last_position(),
last_target_time()
{
- tux = new Tux(this);
+ tux = std::make_shared<Tux>(this);
add_object(tux);
name = "<no title>";
for(GameObjects::iterator i = game_objects.begin();
i != game_objects.end(); ++i) {
- GameObject* object = *i;
+ GameObjectPtr& object = *i;
try_unexpose(object);
- object->unref();
}
for(SpawnPoints::iterator i = spawn_points.begin();
}
void
-WorldMap::add_object(GameObject* object)
+WorldMap::add_object(GameObjectPtr object)
{
- TileMap* tilemap = dynamic_cast<TileMap*> (object);
+ TileMap* tilemap = dynamic_cast<TileMap*>(object.get());
if(tilemap != 0 && tilemap->is_solid()) {
solid_tilemaps.push_back(tilemap);
}
- object->ref();
try_expose(object);
game_objects.push_back(object);
}
void
-WorldMap::try_expose(GameObject* object)
+WorldMap::try_expose(const GameObjectPtr& object)
{
- ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
if(object_ != NULL) {
HSQUIRRELVM vm = scripting::global_vm;
sq_pushobject(vm, worldmap_table);
}
void
-WorldMap::try_unexpose(GameObject* object)
+WorldMap::try_unexpose(const GameObjectPtr& object)
{
- ScriptInterface* object_ = dynamic_cast<ScriptInterface*> (object);
+ ScriptInterface* object_ = dynamic_cast<ScriptInterface*>(object.get());
if(object_ != NULL) {
HSQUIRRELVM vm = scripting::global_vm;
SQInteger oldtop = sq_gettop(vm);
lisp::ListIterator iter(sector);
while(iter.next()) {
if(iter.item() == "tilemap") {
- add_object(new TileMap(*(iter.lisp())));
+ add_object(std::make_shared<TileMap>(*(iter.lisp())));
} else if(iter.item() == "background") {
- add_object(new Background(*(iter.lisp())));
+ add_object(std::make_shared<Background>(*(iter.lisp())));
} else if(iter.item() == "music") {
iter.value()->get(music);
} else if(iter.item() == "init-script") {
SpawnPoint* sp = new SpawnPoint(*iter.lisp());
spawn_points.push_back(sp);
} else if(iter.item() == "level") {
- LevelTile* level = new LevelTile(levels_path, *iter.lisp());
- levels.push_back(level);
+ auto level = std::make_shared<LevelTile>(levels_path, *iter.lisp());
+ levels.push_back(level.get());
add_object(level);
} else if(iter.item() == "special-tile") {
- SpecialTile* special_tile = new SpecialTile(*iter.lisp());
- special_tiles.push_back(special_tile);
+ auto special_tile = std::make_shared<SpecialTile>(*iter.lisp());
+ special_tiles.push_back(special_tile.get());
add_object(special_tile);
} else if(iter.item() == "sprite-change") {
- SpriteChange* sprite_change = new SpriteChange(*iter.lisp());
- sprite_changes.push_back(sprite_change);
+ auto sprite_change = std::make_shared<SpriteChange>(*iter.lisp());
+ sprite_changes.push_back(sprite_change.get());
add_object(sprite_change);
} else if(iter.item() == "teleporter") {
- Teleporter* teleporter = new Teleporter(*iter.lisp());
- teleporters.push_back(teleporter);
+ auto teleporter = std::make_shared<Teleporter>(*iter.lisp());
+ teleporters.push_back(teleporter.get());
add_object(teleporter);
} else if(iter.item() == "decal") {
- Decal* decal = new Decal(*iter.lisp());
+ auto decal = std::make_shared<Decal>(*iter.lisp());
add_object(decal);
} else if(iter.item() == "ambient-light") {
std::vector<float> vColor;
{
// update GameObjects
for(size_t i = 0; i < game_objects.size(); ++i) {
- GameObject* object = game_objects[i];
+ GameObjectPtr& object = game_objects[i];
if(!panning || object != tux) {
object->update(delta);
}
// remove old GameObjects
for(GameObjects::iterator i = game_objects.begin();
i != game_objects.end(); ) {
- GameObject* object = *i;
+ GameObjectPtr& object = *i;
if(!object->is_valid()) {
try_unexpose(object);
- object->unref();
i = game_objects.erase(i);
} else {
++i;
/* update solid_tilemaps list */
//FIXME: this could be more efficient
solid_tilemaps.clear();
- for(std::vector<GameObject*>::iterator i = game_objects.begin();
- i != game_objects.end(); ++i)
+ for(auto i = game_objects.begin(); i != game_objects.end(); ++i)
{
- TileMap* tm = dynamic_cast<TileMap*>(*i);
+ TileMap* tm = dynamic_cast<TileMap*>(i->get());
if (!tm) continue;
if (tm->is_solid()) solid_tilemaps.push_back(tm);
}
context.push_transform();
context.set_translation(camera_offset);
- for(GameObjects::iterator i = game_objects.begin();
- i != game_objects.end(); ++i) {
- GameObject* object = *i;
+ for(auto i = game_objects.begin(); i != game_objects.end(); ++i)
+ {
+ GameObjectPtr& object = *i;
if(!panning || object != tux) {
object->draw(context);
}