Adjust gamma with set_gamma(float) scripting function. Must be fullscreen.
[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 #include "random_generator.hpp"
49
50 #include "squirrel_error.hpp"
51 #include "squirrel_util.hpp"
52 #include "time_scheduler.hpp"
53
54 extern float game_speed;
55
56 namespace Scripting
57 {
58
59 SQInteger display(HSQUIRRELVM vm)
60 {
61   Console::output << squirrel2string(vm, -1) << std::endl;
62   return 0;
63 }
64
65 void print_stacktrace(HSQUIRRELVM vm)
66 {
67   print_squirrel_stack(vm);
68 }
69
70 SQInteger get_current_thread(HSQUIRRELVM vm)
71 {
72   sq_pushobject(vm, vm_to_object(vm));
73   return 1;
74 }
75
76 void wait(HSQUIRRELVM vm, float seconds)
77 {
78   TimeScheduler::instance->schedule_thread(vm, game_time + seconds);
79 }
80
81 void wait_for_screenswitch(HSQUIRRELVM vm)
82 {
83   main_loop->waiting_threads.add(vm);
84 }
85
86 void exit_screen()
87 {
88   main_loop->exit_screen();
89 }
90
91 void fadeout_screen(float seconds)
92 {
93   main_loop->set_screen_fade(new FadeOut(seconds));
94 }
95
96 void shrink_screen(float dest_x, float dest_y, float seconds)
97 {
98   main_loop->set_screen_fade(new ShrinkFade(Vector(dest_x, dest_y), seconds));
99 }
100
101 void abort_screenfade()
102 {
103   main_loop->set_screen_fade(NULL);
104 }
105
106 std::string translate(const std::string& text)
107 {
108   return dictionary_manager.get_dictionary().translate(text);
109 }
110
111 void display_text_file(const std::string& filename)
112 {
113   main_loop->push_screen(new TextScroller(filename));
114 }
115
116 void load_worldmap(const std::string& filename)
117 {
118   using namespace WorldMapNS;
119
120   main_loop->push_screen(new WorldMap(filename));
121 }
122
123 void load_level(const std::string& filename)
124 {
125   main_loop->push_screen(new GameSession(filename));
126 }
127
128 static SQInteger squirrel_read_char(SQUserPointer file)
129 {
130   std::istream* in = reinterpret_cast<std::istream*> (file);
131   char c = in->get();
132   if(in->eof())
133     return 0;
134
135   return c;
136 }
137
138 void import(HSQUIRRELVM vm, const std::string& filename)
139 {
140   IFileStream in(filename);
141
142   if(SQ_FAILED(sq_compile(vm, squirrel_read_char, &in,
143           filename.c_str(), SQTrue)))
144     throw SquirrelError(vm, "Couldn't parse script");
145
146   sq_pushroottable(vm);
147   if(SQ_FAILED(sq_call(vm, 1, SQFalse, SQTrue))) {
148     sq_pop(vm, 1);
149     throw SquirrelError(vm, "Couldn't execute script");
150   }
151   sq_pop(vm, 1);
152 }
153
154 void debug_collrects(bool enable)
155 {
156   Sector::show_collrects = enable;
157 }
158
159 void debug_show_fps(bool enable)
160 {
161   config->show_fps = enable;
162 }
163
164 void debug_draw_solids_only(bool enable)
165 {
166   Sector::draw_solids_only = enable;
167 }
168
169 void save_state()
170 {
171   using namespace WorldMapNS;
172
173   if(World::current() == NULL || WorldMap::current() == NULL)
174     throw std::runtime_error("Can't save state without active World");
175
176   WorldMap::current()->save_state();
177   World::current()->save_state();
178 }
179
180 void update_worldmap()
181 {
182   using namespace WorldMapNS;
183
184   if(WorldMap::current() == NULL)
185     throw std::runtime_error("Can't update Worldmap: none active");
186
187   WorldMap::current()->load_state();
188 }
189
190 // not added to header, function to only be used by others
191 // in this file
192 bool validate_sector_player()
193 {
194   if (Sector::current() == 0)
195   {
196     log_info << "No current sector." << std::endl;
197     return false;
198   }
199
200   if (Sector::current()->player == 0)
201   {
202     log_info << "No player." << std::endl;
203     return false;
204   }
205   return true;
206 }
207
208 void play_music(const std::string& filename)
209 {
210   sound_manager->play_music(filename);
211 }
212
213 void play_sound(const std::string& filename)
214 {
215   sound_manager->play(filename);
216 }
217
218 void grease()
219 {
220   if (!validate_sector_player()) return;
221   ::Player* tux = Sector::current()->player; // Scripting::Player != ::Player
222   tux->physic.set_velocity_x(tux->physic.get_velocity_x()*3);
223 }
224
225 void invincible()
226 {
227   if (!validate_sector_player()) return;
228   ::Player* tux = Sector::current()->player;
229   tux->invincible_timer.start(10000);
230 }
231
232 void ghost()
233 {
234   if (!validate_sector_player()) return;
235   ::Player* tux = Sector::current()->player;
236   tux->set_ghost_mode(true);
237 }
238
239 void mortal()
240 {
241   if (!validate_sector_player()) return;
242   ::Player* tux = Sector::current()->player;
243   tux->invincible_timer.stop();
244   tux->set_ghost_mode(false);
245 }
246
247 void restart()
248 {
249   if (GameSession::current() == 0)
250   {
251     log_info << "No game session" << std::endl;
252     return;
253   }
254   GameSession::current()->restart_level();
255 }
256
257 void whereami()
258 {
259   if (!validate_sector_player()) return;
260   ::Player* tux = Sector::current()->player;
261   log_info << "You are at x " << tux->get_pos().x << ", y " << tux->get_pos().y << std::endl;
262 }
263
264 void gotoend()
265 {
266   if (!validate_sector_player()) return;
267   ::Player* tux = Sector::current()->player;
268   tux->move(Vector(
269           (Sector::current()->get_width()) - (SCREEN_WIDTH*2), 0));
270   Sector::current()->camera->reset(
271         Vector(tux->get_pos().x, tux->get_pos().y));
272 }
273
274 void camera()
275 {
276   if (!validate_sector_player()) return;
277   log_info << "Camera is at " << Sector::current()->camera->get_translation().x << "," << Sector::current()->camera->get_translation().y << std::endl;
278 }
279
280 void set_gamma(float gamma) {
281   SDL_SetGamma(gamma, gamma, gamma);
282 }
283
284 void quit()
285 {
286   main_loop->quit();
287 }
288
289 int rand()
290 {
291   return systemRandom.rand();
292 }
293
294 void set_game_speed(float speed)
295 {
296   ::game_speed = speed;
297 }
298
299 }