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author | Star Rauchenberger <fefferburbia@gmail.com> | 2021-07-05 11:58:29 -0400 |
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committer | Star Rauchenberger <fefferburbia@gmail.com> | 2021-07-05 11:58:29 -0400 |
commit | 324346a87c114f0991a092ac8653afecada364b5 (patch) | |
tree | f88ac730897056918b366e7fabaad2b136383d59 /src/script_system.cpp | |
parent | d983ef6b8d66d916ed7502cf6d35b573c5366257 (diff) | |
download | tanetane-324346a87c114f0991a092ac8653afecada364b5.tar.gz tanetane-324346a87c114f0991a092ac8653afecada364b5.tar.bz2 tanetane-324346a87c114f0991a092ac8653afecada364b5.zip |
Added background scripts
Background scripts are scripts that are launched when a map is loaded. They differ in use from a map's init script in that they are expected to contain an infinite loop. These scripts are linked to a sprite and will be killed when that sprite is destroyed (usually when the map is unloaded, but if the sprite is made persistent then it may last longer). The thread running the script is given no warning that it is being killed; the coroutine is simply never called again, and the thread is disposed of. Because of this, background scripts MUST ensure the game is in a consistent state before coroutine yielding, because it is not guaranteed that the coroutine will ever be called again.
Diffstat (limited to 'src/script_system.cpp')
-rw-r--r-- | src/script_system.cpp | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/src/script_system.cpp b/src/script_system.cpp index b4a7b9b..c820ecb 100644 --- a/src/script_system.cpp +++ b/src/script_system.cpp | |||
@@ -269,6 +269,12 @@ void ScriptSystem::tick(double dt) { | |||
269 | }); | 269 | }); |
270 | } | 270 | } |
271 | 271 | ||
272 | void ScriptSystem::destroySprite(int spriteId) { | ||
273 | scripts_.remove_if([spriteId] (const Script& script) { | ||
274 | return (script.linkedSprite == spriteId); | ||
275 | }); | ||
276 | } | ||
277 | |||
272 | void ScriptSystem::loadMapScripts(std::string mapName) { | 278 | void ScriptSystem::loadMapScripts(std::string mapName) { |
273 | if (!loadedScripts_.count(mapName)) { | 279 | if (!loadedScripts_.count(mapName)) { |
274 | engine_.script_file("../res/scripts/" + mapName + ".lua"); | 280 | engine_.script_file("../res/scripts/" + mapName + ".lua"); |
@@ -282,7 +288,7 @@ bool ScriptSystem::mapHasScript(std::string mapName, std::string scriptName) { | |||
282 | return !!engine_.traverse_get<sol::function>(mapName, scriptName); | 288 | return !!engine_.traverse_get<sol::function>(mapName, scriptName); |
283 | } | 289 | } |
284 | 290 | ||
285 | void ScriptSystem::runScript(std::string mapName, std::string scriptName) { | 291 | void ScriptSystem::runScript(std::string mapName, std::string scriptName, int linkedSprite) { |
286 | loadMapScripts(mapName); | 292 | loadMapScripts(mapName); |
287 | 293 | ||
288 | Script newScript; | 294 | Script newScript; |
@@ -291,6 +297,7 @@ void ScriptSystem::runScript(std::string mapName, std::string scriptName) { | |||
291 | #ifdef TANETANE_DEBUG | 297 | #ifdef TANETANE_DEBUG |
292 | newScript.debugInfo = mapName + "." + scriptName; | 298 | newScript.debugInfo = mapName + "." + scriptName; |
293 | #endif | 299 | #endif |
300 | newScript.linkedSprite = linkedSprite; | ||
294 | 301 | ||
295 | if (!*newScript.callable) { | 302 | if (!*newScript.callable) { |
296 | throw std::runtime_error("Error running script: " + mapName + "." + scriptName); | 303 | throw std::runtime_error("Error running script: " + mapName + "." + scriptName); |