Mr. Bomb now supports custom sprites.
[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) 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=%010d", config->random_seed);
183   for (int i=0; i==0 || buf[i-1]; i++)
184     capture_demo_stream->put(buf[i]);
185 }
186
187 void
188 GameSession::play_demo(const std::string& filename)
189 {
190   delete playback_demo_stream;
191   delete demo_controller;
192   
193   playback_demo_stream = new std::ifstream(filename.c_str());
194   if(!playback_demo_stream->good()) {
195     std::stringstream msg;
196     msg << "Couldn't open demo file '" << filename << "' for reading.";
197     throw std::runtime_error(msg.str());
198   }
199
200   Player& tux = *currentsector->player;
201   demo_controller = new CodeController();
202   tux.set_controller(demo_controller);
203
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     playback_demo_stream->get(buf[i]);
208   if (sscanf(buf, "random_seed=%010d", &seed) == 1) {
209     config->random_seed = seed;            // save where it will be used
210     log_info << "Taking random seed " << seed << " from demo file" <<std::endl;
211   }
212   else {
213     playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
214     log_info << "Demo file contains no random number" << std::endl;
215   }
216 }
217
218 namespace {
219   inline const char* chain(const char* c1, const char* c2) {
220     return (std::string(c1) + std::string(c2)).c_str();
221   }
222   inline const char* chain(const char* c1, const char* c2, const char* c3) {
223     return (std::string(c1) + std::string(c2) + std::string(c3)).c_str();
224   }
225 }
226
227 void
228 GameSession::levelintro()
229 {
230   char str[60];
231
232   sound_manager->stop_music();
233
234   DrawingContext context;
235   for(Sector::GameObjects::iterator i = currentsector->gameobjects.begin();
236       i != currentsector->gameobjects.end(); ++i) {
237     Background* background = dynamic_cast<Background*> (*i);
238     if(background) {
239       background->draw(context);
240     }
241     Gradient* gradient = dynamic_cast<Gradient*> (*i);
242     if(gradient) {
243       gradient->draw(context);
244     }
245   }
246
247 //  context.draw_text(gold_text, level->get_name(), Vector(SCREEN_WIDTH/2, 160),
248 //      CENTER_ALLIGN, LAYER_FOREGROUND1);
249   context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
250       LAYER_FOREGROUND1);
251
252   snprintf(str, sizeof(str), chain(_("Coins"), ": %d"), player_status->coins);
253   context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
254       CENTER_ALLIGN, LAYER_FOREGROUND1);
255
256   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
257     context.draw_text(white_small_text,
258       std::string(_("contributed by ")) + level->get_author(), 
259       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
260
261   if(best_level_statistics != NULL)
262     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
263
264   wait_for_event(1.0, 3.0);
265 }
266
267 void
268 GameSession::on_escape_press()
269 {
270   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
271     return;   // don't let the player open the menu, when he is dying
272
273   if(level->on_menukey_script != "") {
274     std::istringstream in(level->on_menukey_script);
275     run_script(in, "OnMenuKeyScript");
276   } else {
277     toggle_pause();
278   }
279 }
280   
281 void
282 GameSession::toggle_pause()
283 {
284   if(Menu::current() == NULL) {
285     Menu::set_current(game_menu.get());
286     game_menu->set_active_item(MNID_CONTINUE);
287     game_pause = true;
288   } else {
289     Menu::set_current(NULL);
290     game_pause = false;
291   }
292 }
293
294 HSQUIRRELVM
295 GameSession::run_script(std::istream& in, const std::string& sourcename)
296 {
297   using namespace Scripting;
298
299   // garbage collect thread list
300   for(ScriptList::iterator i = scripts.begin();
301       i != scripts.end(); ) {
302     HSQOBJECT& object = *i;
303     HSQUIRRELVM vm = object_to_vm(object);
304
305     if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
306       sq_release(global_vm, &object);
307       i = scripts.erase(i);
308       continue;
309     }
310
311     ++i;
312   }
313
314   HSQOBJECT object = create_thread(global_vm);
315   scripts.push_back(object);
316
317   HSQUIRRELVM vm = object_to_vm(object);
318
319   compile_and_run(vm, in, sourcename);
320
321   return vm;
322 }
323
324 void
325 GameSession::process_events()
326 {
327   Player& tux = *currentsector->player;
328
329   // end of pause mode?
