#include <stdexcept>
#include <iostream>
#include <fstream>
+#include <sstream>
#include <stdexcept>
-#include "app/globals.h"
#include "sector.h"
#include "player_status.h"
#include "object/gameobjs.h"
#include "collision_grid_iterator.h"
#include "object_factory.h"
#include "collision.h"
-#include "math/rectangle.h"
+#include "math/rect.h"
#include "math/aatriangle.h"
#include "object/coin.h"
#include "object/block.h"
#include "badguy/spike.h"
#include "trigger/sequence_trigger.h"
#include "player_status.h"
+#include "scripting/script_interpreter.h"
//#define USE_GRID
Sector::Sector()
: gravity(10), player(0), solids(0), camera(0),
- currentmusic(LEVEL_MUSIC)
+ interpreter(0), currentmusic(LEVEL_MUSIC)
{
song_title = "Mortimers_chipdisko.mod";
player = new Player(&player_status);
spawnpoint_lisp->get("x", sp->pos.x);
spawnpoint_lisp->get("y", sp->pos.y);
spawnpoints.push_back(sp);
+ } else if(token == "init-script") {
+ iter.value()->get(init_script);
} else {
GameObject* object = parse_object(token, *(iter.lisp()));
if(object) {
} else {
activate(sp->pos);
}
+
+ // Run init script
+ if(init_script != "") {
+ try {
+ // TODO we should keep the interpreter across sessions (or some variables)
+ // so that you can store information across levels/sectors...
+ delete interpreter;
+ interpreter = 0;
+ interpreter = new ScriptInterpreter();
+ std::string sourcename = std::string("Sector(") + name + ") - init";
+ std::istringstream in(init_script);
+ printf("Load script.\n");
+ interpreter->load_script(in, sourcename);
+ printf("run script.\n");
+ interpreter->run_script();
+ } catch(std::exception& e) {
+ std::cerr << "Couldn't execute init script: " << e.what() << "\n";
+ }
+ }
}
void
camera->reset(player->get_pos());
}
-Rectangle
+Rect
Sector::get_active_region()
{
- return Rectangle(
+ return Rect(
camera->get_translation() - Vector(1600, 1200),
camera->get_translation() + Vector(1600, 1200));
}
int max_y = int(y2+1);
CollisionHit temphit, hit;
- Rectangle dest = object->get_bbox();
+ Rect dest = object->get_bbox();
dest.move(object->movement);
hit.time = -1; // represents an invalid value
for(int x = starttilex; x*32 < max_x; ++x) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
+ // skip non-solid tiles
if(!(tile->getAttributes() & Tile::SOLID))
continue;
- if((tile->getAttributes() & Tile::UNISOLID) && object->movement.y < 0)
- continue;
+ // only handle unisolid when the player is falling down and when he was
+ // above the tile before
+ if(tile->getAttributes() & Tile::UNISOLID) {
+ if(object->movement.y < 0 || object->get_bbox().p2.y > y*32)
+ continue;
+ }
if(tile->getAttributes() & Tile::SLOPE) { // slope tile
AATriangle triangle;
hit = temphit;
}
} else { // normal rectangular tile
- Rectangle rect(x*32, y*32, (x+1)*32, (y+1)*32);
+ Rect rect(x*32, y*32, (x+1)*32, (y+1)*32);
if(Collision::rectangle_rectangle(temphit, dest,
object->movement, rect)) {
if(temphit.time > hit.time)
Sector::collision_object(MovingObject* object1, MovingObject* object2)
{
CollisionHit hit;
- Rectangle dest1 = object1->get_bbox();
+ Rect dest1 = object1->get_bbox();
dest1.move(object1->get_movement());
- Rectangle dest2 = object2->get_bbox();
+ Rect dest2 = object2->get_bbox();
dest2.move(object2->get_movement());
Vector movement = object1->get_movement() - object2->get_movement();
}
bool
-Sector::inside(const Rectangle& rect) const
+Sector::inside(const Rect& rect) const
{
if(rect.p1.x > solids->get_width() * 32
|| rect.p1.y > solids->get_height() * 32