fixed missing include assert
[supertux.git] / src / game_session.cpp
index 662371f..b4d44ad 100644 (file)
@@ -21,6 +21,7 @@
 #include <config.h>
 
 #include <iostream>
+#include <fstream>
 #include <sstream>
 #include <cassert>
 #include <cstdio>
 #include <ctype.h>
 #endif
 
-#include "app/globals.h"
 #include "game_session.h"
 #include "video/screen.h"
-#include "app/setup.h"
 #include "gui/menu.h"
 #include "sector.h"
 #include "level.h"
@@ -56,7 +55,6 @@
 #include "lisp/lisp.h"
 #include "lisp/parser.h"
 #include "resources.h"
-#include "app/gettext.h"
 #include "worldmap.h"
 #include "misc.h"
 #include "statistics.h"
 #include "control/codecontroller.h"
 #include "control/joystickkeyboardcontroller.h"
 #include "main.h"
+#include "gameconfig.h"
+#include "gettext.h"
+
+// the engine will be run with a lofical framerate of 64fps.
+// We choose 64fps here because it is a power of 2, so 1/64 gives an "even"
+// binary fraction...
+static const float LOGICAL_FPS = 64.0;
 
 GameSession* GameSession::current_ = 0;
 
@@ -73,7 +78,8 @@ GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode,
     Statistics* statistics)
   : level(0), currentsector(0), mode(mode),
     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
-    levelfile(levelfile_), best_level_statistics(statistics)
+    levelfile(levelfile_), best_level_statistics(statistics),
+    capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
 {
   current_ = this;
   
@@ -93,7 +99,6 @@ GameSession::restart_level()
   end_sequence = NO_ENDSEQUENCE;
 
   main_controller->reset();
-  last_keys.clear();
 
   delete level;
   currentsector = 0;
@@ -126,16 +131,55 @@ GameSession::restart_level()
 
   start_timers();
   currentsector->play_music(LEVEL_MUSIC);
+
+  if(capture_file != "")
+    record_demo(capture_file);
 }
 
 GameSession::~GameSession()
 {
+  delete capture_demo_stream;
+  delete playback_demo_stream;
+  delete demo_controller;
+
   delete end_sequence_controller;
   delete level;
   delete context;
 }
 
 void
+GameSession::record_demo(const std::string& filename)
+{
+  delete capture_demo_stream;
+  
+  capture_demo_stream = new std::ofstream(filename.c_str()); 
+  if(!capture_demo_stream->good()) {
+    std::stringstream msg;
+    msg << "Couldn't open demo file '" << filename << "' for writing.";
+    throw std::runtime_error(msg.str());
+  }
+  capture_file = filename;
+}
+
+void
+GameSession::play_demo(const std::string& filename)
+{
+  delete playback_demo_stream;
+  delete demo_controller;
+  
+  playback_demo_stream = new std::ifstream(filename.c_str());
+  if(!playback_demo_stream->good()) {
+    std::stringstream msg;
+    msg << "Couldn't open demo file '" << filename << "' for reading.";
+    throw std::runtime_error(msg.str());
+  }
+
+  Player& tux = *currentsector->player;
+  demo_controller = new CodeController();
+  tux.set_controller(demo_controller);
+}
+
+void
 GameSession::levelintro()
 {
   sound_manager->halt_music();
@@ -172,8 +216,7 @@ GameSession::levelintro()
 
   context.do_drawing();
 
-  SDL_Event event;
-  wait_for_event(event,1000,3000,true);
+  wait_for_event(1.0, 3.0);
 }
 
 /* Reset Timers */
@@ -181,7 +224,6 @@ void
 GameSession::start_timers()
 {
   time_left.start(level->timelimit);
-  Ticks::pause_init();
 }
 
 void
@@ -195,10 +237,8 @@ GameSession::on_escape_press()
   } else if (!Menu::current()) {
     Menu::set_current(game_menu);
     game_menu->set_active_item(MNID_CONTINUE);
-    Ticks::pause_start();
     game_pause = true;
   } else {
-    Ticks::pause_stop();
     game_pause = false;
   }
 }
@@ -212,7 +252,6 @@ GameSession::process_events()
   // end of pause mode?
   if(!Menu::current() && game_pause) {
     game_pause = false;
-    Ticks::pause_stop();
   }
 
