Keep fire on backflip. Image still missing
[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
170   current_ = NULL;
171 }
172
173 void
174 GameSession::record_demo(const std::string& filename)
175 {
176   delete capture_demo_stream;
177
178   capture_demo_stream = new std::ofstream(filename.c_str());
179   if(!capture_demo_stream->good()) {
180     std::stringstream msg;
181     msg << "Couldn't open demo file '" << filename << "' for writing.";
182     throw std::runtime_error(msg.str());
183   }
184   capture_file = filename;
185
186   char buf[30];                            // save the seed in the demo file
187   snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
188   for (int i=0; i==0 || buf[i-1]; i++)
189     capture_demo_stream->put(buf[i]);
190 }
191
192 int
193 GameSession::get_demo_random_seed(const std::string& filename)
194 {
195   std::istream* test_stream = new std::ifstream(filename.c_str());
196   if(test_stream->good()) {
197     char buf[30];                     // recall the seed from the demo file
198     int seed;
199     for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
200       test_stream->get(buf[i]);
201     if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
202       log_info << "Random seed " << seed << " from demo file" << std::endl;
203          return seed;
204     }
205     else
206       log_info << "Demo file contains no random number" << std::endl;
207   }
208   return 0;
209 }
210
211 void
212 GameSession::play_demo(const std::string& filename)
213 {
214   delete playback_demo_stream;
215   delete demo_controller;
216
217   playback_demo_stream = new std::ifstream(filename.c_str());
218   if(!playback_demo_stream->good()) {
219     std::stringstream msg;
220     msg << "Couldn't open demo file '" << filename << "' for reading.";
221     throw std::runtime_error(msg.str());
222   }
223
224   Player& tux = *currentsector->player;
225   demo_controller = new CodeController();
226   tux.set_controller(demo_controller);
227
228   // skip over random seed, if it exists in the file
229   char buf[30];                            // ascii decimal seed
230   int seed;
231   for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
232     playback_demo_stream->get(buf[i]);
233   if (sscanf(buf, "random_seed=%010d", &seed) != 1)
234     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
235 }
236
237 void
238 GameSession::levelintro()
239 {
240   sound_manager->stop_music();
241
242   DrawingContext context;
243   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
244       i != currentsector->gameobjects.end(); ++i) {
245     Background* background = dynamic_cast<Background*> (*i);
246     if(background) {
247       background->draw(context);
248     }
249     Gradient* gradient = dynamic_cast<Gradient*> (*i);
250     if(gradient) {
251       gradient->draw(context);
252     }
253   }
254
255 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
256 //      ALIGN_CENTER, LAYER_FOREGROUND1);
257   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
258       LAYER_FOREGROUND1);
259
260   std::stringstream ss_coins;
261   ss_coins << _("Coins") << ": " << player_status->coins;
262   context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
263       ALIGN_CENTER, LAYER_FOREGROUND1);
264
265   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
266     context.draw_text(white_small_text,
267       std::string(_("contributed by ")) + level->get_author(),
268       Vector(SCREEN_WIDTH/2, 350), ALIGN_CENTER, LAYER_FOREGROUND1);
269
270   if(best_level_statistics != NULL)
271     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
272
273   wait_for_event(1.0, 3.0);
274 }
275
276 void
277 GameSession::on_escape_press()
278 {
279   if(currentsector->player->is_dying() || end_sequence)
280   {
281     // Let the timers run out, we fast-forward them to force past a sequence
282     if (end_sequence)
283       end_sequence->stop();
284
285     currentsector->player->dying_timer.start(FLT_EPSILON);
286     return;   // don't let the player open the menu, when he is dying
287   }
288
289   if(level->on_menukey_script != "") {
290     std::istringstream in(level->on_menukey_script);
291     run_script(in, "OnMenuKeyScript");
292   } else {
293     toggle_pause();
294   }
295 }
296
297 void
298 GameSession::toggle_pause()
299 {
300   if(!game_pause) {
301     speed_before_pause = main_loop->get_speed();
302     main_loop->set_speed(0);
303     Menu::set_current(game_menu.get());
304     game_menu->set_active_item(MNID_CONTINUE);
305     game_pause = true;
306   } else {
307     main_loop->set_speed(speed_before_pause);
308     Menu::set_current(NULL);
309     game_pause = false;
310   }
311 }
312
313 HSQUIRRELVM
314 GameSession::run_script(std::istream& in, const std::string& sourcename)
315 {
316   using namespace Scripting;
317
318   // garbage collect thread list
319   for(ScriptList::iterator i = scripts.begin();
320       i != scripts.end(); ) {
321     HSQOBJECT& object = *i;
322     HSQUIRRELVM vm = object_to_vm(object);
323
324     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
325       sq_release(global_vm, &object);
326       i = scripts.erase(i);
327       continue;
328     }
329
330     ++i;
331   }
332
333   HSQOBJECT object = create_thread(global_vm);
334   scripts.push_back(object);
335
336   HSQUIRRELVM vm = object_to_vm(object);
337
338   compile_and_run(vm, in, sourcename);
339
340   return vm;
341 }
342
343 void
344 GameSession::process_events()
345 {
346   // end of pause mode?
