X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fsector.cpp;h=aeb453022d968f69d9f7c1073ad5573101021af3;hb=06d8c72d9ebafa93f8d3bb63b00a2d0bdba61b82;hp=1470654e2f1a366a5830a97ccc67feb4c1935823;hpb=60908c905544776c376421b8d3e12eeb936c068f;p=supertux.git diff --git a/src/sector.cpp b/src/sector.cpp index 1470654e2..aeb453022 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -16,7 +16,6 @@ // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. - #include #include @@ -24,6 +23,7 @@ #include #include #include +#include #include #include "sector.h" @@ -46,16 +46,21 @@ #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" #include "object/invisible_block.h" #include "object/bullet.h" +#include "object/text_object.h" #include "badguy/jumpy.h" #include "badguy/spike.h" #include "trigger/sequence_trigger.h" #include "player_status.h" +#include "scripting/script_interpreter.h" +#include "scripting/sound.h" +#include "scripting/scripted_object.h" +#include "scripting/text.h" //#define USE_GRID @@ -63,7 +68,7 @@ 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); @@ -147,6 +152,8 @@ 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) { @@ -411,6 +418,47 @@ 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(); + + // expose ScriptedObjects to the script + for(GameObjects::iterator i = gameobjects.begin(); + i != gameobjects.end(); ++i) { + GameObject* object = *i; + Scripting::ScriptedObject* scripted_object + = dynamic_cast (object); + if(!scripted_object) + continue; + + std::cout << "Exposing " << scripted_object->get_name() << "\n"; + interpreter->expose_object(scripted_object, + scripted_object->get_name(), + "ScriptedObject"); + } + Scripting::Sound* sound = new Scripting::Sound(); + interpreter->expose_object(sound, "Sound", "Sound"); + TextObject* text_object = new TextObject(); + add_object(text_object); + Scripting::Text* text = static_cast (text_object); + interpreter->expose_object(text, "Text", "Text"); + + 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 @@ -422,10 +470,10 @@ 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)); } @@ -433,6 +481,9 @@ Sector::get_active_region() void Sector::action(float elapsed_time) { + if(interpreter) + interpreter->update(); + player->check_bounds(camera); #if 0 @@ -590,7 +641,7 @@ 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) { @@ -598,10 +649,15 @@ 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; @@ -615,7 +671,7 @@ 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) @@ -647,9 +703,9 @@ 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(); @@ -803,7 +859,7 @@ 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