Here we go, the first script embedded in a level says hello to the world :)
[supertux.git] / src / sector.cpp
index 00a8538..657996f 100644 (file)
@@ -24,9 +24,9 @@
 #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 "lisp/list_iterator.h"
 #include "tile.h"
 #include "audio/sound_manager.h"
-#include "gameloop.h"
+#include "game_session.h"
 #include "resources.h"
 #include "statistics.h"
 #include "collision_grid.h"
 #include "collision_grid_iterator.h"
 #include "object_factory.h"
-#include "special/collision.h"
-#include "math/rectangle.h"
+#include "collision.h"
+#include "math/rect.h"
 #include "math/aatriangle.h"
 #include "object/coin.h"
 #include "object/block.h"
@@ -57,6 +57,7 @@
 #include "badguy/spike.h"
 #include "trigger/sequence_trigger.h"
 #include "player_status.h"
+#include "scripting/script_interpreter.h"
 
 //#define USE_GRID
 
@@ -64,7 +65,7 @@ Sector* Sector::_current = 0;
 
 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);
@@ -148,6 +149,8 @@ Sector::parse(const lisp::Lisp& sector)
       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) {
@@ -412,6 +415,25 @@ Sector::activate(const std::string& spawnpoint)
   } 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
@@ -423,10 +445,10 @@ Sector::activate(const Vector& player_pos)
   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));
 }
@@ -591,7 +613,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
   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) {
@@ -599,10 +621,15 @@ Sector::collision_tilemap(MovingObject* object, int depth)
       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;
@@ -616,7 +643,7 @@ Sector::collision_tilemap(MovingObject* object, int depth)
             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)
@@ -648,9 +675,9 @@ void
 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();
@@ -741,7 +768,7 @@ Sector::add_bullet(const Vector& pos, float xm, Direction dir)
   }
   add_object(new_bullet);
 
-  SoundManager::get()->play_sound(IDToSound(SND_SHOOT));
+  sound_manager->play_sound("shoot");
 
   return true;
 }
@@ -762,47 +789,28 @@ Sector::add_floating_text(const Vector& pos, const std::string& text)
 void
 Sector::load_music()
 {
-  char* song_path;
-  char* song_subtitle;
-                                                                                
-  level_song = SoundManager::get()->load_music(datadir + "/music/" + song_title);
-                                                                                
-  song_path = (char *) malloc(sizeof(char) * datadir.length() +
-                              strlen(song_title.c_str()) + 8 + 5);
-  song_subtitle = strdup(song_title.c_str());
-  strcpy(strstr(song_subtitle, "."), "\0");
-  sprintf(song_path, "%s/music/%s-fast%s", datadir.c_str(),
-          song_subtitle, strstr(song_title.c_str(), "."));
-  if(!SoundManager::get()->exists_music(song_path)) {
-    level_song_fast = level_song;
-  } else {
-    level_song_fast = SoundManager::get()->load_music(song_path);
-  }
-  free(song_subtitle);
-  free(song_path);
+  level_song = sound_manager->load_music(
+    get_resource_filename("/music/" + song_title));
 }
 
 void
-Sector::play_music(int type)
+Sector::play_music(MusicType type)
 {
   currentmusic = type;
   switch(currentmusic) {
-    case HURRYUP_MUSIC:
-      SoundManager::get()->play_music(level_song_fast);
-      break;
     case LEVEL_MUSIC:
-      SoundManager::get()->play_music(level_song);
+      sound_manager->play_music(level_song);
       break;
     case HERRING_MUSIC:
-      SoundManager::get()->play_music(herring_song);
+      sound_manager->play_music(herring_song);
       break;
     default:
-      SoundManager::get()->halt_music();
+      sound_manager->halt_music();
       break;
   }
 }
 
-int
+MusicType
 Sector::get_music_type()
 {
   return currentmusic;
@@ -823,7 +831,7 @@ Sector::get_total_badguys()
 }
 
 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