   if (end_sequence != NO_ENDSEQUENCE) {
@@ -238,6 +277,39 @@ GameSession::process_events()
     if(event.type == SDL_QUIT)
       throw std::runtime_error("Received window close");  
   }
+
+  // playback a demo?
+  if(playback_demo_stream != 0) {
+    demo_controller->update();
+    char left = false;
+    char right = false;
+    char up = false;
+    char down = false;
+    char jump = false;
+    char action = false;
+    playback_demo_stream->get(left);
+    playback_demo_stream->get(right);
+    playback_demo_stream->get(up);
+    playback_demo_stream->get(down);
+    playback_demo_stream->get(jump);
+    playback_demo_stream->get(action);
+    demo_controller->press(Controller::LEFT, left);
+    demo_controller->press(Controller::RIGHT, right);
+    demo_controller->press(Controller::UP, up);
+    demo_controller->press(Controller::DOWN, down);
+    demo_controller->press(Controller::JUMP, jump);
+    demo_controller->press(Controller::ACTION, action);
+  }
+
+  // save input for demo?
+  if(capture_demo_stream != 0) {
+    capture_demo_stream ->put(main_controller->hold(Controller::LEFT));
+    capture_demo_stream ->put(main_controller->hold(Controller::RIGHT));
+    capture_demo_stream ->put(main_controller->hold(Controller::UP));
+    capture_demo_stream ->put(main_controller->hold(Controller::DOWN));
+    capture_demo_stream ->put(main_controller->hold(Controller::JUMP));   
+    capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
+  }
 }
 
 void
@@ -249,55 +321,44 @@ GameSession::try_cheats()
   // but could be used for some cheating, nothing wrong with that)
   if(main_controller->check_cheatcode("grow")) {
     tux.set_bonus(GROWUP_BONUS, false);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("fire")) {
     tux.set_bonus(FIRE_BONUS, false);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("ice")) {
     tux.set_bonus(ICE_BONUS, false);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("lifeup")) {
     player_status.lives++;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("lifedown")) {
     player_status.lives--;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("grease")) {
     tux.physic.set_velocity_x(tux.physic.get_velocity_x()*3);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("invincible")) {
     // be invincle for the rest of the level
     tux.invincible_timer.start(10000);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("shrink")) {
     // remove powerups
     tux.kill(tux.SHRINK);
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("kill")) {
     // kill Tux, but without losing a life
     player_status.lives++;
     tux.kill(tux.KILL);
-    last_keys.clear();
   }
 #if 0
   if(main_controller->check_cheatcode("grid")) {
     // toggle debug grid
     debug_grid = !debug_grid;
-    last_keys.clear();
   }
 #endif
   if(main_controller->check_cheatcode("hover")) {
     // toggle hover ability on/off
     tux.enable_hover = !tux.enable_hover;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("gotoend")) {
     // goes to the end of the level
@@ -305,7 +366,6 @@ GameSession::try_cheats()
           (currentsector->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
     currentsector->camera->reset(
         Vector(tux.get_pos().x, tux.get_pos().y));
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("finish")) {
     // finish current sector
@@ -315,15 +375,12 @@ GameSession::try_cheats()
   // temporary to help player's choosing a flapping
   if(main_controller->check_cheatcode("marek")) {
     tux.flapping_mode = Player::MAREK_FLAP;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("ricardo")) {
     tux.flapping_mode = Player::RICARDO_FLAP;
-    last_keys.clear();
   }
   if(main_controller->check_cheatcode("ryan")) {
     tux.flapping_mode = Player::RYAN_FLAP;
-    last_keys.clear();
   }
 }
 
@@ -456,7 +513,6 @@ GameSession::run()
   current_ = this;
   
   int fps_cnt = 0;
-  double fps_nextframe_ticks; // fps regulating code
 
   // Eat unneeded events
   SDL_Event event;
@@ -465,38 +521,49 @@ GameSession::run()
 
   draw();
 
-  Uint32 lastticks = SDL_GetTicks();
-  fps_ticks = SDL_GetTicks();
-  fps_nextframe_ticks = SDL_GetTicks(); // fps regulating code
+  Uint32 fps_ticks = SDL_GetTicks();
+  Uint32 fps_nextframe_ticks = SDL_GetTicks();
+  Uint32 ticks;
+  bool skipdraw = false;
 
   while (exit_status == ES_NONE) {
-    Uint32 ticks = SDL_GetTicks();
-    float elapsed_time = float(ticks - lastticks) / 1000.;
+    // we run in a logical framerate so elapsed time is a constant
+    static const float elapsed_time = 1.0 / LOGICAL_FPS;
+    // old code... float elapsed_time = float(ticks - lastticks) / 1000.;
     if(!game_pause)
       global_time += elapsed_time;
-    lastticks = ticks;
 
