Made invincibility sparkle a particle effect
[supertux.git] / src / game_session.cpp
index edac2d9..daac30f 100644 (file)
@@ -36,7 +36,6 @@
 #include "log.hpp"
 #include "worldmap/worldmap.hpp"
 #include "mainloop.hpp"
-#include "video/screen.hpp"
 #include "audio/sound_manager.hpp"
 #include "gui/menu.hpp"
 #include "sector.hpp"
@@ -66,6 +65,9 @@
 #include "gettext.hpp"
 #include "console.hpp"
 #include "flip_level_transformer.hpp"
+#include "trigger/secretarea_trigger.hpp"
+#include "random_generator.hpp"
+#include "scripting/squirrel_util.hpp"
 
 // the engine will be run with a logical framerate of 64fps.
 // We chose 64fps here because it is a power of 2, so 1/64 gives an "even"
@@ -83,7 +85,8 @@ GameSession::GameSession(const std::string& levelfile_, Statistics* statistics)
   : level(0), currentsector(0),
     end_sequence(NO_ENDSEQUENCE), end_sequence_controller(0),
     levelfile(levelfile_), best_level_statistics(statistics),
-    capture_demo_stream(0), playback_demo_stream(0), demo_controller(0)
+    capture_demo_stream(0), playback_demo_stream(0), demo_controller(0),
+    play_time(0)
 {
   current_ = this;
   currentsector = NULL;
@@ -115,28 +118,11 @@ GameSession::restart_level(bool fromBeginning)
 
   level.reset(new Level);
   level->load(levelfile);
-
+  level->stats.total_coins = level->get_total_coins();
+  level->stats.total_badguys = level->get_total_badguys();
+  level->stats.total_secrets = level->get_total_count<SecretAreaTrigger>();
   level->stats.reset();
-  level->stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins());
-  level->stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys());
-  
-  // get time
-  int time = 0;
-  for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
-  {
-    Sector* sec = *i;
-
-    for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
-        j != sec->gameobjects.end(); ++j)
-    {
-      GameObject* obj = *j;
-      
-      LevelTime* lt = dynamic_cast<LevelTime*> (obj);
-      if(lt)
-        time += int(lt->get_level_time());
-    }
-  }
-  level->stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time);
+  if (!fromBeginning) level->stats.declare_invalid();
 
   if (fromBeginning) reset_sector="";
   if(reset_sector != "") {
@@ -154,12 +140,18 @@ GameSession::restart_level(bool fromBeginning)
     currentsector->activate("main");
   }
   
-  levelintro();
+  //levelintro();
 
   currentsector->play_music(LEVEL_MUSIC);
 
-  if(capture_file != "")
+  if(capture_file != "") {
+    int newSeed=0;               // next run uses a new seed
+    while (newSeed == 0)            // which is the next non-zero random num.
+        newSeed = systemRandom.rand();
+    config->random_seed = systemRandom.srand(newSeed);
+    log_info << "Next run uses random seed " <<config->random_seed <<std::endl;
     record_demo(capture_file);
+  }
 }
 
 GameSession::~GameSession()
@@ -185,6 +177,11 @@ GameSession::record_demo(const std::string& filename)
     throw std::runtime_error(msg.str());
   }
   capture_file = filename;
+
+  char buf[30];                            // save the seed in the demo file
+  sprintf(buf, "random_seed=%010d", config->random_seed);
+  for (int i=0; i==0 || buf[i-1]; i++)
+    capture_demo_stream->put(buf[i]);
 }
 
 void
@@ -203,6 +200,19 @@ GameSession::play_demo(const std::string& filename)
   Player& tux = *currentsector->player;
   demo_controller = new CodeController();
   tux.set_controller(demo_controller);
+
+  char buf[30];                            // recall the seed from the demo file
+  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 {
+    playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
+    log_info << "Demo file contains no random number" << std::endl;
+  }
 }
 
 void
@@ -235,12 +245,10 @@ GameSession::levelintro()
       CENTER_ALLIGN, LAYER_FOREGROUND1);
 
   if((level->get_author().size()) && (level->get_author() != "SuperTux Team"))
-    //TODO make author check case/blank-insensitive
     context.draw_text(white_small_text,
       std::string(_("contributed by ")) + level->get_author(), 
       Vector(SCREEN_WIDTH/2, 350), CENTER_ALLIGN, LAYER_FOREGROUND1);
 
