X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fgame_session.cpp;h=fe24f25968598d6324525bda9f66491b5f0fe296;hb=7b6e4c78fe9366f3beff03acdd8310d979d8b2a5;hp=26301fabb040ba8308d5e0933c401efde896379d;hpb=53b4479f1e7e148ee0f8940de236359513bb4558;p=supertux.git diff --git a/src/game_session.cpp b/src/game_session.cpp index 26301fabb..fe24f2596 100644 --- a/src/game_session.cpp +++ b/src/game_session.cpp @@ -34,9 +34,8 @@ #include "game_session.hpp" #include "log.hpp" -#include "worldmap.hpp" +#include "worldmap/worldmap.hpp" #include "mainloop.hpp" -#include "video/screen.hpp" #include "audio/sound_manager.hpp" #include "gui/menu.hpp" #include "sector.hpp" @@ -53,9 +52,9 @@ #include "lisp/lisp.hpp" #include "lisp/parser.hpp" #include "resources.hpp" -#include "misc.hpp" #include "statistics.hpp" #include "timer.hpp" +#include "options_menu.hpp" #include "object/fireworks.hpp" #include "textscroller.hpp" #include "control/codecontroller.hpp" @@ -66,32 +65,45 @@ #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" // binary fraction... static const float LOGICAL_FPS = 64.0; -using namespace WorldMapNS; +enum GameMenuIDs { + MNID_CONTINUE, + MNID_ABORTLEVEL +}; -GameSession* GameSession::current_ = 0; +GameSession* GameSession::current_ = NULL; -GameSession::GameSession(const std::string& levelfile_, GameSessionMode mode, - Statistics* statistics) - : level(0), currentsector(0), mode(mode), +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 = 0; + currentsector = NULL; game_pause = false; - fps_fps = 0; statistics_backdrop.reset(new Surface("images/engine/menu/score-backdrop.png")); restart_level(true); + + game_menu.reset(new Menu()); + game_menu->add_label(_("Pause")); + game_menu->add_hl(); + game_menu->add_entry(MNID_CONTINUE, _("Continue")); + game_menu->add_submenu(_("Options"), get_options_menu()); + game_menu->add_hl(); + game_menu->add_entry(MNID_ABORTLEVEL, _("Abort Level")); } void @@ -106,28 +118,11 @@ GameSession::restart_level(bool fromBeginning) level.reset(new Level); level->load(levelfile); - - global_stats.reset(); - global_stats.set_total_points(COINS_COLLECTED_STAT, level->get_total_coins()); - global_stats.set_total_points(BADGUYS_KILLED_STAT, level->get_total_badguys()); - - // get time - int time = 0; - for(std::vector::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i) - { - Sector* sec = *i; - - for(std::vector::iterator j = sec->gameobjects.begin(); - j != sec->gameobjects.end(); ++j) - { - GameObject* obj = *j; - - LevelTime* lt = dynamic_cast (obj); - if(lt) - time += int(lt->get_level_time()); - } - } - global_stats.set_total_points(TIME_NEEDED_STAT, (time == 0) ? -1 : time); + level->stats.total_coins = level->get_total_coins(); + level->stats.total_badguys = level->get_total_badguys(); + level->stats.total_secrets = level->get_total_count(); + level->stats.reset(); + if (!fromBeginning) level->stats.declare_invalid(); if (fromBeginning) reset_sector=""; if(reset_sector != "") { @@ -145,13 +140,18 @@ GameSession::restart_level(bool fromBeginning) currentsector->activate("main"); } - if(mode == ST_GL_PLAY || mode == ST_GL_LOAD_LEVEL_FILE) - 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 " <random_seed <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 @@ -195,13 +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; @@ -222,17 +252,16 @@ 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")) - //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")); @@ -244,18 +273,58 @@ 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(mode == ST_GL_TEST) { - main_loop->exit_screen(); - } else if (!Menu::current()) { - Menu::set_current(game_menu); +void +GameSession::toggle_pause() +{ + if(Menu::current() == NULL) { + Menu::set_current(game_menu.get()); game_menu->set_active_item(MNID_CONTINUE); game_pause = true; } else { + Menu::set_current(NULL); game_pause = false; } } +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() { @@ -361,7 +430,7 @@ GameSession::process_menu() if(menu) { menu->update(); - if(menu == game_menu) { + if(menu == game_menu.get()) { switch (game_menu->check()) { case MNID_CONTINUE: Menu::set_current(0); @@ -390,15 +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); @@ -418,8 +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()) - 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); } } @@ -442,127 +512,14 @@ GameSession::update(float elapsed_time) } } -#if 0 -GameSession::ExitStatus -GameSession::run() -{ - Menu::set_current(0); - current_ = this; - - int fps_cnt = 0; - - // Eat unneeded events - SDL_Event event; - while(SDL_PollEvent(&event)) - {} - - draw(); - - Uint32 fps_ticks = SDL_GetTicks(); - Uint32 fps_nextframe_ticks = SDL_GetTicks(); - Uint32 ticks; - bool skipdraw = false; - - while (exit_status == ES_NONE) { - // we run in a logical framerate so elapsed time is a constant - // This will make the game run determistic and not different on different - // machines - static const float elapsed_time = 1.0 / LOGICAL_FPS; - // old code... float elapsed_time = float(ticks - lastticks) / 1000.; - if(!game_pause) - game_time += elapsed_time; - - // regulate fps - ticks = SDL_GetTicks(); - if(ticks > fps_nextframe_ticks) { - if(skipdraw == true) { - // already skipped last frame? we have to slow down the game then... - skipdraw = false; - fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS); - } else { - // don't draw all frames when we're getting too slow - skipdraw = true; - } - } else { - skipdraw = false; - 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); - - process_events(); - process_menu(); - - // Update the world state and all objects in the world - if(!game_pause) - { - // Update the world - check_end_conditions(); - if (end_sequence == ENDSEQUENCE_RUNNING) - update(elapsed_time/2); - else if(end_sequence == NO_ENDSEQUENCE) - update(elapsed_time); - } - - if(!skipdraw) - draw(); - - // update sounds - sound_manager->update(); - - /* Time stops in pause mode */ - if(game_pause || Menu::current()) - { - continue; - } - - /* Handle music: */ - if (currentsector->player->invincible_timer.started() && - currentsector->player->invincible_timer.get_timeleft() - > TUX_INVINCIBLE_TIME_WARNING && !end_sequence) - { - currentsector->play_music(HERRING_MUSIC); - } - /* or just normal music? */ - else if(currentsector->get_music_type() != LEVEL_MUSIC && !end_sequence) - { - currentsector->play_music(LEVEL_MUSIC); - } - - /* Calculate frames per second */ - if(config->show_fps) - { - ++fps_cnt; - - if(SDL_GetTicks() - fps_ticks >= 500) - { - fps_fps = (float) fps_cnt / .5; - fps_cnt = 0; - fps_ticks = SDL_GetTicks(); - } - } - } - - // just in case - currentsector = 0; - main_controller->reset(); - return exit_status; -} -#endif - void GameSession::finish(bool win) { + using namespace WorldMapNS; + if(win) { if(WorldMap::current()) - WorldMap::current()->finished_level(levelfile); + WorldMap::current()->finished_level(level.get()); } main_loop->exit_screen(); @@ -649,27 +606,6 @@ GameSession::start_sequence(const std::string& sequencename) lt->stop(); } - // add time spent to statistics - int tottime = 0, remtime = 0; - for(std::vector::iterator i = level->sectors.begin(); i != level->sectors.end(); ++i) - { - Sector* sec = *i; - - for(std::vector::iterator j = sec->gameobjects.begin(); - j != sec->gameobjects.end(); ++j) - { - GameObject* obj = *j; - - LevelTime* lt = dynamic_cast (obj); - if(lt) - { - tottime += int(lt->get_level_time()); - remtime += int(lt->get_remaining_time()); - } - } - } - global_stats.set_points(TIME_NEEDED_STAT, (tottime == 0 ? -1 : (tottime-remtime))); - if(sequencename == "fireworks") { currentsector->add_object(new Fireworks()); } @@ -690,17 +626,9 @@ GameSession::drawstatus(DrawingContext& context) { player_status->draw(context); - if(config->show_fps) { - char str[60]; - snprintf(str, sizeof(str), "%3.1f", fps_fps); - const char* fpstext = "FPS"; - context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1); - context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1); - } - // draw level stats while end_sequence is running if (end_sequence) { - global_stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); + level->stats.draw_endseq_panel(context, best_level_statistics, statistics_backdrop.get()); } }