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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "ags/globals.h"
#include "ags/engine/script/executing_script.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/script/script.h"
#include "ags/shared/ac/game_version.h"
namespace AGS3 {
QueuedScript::QueuedScript()
: Instance(kScInstGame)
, ParamCount(0) {
}
int ExecutingScript::queue_action(PostScriptAction act, int data, const char *aname) {
if (numPostScriptActions >= MAX_QUEUED_ACTIONS)
quitprintf("!%s: Cannot queue action, post-script queue full", aname);
// A strange behavior in pre-2.7.0 games allowed to call NewRoom right after
// RestartGame, cancelling RestartGame. Probably an unintended effect.
// We try to emulate this here, by simply removing all ePSARestartGame.
if ((_G(loaded_game_file_version) < kGameVersion_270) && (act == ePSANewRoom)) {
for (int i = 0; i < numPostScriptActions; i++) {
if (postScriptActions[i] == ePSARestartGame) {
debug("Removing spurious RestartGame event! index = %d numPostScriptActions = %d", i, numPostScriptActions);
for (int j = i; j < numPostScriptActions; j++) {
postScriptActions[j] = postScriptActions[j + 1];
postScriptActionData[j] = postScriptActionData[j + 1];
postScriptActionNames[j] = postScriptActionNames[j + 1];
postScriptActionPositions[j] = postScriptActionPositions[j + 1];
}
i--; // make sure to remove multiple ePSARestartGame
numPostScriptActions--;
}
}
}
if (numPostScriptActions > 0) {
// if something that will terminate the room has already
// been queued, don't allow a second thing to be queued
switch (postScriptActions[numPostScriptActions - 1]) {
case ePSANewRoom:
case ePSARestoreGame:
case ePSARestoreGameDialog:
case ePSARunAGSGame:
case ePSARestartGame:
quitprintf("!%s: Cannot run this command, since there was a %s command already queued to run in \"%s\", line %d",
aname, postScriptActionNames[numPostScriptActions - 1],
postScriptActionPositions[numPostScriptActions - 1].Section.GetCStr(), postScriptActionPositions[numPostScriptActions - 1].Line);
break;
default:
break;
}
}
postScriptActions[numPostScriptActions] = act;
postScriptActionData[numPostScriptActions] = data;
postScriptActionNames[numPostScriptActions] = aname;
get_script_position(postScriptActionPositions[numPostScriptActions]);
numPostScriptActions++;
return numPostScriptActions - 1;
}
void ExecutingScript::run_another(const char *namm, ScriptInstType scinst, size_t param_count, const RuntimeScriptValue *params) {
if (numanother < MAX_QUEUED_SCRIPTS)
numanother++;
else {
/*debug_script_warn("Warning: too many scripts to run, ignored %s(%d,%d)",
script_run_another[numanother - 1], run_another_p1[numanother - 1],
run_another_p2[numanother - 1]);*/
}
int thisslot = numanother - 1;
QueuedScript &script = ScFnQueue[thisslot];
script.FnName.SetString(namm, MAX_FUNCTION_NAME_LEN);
script.Instance = scinst;
script.ParamCount = param_count;
for (size_t p = 0; p < MAX_QUEUED_PARAMS && p < param_count; ++p)
script.Params[p] = params[p];
}
} // namespace AGS3
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