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96 lines
4.2 KiB
C++
96 lines
4.2 KiB
C++
/* 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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#ifndef AGS_ENGINE_SCRIPT_SCRIPT_H
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#define AGS_ENGINE_SCRIPT_SCRIPT_H
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#include "ags/lib/std/vector.h"
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#include "ags/shared/game/room_struct.h" // MAX_ROOM_OBJECTS
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#include "ags/engine/script/cc_instance.h"
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#include "ags/engine/script/executing_script.h"
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#include "ags/engine/script/non_blocking_script_function.h"
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#include "ags/engine/ac/dynobj/script_system.h"
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#include "ags/shared/game/interactions.h"
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#include "ags/shared/util/string.h"
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namespace AGS3 {
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using AGS::Shared::Interaction;
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using AGS::Shared::InteractionCommandList;
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using AGS::Shared::InteractionScripts;
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using AGS::Shared::InteractionVariable;
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#define LATE_REP_EXEC_ALWAYS_NAME "late_repeatedly_execute_always"
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#define REP_EXEC_ALWAYS_NAME "repeatedly_execute_always"
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#define REP_EXEC_NAME "repeatedly_execute"
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int run_dialog_request(int parmtr);
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void run_function_on_non_blocking_thread(NonBlockingScriptFunction *funcToRun);
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int run_interaction_event(Interaction *nint, int evnt, int chkAny = -1, int isInv = 0);
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int run_interaction_script(InteractionScripts *nint, int evnt, int chkAny = -1);
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int create_global_script();
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void cancel_all_scripts();
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ccInstance *GetScriptInstanceByType(ScriptInstType sc_inst);
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// Queues a script function to be run either called by the engine or from another script
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void QueueScriptFunction(ScriptInstType sc_inst, const char *fn_name, size_t param_count = 0,
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const RuntimeScriptValue *params = nullptr);
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// Try to run a script function on a given script instance
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int RunScriptFunction(ccInstance *sci, const char *tsname, size_t param_count = 0,
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const RuntimeScriptValue *params = nullptr);
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// Run a script function in all the regular script modules, in order, where available
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// includes globalscript, but not the current room script.
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void RunScriptFunctionInModules(const char *tsname, size_t param_count = 0,
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const RuntimeScriptValue *params = nullptr);
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// Run an obligatory script function in the current room script
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int RunScriptFunctionInRoom(const char *tsname, size_t param_count = 0,
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const RuntimeScriptValue *params = nullptr);
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// Try to run a script function, guessing the behavior by its name and script instance type;
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// depending on the type may run a claimable callback chain
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int RunScriptFunctionAuto(ScriptInstType sc_inst, const char *fn_name, size_t param_count = 0,
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const RuntimeScriptValue *params = nullptr);
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AGS::Shared::String GetScriptName(ccInstance *sci);
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//=============================================================================
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char *make_ts_func_name(const char *base, int iii, int subd);
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// Performs various updates to the game after script interpreter returns control to the engine.
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// Executes actions and does changes that are not executed immediately at script command, for
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// optimisation and other reasons.
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void post_script_cleanup();
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void quit_with_script_error(const char *functionName);
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int get_nivalue(InteractionCommandList *nic, int idx, int parm);
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int run_interaction_commandlist(InteractionCommandList *nicl, int *timesrun, int *cmdsrun);
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InteractionVariable *get_interaction_variable(int varindx);
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InteractionVariable *FindGraphicalVariable(const char *varName);
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void run_unhandled_event(int evnt);
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void can_run_delayed_command();
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// Gets current running script position
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bool get_script_position(ScriptPosition &script_pos);
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AGS::Shared::String cc_get_callstack(int max_lines = INT_MAX);
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} // namespace AGS3
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#endif
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