#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"
#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"
: 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;
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 != "") {
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()
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
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
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"));
{
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;
}
}
+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()
{
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);
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);
}
}
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());
}