Esempio n. 1
0
ScScript *ScScript::invokeEventHandler(const Common::String &eventName, bool unbreakable) {
	//if (_state!=SCRIPT_PERSISTENT) return nullptr;

	uint32 pos = getEventPos(eventName);
	if (!pos) {
		return nullptr;
	}
#if EXTENDED_DEBUGGER_ENABLED == true
	// TODO: Not pretty
	DebuggableScEngine* debuggableEngine;
	debuggableEngine = dynamic_cast<DebuggableScEngine*>(_engine);
	assert(debuggableEngine);
	ScScript *thread = new DebuggableScript(_gameRef,  debuggableEngine);
#else
	ScScript *thread = new ScScript(_gameRef,  _engine);
#endif
	if (thread) {
		bool ret = thread->createThread(this, pos, eventName);
		if (DID_SUCCEED(ret)) {
			thread->_unbreakable = unbreakable;
			_engine->_scripts.add(thread);
			return thread;
		} else {
			delete thread;
			return nullptr;
		}
	} else {
		return nullptr;
	}

}
Esempio n. 2
0
ScScript *ScScript::invokeEventHandler(const Common::String &eventName, bool unbreakable) {
	//if (_state!=SCRIPT_PERSISTENT) return nullptr;

	uint32 pos = getEventPos(eventName);
	if (!pos) {
		return nullptr;
	}

	ScScript *thread = new ScScript(_gameRef,  _engine);
	if (thread) {
		bool ret = thread->createThread(this, pos, eventName);
		if (DID_SUCCEED(ret)) {
			thread->_unbreakable = unbreakable;
			_engine->_scripts.add(thread);
			return thread;
		} else {
			delete thread;
			return nullptr;
		}
	} else {
		return nullptr;
	}

}