2f663727667624eb71ab4ee9ae8c7e8f5981adef
[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
70 // the engine will be run with a logical framerate of 64fps.
71 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
72 // binary fraction...
73 static const float LOGICAL_FPS = 64.0;
74
75 enum GameMenuIDs {
76   MNID_CONTINUE,
77   MNID_ABORTLEVEL
78 };
79
80 GameSession* GameSession::current_ = NULL;
81
82 GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
83   : level(0), currentsector(0),
84     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
85     levelfile(levelfile_), best_level_statistics(statistics),
86     capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
87     play_time(0)
88 {
89   current_ = this;
90   currentsector = NULL;
91   
92   game_pause = false;
93
94   statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
95
96   restart_level(true);
97
98   game_menu.reset(new Menu());
99   game_menu->add_label(_("Pause"));
100   game_menu->add_hl();
101   game_menu->add_entry(MNID_CONTINUE, _("Continue"));
102   game_menu->add_submenu(_("Options"), get_options_menu());
103   game_menu->add_hl();
104   game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level"));
105 }
106
107 void
108 GameSession::restart_level(bool fromBeginning)
109 {
110   game_pause   = false;
111   end_sequence = NO_ENDSEQUENCE;
112
113   main_controller->reset();
114
115   currentsector = 0;
116
117   level.reset(new Level);
118   level->load(levelfile);
119   level->stats.total_coins = level->get_total_coins();
120   level->stats.total_badguys = level->get_total_badguys();
121   level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
122   level->stats.reset();
123
124   if (fromBeginning) reset_sector="";
125   if(reset_sector != "") {
126     currentsector = level->get_sector(reset_sector);
127     if(!currentsector) {
128       std::stringstream msg;
129       msg << "Couldn't find sector '" << reset_sector << "' for resetting tux.";
130       throw std::runtime_error(msg.str());
131     }
132     currentsector->activate(reset_pos);
133   } else {
134     currentsector = level->get_sector("main");
135     if(!currentsector)
136       throw std::runtime_error("Couldn't find main sector");
137     currentsector->activate("main");
138   }
139   
140   //levelintro();
141
142   currentsector->play_music(LEVEL_MUSIC);
143
144   if(capture_file != "")
145     record_demo(capture_file);
146 }
147
148 GameSession::~GameSession()
149 {
150   delete capture_demo_stream;
151   delete playback_demo_stream;
152   delete demo_controller;
153
154   delete end_sequence_controller;
155
156   current_ = NULL;
157 }
158
159 void
160 GameSession::record_demo(const std::string& filename)
161 {
162   delete capture_demo_stream;
163   
164   capture_demo_stream = new std::ofstream(filename.c_str()); 
165   if(!capture_demo_stream->good()) {
166     std::stringstream msg;
167     msg << "Couldn't open demo file '" << filename << "' for writing.";
168     throw std::runtime_error(msg.str());
169   }
170   capture_file = filename;
171 }
172
173 void
174 GameSession::play_demo(const std::string& filename)
175 {
176   delete playback_demo_stream;
177   delete demo_controller;
178   
179   playback_demo_stream = new std::ifstream(filename.c_str());
180   if(!playback_demo_stream->good()) {
181     std::stringstream msg;
182     msg << "Couldn't open demo file '" << filename << "' for reading.";
183     throw std::runtime_error(msg.str());
184   }
185
186   Player& tux = *currentsector->player;
187   demo_controller = new CodeController();
188   tux.set_controller(demo_controller);
189 }
190
191 void
192 GameSession::levelintro()
193 {
194   char str[60];
195
196   sound_manager->stop_music();
197
198   DrawingContext context;
199   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
200       i != currentsector->gameobjects.end(); ++i) {
201     Background* background = dynamic_cast<Background*> (*i);
202     if(background) {
203       background->draw(context);
204     }
205     Gradient* gradient = dynamic_cast<Gradient*> (*i);
206     if(gradient) {
207       gradient->draw(context);
208     }
209   }
210
211 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
212 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
213   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
214       LAYER_FOREGROUND1);
215
216   sprintf(str, "Coins: %d", player_status->coins);
217   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
218       CENTER_ALLIGN, LAYER_FOREGROUND1);
219
220   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
221     context.draw_text(white_small_text,
222       std::string(_("contributed by ")) + level->get_author(), 
223       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
224
225   if(best_level_statistics != NULL)
226     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
227
228   wait_for_event(1.0, 3.0);
229 }
230
231 void
232 GameSession::on_escape_press()
233 {
234   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
235     return;   // don't let the player open the menu, when he is dying
236   
237   if (!Menu::current()) {
238     Menu::set_current(game_menu.get());
239     game_menu->set_active_item(MNID_CONTINUE);
240     game_pause = true;
241   } else {
242     Menu::set_current(NULL);
243     game_pause = false;
244   }
245 }
246
247 void
248 GameSession::process_events()
249 {
250   Player& tux = *currentsector->player;
251
252   // end of pause mode?
