Changed many places that used RageException to use ReportScriptError instead. Wrote ScreenOptionsExample.ini as documentation example for the OptionRow system. Rewrote gamecommands.txt to include all GameCommands. Fixed Commands::GetOriginalCommandString to insert the semicolons that separated the original commands. Changed nonsensical boolean |= true statements in GameCommand.cpp to just use =. Added protection to ReportScriptError to keep it from recursing through itself when an error occurs in error reporting. Added UseAbort option to ReportScriptError for places that want to use an AbortRetryIgnore dialog to query the user. Added ScriptErrorMessage for places that need to handle the warning/dialog part separately. Added logging flag to MESSAGEMAN so that all messages broadcast can be logged when desired. Changed OptionRowHandler::LoadInternal to return a boolean success value as part of error handling.

This commit is contained in:
Kyzentun
2014-07-12 14:59:10 -06:00
parent 63311ab62f
commit fb1a251b7a
29 changed files with 593 additions and 246 deletions
+13 -7
View File
@@ -369,7 +369,7 @@ void ScreenSelectMaster::UpdateSelectableChoices()
* If any options are playable, make sure one is selected. */
FOREACH_HumanPlayer( p )
{
if( !m_aGameCommands[m_iChoice[p]].IsPlayable() )
if(!m_aGameCommands.empty() && !m_aGameCommands[m_iChoice[p]].IsPlayable())
Move( p, MenuDir_Auto );
}
}
@@ -402,7 +402,7 @@ bool ScreenSelectMaster::Move( PlayerNumber pn, MenuDir dir )
if( seen.find(iSwitchToIndex) != seen.end() )
return false; // went full circle and none found
seen.insert( iSwitchToIndex );
} while( !m_aGameCommands[iSwitchToIndex].IsPlayable() && !DO_SWITCH_ANYWAYS );
} while(!m_aGameCommands.empty() && !m_aGameCommands[iSwitchToIndex].IsPlayable() && !DO_SWITCH_ANYWAYS);
return ChangeSelection( pn, dir, iSwitchToIndex );
}
@@ -821,22 +821,28 @@ bool ScreenSelectMaster::MenuStart( const InputEventPlus &input )
return true;
}
const GameCommand &mc = m_aGameCommands[m_iChoice[pn]];
GameCommand empty_mc;
// This is so we can avoid having problems when the GameCommands in the choices were all invalid or didn't load or similar. -Kyz
GameCommand *mc= &empty_mc;
if(!m_aGameCommands.empty())
{
mc = &(m_aGameCommands[m_iChoice[pn]]);
}
/* If no options are playable, then we're just waiting for one to become available.
* If any options are playable, then the selection must be playable. */
if( !AnyOptionsArePlayable() )
return false;
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc.m_sName.c_str())) );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(ssprintf("%s comment %s",m_sName.c_str(), mc->m_sName.c_str())) );
// Play a copy of the sound, so it'll finish playing even if we leave the screen immediately.
if( mc.m_sSoundPath.empty() && !m_bDoubleChoiceNoSound )
if( mc->m_sSoundPath.empty() && !m_bDoubleChoiceNoSound )
m_soundStart.PlayCopy();
if( mc.m_sScreen.empty() )
if( mc->m_sScreen.empty() )
{
mc.ApplyToAllPlayers();
mc->ApplyToAllPlayers();
// We want to be able to broadcast a Start message to the theme, in
// case a themer wants to handle something. -aj
Message msg( MessageIDToString((MessageID)(Message_MenuStartP1+pn)) );