hopefully fixed the crash on exit, keep sectors script bundled in the sector and...
[supertux.git] / src / sector.cpp
index c6ee241..69571e1 100644 (file)
 #include "badguy/jumpy.hpp"
 #include "trigger/sequence_trigger.hpp"
 #include "player_status.hpp"
-#include "scripting/script_interpreter.hpp"
-#include "scripting/sound.hpp"
-#include "scripting/scripted_object.hpp"
-#include "scripting/text.hpp"
+#include "script_manager.hpp"
+#include "scripting/wrapper_util.hpp"
+#include "script_interface.hpp"
 #include "msg.hpp"
 
 Sector* Sector::_current = 0;
 
 Sector::Sector()
-  : gravity(10), player(0), solids(0), camera(0),
-    currentmusic(LEVEL_MUSIC)
+  : currentmusic(LEVEL_MUSIC), gravity(10),
+    player(0), solids(0), camera(0)
 {
-  player = new Player(player_status);
-  add_object(player);
+  add_object(new Player(player_status));
+  add_object(new DisplayEffect());
+  add_object(new TextObject());
 
 #ifdef USE_GRID
-  grid = new CollisionGrid(32000, 32000);
-#else
-  grid = 0;
+  grid.reset(new CollisionGrid(32000, 32000));
 #endif
+
+  script_manager.reset(new ScriptManager(ScriptManager::instance));
+
+  // create a new squirrel table for the sector
+  HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+  
+  sq_newtable(vm);
+  sq_pushroottable(vm);
+  if(SQ_FAILED(sq_setdelegate(vm, -2)))
+    throw Scripting::SquirrelError(vm, "Couldn't set sector_table delegate");
+
+  sq_resetobject(&sector_table);
+  if(SQ_FAILED(sq_getstackobj(vm, -1, &sector_table)))
+    throw Scripting::SquirrelError(vm, "Couldn't get sector table");
+  sq_addref(vm, &sector_table);
+  sq_pop(vm, 1);
 }
 
 Sector::~Sector()
 {
+  deactivate();
+  
+  script_manager.reset(NULL);
+  sq_release(ScriptManager::instance->get_vm(), &sector_table);
   update_game_objects();
   assert(gameobjects_new.size() == 0);
 
-  delete grid;
-
   for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
       ++i) {
+    before_object_remove(*i);
     delete *i;
   }
 
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
       ++i)
     delete *i;
-    
-  if(_current == this)
-    _current = 0;
 }
 
 GameObject*
@@ -136,7 +151,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
   try {
     return create_object(name, reader);
   } catch(std::exception& e) {
-    msg_warning(e.what() << "");
+    msg_warning << e.what() << "" << std::endl;
   }
   
   return 0;
@@ -144,9 +159,7 @@ Sector::parse_object(const std::string& name, const lisp::Lisp& reader)
 
 void
 Sector::parse(const lisp::Lisp& sector)
-{
-  _current = this;
-  
+{  
   lisp::ListIterator iter(&sector);
   while(iter.next()) {
     const std::string& token = iter.item();
@@ -176,7 +189,7 @@ Sector::parse(const lisp::Lisp& sector)
 
   fix_old_tiles();
   if(!camera) {
-    msg_warning("sector '" << name << "' does not contain a camera.");
+    msg_warning << "sector '" << name << "' does not contain a camera." << std::endl;
     update_game_objects();
     add_object(new Camera(this));
   }
@@ -187,8 +200,6 @@ Sector::parse(const lisp::Lisp& sector)
 void
 Sector::parse_old_format(const lisp::Lisp& reader)
 {
-  _current = this;
-  
   name = "main";
   reader.get("gravity", gravity);
 
@@ -286,7 +297,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
           spawnpoints.push_back(sp);
           }
       } else {
-        msg_warning("Unknown token '" << iter.item() << "' in reset-points.");
+        msg_warning << "Unknown token '" << iter.item() << "' in reset-points." << std::endl;
       }
     }
   }
@@ -300,7 +311,7 @@ Sector::parse_old_format(const lisp::Lisp& reader)
       if(object) {
         add_object(object);
       } else {
-        msg_warning("Unknown object '" << iter.item() << "' in level.");
+        msg_warning << "Unknown object '" << iter.item() << "' in level." << std::endl;
       }
     }
   }
@@ -375,6 +386,21 @@ Sector::write(lisp::Writer& writer)
   }
 }
 
+HSQUIRRELVM
+Sector::run_script(std::istream& in, const std::string& sourcename)
+{
+  // create new thread and keep a weakref
+  HSQUIRRELVM vm = script_manager->create_thread();
+
+  // set sector_table as roottable for the thread
+  sq_pushobject(vm, sector_table);
+  sq_setroottable(vm);
+
+  Scripting::compile_and_run(vm, in, sourcename);
+
+  return vm;
+}
+
 void
 Sector::add_object(GameObject* object)
 {
@@ -409,7 +435,7 @@ Sector::activate(const std::string& spawnpoint)
     }
   }                                                                           
   if(!sp) {
-    msg_warning("Spawnpoint '" << spawnpoint << "' not found.");
+    msg_warning << "Spawnpoint '" << spawnpoint << "' not found." << std::endl;
     if(spawnpoint != "main") {
       activate("main");
     } else {
@@ -418,21 +444,65 @@ Sector::activate(const std::string& spawnpoint)
   } else {
     activate(sp->pos);
   }
+}
+
+void
+Sector::activate(const Vector& player_pos)
+{
+  if(_current != this) {
+    if(_current != NULL)
+      _current->deactivate();
+    _current = this;
+
+    // register sectortable as current_sector in scripting
+    HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+    sq_pushroottable(vm);
+    sq_pushstring(vm, "sector", -1);
+    sq_pushobject(vm, sector_table);
+    if(SQ_FAILED(sq_createslot(vm, -3)))
+      throw Scripting::SquirrelError(vm, "Couldn't set sector in roottable");
+    sq_pop(vm, 1);
+
+    for(GameObjects::iterator i = gameobjects.begin();
+        i != gameobjects.end(); ++i) {
+      GameObject* object = *i;
+
+      try_expose(object);
+    }
+  }
+
+  player->move(player_pos);
+  camera->reset(player->get_pos());
 
