Sector::Sector()
: gravity(10), player(0), solids(0), camera(0),
- interpreter(0), currentmusic(LEVEL_MUSIC)
+ currentmusic(LEVEL_MUSIC)
{
song_title = "Mortimers_chipdisko.mod";
player = new Player(&player_status);
// 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<Scripting::ScriptedObject*> (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<Scripting::Text*> (text_object);
- interpreter->expose_object(text, "Text", "Text");
-
+ ScriptInterpreter* interpreter = new ScriptInterpreter(this);
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();
+ interpreter->start_script();
+ add_object(interpreter);
+ init_script = "";
} catch(std::exception& e) {
std::cerr << "Couldn't execute init script: " << e.what() << "\n";
}
void
Sector::action(float elapsed_time)
{
- if(interpreter)
- interpreter->update();
-
player->check_bounds(camera);
#if 0