X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=657996f33573f3074a494a53155dfdf785a84572;hb=8d1566374788e2c612b35d6b95463398a555b54a;hp=46298c67daaee89ff4fa72d343380bf49fc32f71;hpb=c0093d25093395cb62fc2526ab42be65a9f015b8;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 46298c67d..657996f33 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -24,9 +24,9 @@ #include #include #include +#include #include -#include "app/globals.h" #include "sector.h" #include "player_status.h" #include "object/gameobjs.h" @@ -47,7 +47,7 @@ #include "collision_grid_iterator.h" #include "object_factory.h" #include "collision.h" -#include "math/rectangle.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(); @@ -804,7 +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