-
   if(best_level_statistics != NULL)
     best_level_statistics->draw_message_info(context, _("Best Level Statistics"));
 
@@ -252,8 +260,19 @@ GameSession::on_escape_press()
 {
   if(currentsector->player->is_dying() || end_sequence != NO_ENDSEQUENCE)
     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);
+    run_script(in, "OnMenuKeyScript");
+  } else {
+    toggle_pause();
+  }
+}
   
-  if (!Menu::current()) {
+void
+GameSession::toggle_pause()
+{
+  if(Menu::current() == NULL) {
     Menu::set_current(game_menu.get());
     game_menu->set_active_item(MNID_CONTINUE);
     game_pause = true;
@@ -263,6 +282,36 @@ GameSession::on_escape_press()
   }
 }
 
+HSQUIRRELVM
+GameSession::run_script(std::istream& in, const std::string& sourcename)
+{
+  using namespace Scripting;
+
+  // garbage collect thread list
+  for(ScriptList::iterator i = scripts.begin();
+      i != scripts.end(); ) {
+    HSQOBJECT& object = *i;
+    HSQUIRRELVM vm = object_to_vm(object);
+
+    if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+      sq_release(global_vm, &object);
+      i = scripts.erase(i);
+      continue;
+    }
+
+    ++i;
+  }
+
+  HSQOBJECT object = create_thread(global_vm);
+  scripts.push_back(object);
+
+  HSQUIRRELVM vm = object_to_vm(object);
+
+  compile_and_run(vm, in, sourcename);
+
+  return vm;
+}
+
 void
 GameSession::process_events()
 {
@@ -397,15 +446,15 @@ GameSession::setup()
 void
 GameSession::update(float elapsed_time)
 {
+  // handle controller
+  if(main_controller->pressed(Controller::PAUSE_MENU))
+    on_escape_press();
+  
   process_events();
   process_menu();
 
   check_end_conditions();
 
-  // handle controller
-  if(main_controller->pressed(Controller::PAUSE_MENU))
-    on_escape_press();
-  
   // respawning in new sector?
   if(newsector != "" && newspawnpoint != "") {
     Sector* sector = level->get_sector(newsector);
@@ -425,8 +474,9 @@ GameSession::update(float elapsed_time)
     if (end_sequence == ENDSEQUENCE_RUNNING) {
       currentsector->update(elapsed_time/2);
     } else if(end_sequence == NO_ENDSEQUENCE) {
-      if(!currentsector->player->growing_timer.started())
-        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);
     } 
   }
 
@@ -543,27 +593,6 @@ GameSession::start_sequence(const std::string& sequencename)
         lt->stop();
     }
 
-    // add time spent to statistics
-    int tottime = 0, remtime = 0;
-    for(std::vector<Sector*>::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i)
-    {
-      Sector* sec = *i;
-
-      for(std::vector<GameObject*>::iterator j = sec->gameobjects.begin();
-          j != sec->gameobjects.end(); ++j)
-      {
-        GameObject* obj = *j;
-
-        LevelTime* lt = dynamic_cast<LevelTime*> (obj);
-        if(lt)
-        {
-          tottime += int(lt->get_level_time());
-          remtime += int(lt->get_remaining_time());
-        }
-      }
-    }
-    level->stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime)));
-
     if(sequencename == "fireworks") {
       currentsector->add_object(new Fireworks());
     }