253   if(!Menu::current() && game_pause) {
254     game_pause = false;
255   }
256
257   if (end_sequence != NO_ENDSEQUENCE) {
258     if(end_sequence_controller == 0) {
259       end_sequence_controller = new CodeController();
260       tux.set_controller(end_sequence_controller);
261     }
262
263     end_sequence_controller->press(Controller::RIGHT);
264     
265     if (int(last_x_pos) == int(tux.get_pos().x))
266       end_sequence_controller->press(Controller::JUMP);    
267     last_x_pos = tux.get_pos().x;
268   }
269
270   // playback a demo?
271   if(playback_demo_stream != 0) {
272     demo_controller->update();
273     char left = false;
274     char right = false;
275     char up = false;
276     char down = false;
277     char jump = false;
278     char action = false;
279     playback_demo_stream->get(left);
280     playback_demo_stream->get(right);
281     playback_demo_stream->get(up);
282     playback_demo_stream->get(down);
283     playback_demo_stream->get(jump);
284     playback_demo_stream->get(action);
285     demo_controller->press(Controller::LEFT, left);
286     demo_controller->press(Controller::RIGHT, right);
287     demo_controller->press(Controller::UP, up);
288     demo_controller->press(Controller::DOWN, down);
289     demo_controller->press(Controller::JUMP, jump);
290     demo_controller->press(Controller::ACTION, action);
291   }
292
293   // save input for demo?
294   if(capture_demo_stream != 0) {
295     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
296     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
297     capture_demo_stream ->put(main_controller->hold(Controller::UP));
298     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
299     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
300     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
301   }
302 }
303
304 void
305 GameSession::check_end_conditions()
306 {
307   Player* tux = currentsector->player;
308
309   /* End of level? */
310   if(end_sequence && endsequence_timer.check()) {
311     finish(true);
312     return;
313   } else if (!end_sequence && tux->is_dead()) {
314     if (player_status->coins < 0) { 
315       // No more coins: restart level from beginning
316       player_status->coins = 0;
317       restart_level(true);
318     } else { 
319       // Still has coins: restart level from last reset point
320       restart_level(false);
321     }
322     
323     return;
324   }
325 }
326
327 void 
328 GameSession::draw(DrawingContext& context)
329 {
330   currentsector->draw(context);
331   drawstatus(context);
332
333   if(game_pause)
334     draw_pause(context);
335 }
336
337 void
338 GameSession::draw_pause(DrawingContext& context)
339 {
340   context.draw_filled_rect(
341       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
342       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
343 }
344   
345 void
346 GameSession::process_menu()
347 {
348   Menu* menu = Menu::current();
349   if(menu) {
350     menu->update();
351
352     if(menu == game_menu.get()) {
353       switch (game_menu->check()) {
354         case MNID_CONTINUE:
355           Menu::set_current(0);
356           break;
357         case MNID_ABORTLEVEL:
358           Menu::set_current(0);
359           main_loop->exit_screen();
360           break;
361       }
362     }
363   }
364 }
365
366 void
367 GameSession::setup()
368 {
369   Menu::set_current(NULL);
370   current_ = this;
371
372   // Eat unneeded events
373   SDL_Event event;
374   while(SDL_PollEvent(&event))
375   {}
376 }
377
378 void
379 GameSession::update(float elapsed_time)
380 {
381   process_events();
382   process_menu();
383
384   check_end_conditions();
385
386   // handle controller
387   if(main_controller->pressed(Controller::PAUSE_MENU))
388     on_escape_press();
389   
390   // respawning in new sector?