330   if(!Menu::current() && game_pause) {
331     game_pause = false;
332   }
333
334   if (end_sequence != NO_ENDSEQUENCE) {
335     if(end_sequence_controller == 0) {
336       end_sequence_controller = new CodeController();
337       tux.set_controller(end_sequence_controller);
338     }
339
340     end_sequence_controller->press(Controller::RIGHT);
341     
342     if (int(last_x_pos) == int(tux.get_pos().x))
343       end_sequence_controller->press(Controller::JUMP);    
344     last_x_pos = tux.get_pos().x;
345   }
346
347   // playback a demo?
348   if(playback_demo_stream != 0) {
349     demo_controller->update();
350     char left = false;
351     char right = false;
352     char up = false;
353     char down = false;
354     char jump = false;
355     char action = false;
356     playback_demo_stream->get(left);
357     playback_demo_stream->get(right);
358     playback_demo_stream->get(up);
359     playback_demo_stream->get(down);
360     playback_demo_stream->get(jump);
361     playback_demo_stream->get(action);
362     demo_controller->press(Controller::LEFT, left);
363     demo_controller->press(Controller::RIGHT, right);
364     demo_controller->press(Controller::UP, up);
365     demo_controller->press(Controller::DOWN, down);
366     demo_controller->press(Controller::JUMP, jump);
367     demo_controller->press(Controller::ACTION, action);
368   }
369
370   // save input for demo?
371   if(capture_demo_stream != 0) {
372     capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
373     capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
374     capture_demo_stream ->put(main_controller->hold(Controller::UP));
375     capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
376     capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
377     capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
378   }
379 }
380
381 void
382 GameSession::check_end_conditions()
383 {
384   Player* tux = currentsector->player;
385
386   /* End of level? */
387   if(end_sequence && endsequence_timer.check()) {
388     finish(true);
389     return;
390   } else if (!end_sequence && tux->is_dead()) {
391     if (player_status->coins < 0) { 
392       // No more coins: restart level from beginning
393       player_status->coins = 0;
394       restart_level(true);
395     } else { 
396       // Still has coins: restart level from last reset point
397       restart_level(false);
398     }
399     
400     return;
401   }
402 }
403
404 void 
405 GameSession::draw(DrawingContext& context)
406 {
407   currentsector->draw(context);
408   drawstatus(context);
409
410   if(game_pause)
411     draw_pause(context);
412 }
413
414 void
415 GameSession::draw_pause(DrawingContext& context)
416 {
417   context.draw_filled_rect(
418       Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
419       Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
420 }
421   
422 void
423 GameSession::process_menu()
424 {
425   Menu* menu = Menu::current();
426   if(menu) {
427     menu->update();
428
429     if(menu == game_menu.get()) {
430       switch (game_menu->check()) {
431         case MNID_CONTINUE:
432           Menu::set_current(0);
433           break;
434         case MNID_ABORTLEVEL:
435           Menu::set_current(0);
436           main_loop->exit_screen();
437           break;
438       }
439     }
440   }
441 }
442
443 void
444 GameSession::setup()
445 {
446   Menu::set_current(NULL);
447   current_ = this;
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 == ENDSEQUENCE_RUNNING) {
484       currentsector->update(elapsed_time/2);
485     } else if(end_sequence == NO_ENDSEQUENCE) {
486       play_time += elapsed_time; //TODO: make sure we don't count cutscene time
487       level->stats.time = play_time;
