
267     toggle_pause();
268   }
269 }
270   
271 void
272 GameSession::toggle_pause()
273 {
274   if(Menu::current() == NULL) {
275     Menu::set_current(game_menu.get());
276     game_menu->set_active_item(MNID_CONTINUE);
277     game_pause = true;
278   } else {
279     Menu::set_current(NULL);
280     game_pause = false;
281   }
282 }
283
284 HSQUIRRELVM
285 GameSession::run_script(std::istream& in, const std::string& sourcename)
286 {
287   using namespace Scripting;
288
289   // garbage collect thread list
290   for(ScriptList::iterator i = scripts.begin();
291       i != scripts.end(); ) {
292     HSQOBJECT& object = *i;
293     HSQUIRRELVM vm = object_to_vm(object);
294
295     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
296       sq_release(global_vm, &object);
297       i = scripts.erase(i);
298       continue;
299     }
300
301     ++i;
302   }
303
304   HSQOBJECT object = create_thread(global_vm);
305   scripts.push_back(object);
306
307   HSQUIRRELVM vm = object_to_vm(object);
308
309   compile_and_run(vm, in, sourcename);
310
311   return vm;
312 }
313
314 void
315 GameSession::process_events()
316 {
317   Player& tux = *currentsector->player;
318
319   // end of pause mode?
320   if(!Menu::current() && game_pause) {
321     game_pause = false;
322   }
323
324   if (end_sequence != NO_ENDSEQUENCE) {
325     if(end_sequence_controller == 0) {
326       end_sequence_controller = new CodeController();
327       tux.set_controller(end_sequence_controller);
328     }
329
330     end_sequence_controller->press(Controller::RIGHT);
331     
332     if (int(last_x_pos) == int(tux.get_pos().x))
333       end_sequence_controller->press(Controller::JUMP);    
334     last_x_pos = tux.get_pos().x;
335   }
336
337   // playback a demo?
338   if(playback_demo_stream != 0) {
339     demo_controller->update();
340     char left = false;
341     char right = false;
342     char up = false;
343     char down = false;
344     char jump = false;
345     char action = false;
346     playback_demo_stream->get(left);
347     playback_demo_stream->get(right);
348     playback_demo_stream->get(up);
349     playback_demo_stream->get(down);
350     playback_demo_stream->get(jump);
351     playback_demo_stream->get(action);
352     demo_controller->press(Controller::LEFT, left);
353     demo_controller->press(Controller::RIGHT, right);
354     demo_controller->press(Controller::UP, up);
355     demo_controller->press(Controller::DOWN, down);
356     demo_controller->press(Controller::JUMP, jump);
357     demo_controller->press(Controller::ACTION, action);
358   }
359
360   // save input for demo?
361   if(capture_demo_stream != 0) {
362     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
363     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
364     capture_demo_stream ->put(main_controller->hold(Controller::UP));
365     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
366     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
367     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
368   }
369 }
370
371 void
372 GameSession::check_end_conditions()
373 {
374   Player* tux = currentsector->player;
375
376   /* End of level? */
377   if(end_sequence && endsequence_timer.check()) {
378     finish(true);
379     return;
380   } else if (!end_sequence && tux->is_dead()) {
381     if (player_status->coins < 0) { 
382       // No more coins: restart level from beginning
383       player_status->coins = 0;
384       restart_level(true);
385     } else { 
386       // Still has coins: restart level from last reset point
387       restart_level(false);
388     }
389     
390     return;
391   }
392 }
393
394 void 
395 GameSession::draw(DrawingContext& context)
396 {
397   currentsector->draw(context);
398   drawstatus(context);
399
400   if(game_pause)
401     draw_pause(context);
402 }
403
404 void
405 GameSession::draw_pause(DrawingContext& context)
406 {
407   context.draw_filled_rect(
408       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
409       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
410 }
411   
412 void
413 GameSession::process_menu()
414 {
415   Menu* menu = Menu::current();
416   if(menu) {
417     menu->update();
418
419     if(menu == game_menu.get()) {
420       switch (game_menu->check()) {
421         case MNID_CONTINUE:
422           Menu::set_current(0);
423           break;
424         case MNID_ABORTLEVEL:
425           Menu::set_current(0);
426           main_loop->exit_screen();
427           break;
428       }
429     }
430   }
431 }
432
433 void
434 GameSession::setup()
435 {
436   Menu::set_current(NULL);
437   current_ = this;
438
439   // Eat unneeded events
440   SDL_Event event;
441   while(SDL_PollEvent(&event))
442   {}
443 }
444
445 void
446 GameSession::update(float elapsed_time)
447 {
448   process_events();
449   process_menu();
450
451   check_end_conditions();
452
453   // handle controller
454   if(main_controller->pressed(Controller::PAUSE_MENU))
455     on_escape_press();
456   
457   // respawning in new sector?
