Moved door towards background
[supertux.git] / src / game_session.cpp
index 0e817de..fe24f25 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"
@@ -67,6 +66,8 @@
 #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"
@@ -121,6 +122,7 @@ GameSession::restart_level(bool fromBeginning)
   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="";
   if(reset_sector != "") {
@@ -138,12 +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()
@@ -169,6 +177,30 @@ 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
+  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
@@ -187,13 +219,19 @@ GameSession::play_demo(const std::string& filename)
   Player& tux = *currentsector->player;
   demo_controller = new CodeController();
   tux.set_controller(demo_controller);
+
+  // 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)
+    playback_demo_stream->seekg(0);     // old style w/o seed, restart at beg
 }
 
 void
 GameSession::levelintro()
 {
-  char str[60];
-
   sound_manager->stop_music();
 
   DrawingContext context;
@@ -214,8 +252,9 @@ GameSession::levelintro()
   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"))
@@ -234,8 +273,19 @@ 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;
@@ -245,6 +295,36 @@ 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()
 {
@@ -379,15 +459,15 @@ 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);
@@ -407,11 +487,9 @@ 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()) {
-       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);
     } 
   }