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engines/ags/engine/script/executing_script.cpp
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102
engines/ags/engine/script/executing_script.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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. See the
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* GNU General Public License for more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/globals.h"
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#include "ags/engine/script/executing_script.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/debugging/debugger.h"
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#include "ags/engine/script/script.h"
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#include "ags/shared/ac/game_version.h"
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namespace AGS3 {
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QueuedScript::QueuedScript()
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: Instance(kScInstGame)
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, ParamCount(0) {
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}
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int ExecutingScript::queue_action(PostScriptAction act, int data, const char *aname) {
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if (numPostScriptActions >= MAX_QUEUED_ACTIONS)
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quitprintf("!%s: Cannot queue action, post-script queue full", aname);
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// A strange behavior in pre-2.7.0 games allowed to call NewRoom right after
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// RestartGame, cancelling RestartGame. Probably an unintended effect.
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// We try to emulate this here, by simply removing all ePSARestartGame.
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if ((_G(loaded_game_file_version) < kGameVersion_270) && (act == ePSANewRoom)) {
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for (int i = 0; i < numPostScriptActions; i++) {
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if (postScriptActions[i] == ePSARestartGame) {
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debug("Removing spurious RestartGame event! index = %d numPostScriptActions = %d", i, numPostScriptActions);
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for (int j = i; j < numPostScriptActions; j++) {
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postScriptActions[j] = postScriptActions[j + 1];
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postScriptActionData[j] = postScriptActionData[j + 1];
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postScriptActionNames[j] = postScriptActionNames[j + 1];
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postScriptActionPositions[j] = postScriptActionPositions[j + 1];
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}
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i--; // make sure to remove multiple ePSARestartGame
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numPostScriptActions--;
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}
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}
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}
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if (numPostScriptActions > 0) {
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// if something that will terminate the room has already
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// been queued, don't allow a second thing to be queued
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switch (postScriptActions[numPostScriptActions - 1]) {
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case ePSANewRoom:
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case ePSARestoreGame:
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case ePSARestoreGameDialog:
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case ePSARunAGSGame:
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case ePSARestartGame:
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quitprintf("!%s: Cannot run this command, since there was a %s command already queued to run in \"%s\", line %d",
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aname, postScriptActionNames[numPostScriptActions - 1],
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postScriptActionPositions[numPostScriptActions - 1].Section.GetCStr(), postScriptActionPositions[numPostScriptActions - 1].Line);
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break;
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default:
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break;
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}
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}
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postScriptActions[numPostScriptActions] = act;
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postScriptActionData[numPostScriptActions] = data;
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postScriptActionNames[numPostScriptActions] = aname;
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get_script_position(postScriptActionPositions[numPostScriptActions]);
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numPostScriptActions++;
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return numPostScriptActions - 1;
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}
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void ExecutingScript::run_another(const char *namm, ScriptInstType scinst, size_t param_count, const RuntimeScriptValue *params) {
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if (numanother < MAX_QUEUED_SCRIPTS)
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numanother++;
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else {
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/*debug_script_warn("Warning: too many scripts to run, ignored %s(%d,%d)",
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script_run_another[numanother - 1], run_another_p1[numanother - 1],
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run_another_p2[numanother - 1]);*/
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}
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int thisslot = numanother - 1;
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QueuedScript &script = ScFnQueue[thisslot];
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script.FnName.SetString(namm, MAX_FUNCTION_NAME_LEN);
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script.Instance = scinst;
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script.ParamCount = param_count;
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for (size_t p = 0; p < MAX_QUEUED_PARAMS && p < param_count; ++p)
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script.Params[p] = params[p];
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}
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} // namespace AGS3
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