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