#define fix
[supertux.git] / src / sector.cpp
index 1fbbbb0..c0c7b63 100644 (file)
@@ -60,8 +60,7 @@
 #include "badguy/jumpy.hpp"
 #include "trigger/sequence_trigger.hpp"
 #include "player_status.hpp"
-#include "script_manager.hpp"
-#include "scripting/wrapper_util.hpp"
+#include "scripting/squirrel_util.hpp"
 #include "script_interface.hpp"
 #include "log.hpp"
 
@@ -82,37 +81,45 @@ Sector::Sector(Level* parent)
   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");
+  using namespace Scripting;
+
+  sq_collectgarbage(global_vm);
+
+  sq_newtable(global_vm);
+  sq_pushroottable(global_vm);
+  if(SQ_FAILED(sq_setdelegate(global_vm, -2)))
+    throw Scripting::SquirrelError(global_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);
+  if(SQ_FAILED(sq_getstackobj(global_vm, -1, &sector_table)))
+    throw Scripting::SquirrelError(global_vm, "Couldn't get sector table");
+  sq_addref(global_vm, &sector_table);
+  sq_pop(global_vm, 1);
 }
 
 Sector::~Sector()
 {
-  deactivate();
+  using namespace Scripting;
   
-  script_manager.reset(NULL);
-  sq_release(ScriptManager::instance->get_vm(), &sector_table);
+  deactivate();
+
+  for(ScriptList::iterator i = scripts.begin();
+      i != scripts.end(); ++i) {
+    HSQOBJECT& object = *i;
+    sq_release(global_vm, &object);
+  }
+  sq_release(global_vm, &sector_table);
+  sq_collectgarbage(global_vm);
  
   update_game_objects();
   assert(gameobjects_new.size() == 0);
 
-  for(GameObjects::iterator i = gameobjects.begin(); i != gameobjects.end();
-      ++i) {
-    before_object_remove(*i);
-    delete *i;
+  for(GameObjects::iterator i = gameobjects.begin();
+      i != gameobjects.end(); ++i) {
+    GameObject* object = *i;
+    before_object_remove(object);
+    object->unref();
   }
 
   for(SpawnPoints::iterator i = spawnpoints.begin(); i != spawnpoints.end();
@@ -398,14 +405,33 @@ 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();
+  using namespace Scripting;
+
+  // garbage collect thread list
+  for(ScriptList::iterator i = scripts.begin();
+      i != scripts.end(); ) {
+    HSQOBJECT& object = *i;
+    HSQUIRRELVM vm = object_to_vm(object);
+
+    if(sq_getvmstate(vm) != SQ_VMSTATE_SUSPENDED) {
+      sq_release(global_vm, &object);
+      i = scripts.erase(i);
+      continue;
+    }
+    
+    ++i;
+  }
+  
+  HSQOBJECT object = create_thread(global_vm);
+  scripts.push_back(object);
+
+  HSQUIRRELVM vm = object_to_vm(object);
 
   // set sector_table as roottable for the thread
   sq_pushobject(vm, sector_table);
   sq_setroottable(vm);
 
-  Scripting::compile_and_run(vm, in, sourcename);
+  compile_and_run(vm, in, sourcename);
 
   return vm;
 }
@@ -429,6 +455,7 @@ Sector::add_object(GameObject* object)
   }
 #endif
 
+  object->ref();
   gameobjects_new.push_back(object);
 }
 
@@ -463,8 +490,8 @@ Sector::activate(const Vector& player_pos)
       _current->deactivate();
     _current = this;
 
-    // register sectortable as current_sector in scripting
-    HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+    // register sectortable as sector in scripting
+    HSQUIRRELVM vm = Scripting::global_vm;
     sq_pushroottable(vm);
     sq_pushstring(vm, "sector", -1);
     sq_pushobject(vm, sector_table);
@@ -498,7 +525,7 @@ Sector::deactivate()
     return;
 
   // remove sector entry from global vm
-  HSQUIRRELVM vm = ScriptManager::instance->get_vm();
+  HSQUIRRELVM vm = Scripting::global_vm;
   sq_pushroottable(vm);
   sq_pushstring(vm, "sector", -1);
   if(SQ_FAILED(sq_deleteslot(vm, -2, SQFalse)))
@@ -526,8 +553,6 @@ Sector::get_active_region()
 void
 Sector::update(float elapsed_time)
 {
-  script_manager->update();
-
   player->check_bounds(camera);
 
 #if 0
@@ -594,7 +619,7 @@ Sector::update_game_objects()
 
     before_object_remove(object);
     
-    delete *i;
+    object->unref();
     i = gameobjects.erase(i);
   }
 
@@ -665,7 +690,7 @@ Sector::try_expose(GameObject* object)
 {
   ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
   if(interface != NULL) {
-    HSQUIRRELVM vm = script_manager->get_vm();
+    HSQUIRRELVM vm = Scripting::global_vm;
     sq_pushobject(vm, sector_table);
     interface->expose(vm, -1);
     sq_pop(vm, 1);
@@ -684,8 +709,8 @@ Sector::try_unexpose(GameObject* object)
 {
   ScriptInterface* interface = dynamic_cast<ScriptInterface*> (object);
   if(interface != NULL) {
-    HSQUIRRELVM vm = script_manager->get_vm();
-    int oldtop = sq_gettop(vm);
+    HSQUIRRELVM vm = Scripting::global_vm;
+    SQInteger oldtop = sq_gettop(vm);
     sq_pushobject(vm, sector_table);
     try {
       interface->unexpose(vm, -1);
@@ -793,31 +818,6 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement,
 uint32_t
 Sector::collision_tile_attributes(const Rect& dest) const
 {
-  /** XXX This function doesn't work correctly as it will check all tiles
-   * in the bounding box of the object movement, this might include tiles
-   * that have actually never been touched by the object
-   * (though this only occures for very fast objects...)
-   */
-#if 0
-  // calculate rectangle where the object will move
-  float x1, x2;
-  if(object->get_movement().x >= 0) {
-    x1 = object->get_bbox().p1.x;
-    x2 = object->get_bbox().p2.x + object->get_movement().x;
-  } else {
-    x1 = object->get_bbox().p1.x + object->get_movement().x;
-    x2 = object->get_bbox().p2.x;
-  }
-  float y1, y2;
-  if(object->get_movement().y >= 0) {
-    y1 = object->get_bbox().p1.y;
-    y2 = object->get_bbox().p2.y + object->get_movement().y;
-  } else {
-    y1 = object->get_bbox().p1.y + object->get_movement().y;
-    y2 = object->get_bbox().p2.y;
-  }
-#endif
   float x1 = dest.p1.x;
   float y1 = dest.p1.y;
   float x2 = dest.p2.x;