- fix tux not advancing on worldmap after solving a level
[supertux.git] / src / scripting / functions.cpp
index 1285da6..456b351 100644 (file)
@@ -45,6 +45,7 @@
 #include "object/camera.hpp"
 #include "flip_level_transformer.hpp"
 #include "audio/sound_manager.hpp"
+#include "random_generator.hpp"
 
 #include "squirrel_error.hpp"
 #include "squirrel_util.hpp"
@@ -53,7 +54,7 @@
 namespace Scripting
 {
 
-int display(HSQUIRRELVM vm)
+SQInteger display(HSQUIRRELVM vm)
 {
   Console::output << squirrel2string(vm, -1) << std::endl;
   return 0;
@@ -64,7 +65,7 @@ void print_stacktrace(HSQUIRRELVM vm)
   print_squirrel_stack(vm);
 }
 
-int get_current_thread(HSQUIRRELVM vm)
+SQInteger get_current_thread(HSQUIRRELVM vm)
 {
   sq_pushobject(vm, vm_to_object(vm));
   return 1;
@@ -130,11 +131,11 @@ static SQInteger squirrel_read_char(SQUserPointer file)
 void import(HSQUIRRELVM vm, const std::string& filename)
 {
   IFileStream in(filename);
-    
+
   if(SQ_FAILED(sq_compile(vm, squirrel_read_char, &in,
           filename.c_str(), SQTrue)))
     throw SquirrelError(vm, "Couldn't parse script");
-    
+
   sq_pushroottable(vm);
   if(SQ_FAILED(sq_call(vm, 1, SQFalse, SQTrue))) {
     sq_pop(vm, 1);
@@ -143,17 +144,12 @@ void import(HSQUIRRELVM vm, const std::string& filename)
   sq_pop(vm, 1);
 }
 
-void add_key(int new_key)
-{
-  player_status->set_keys(new_key);
-}
-
 void debug_collrects(bool enable)
 {
   Sector::show_collrects = enable;
 }
 
-void debug_draw_fps(bool enable)
+void debug_show_fps(bool enable)
 {
   config->show_fps = enable;
 }
@@ -166,15 +162,24 @@ void debug_draw_solids_only(bool enable)
 void save_state()
 {
   using namespace WorldMapNS;
-  
+
   if(World::current() == NULL)
     throw std::runtime_error("Can't save state without active World");
 
-  if(WorldMap::current() != NULL)
-    WorldMap::current()->save_state();
+  WorldMap::current()->save_state();
   World::current()->save_state();
 }
 
+void update_worldmap()
+{
+  using namespace WorldMapNS;
+
+  if(World::current() == NULL)
+    throw std::runtime_error("Can't save state without active World");
+
+  WorldMap::current()->load_state();
+}
+
 // not added to header, function to only be used by others
 // in this file
 bool validate_sector_player()
@@ -217,25 +222,19 @@ void invincible()
   tux->invincible_timer.start(10000);
 }
 
-void mortal()
-{
-  if (!validate_sector_player()) return;
-  ::Player* tux = Sector::current()->player;
-  tux->invincible_timer.stop();
-}
-
-void shrink()
+void ghost()
 {
   if (!validate_sector_player()) return;
   ::Player* tux = Sector::current()->player;
-  tux->kill(tux->SHRINK);
+  tux->set_ghost_mode(true);
 }
 
-void kill()
+void mortal()
 {
   if (!validate_sector_player()) return;
   ::Player* tux = Sector::current()->player;
-  tux->kill(tux->KILL);
+  tux->invincible_timer.stop();
+  tux->set_ghost_mode(false);
 }
 
 void restart()
@@ -260,7 +259,7 @@ void gotoend()
   if (!validate_sector_player()) return;
   ::Player* tux = Sector::current()->player;
   tux->move(Vector(
-          (Sector::current()->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
+          (Sector::current()->get_width()) - (SCREEN_WIDTH*2), 0));
   Sector::current()->camera->reset(
         Vector(tux->get_pos().x, tux->get_pos().y));
 }
@@ -276,5 +275,9 @@ void quit()
   main_loop->quit();
 }
 
+int rand()
+{
+  return systemRandom.rand();
 }
 
+}