458   if(newsector != "" && newspawnpoint != "") {
459     Sector* sector = level->get_sector(newsector);
460     if(sector == 0) {
461       log_warning << "Sector '" << newsector << "' not found" << std::endl;
462     }
463     sector->activate(newspawnpoint);
464     sector->play_music(LEVEL_MUSIC);
465     currentsector = sector;
466     newsector = "";
467     newspawnpoint = "";
468   }
469
470   // Update the world state and all objects in the world
471   if(!game_pause) {
472     // Update the world
473     if (end_sequence == ENDSEQUENCE_RUNNING) {
474       currentsector->update(elapsed_time/2);
475     } else if(end_sequence == NO_ENDSEQUENCE) {
476       if(!currentsector->player->growing_timer.started()) {
477         play_time += elapsed_time; //TODO: make sure we don't count cutscene time
478         level->stats.time = play_time;
479         currentsector->update(elapsed_time);
480       }
481     } 
482   }
483
484   // update sounds
485   sound_manager->set_listener_position(currentsector->player->get_pos());
486
487   /* Handle music: */
488   if (end_sequence)
489     return;
490   
491   if(currentsector->player->invincible_timer.started()) {
492     if(currentsector->player->invincible_timer.get_timeleft() <=
493        TUX_INVINCIBLE_TIME_WARNING) {
494       currentsector->play_music(HERRING_WARNING_MUSIC);
495     } else {
496       currentsector->play_music(HERRING_MUSIC);
497     }
498   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
499     currentsector->play_music(LEVEL_MUSIC);
500   }
501 }
502
503 void
504 GameSession::finish(bool win)
505 {
506   using namespace WorldMapNS;
507
508   if(win) {
509     if(WorldMap::current())
510       WorldMap::current()->finished_level(level.get());
511   }
512   
513   main_loop->exit_screen();
514 }
515
516 void
517 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
518 {
519   newsector = sector;
520   newspawnpoint = spawnpoint;
521 }
522
523 void
524 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
525 {
526   reset_sector = sector;
527   reset_pos = pos;
528 }
529
530 std::string
531 GameSession::get_working_directory()
532 {
533   return FileSystem::dirname(levelfile);
534 }
535
536 void
537 GameSession::display_info_box(const std::string& text)
538 {
539   InfoBox* box = new InfoBox(text);
540
541   bool running = true;
542   DrawingContext context;
543   
544   while(running)  {
545
546     // TODO make a screen out of this, another mainloop is ugly
547     main_controller->update();
548     SDL_Event event;
549     while (SDL_PollEvent(&event)) {
550       main_controller->process_event(event);
551       if(event.type == SDL_QUIT)
552         main_loop->quit();
553     }
554
555     if(main_controller->pressed(Controller::JUMP)
556         || main_controller->pressed(Controller::ACTION)
557         || main_controller->pressed(Controller::PAUSE_MENU)
558         || main_controller->pressed(Controller::MENU_SELECT))
559       running = false;
560     else if(main_controller->pressed(Controller::DOWN))
561       box->scrolldown();
562     else if(main_controller->pressed(Controller::UP))
563       box->scrollup();
564     box->draw(context);
565     draw(context);
566     context.do_drawing();
567     sound_manager->update();
568   }
569
570   delete box;
571 }
572
573 void
574 GameSession::start_sequence(const std::string& sequencename)
575 {
576   if(sequencename == "endsequence" || sequencename == "fireworks") {
577     if(end_sequence)
578       return;
579
580     end_sequence = ENDSEQUENCE_RUNNING;
581     endsequence_timer.start(7.3);
582     last_x_pos = -1;
583     sound_manager->play_music("music/leveldone.ogg", false);
584     currentsector->player->invincible_timer.start(7.3);
585
586     // Stop all clocks.
587     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
588         i != currentsector->gameobjects.end(); ++i)
589     {
590       GameObject* obj = *i;
591
592       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
593       if(lt)
594         lt->stop();
595     }
596
597     if(sequencename == "fireworks") {
598       currentsector->add_object(new Fireworks());
599     }
600   } else if(sequencename == "stoptux") {
601     if(!end_sequence) {
602       log_warning << "Final target reached without an active end sequence" << std::endl;
603       this->start_sequence("endsequence");
604     }
605     end_sequence =  ENDSEQUENCE_WAITING;
606   } else {
607     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
608   }
609 }
610
611 /* (Status): */
612 void
613 GameSession::drawstatus(DrawingContext& context)
614 {
615   player_status->draw(context);
616
617   // draw level stats while end_sequence is running
618   if (end_sequence) {
619     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
620   }
621 }
622