- 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();
-
- // expose ScriptedObjects to the script
- for(GameObjects::iterator i = gameobjects.begin();
- i != gameobjects.end(); ++i) {
- GameObject* object = *i;
- Scripting::ScriptedObject* scripted_object
- = dynamic_cast<Scripting::ScriptedObject*> (object);
- if(!scripted_object)
- continue;
-
- std::cout << "Exposing " << scripted_object->get_name() << "\n";
- interpreter->expose_object(scripted_object,
- scripted_object->get_name(),
- "ScriptedObject");
- }
- Scripting::Sound* sound = new Scripting::Sound();
- interpreter->expose_object(sound, "Sound", "Sound");
-
- 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";
- }