From f3f4c562ff0625df99782af09725391d0f1c0a8a Mon Sep 17 00:00:00 2001 From: zuu Date: Fri, 21 Sep 2012 19:58:18 +0000 Subject: (svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts. --- src/script/script_instance.cpp | 17 ++++++++++++++++- src/script/script_instance.hpp | 26 ++++++++++++++++++++------ 2 files changed, 36 insertions(+), 7 deletions(-) (limited to 'src/script') diff --git a/src/script/script_instance.cpp b/src/script/script_instance.cpp index 95fcf6f0d..dc56c6c1f 100644 --- a/src/script/script_instance.cpp +++ b/src/script/script_instance.cpp @@ -54,6 +54,7 @@ ScriptInstance::ScriptInstance(const char *APIName) : instance(NULL), is_started(false), is_dead(false), + is_paused(false), is_save_data_on_stack(false), suspend(0), callback(NULL) @@ -165,6 +166,7 @@ void ScriptInstance::GameLoop() this->Died(); return; } + if (this->is_paused) return; this->controller->ticks++; if (this->suspend < -1) this->suspend++; // Multiplayer suspend, increase up to -1. @@ -520,10 +522,23 @@ void ScriptInstance::Save() } } -void ScriptInstance::Suspend() +void ScriptInstance::Pause() { + /* Suspend script. */ HSQUIRRELVM vm = this->engine->GetVM(); Squirrel::DecreaseOps(vm, _settings_game.script.script_max_opcode_till_suspend); + + this->is_paused = true; +} + +void ScriptInstance::Unpause() +{ + this->is_paused = false; +} + +bool ScriptInstance::IsPaused() +{ + return this->is_paused; } /* static */ bool ScriptInstance::LoadObjects(HSQUIRRELVM vm) diff --git a/src/script/script_instance.hpp b/src/script/script_instance.hpp index 0cda170f4..2e7eb55cc 100644 --- a/src/script/script_instance.hpp +++ b/src/script/script_instance.hpp @@ -140,12 +140,24 @@ public: static void LoadEmpty(); /** - * Reduces the number of opcodes the script have left to zero. Unless - * the script is in a state where it cannot suspend it will be suspended - * for the reminder of the current tick. This function is safe to - * call from within a function called by the script. + * Suspends the script for the current tick and then pause the execution + * of script. The script will not be resumed from its suspended state + * until the script has been unpaused. */ - void Suspend(); + void Pause(); + + /** + * Checks if the script is paused. + * @return true if the script is paused, otherwise false + */ + bool IsPaused(); + + /** + * Resume execution of the script. This function will not actually execute + * the script, but set a flag so that the script is executed my the usual + * mechanism that executes the script. + */ + void Unpause(); /** * Get the number of operations the script can execute before being suspended. @@ -171,7 +183,8 @@ public: /** * Check if the instance is sleeping, which either happened because the - * script executed a DoCommand, or executed this.Sleep(). + * script executed a DoCommand, executed this.Sleep() or it has been + * paused. */ bool IsSleeping() { return this->suspend != 0; } @@ -216,6 +229,7 @@ private: bool is_dead; ///< True if the script has been stopped. bool is_save_data_on_stack; ///< Is the save data still on the squirrel stack? int suspend; ///< The amount of ticks to suspend this script before it's allowed to continue. + bool is_paused; ///< Is the script paused? (a paused script will not be executed until unpaused) Script_SuspendCallbackProc *callback; ///< Callback that should be called in the next tick the script runs. /** -- cgit v1.2.3-54-g00ecf