-// $Id: main.cpp 3275 2006-04-09 00:32:34Z sommer $
-//
+// $Id$
+//
// SuperTux
-// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// 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.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include <memory>
#include "script_manager.hpp"
#include "resources.hpp"
#include "gettext.hpp"
-#include "msg.hpp"
+#include "log.hpp"
#include "mainloop.hpp"
-#include "worldmap.hpp"
+#include "worldmap/worldmap.hpp"
+#include "world.hpp"
+#include "sector.hpp"
+#include "gameconfig.hpp"
+#include "object/player.hpp"
+#include "object/tilemap.hpp"
+#include "main.hpp"
+#include "fadeout.hpp"
+#include "shrinkfade.hpp"
+#include "object/camera.hpp"
+#include "flip_level_transformer.hpp"
#include "squirrel_error.hpp"
#include "wrapper_util.hpp"
script_manager->set_wakeup_event(vm, ScriptManager::SCREEN_SWITCHED);
}
+void exit_screen()
+{
+ main_loop->exit_screen();
+}
+
+void fadeout_screen(float seconds)
+{
+ main_loop->set_screen_fade(new FadeOut(seconds));
+}
+
+void shrink_screen(float dest_x, float dest_y, float seconds)
+{
+ main_loop->set_screen_fade(new ShrinkFade(Vector(dest_x, dest_y), seconds));
+}
+
std::string translate(const std::string& text)
{
return dictionary_manager.get_dictionary().translate(text);
{
using namespace WorldMapNS;
- std::auto_ptr<WorldMap> worldmap(new WorldMap());
- worldmap->loadmap(filename);
- main_loop->push_screen(worldmap.release());
+ main_loop->push_screen(new WorldMap(filename));
}
void load_level(const std::string& filename)
{
- main_loop->push_screen(new GameSession(filename, ST_GL_PLAY));
+ main_loop->push_screen(new GameSession(filename));
}
static SQInteger squirrel_read_char(SQUserPointer file)
return c;
}
-
void import(HSQUIRRELVM vm, const std::string& filename)
{
IFileStream in(filename);
player_status->set_keys(new_key);
}
+void debug_collrects(bool enable)
+{
+ Sector::show_collrects = enable;
+}
+
+void debug_draw_fps(bool enable)
+{
+ config->show_fps = enable;
+}
+
+void debug_draw_solids_only(bool enable)
+{
+ Sector::draw_solids_only = 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();
+ World::current()->save_state();
+}
+
+// not added to header, function to only be used by others
+// in this file
+bool validate_sector_player()
+{
+ if (Sector::current() == 0)
+ {
+ log_info << "No current sector." << std::endl;
+ return false;
+ }
+
+ if (Sector::current()->player == 0)
+ {
+ log_info << "No player." << std::endl;
+ return false;
+ }
+ return true;
+}
+
+void grease()
+{
+ if (!validate_sector_player()) return;
+ ::Player* tux = Sector::current()->player; // Scripting::Player != ::Player
+ tux->physic.set_velocity_x(tux->physic.get_velocity_x()*3);
+}
+
+void invincible()
+{
+ if (!validate_sector_player()) return;
+ ::Player* tux = Sector::current()->player;
+ tux->invincible_timer.start(10000);
+}
+
+void mortal()
+{
+ if (!validate_sector_player()) return;
+ ::Player* tux = Sector::current()->player;
+ tux->invincible_timer.stop();
+}
+
+void shrink()
+{
+ if (!validate_sector_player()) return;
+ ::Player* tux = Sector::current()->player;
+ tux->kill(tux->SHRINK);
+}
+
+void kill()
+{
+ if (!validate_sector_player()) return;
+ ::Player* tux = Sector::current()->player;
+ tux->kill(tux->KILL);
+}
+
+void restart()
+{
+ if (GameSession::current() == 0)
+ {
+ log_info << "No game session" << std::endl;
+ return;
+ }
+ GameSession::current()->restart_level();
+}
+
+void whereami()
+{
+ if (!validate_sector_player()) return;
+ ::Player* tux = Sector::current()->player;
+ log_info << "You are at x " << tux->get_pos().x << ", y " << tux->get_pos().y << std::endl;
+}
+
+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()->camera->reset(
+ Vector(tux->get_pos().x, tux->get_pos().y));
+}
+
+void camera()
+{
+ if (!validate_sector_player()) return;
+ log_info << "Camera is at " << Sector::current()->camera->get_translation().x << "," << Sector::current()->camera->get_translation().y << std::endl;
+}
+
+void quit()
+{
+ main_loop->quit();
+}
+
}