{
current_ = this;
currentsector = NULL;
-
+
game_pause = false;
statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png"));
level->stats.total_badguys = level->get_total_badguys();
level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
level->stats.reset();
- if (!fromBeginning) level->stats.declare_invalid();
+ if (!fromBeginning && (reset_sector != "")) level->stats.declare_invalid();
if (fromBeginning) reset_sector="";
if(reset_sector != "") {
throw std::runtime_error("Couldn't find main sector");
currentsector->activate("main");
}
-
+
//levelintro();
currentsector->play_music(LEVEL_MUSIC);
GameSession::record_demo(const std::string& filename)
{
delete capture_demo_stream;
-
- capture_demo_stream = new std::ofstream(filename.c_str());
+
+ 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.";
capture_file = filename;
char buf[30]; // save the seed in the demo file
- sprintf(buf, "random_seed=%010d", config->random_seed);
+ snprintf(buf, sizeof(buf), "random_seed=%10d", config->random_seed);
for (int i=0; i==0 || buf[i-1]; i++)
capture_demo_stream->put(buf[i]);
}
+int
+GameSession::get_demo_random_seed(const std::string& filename)
+{
+ std::istream* test_stream = new std::ifstream(filename.c_str());
+ if(test_stream->good()) {
+ char buf[30]; // recall the seed from the demo file
+ int seed;
+ for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
+ test_stream->get(buf[i]);
+ if (sscanf(buf, "random_seed=%10d", &seed) == 1) {
+ log_info << "Random seed " << seed << " from demo file" << std::endl;
+ return seed;
+ }
+ else
+ log_info << "Demo file contains no random number" << std::endl;
+ }
+ return 0;
+}
+
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;
demo_controller = new CodeController();
tux.set_controller(demo_controller);
- char buf[30]; // recall the seed from the demo file
+ // skip over random seed, if it exists in the file
+ char buf[30]; // ascii decimal seed
int seed;
for (int i=0; i<30 && (i==0 || buf[i-1]); i++)
playback_demo_stream->get(buf[i]);
- if (sscanf(buf, "random_seed=%010d", &seed) == 1) {
- config->random_seed = seed; // save where it will be used
- log_info << "Taking random seed " << seed << " from demo file" <<std::endl;
- }
- else {
+ if (sscanf(buf, "random_seed=%010d", &seed) != 1)
playback_demo_stream->seekg(0); // old style w/o seed, restart at beg
- log_info << "Demo file contains no random number" << std::endl;
- }
}
void
GameSession::levelintro()
{
- char str[60];
-
sound_manager->stop_music();
DrawingContext context;
context.draw_center_text(gold_text, level->get_name(), Vector(0, 160),
LAYER_FOREGROUND1);
- sprintf(str, "Coins: %d", player_status->coins);
- context.draw_text(white_text, str, Vector(SCREEN_WIDTH/2, 210),
+ std::stringstream ss_coins;
+ ss_coins << _("Coins") << ": " << player_status->coins;
+ context.draw_text(white_text, ss_coins.str(), Vector(SCREEN_WIDTH/2, 210),
CENTER_ALLIGN, LAYER_FOREGROUND1);
if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
context.draw_text(white_small_text,
- std::string(_("contributed by ")) + level->get_author(),
+ std::string(_("contributed by ")) + level->get_author(),
Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
if(best_level_statistics != NULL)
GameSession::on_escape_press()
{
if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
+ {
+ // Let the timers run out, we fast-forward them to force past a sequence
+ endsequence_timer.start(FLT_EPSILON);
+ currentsector->player->dying_timer.start(FLT_EPSILON);
return; // don't let the player open the menu, when he is dying
+ }
if(level->on_menukey_script != "") {
std::istringstream in(level->on_menukey_script);
toggle_pause();
}
}
-
+
void
GameSession::toggle_pause()
{
}
end_sequence_controller->press(Controller::RIGHT);
-
+
if (int(last_x_pos) == int(tux.get_pos().x))
- end_sequence_controller->press(Controller::JUMP);
+ end_sequence_controller->press(Controller::JUMP);
last_x_pos = tux.get_pos().x;
}
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::JUMP));
capture_demo_stream ->put(main_controller->hold(Controller::ACTION));
}
}
finish(true);
return;
} else if (!end_sequence && tux->is_dead()) {
- if (player_status->coins < 0) {
+ if (player_status->coins < 0) {
// No more coins: restart level from beginning
player_status->coins = 0;
restart_level(true);
- } else {
+ } else {
// Still has coins: restart level from last reset point
restart_level(false);
}
-
+
return;
}
}
-void
+void
GameSession::draw(DrawingContext& context)
{
currentsector->draw(context);
Vector(0,0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
Color(.2, .2, .2, .5), LAYER_FOREGROUND1);
}
-
+
void
GameSession::process_menu()
{
// handle controller
if(main_controller->pressed(Controller::PAUSE_MENU))
on_escape_press();
-
+
process_events();
process_menu();
if (end_sequence == ENDSEQUENCE_RUNNING) {
currentsector->update(elapsed_time/2);
} else if(end_sequence == NO_ENDSEQUENCE) {
- if(!currentsector->player->growing_timer.started()) {
- play_time += elapsed_time; //TODO: make sure we don't count cutscene time
- level->stats.time = play_time;
- currentsector->update(elapsed_time);
- }
- }
+ play_time += elapsed_time; //TODO: make sure we don't count cutscene time
+ level->stats.time = play_time;
+ currentsector->update(elapsed_time);
+ }
}
// update sounds
/* Handle music: */
if (end_sequence)
return;
-
+
if(currentsector->player->invincible_timer.started()) {
if(currentsector->player->invincible_timer.get_timeleft() <=
TUX_INVINCIBLE_TIME_WARNING) {
if(WorldMap::current())
WorldMap::current()->finished_level(level.get());
}
-
+
main_loop->exit_screen();
}
bool running = true;
DrawingContext context;
-
+
while(running) {
// TODO make a screen out of this, another mainloop is ugly
level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get());
}
}
-