   // Run init script
   if(init_script != "") {
-    ScriptInterpreter::add_script_object(this,
-        std::string("Sector(") + name + ") - init", init_script);
+    std::istringstream in(init_script);
+    run_script(in, std::string("Sector(") + name + ") - init");
   }
 }
 
 void
-Sector::activate(const Vector& player_pos)
+Sector::deactivate()
 {
-  _current = this;
+  if(_current != this)
+    return;
+
+  // remove sector entry from global vm
+  HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+  sq_pushroottable(vm);
+  sq_pushstring(vm, "sector", -1);
+  if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
+    throw Scripting::SquirrelError(vm, "Couldn't unset sector in roottable");
+  sq_pop(vm, 1);
+  
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
+    GameObject* object = *i;
+    
+    try_unexpose(object);
+  }
 
-  player->move(player_pos);
-  camera->reset(player->get_pos());
+  _current = NULL;
 }
 
 Rect
@@ -446,6 +516,8 @@ Sector::get_active_region()
 void
 Sector::update(float elapsed_time)
 {
+  script_manager->update();
+
   player->check_bounds(camera);
 
 #if 0
@@ -509,6 +581,8 @@ Sector::update_game_objects()
       ++i;
       continue;
     }
+
+    before_object_remove(object);
     
     delete *i;
     i = gameobjects.erase(i);
@@ -519,43 +593,95 @@ Sector::update_game_objects()
       i != gameobjects_new.end(); ++i)
   {
     GameObject* object = *i;
+
+    before_object_add(object);
     
-    Bullet* bullet = dynamic_cast<Bullet*> (object);
-    if(bullet)
-      bullets.push_back(bullet);
-
-    MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
-    if(movingobject) {
-      moving_objects.push_back(movingobject);
- #ifdef USE_GRID
-      grid->add_object(movingobject);
+    gameobjects.push_back(object);
+  }
+  gameobjects_new.clear();
+}
+
+bool
+Sector::before_object_add(GameObject* object)
+{
+  Bullet* bullet = dynamic_cast<Bullet*> (object);
+  if(bullet)
+    bullets.push_back(bullet);
+
+  MovingObject* movingobject = dynamic_cast<MovingObject*> (object);
+  if(movingobject) {
+    moving_objects.push_back(movingobject);
+#ifdef USE_GRID
+    grid->add_object(movingobject);
 #endif
+  }
+  
+  TileMap* tilemap = dynamic_cast<TileMap*> (object);
+  if(tilemap && tilemap->is_solid()) {
+    if(solids == 0) {
+      solids = tilemap;
+    } else {
+      msg_warning << "Another solid tilemaps added. Ignoring" << std::endl;
     }
-    
-    TileMap* tilemap = dynamic_cast<TileMap*> (object);
-    if(tilemap && tilemap->is_solid()) {
-      if(solids == 0) {
-        solids = tilemap;
-      } else {
-        msg_warning("Another solid tilemaps added. Ignoring");
-      }
+  }
+
+  Camera* camera = dynamic_cast<Camera*> (object);
+  if(camera) {
+    if(this->camera != 0) {
+      msg_warning << "Multiple cameras added. Ignoring" << std::endl;
+      return false;
     }
+    this->camera = camera;
+  }
 
-    Camera* camera = dynamic_cast<Camera*> (object);
-    if(camera) {
-      if(this->camera != 0) {
-        msg_warning("Multiple cameras added. Ignoring");
-        continue;
-      }
-      this->camera = camera;
+  Player* player = dynamic_cast<Player*> (object);
+  if(player) {
+    if(this->player != 0) {
+      msg_warning << "Multiple players added. Ignoring" << std::endl;
+      return false;
     }
+    this->player = player;
+  }
 
-    gameobjects.push_back(object);
+  if(_current == this) {
+    try_expose(object);
   }
-  gameobjects_new.clear();
+  
+  return true;
+}
+
+void
+Sector::try_expose(GameObject* object)
+{
+  ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+  if(interface != NULL) {
+    HSQUIRRELVM vm = script_manager->get_vm();
+    sq_pushobject(vm, sector_table);
+    interface->expose(vm, -1);
+    sq_pop(vm, 1);
+  }
+}
+
+void
+Sector::before_object_remove(GameObject* object)
+{
+  if(_current == this)
+    try_unexpose(object);
 }
 
 void
+Sector::try_unexpose(GameObject* object)
+{
+  ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
+  if(interface != NULL) {
+    HSQUIRRELVM vm = script_manager->get_vm();
+    sq_pushobject(vm, sector_table);
+    interface->unexpose(vm, -1);
+    sq_pop(vm, 1);
+  }
+} 
+
+void
 Sector::draw(DrawingContext& context)
 {
   context.push_transform();