391   if(newsector != "" && newspawnpoint != "") {
392     Sector* sector = level->get_sector(newsector);
393     if(sector == 0) {
394       log_warning << "Sector '" << newsector << "' not found" << std::endl;
395     }
396     sector->activate(newspawnpoint);
397     sector->play_music(LEVEL_MUSIC);
398     currentsector = sector;
399     newsector = "";
400     newspawnpoint = "";
401   }
402
403   // Update the world state and all objects in the world
404   if(!game_pause) {
405     // Update the world
406     if (end_sequence == ENDSEQUENCE_RUNNING) {
407       currentsector->update(elapsed_time/2);
408     } else if(end_sequence == NO_ENDSEQUENCE) {
409       if(!currentsector->player->growing_timer.started()) {
410         play_time += elapsed_time; //TODO: make sure we don't count cutscene time
411         level->stats.time = play_time;
412         currentsector->update(elapsed_time);
413       }
414     } 
415   }
416
417   // update sounds
418   sound_manager->set_listener_position(currentsector->player->get_pos());
419
420   /* Handle music: */
421   if (end_sequence)
422     return;
423   
424   if(currentsector->player->invincible_timer.started()) {
425     if(currentsector->player->invincible_timer.get_timeleft() <=
426        TUX_INVINCIBLE_TIME_WARNING) {
427       currentsector->play_music(HERRING_WARNING_MUSIC);
428     } else {
429       currentsector->play_music(HERRING_MUSIC);
430     }
431   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
432     currentsector->play_music(LEVEL_MUSIC);
433   }
434 }
435
436 void
437 GameSession::finish(bool win)
438 {
439   using namespace WorldMapNS;
440
441   if(win) {
442     if(WorldMap::current())
443       WorldMap::current()->finished_level(level.get());
444   }
445   
446   main_loop->exit_screen();
447 }
448
449 void
450 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
451 {
452   newsector = sector;
453   newspawnpoint = spawnpoint;
454 }
455
456 void
457 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
458 {
459   reset_sector = sector;
460   reset_pos = pos;
461 }
462
463 std::string
464 GameSession::get_working_directory()
465 {
466   return FileSystem::dirname(levelfile);
467 }
468
469 void
470 GameSession::display_info_box(const std::string& text)
471 {
472   InfoBox* box = new InfoBox(text);
473
474   bool running = true;
475   DrawingContext context;
476   
477   while(running)  {
478
479     // TODO make a screen out of this, another mainloop is ugly
480     main_controller->update();
481     SDL_Event event;
482     while (SDL_PollEvent(&event)) {
483       main_controller->process_event(event);
484       if(event.type == SDL_QUIT)
485         main_loop->quit();
486     }
487
488     if(main_controller->pressed(Controller::JUMP)
489         || main_controller->pressed(Controller::ACTION)
490         || main_controller->pressed(Controller::PAUSE_MENU)
491         || main_controller->pressed(Controller::MENU_SELECT))
492       running = false;
493     else if(main_controller->pressed(Controller::DOWN))
494       box->scrolldown();
495     else if(main_controller->pressed(Controller::UP))
496       box->scrollup();
497     box->draw(context);
498     draw(context);
499     context.do_drawing();
500     sound_manager->update();
501   }
502
503   delete box;
504 }
505
506 void
507 GameSession::start_sequence(const std::string& sequencename)
508 {
509   if(sequencename == "endsequence" || sequencename == "fireworks") {
510     if(end_sequence)
511       return;
512
513     end_sequence = ENDSEQUENCE_RUNNING;
514     endsequence_timer.start(7.3);
515     last_x_pos = -1;
516     sound_manager->play_music("music/leveldone.ogg", false);
517     currentsector->player->invincible_timer.start(7.3);
518
519     // Stop all clocks.
520     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
521         i != currentsector->gameobjects.end(); ++i)
522     {
523       GameObject* obj = *i;
524
525       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
526       if(lt)
527         lt->stop();
528     }
529
530     if(sequencename == "fireworks") {
531       currentsector->add_object(new Fireworks());
532     }
533   } else if(sequencename == "stoptux") {
534     if(!end_sequence) {
535       log_warning << "Final target reached without an active end sequence" << std::endl;
536       this->start_sequence("endsequence");
537     }
538     end_sequence =  ENDSEQUENCE_WAITING;
539   } else {
540     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
541   }
542 }
543
544 /* (Status): */
545 void
546 GameSession::drawstatus(DrawingContext& context)
547 {
548   player_status->draw(context);
549
550   // draw level stats while end_sequence is running
551   if (end_sequence) {
552     level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
553   }
554 }
555