347   if(!Menu::current() && game_pause) {
348     game_pause = false;
349   }
350
351   // playback a demo?
352   if(playback_demo_stream != 0) {
353     demo_controller->update();
354     char left = false;
355     char right = false;
356     char up = false;
357     char down = false;
358     char jump = false;
359     char action = false;
360     playback_demo_stream->get(left);
361     playback_demo_stream->get(right);
362     playback_demo_stream->get(up);
363     playback_demo_stream->get(down);
364     playback_demo_stream->get(jump);
365     playback_demo_stream->get(action);
366     demo_controller->press(Controller::LEFT, left);
367     demo_controller->press(Controller::RIGHT, right);
368     demo_controller->press(Controller::UP, up);
369     demo_controller->press(Controller::DOWN, down);
370     demo_controller->press(Controller::JUMP, jump);
371     demo_controller->press(Controller::ACTION, action);
372   }
373
374   // save input for demo?
375   if(capture_demo_stream != 0) {
376     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
377     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
378     capture_demo_stream ->put(main_controller->hold(Controller::UP));
379     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
380     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));
381     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
382   }
383 }
384
385 void
386 GameSession::check_end_conditions()
387 {
388   Player* tux = currentsector->player;
389
390   /* End of level? */
391   if(end_sequence && end_sequence->is_done()) {
392     finish(true);
393   } else if (!end_sequence && tux->is_dead()) {
394     restart_level();
395   }
396 }
397
398 void
399 GameSession::draw(DrawingContext& context)
400 {
401   currentsector->draw(context);
402   drawstatus(context);
403
404   if(game_pause)
405     draw_pause(context);
406 }
407
408 void
409 GameSession::draw_pause(DrawingContext& context)
410 {
411   context.draw_filled_rect(
412       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
413       Color(.2f, .2f, .2f, .5f), LAYER_FOREGROUND1);
414 }
415
416 void
417 GameSession::process_menu()
418 {
419   Menu* menu = Menu::current();
420   if(menu) {
421     menu->update();
422
423     if(menu == game_menu.get()) {
424       switch (game_menu->check()) {
425         case MNID_CONTINUE:
426           Menu::set_current(0);
427           toggle_pause();
428           break;
429         case MNID_ABORTLEVEL:
430           Menu::set_current(0);
431           main_loop->exit_screen();
432           break;
433       }
434     }
435   }
436 }
437
438 void
439 GameSession::setup()
440 {
441   Menu::set_current(NULL);
442   current_ = this;
443
444   if(currentsector != Sector::current()) {
445         currentsector->activate(currentsector->player->get_pos());
446   }
447   currentsector->play_music(LEVEL_MUSIC);
448
449   // Eat unneeded events
450   SDL_Event event;
451   while(SDL_PollEvent(&event))
452   {}
453 }
454
455 void
456 GameSession::update(float elapsed_time)
457 {
458   // handle controller
459   if(main_controller->pressed(Controller::PAUSE_MENU))
460     on_escape_press();
461
462   process_events();
463   process_menu();
464
465   check_end_conditions();
466
467   // respawning in new sector?