488       currentsector->update(elapsed_time);
489     } 
490   }
491
492   // update sounds
493   sound_manager->set_listener_position(currentsector->player->get_pos());
494
495   /* Handle music: */
496   if (end_sequence)
497     return;
498   
499   if(currentsector->player->invincible_timer.started()) {
500     if(currentsector->player->invincible_timer.get_timeleft() <=
501        TUX_INVINCIBLE_TIME_WARNING) {
502       currentsector->play_music(HERRING_WARNING_MUSIC);
503     } else {
504       currentsector->play_music(HERRING_MUSIC);
505     }
506   } else if(currentsector->get_music_type() != LEVEL_MUSIC) {
507     currentsector->play_music(LEVEL_MUSIC);
508   }
509 }
510
511 void
512 GameSession::finish(bool win)
513 {
514   using namespace WorldMapNS;
515
516   if(win) {
517     if(WorldMap::current())
518       WorldMap::current()->finished_level(level.get());
519   }
520   
521   main_loop->exit_screen();
522 }
523
524 void
525 GameSession::respawn(const std::string& sector, const std::string& spawnpoint)
526 {
527   newsector = sector;
528   newspawnpoint = spawnpoint;
529 }
530
531 void
532 GameSession::set_reset_point(const std::string& sector, const Vector& pos)
533 {
534   reset_sector = sector;
535   reset_pos = pos;
536 }
537
538 std::string
539 GameSession::get_working_directory()
540 {
541   return FileSystem::dirname(levelfile);
542 }
543
544 void
545 GameSession::display_info_box(const std::string& text)
546 {
547   InfoBox* box = new InfoBox(text);
548
549   bool running = true;
550   DrawingContext context;
551   
552   while(running)  {
553
554     // TODO make a screen out of this, another mainloop is ugly
555     main_controller->update();
556     SDL_Event event;
557     while (SDL_PollEvent(&event)) {
558       main_controller->process_event(event);
559       if(event.type == SDL_QUIT)
560         main_loop->quit();
561     }
562
563     if(main_controller->pressed(Controller::JUMP)
564         || main_controller->pressed(Controller::ACTION)
565         || main_controller->pressed(Controller::PAUSE_MENU)
566         || main_controller->pressed(Controller::MENU_SELECT))
567       running = false;
568     else if(main_controller->pressed(Controller::DOWN))
569       box->scrolldown();
570     else if(main_controller->pressed(Controller::UP))
571       box->scrollup();
572     box->draw(context);
573     draw(context);
574     context.do_drawing();
575     sound_manager->update();
576   }
577
578   delete box;
579 }
580
581 void
582 GameSession::start_sequence(const std::string& sequencename)
583 {
584   if(sequencename == "endsequence" || sequencename == "fireworks") {
585     if(end_sequence)
586       return;
587
588     end_sequence = ENDSEQUENCE_RUNNING;
589     endsequence_timer.start(7.3);
590     last_x_pos = -1;
591     sound_manager->play_music("music/leveldone.ogg", false);
592     currentsector->player->invincible_timer.start(7.3);
593
594     // Stop all clocks.
595     for(std::vector<GameObject*>::iterator i = currentsector->gameobjects.begin();
596         i != currentsector->gameobjects.end(); ++i)
597     {
598       GameObject* obj = *i;
599
600       LevelTime* lt = dynamic_cast<LevelTime*> (obj);
601       if(lt)
602         lt->stop();
603     }
604
605     if(sequencename == "fireworks") {
606       currentsector->add_object(new Fireworks());
607     }
608   } else if(sequencename == "stoptux") {
609     if(!end_sequence) {
610       log_warning << "Final target reached without an active end sequence" << std::endl;
611       this->start_sequence("endsequence");
612     }
613     end_sequence =  ENDSEQUENCE_WAITING;
614   } else {
615     log_warning << "Unknown sequence '" << sequencename << "'" << std::endl;
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 }
630