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https://github.com/AquariaOSE/Aquaria.git
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55ead19076
This commit introduces a second pause mode: Full game pause (as in menu), and world pause (as in spirit form). All related checks are no longer done against WT_* constants, but against the new world pause which is functionally equivalent, but more flexible. Continuity::worldType is now only used to toggle world pause correctly, and to apply some related graphical effects. The world pause can also be controlled via script without actually switching forms. Added Lua functions: + node_setSpiritFreeze() + quad_setPauseLevel() + isWorldPaused() + setWorldPaused()
85 lines
2.1 KiB
C++
85 lines
2.1 KiB
C++
/*
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Copyright (C) 2007, 2012 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef SCRIPTOBJECT_H
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#define SCRIPTOBJECT_H
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enum ScriptObjectType
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{
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SCO_NONE = 0x0000,
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// If you change this enum, do not forget to adjust the string array in the cpp,
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// and to add additional compile time assertions to ScriptInterface.cpp as necessary!
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SCO_RENDEROBJECT = 0x0001,
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SCO_ENTITY = 0x0002,
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SCO_INGREDIENT = 0x0004,
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SCO_COLLIDE_ENTITY = 0x0008,
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SCO_SCRIPTED_ENTITY = 0x0010,
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SCO_BEAM = 0x0020,
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SCO_SHOT = 0x0040,
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SCO_WEB = 0x0080,
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SCO_BONE = 0x0100,
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SCO_PATH = 0x0200,
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SCO_QUAD = 0x0400,
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SCO_TEXT = 0x0800,
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SCO_PAUSEQUAD = 0x1000,
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SCO_FORCE_32BIT = 0xFFFFFFFF
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};
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class ScriptObject
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{
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public:
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ScriptObject()
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: _objtype(SCO_NONE)
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{
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}
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virtual ~ScriptObject() {}
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inline void addType(ScriptObjectType ty)
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{
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_objtype = ScriptObjectType(int(ty) | int(_objtype)); // prevent the compiler from crying
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}
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inline bool isType(ScriptObjectType bt) const
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{
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return (_objtype & bt) == bt;
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}
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inline bool isExactType(ScriptObjectType bt) const
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{
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return _objtype == bt;
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}
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inline std::string getTypeString() const
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{
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return getTypeString(_objtype);
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}
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static std::string getTypeString(unsigned int ty);
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// public to allow the static compile check in ScriptInterface.cpp to work
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ScriptObjectType _objtype;
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};
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#endif
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