468   if(newsector != "" && newspawnpoint != "") {
469     Sector* sector = level->get_sector(newsector);
470     if(sector == 0) {
471       log_warning << "Sector '" << newsector << "' not found" << std::endl;
472     }
473     sector->activate(newspawnpoint);
474     sector->play_music(LEVEL_MUSIC);
475     currentsector = sector;
476     newsector = "";
477     newspawnpoint = "";
478   }
479
480   // Update the world state and all objects in the world
481   if(!game_pause) {
482     // Update the world
483     if (!end_sequence) {
484       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
485       level->stats.time = play_time;
486       currentsector->update(elapsed_time);
487     } else {
488       if (!end_sequence->is_tux_stopped()) {
489         currentsector->update(elapsed_time);
490       } else {
491         end_sequence->update(elapsed_time);
492       }
493     }
494   }
495
496   // update sounds
497   sound_manager->set_listener_position(currentsector->player->get_pos());
498
499   /* Handle music: */
500   if (end_sequence)
501     return;
502
503   if(currentsector->player->invincible_timer.started()) {
504     if(currentsector->player->invincible_timer.get_timeleft() <=
505        TUX_INVINCIBLE_TIME_WARNING) {
506       currentsector->play_music(HERRING_WARNING_MUSIC);
507     } else {
508       currentsector->play_music(HERRING_MUSIC);
509     }
510   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
511     currentsector->play_music(LEVEL_MUSIC);
512   }
513 }
514
515 void
516 GameSession::finish(bool win)
517 {
518   using namespace WorldMapNS;
519
520   if(win) {
521     if(WorldMap::current())
522       WorldMap::current()->finished_level(level.get());
523   }
524
525   main_loop->exit_screen();
526 }
527
528 void
529 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
530 {
531   newsector = sector;
532   newspawnpoint = spawnpoint;
533 }
534
535 void
536 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
537 {
538   reset_sector = sector;
539   reset_pos = pos;
540 }
541
542 std::string
543 GameSession::get_working_directory()
544 {
545   return FileSystem::dirname(levelfile);
546 }
547
548 void
549 GameSession::display_info_box(const std::string& text)
550 {
551   InfoBox* box = new InfoBox(text);
552
553   bool running = true;
554   DrawingContext context;
555
556   while(running)  {
557
558     // TODO make a screen out of this, another mainloop is ugly
559     main_controller->update();
560     SDL_Event event;
561     while (SDL_PollEvent(&event)) {
562       main_controller->process_event(event);
563       if(event.type == SDL_QUIT)
564         main_loop->quit();
565     }
566
567     if(main_controller->pressed(Controller::JUMP)
568         || main_controller->pressed(Controller::ACTION)
569         || main_controller->pressed(Controller::PAUSE_MENU)
570         || main_controller->pressed(Controller::MENU_SELECT))
571       running = false;
572     else if(main_controller->pressed(Controller::DOWN))
573       box->scrolldown();
574     else if(main_controller->pressed(Controller::UP))
575       box->scrollup();
576     box->draw(context);
577     draw(context);
578     context.do_drawing();
579     sound_manager->update();
580   }
581
582   delete box;
583 }
584
585 void
586 GameSession::start_sequence(const std::string& sequencename)
587 {
588   // handle special "stoptux" sequence
589   if (sequencename == "stoptux") {
590     if (!end_sequence) {
591       log_warning << "Final target reached without an active end sequence" << std::endl;
592       this->start_sequence("endsequence");
593     }
594     if (end_sequence) end_sequence->stop_tux();
595     return;
596   }
597
598   // abort if a sequence is already playing
599   if (end_sequence)
600           return;
601
602   if (sequencename == "endsequence") {
603     if (currentsector->get_players()[0]->physic.get_velocity_x() < 0) {
604       end_sequence = new EndSequenceWalkLeft();
605     } else {
606       end_sequence = new EndSequenceWalkRight();
607     }
608   } else if (sequencename == "fireworks") {
609     end_sequence = new EndSequenceFireworks();
610   } else {
611     log_warning << "Unknown sequence '" << sequencename << "'. Ignoring." << std::endl;
612     return;
613   }
614
615   /* slow down the game for end-sequence */
616   main_loop->set_speed(0.5f);
617
618   currentsector->add_object(end_sequence);
619   end_sequence->start();
620
621   sound_manager->play_music("music/leveldone.ogg", false);
622   currentsector->player->invincible_timer.start(10000.0f);
623
624   // Stop all clocks.
625   for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
626                   i != currentsector->gameobjects.end(); ++i)
627   {
628     GameObject* obj = *i;
629
630     LevelTime* lt = dynamic_cast<LevelTime*> (obj);
631     if(lt)
632       lt->stop();
633   }
634 }
635
636 /* (Status): */
637 void
638 GameSession::drawstatus(DrawingContext& context)
639 {
640   player_status->draw(context);
641
642   // draw level stats while end_sequence is running
643   if (end_sequence) {
644     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
645   }
646 }