Added persistent player storage. Fixed store items. Full compile. Updated release archive.
78 lines
3.8 KiB
Plaintext
78 lines
3.8 KiB
Plaintext
/// ----------------------------------------------------------------------------
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/// @file util_c_debug.nss
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/// @author Ed Burke (tinygiant98) <af.hog.pilot@gmail.com>
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/// @author Michael A. Sinclair (Squatting Monk) <squattingmonk@gmail.com>
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/// @brief Configuration file for util_i_debug.nss.
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/// ----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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// Helper Constants and Functions
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// -----------------------------------------------------------------------------
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// If you need custom constants, functions, or #includes, you may add them here.
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// Since this file is included by util_i_debug.nss, you do not need to #include
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// it to use its constants.
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// -----------------------------------------------------------------------------
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/*
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// These constants are used by the example code below. Uncomment if you want to
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// use them.
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/// @brief This is the minimum debug level required to trigger custom handling.
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/// @details Setting this to DEBUG_LEVEL_ERROR means OnDebug() will handle only
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/// messages marked as DEBUG_LEVEL_ERROR and DEBUG_LEVEL_CRITICAL. If set to
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/// DEBUG_LEVEL_NONE, the user-defined event will never be triggered.
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/// @warning It is not recommended to set this level to DEBUG_LEVEL_NOTICE or
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/// DEBUG_LEVEL_DEBUG as this could create high message traffic rates.
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const int DEBUG_EVENT_TRIGGER_LEVEL = DEBUG_LEVEL_ERROR;
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// These are varnames for script parameters
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const string DEBUG_PARAM_PREFIX = "DEBUG_PARAM_PREFIX";
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const string DEBUG_PARAM_MESSAGE = "DEBUG_PARAM_MESSAGE";
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const string DEBUG_PARAM_LEVEL = "DEBUG_PARAM_LEVEL";
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const string DEBUG_PARAM_TARGET = "DEBUG_PARAM_TARGET";
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*/
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// -----------------------------------------------------------------------------
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// Debug Handler
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// -----------------------------------------------------------------------------
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// You may alter the contents of this function, but do not alter its signature.
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// -----------------------------------------------------------------------------
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/// @brief Custom debug event handler
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/// @details This is a customizable function that runs before a message is shown
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/// using Debug(). This function provides a user-definable hook into the
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/// debug notification system. For example, a module can use this hook to
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/// execute a script that may be able to handle module-specific error
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/// handling or messaging.
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/// @param sPrefix the debug message source provided by GetDebugPrefix()
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/// @param sMessage the debug message provided to Debug()
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/// @param nLevel the debug level of the message provided to Debug()
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/// @param oTarget the game object being debugged as provided to Debug()
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/// @returns TRUE if the message should be sent as normal; FALSE if no message
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/// should be sent.
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/// @note This function will never fire if oTarget is not debugging messages of
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/// nLevel.
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/// @warning Do not call Debug() or its aliases Notice(), Warning(), Error(), or
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/// CriticalError() from this function; that would cause an infinite loop.
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int HandleDebug(string sPrefix, string sMessage, int nLevel, object oTarget)
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{
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/*
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// The following example code allows an external script to handle the event
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// with access to the appropriate script parameters. Optionally, all event
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// handling can be accomplished directly in this function.
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// Only do custom handling if the debug level is error or critical error.
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if (!nLevel || nLevel > DEBUG_EVENT_TRIGGER_LEVEL)
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return TRUE;
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SetScriptParam(DEBUG_PARAM_PREFIX, sPrefix);
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SetScriptParam(DEBUG_PARAM_MESSAGE, sMessage);
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SetScriptParam(DEBUG_PARAM_LEVEL, IntToString(nLevel));
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SetScriptParam(DEBUG_PARAM_TARGET, ObjectToString(oTarget));
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ExecuteScript("mydebugscript", oTarget);
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return FALSE;
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*/
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return TRUE;
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}
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