#include "object/camera.h"
#include "object/background.h"
#include "object/particlesystem.h"
+#include "object/particlesystem_absolute.h"
#include "object/tilemap.h"
#include "lisp/parser.h"
#include "lisp/lisp.h"
RainParticleSystem* partsys = new RainParticleSystem();
partsys->parse(reader);
return partsys;
+ } else if(name == "particles-ghost") {
+ GhostParticleSystem* partsys = new GhostParticleSystem();
+ partsys->parse(reader);
+ return partsys;
} else if(name == "particles-clouds") {
CloudParticleSystem* partsys = new CloudParticleSystem();
partsys->parse(reader);
// Run init script
if(init_script != "") {
- try {
- ScriptInterpreter* interpreter
- = new ScriptInterpreter(GameSession::current()->get_working_directory());
- interpreter->register_sector(this);
- std::string sourcename = std::string("Sector(") + name + ") - init";
- std::istringstream in(init_script);
- interpreter->load_script(in, sourcename);
- interpreter->start_script();
- add_object(interpreter);
- init_script = "";
- } catch(std::exception& e) {
- std::cerr << "Couldn't execute init script: " << e.what() << "\n";
- }
+ ScriptInterpreter::add_script_object(this,
+ std::string("Sector(") + name + ") - init", init_script);
}
}
for(GameObjects::iterator i = gameobjects.begin();
i != gameobjects.end(); ++i) {
BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
- if(badguy)
+ if (badguy && badguy->countMe)
total_badguys++;
}