#include "lisp/parser.hpp"
#include "lisp/lisp.hpp"
#include "physfs/physfs_stream.hpp"
-#include "script_manager.hpp"
-#include "scripting/wrapper_util.hpp"
+#include "scripting/squirrel_util.hpp"
#include "scripting/serialize.hpp"
#include "log.hpp"
#include "worldmap/worldmap.hpp"
{
is_levelset = true;
hide_from_contribs = false;
+ sq_resetobject(&world_thread);
}
World::~World()
{
+ sq_release(Scripting::global_vm, &world_thread);
if(current_ == this)
current_ = NULL;
}
void
World::run()
{
+ using namespace Scripting;
+
current_ = this;
// create new squirrel table for persisten game state
- HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+ HSQUIRRELVM vm = Scripting::global_vm;
sq_pushroottable(vm);
sq_pushstring(vm, "state", -1);
try {
IFileStream in(filename);
- HSQUIRRELVM new_vm = ScriptManager::instance->create_thread();
- Scripting::compile_and_run(new_vm, in, filename);
+ sq_release(global_vm, &world_thread);
+ world_thread = create_thread(global_vm);
+ compile_and_run(object_to_vm(world_thread), in, filename);
} catch(std::exception& e) {
// fallback: try to load worldmap worldmap.stwm
using namespace WorldMapNS;
void
World::save_state()
{
+ using namespace Scripting;
+
lisp::Writer writer(savegame_filename);
writer.start_list("supertux-savegame");
writer.end_list("tux");
writer.start_list("state");
- HSQUIRRELVM vm = ScriptManager::instance->get_vm();
- sq_pushroottable(vm);
- sq_pushstring(vm, "state", -1);
- if(SQ_SUCCEEDED(sq_get(vm, -2))) {
- Scripting::save_squirrel_table(vm, -1, writer);
- sq_pop(vm, 1);
+
+ sq_pushroottable(global_vm);
+ sq_pushstring(global_vm, "state", -1);
+ if(SQ_SUCCEEDED(sq_get(global_vm, -2))) {
+ Scripting::save_squirrel_table(global_vm, -1, writer);
+ sq_pop(global_vm, 1);
}
- sq_pop(vm, 1);
+ sq_pop(global_vm, 1);
writer.end_list("state");
writer.end_list("supertux-savegame");
void
World::load_state()
{
+ using namespace Scripting;
+
try {
lisp::Parser parser;
std::auto_ptr<lisp::Lisp> root (parser.parse(savegame_filename));
if(state == NULL)
throw std::runtime_error("No state section in savegame");
- HSQUIRRELVM vm = ScriptManager::instance->get_vm();
- sq_pushroottable(vm);
- sq_pushstring(vm, "state", -1);
- if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
- sq_pop(vm, 1);
+ sq_pushroottable(global_vm);
+ sq_pushstring(global_vm, "state", -1);
+ if(SQ_FAILED(sq_deleteslot(global_vm, -2, SQFalse)))
+ sq_pop(global_vm, 1);
- sq_pushstring(vm, "state", -1);
- sq_newtable(vm);
- Scripting::load_squirrel_table(vm, -1, state);
- if(SQ_FAILED(sq_createslot(vm, -3)))
+ sq_pushstring(global_vm, "state", -1);
+ sq_newtable(global_vm);
+ load_squirrel_table(global_vm, -1, state);
+ if(SQ_FAILED(sq_createslot(global_vm, -3)))
throw std::runtime_error("Couldn't create state table");
- sq_pop(vm, 1);
+ sq_pop(global_vm, 1);
} catch(std::exception& e) {
log_debug << "Couldn't load savegame: " << e.what() << std::endl;
}