make GameObjects reference counted (this avoids crashs when scripts hold reference...
[supertux.git] / src / scripting / functions.cpp
1 //  $Id$
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19
20 #include <config.h>
21
22 #include <memory>
23 #include <stdio.h>
24 #include <string>
25 #include <squirrel.h>
26 #include <sqstdio.h>
27 #include "textscroller.hpp"
28 #include "functions.hpp"
29 #include "game_session.hpp"
30 #include "tinygettext/tinygettext.hpp"
31 #include "physfs/physfs_stream.hpp"
32 #include "resources.hpp"
33 #include "gettext.hpp"
34 #include "log.hpp"
35 #include "mainloop.hpp"
36 #include "worldmap/worldmap.hpp"
37 #include "world.hpp"
38 #include "sector.hpp"
39 #include "gameconfig.hpp"
40 #include "object/player.hpp"
41 #include "object/tilemap.hpp"
42 #include "main.hpp"
43 #include "fadeout.hpp"
44 #include "shrinkfade.hpp"
45 #include "object/camera.hpp"
46 #include "flip_level_transformer.hpp"
47 #include "audio/sound_manager.hpp"
48
49 #include "squirrel_error.hpp"
50 #include "squirrel_util.hpp"
51 #include "time_scheduler.hpp"
52
53 namespace Scripting
54 {
55
56 int display(HSQUIRRELVM vm)
57 {
58   Console::output << squirrel2string(vm, -1) << std::endl;
59   return 0;
60 }
61
62 void print_stacktrace(HSQUIRRELVM vm)
63 {
64   print_squirrel_stack(vm);
65 }
66
67 int get_current_thread(HSQUIRRELVM vm)
68 {
69   sq_pushobject(vm, vm_to_object(vm));
70   return 1;
71 }
72
73 void wait(HSQUIRRELVM vm, float seconds)
74 {
75   TimeScheduler::instance->schedule_thread(vm, game_time + seconds);
76 }
77
78 void wait_for_screenswitch(HSQUIRRELVM vm)
79 {
80   main_loop->waiting_threads.add(vm);
81 }
82
83 void exit_screen()
84 {
85   main_loop->exit_screen();
86 }
87
88 void fadeout_screen(float seconds)
89 {
90   main_loop->set_screen_fade(new FadeOut(seconds));
91 }
92
93 void shrink_screen(float dest_x, float dest_y, float seconds)
94 {
95   main_loop->set_screen_fade(new ShrinkFade(Vector(dest_x, dest_y), seconds));
96 }
97
98 std::string translate(const std::string& text)
99 {
100   return dictionary_manager.get_dictionary().translate(text);
101 }
102
103 void display_text_file(const std::string& filename)
104 {
105   main_loop->push_screen(new TextScroller(filename));
106 }
107
108 void load_worldmap(const std::string& filename)
109 {
110   using namespace WorldMapNS;
111
112   main_loop->push_screen(new WorldMap(filename));
113 }
114
115 void load_level(const std::string& filename)
116 {
117   main_loop->push_screen(new GameSession(filename));
118 }
119
120 static SQInteger squirrel_read_char(SQUserPointer file)
121 {
122   std::istream* in = reinterpret_cast<std::istream*> (file);
123   char c = in->get();
124   if(in->eof())
125     return 0;
126
127   return c;
128 }
129
130 void import(HSQUIRRELVM vm, const std::string& filename)
131 {
132   IFileStream in(filename);
133     
134   if(SQ_FAILED(sq_compile(vm, squirrel_read_char, &in,
135           filename.c_str(), SQTrue)))
136     throw SquirrelError(vm, "Couldn't parse script");
137     
138   sq_pushroottable(vm);
139   if(SQ_FAILED(sq_call(vm, 1, SQFalse, SQTrue))) {
140     sq_pop(vm, 1);
141     throw SquirrelError(vm, "Couldn't execute script");
142   }
143   sq_pop(vm, 1);
144 }
145
146 void debug_collrects(bool enable)
147 {
148   Sector::show_collrects = enable;
149 }
150
151 void debug_draw_fps(bool enable)
152 {
153   config->show_fps = enable;
154 }
155
156 void debug_draw_solids_only(bool enable)
157 {
158   Sector::draw_solids_only = enable;
159 }
160
161 void save_state()
162 {
163   using namespace WorldMapNS;
164   
165   if(World::current() == NULL)
166     throw std::runtime_error("Can't save state without active World");
167
168   if(WorldMap::current() != NULL)
169     WorldMap::current()->save_state();
170   World::current()->save_state();
171 }
172
173 // not added to header, function to only be used by others
174 // in this file
175 bool validate_sector_player()
176 {
177   if (Sector::current() == 0)
178   {
179     log_info << "No current sector." << std::endl;
180         return false;
181   }
182
183   if (Sector::current()->player == 0)
184   {
185     log_info << "No player." << std::endl;
186         return false;
187   }
188   return true;
189 }
190
191 void play_music(const std::string& filename)
192 {
193   sound_manager->play_music(filename);
194 }
195
196 void play_sound(const std::string& filename)
197 {
198   sound_manager->play(filename);
199 }
200
201 void grease()
202 {
203   if (!validate_sector_player()) return;
204   ::Player* tux = Sector::current()->player; // Scripting::Player != ::Player
205   tux->physic.set_velocity_x(tux->physic.get_velocity_x()*3);
206 }
207
208 void invincible()
209 {
210   if (!validate_sector_player()) return;
211   ::Player* tux = Sector::current()->player;
212   tux->invincible_timer.start(10000);
213 }
214
215 void mortal()
216 {
217   if (!validate_sector_player()) return;
218   ::Player* tux = Sector::current()->player;
219   tux->invincible_timer.stop();
220 }
221
222 void shrink()
223 {
224   if (!validate_sector_player()) return;
225   ::Player* tux = Sector::current()->player;
226   tux->kill(tux->SHRINK);
227 }
228
229 void kill()
230 {
231   if (!validate_sector_player()) return;
232   ::Player* tux = Sector::current()->player;
233   tux->kill(tux->KILL);
234 }
235
236 void restart()
237 {
238   if (GameSession::current() == 0)
239   {
240     log_info << "No game session" << std::endl;
241     return;
242   }
243   GameSession::current()->restart_level();
244 }
245
246 void whereami()
247 {
248   if (!validate_sector_player()) return;
249   ::Player* tux = Sector::current()->player;
250   log_info << "You are at x " << tux->get_pos().x << ", y " << tux->get_pos().y << std::endl;
251 }
252
253 void gotoend()
254 {
255   if (!validate_sector_player()) return;
256   ::Player* tux = Sector::current()->player;
257   tux->move(Vector(
258           (Sector::current()->solids->get_width()*32) - (SCREEN_WIDTH*2), 0));
259   Sector::current()->camera->reset(
260         Vector(tux->get_pos().x, tux->get_pos().y));
261 }
262
263 void camera()
264 {
265   if (!validate_sector_player()) return;
266   log_info << "Camera is at " << Sector::current()->camera->get_translation().x << "," << Sector::current()->camera->get_translation().y << std::endl;
267 }
268
269 void quit()
270 {
271   main_loop->quit();
272 }
273
274 }
275