Paul Gilbert faa858a55b AGS: Fixed sending non-error messages to debugger
From upstream 3b43353986ca91ecad9c5270e362c8716effaf37
2022-05-05 22:41:07 -07:00

96 lines
4.2 KiB
C++

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