-    // 40fps is minimum
-    if(elapsed_time > 0.025){
-      elapsed_time = 0.025; 
-    }
-            
-    // fps regualting code  
-    const double wantedFps= 60.0; // set to 60 by now
-    while (fps_nextframe_ticks > SDL_GetTicks()){
-           /* just wait */
-           // If we really have to wait long, then do an imprecise SDL_Delay()
-           if (fps_nextframe_ticks - SDL_GetTicks() > 15){
-               SDL_Delay(5);
-           }
-           
+    skipdraw = false;
+
+    // regulate fps
+    ticks = SDL_GetTicks();
+    if(ticks > fps_nextframe_ticks) {
+      // don't draw all frames when we're getting too slow
+      skipdraw = true;
+    } else {
+      while(fps_nextframe_ticks > ticks) {
+        /* just wait */
+        // If we really have to wait long, then do an imprecise SDL_Delay()
+        Uint32 diff = fps_nextframe_ticks - ticks;
+        if(diff > 15) {
+          SDL_Delay(diff - 10);
+        } 
+        ticks = SDL_GetTicks();
+      }
     }
+    fps_nextframe_ticks = ticks + (Uint32) (1000.0 / LOGICAL_FPS);
+
+#if 0
     float diff = SDL_GetTicks() - fps_nextframe_ticks;
-    if (diff > 5.0)
-       fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / wantedFps); // sets the ticks that must have elapsed
-    else
-       fps_nextframe_ticks += 1000.0 / wantedFps; // sets the ticks that must have elapsed
-                                               // in order for the next frame to start.
+    if (diff > 5.0) {
+         // sets the ticks that must have elapsed
+       fps_nextframe_ticks = SDL_GetTicks() + (1000.0 / LOGICAL_FPS);
+    } else {
+        // sets the ticks that must have elapsed
+        // in order for the next frame to start.
+       fps_nextframe_ticks += 1000.0 / LOGICAL_FPS;
+    }
+#endif
 
     process_events();
     process_menu();
@@ -516,10 +583,10 @@ GameSession::run()
     else
     {
       ++pause_menu_frame;
-      SDL_Delay(50);
     }
 
-    draw();
+    if(!skipdraw)
+      draw();
 
     /* Time stops in pause mode */
     if(game_pause || Menu::current())
@@ -723,8 +790,7 @@ GameSession::drawresultscreen()
 
   context.do_drawing();
   
-  SDL_Event event;
-  wait_for_event(event,2000,5000,true);
+  wait_for_event(2.0, 5.0);
 }
 
 std::string slotinfo(int slot)
@@ -757,33 +823,32 @@ bool process_load_game_menu()
 {
   int slot = load_game_menu->check();
 
-  if(slot != -1 && load_game_menu->get_item_by_id(slot).kind == MN_ACTION)
-    {
-      std::stringstream stream;
-      stream << slot;
-      std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
+  if(slot == -1)
+    return false;
+  
+  if(load_game_menu->get_item_by_id(slot).kind != MN_ACTION)
+    return false;
+  
+  std::stringstream stream;
+  stream << slot;
+  std::string slotfile = user_dir + "/save/slot" + stream.str() + ".stsg";
 
-      fadeout(256);
-      DrawingContext context;
-      context.draw_text(white_text, "Loading...",
-                        Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), CENTER_ALLIGN, LAYER_FOREGROUND1);
-      context.do_drawing();
+  fadeout(256);
+  DrawingContext context;
+  context.draw_text(white_text, "Loading...",
+                    Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT/2),
+                    CENTER_ALLIGN, LAYER_FOREGROUND1);
+  context.do_drawing();
 
-      WorldMapNS::WorldMap worldmap;
+  WorldMapNS::WorldMap worldmap;
 
-      worldmap.set_map_filename("/levels/world1/worldmap.stwm");
-      // Load the game or at least set the savegame_file variable
-      worldmap.loadgame(slotfile);
+  worldmap.set_map_filename("/levels/world1/worldmap.stwm");
+  // Load the game or at least set the savegame_file variable
+  worldmap.loadgame(slotfile);
 
-      worldmap.display();
+  worldmap.display();
 
-      Menu::set_current(main_menu);
+  Menu::set_current(main_menu);
 
-      Ticks::pause_stop();
-      return true;
-    }
-  else
-    {
-      return false;
-    }
+  return true;
 }