#include "badguy/jumpy.hpp"
#include "trigger/sequence_trigger.hpp"
#include "player_status.hpp"
-#include "script_manager.hpp"
-#include "scripting/wrapper_util.hpp"
+#include "scripting/squirrel_util.hpp"
#include "script_interface.hpp"
#include "log.hpp"
bool Sector::show_collrects = false;
bool Sector::draw_solids_only = false;
-Sector::Sector()
- : currentmusic(LEVEL_MUSIC), gravity(10),
+Sector::Sector(Level* parent)
+ : level(parent), currentmusic(LEVEL_MUSIC), gravity(10),
player(0), solids(0), camera(0)
{
add_object(new Player(player_status));
grid.reset(new CollisionGrid(32000, 32000));
#endif
- script_manager.reset(new ScriptManager(ScriptManager::instance));
-
// create a new squirrel table for the sector
- HSQUIRRELVM vm = ScriptManager::instance->get_vm();
-
- sq_newtable(vm);
- sq_pushroottable(vm);
- if(SQ_FAILED(sq_setdelegate(vm, -2)))
- throw Scripting::SquirrelError(vm, "Couldn't set sector_table delegate");
+ using namespace Scripting;
+
+ sq_collectgarbage(global_vm);
+
+ sq_newtable(global_vm);
+ sq_pushroottable(global_vm);
+ if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
+ throw Scripting::SquirrelError(global_vm, "Couldn't set sector_table delegate");
sq_resetobject(§or_table);
- if(SQ_FAILED(sq_getstackobj(vm, -1, §or_table)))
- throw Scripting::SquirrelError(vm, "Couldn't get sector table");
- sq_addref(vm, §or_table);
- sq_pop(vm, 1);
+ if(SQ_FAILED(sq_getstackobj(global_vm, -1, §or_table)))
+ throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
+ sq_addref(global_vm, §or_table);
+ sq_pop(global_vm, 1);
}
Sector::~Sector()
{
- deactivate();
+ using namespace Scripting;
- script_manager.reset(NULL);
- sq_release(ScriptManager::instance->get_vm(), §or_table);
+ deactivate();
+
+ for(ScriptList::iterator i = scripts.begin();
+ i != scripts.end(); ++i) {
+ HSQOBJECT& object = *i;
+ sq_release(global_vm, &object);
+ }
+ sq_release(global_vm, §or_table);
+ sq_collectgarbage(global_vm);
update_game_objects();
assert(gameobjects_new.size() == 0);
- for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
- ++i) {
- before_object_remove(*i);
- delete *i;
+ for(GameObjects::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
+ GameObject* object = *i;
+ before_object_remove(object);
+ object->unref();
}
for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
delete *i;
}
+Level*
+Sector::get_level()
+{
+ return level;
+}
+
GameObject*
Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
{
HSQUIRRELVM
Sector::run_script(std::istream& in, const std::string& sourcename)
{
- // create new thread and keep a weakref
- HSQUIRRELVM vm = script_manager->create_thread();
+ 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);
// set sector_table as roottable for the thread
sq_pushobject(vm, sector_table);
sq_setroottable(vm);
- Scripting::compile_and_run(vm, in, sourcename);
+ compile_and_run(vm, in, sourcename);
return vm;
}
}
#endif
+ object->ref();
gameobjects_new.push_back(object);
}
_current->deactivate();
_current = this;
- // register sectortable as current_sector in scripting
- HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+ // register sectortable as sector in scripting
+ HSQUIRRELVM vm = Scripting::global_vm;
sq_pushroottable(vm);
sq_pushstring(vm, "sector", -1);
sq_pushobject(vm, sector_table);
return;
// remove sector entry from global vm
- HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+ HSQUIRRELVM vm = Scripting::global_vm;
sq_pushroottable(vm);
sq_pushstring(vm, "sector", -1);
if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
void
Sector::update(float elapsed_time)
{
- script_manager->update();
-
player->check_bounds(camera);
#if 0
before_object_remove(object);
- delete *i;
+ object->unref();
i = gameobjects.erase(i);
}
{
ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
if(interface != NULL) {
- HSQUIRRELVM vm = script_manager->get_vm();
+ HSQUIRRELVM vm = Scripting::global_vm;
sq_pushobject(vm, sector_table);
interface->expose(vm, -1);
sq_pop(vm, 1);
{
ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
if(interface != NULL) {
- HSQUIRRELVM vm = script_manager->get_vm();
- int oldtop = sq_gettop(vm);
+ HSQUIRRELVM vm = Scripting::global_vm;
+ SQInteger oldtop = sq_gettop(vm);
sq_pushobject(vm, sector_table);
try {
interface->unexpose(vm, -1);
// only handle unisolid when the player is falling down and when he was
// above the tile before
if(tile->getAttributes() & Tile::UNISOLID) {
- if(movement.y < 0 || dest.get_top() - movement.y > y*32)
+ if(movement.y <= 0 || dest.get_top() - movement.y > y*32)
continue;
}
uint32_t
Sector::collision_tile_attributes(const Rect& dest) const
{
- /** XXX This function doesn't work correctly as it will check all tiles
- * in the bounding box of the object movement, this might include tiles
- * that have actually never been touched by the object
- * (though this only occures for very fast objects...)
- */
-
-#if 0
- // calculate rectangle where the object will move
- float x1, x2;
- if(object->get_movement().x >= 0) {
- x1 = object->get_bbox().p1.x;
- x2 = object->get_bbox().p2.x + object->get_movement().x;
- } else {
- x1 = object->get_bbox().p1.x + object->get_movement().x;
- x2 = object->get_bbox().p2.x;
- }
- float y1, y2;
- if(object->get_movement().y >= 0) {
- y1 = object->get_bbox().p1.y;
- y2 = object->get_bbox().p2.y + object->get_movement().y;
- } else {
- y1 = object->get_bbox().p1.y + object->get_movement().y;
- y2 = object->get_bbox().p2.y;
- }
-#endif
float x1 = dest.p1.x;
float y1 = dest.p1.y;
float x2 = dest.p2.x;
int max_x = int(rect.p2.x);
int max_y = int(rect.p2.y);
- for(int x = starttilex; x*32 < max_x; ++x) {
- for(int y = starttiley; y*32 < max_y; ++y) {
+ for(int x = starttilex; x*32 <= max_x; ++x) {
+ for(int y = starttiley; y*32 <= max_y; ++y) {
const Tile* tile = solids->get_tile(x, y);
if(!tile)
continue;
Sector::add_bullet(const Vector& pos, float xm, Direction dir)
{
// TODO remove this function and move these checks elsewhere...
- static const size_t MAX_FIRE_BULLETS = 2;
- static const size_t MAX_ICE_BULLETS = 1;
Bullet* new_bullet = 0;
if(player_status->bonus == FIRE_BONUS) {
- if(bullets.size() > MAX_FIRE_BULLETS-1)
+ if((int)bullets.size() >= player_status->max_fire_bullets)
return false;
new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
} else if(player_status->bonus == ICE_BONUS) {
- if(bullets.size() > MAX_ICE_BULLETS-1)
+ if((int)bullets.size() >= player_status->max_ice_bullets)
return false;
new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
} else {
{
if(rect.p1.x > solids->get_width() * 32
|| rect.p1.y > solids->get_height() * 32
- || rect.p2.x < 0 || rect.p2.y < 0)
+ || rect.p2.x < 0)
return false;
return true;