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884 lines
28 KiB
C++
884 lines
28 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "ags/engine/script/script.h"
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#include "ags/shared/ac/common.h"
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#include "ags/engine/ac/character.h"
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#include "ags/engine/ac/dialog.h"
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#include "ags/engine/ac/event.h"
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#include "ags/engine/ac/game.h"
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#include "ags/shared/ac/gamesetupstruct.h"
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#include "ags/engine/ac/gamestate.h"
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#include "ags/engine/ac/global_audio.h"
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#include "ags/engine/ac/global_character.h"
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#include "ags/engine/ac/global_dialog.h"
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#include "ags/engine/ac/global_display.h"
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#include "ags/engine/ac/global_game.h"
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#include "ags/engine/ac/global_gui.h"
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#include "ags/engine/ac/global_hotspot.h"
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#include "ags/engine/ac/global_object.h"
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#include "ags/engine/ac/global_room.h"
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#include "ags/engine/ac/invwindow.h"
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#include "ags/engine/ac/mouse.h"
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#include "ags/engine/ac/room.h"
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#include "ags/engine/ac/roomobject.h"
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#include "ags/shared/script/cc_error.h"
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#include "ags/shared/script/cc_options.h"
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#include "ags/engine/debugging/debugger.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/main/game_run.h"
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#include "ags/engine/media/video/video.h"
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#include "ags/engine/script/script_runtime.h"
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#include "ags/shared/util/string_compat.h"
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#include "ags/engine/media/audio/audio_system.h"
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#include "ags/globals.h"
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namespace AGS3 {
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int run_dialog_request(int parmtr) {
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_GP(play).stop_dialog_at_end = DIALOG_RUNNING;
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RunTextScriptIParam(_G(gameinst), "dialog_request", RuntimeScriptValue().SetInt32(parmtr));
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if (_GP(play).stop_dialog_at_end == DIALOG_STOP) {
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_GP(play).stop_dialog_at_end = DIALOG_NONE;
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return -2;
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}
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if (_GP(play).stop_dialog_at_end >= DIALOG_NEWTOPIC) {
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int tval = _GP(play).stop_dialog_at_end - DIALOG_NEWTOPIC;
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_GP(play).stop_dialog_at_end = DIALOG_NONE;
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return tval;
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}
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if (_GP(play).stop_dialog_at_end >= DIALOG_NEWROOM) {
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int roomnum = _GP(play).stop_dialog_at_end - DIALOG_NEWROOM;
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_GP(play).stop_dialog_at_end = DIALOG_NONE;
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NewRoom(roomnum);
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return -2;
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}
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_GP(play).stop_dialog_at_end = DIALOG_NONE;
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return -1;
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}
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void run_function_on_non_blocking_thread(NonBlockingScriptFunction *funcToRun) {
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update_script_mouse_coords();
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int room_changes_was = _GP(play).room_changes;
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funcToRun->atLeastOneImplementationExists = false;
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// run modules
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// modules need a forkedinst for this to work
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for (int kk = 0; kk < _G(numScriptModules); kk++) {
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funcToRun->moduleHasFunction[kk] = DoRunScriptFuncCantBlock(_GP(moduleInstFork)[kk], funcToRun, funcToRun->moduleHasFunction[kk]);
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if (room_changes_was != _GP(play).room_changes)
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return;
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}
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funcToRun->globalScriptHasFunction = DoRunScriptFuncCantBlock(_G(gameinstFork), funcToRun, funcToRun->globalScriptHasFunction);
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if (room_changes_was != _GP(play).room_changes)
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return;
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funcToRun->roomHasFunction = DoRunScriptFuncCantBlock(_G(roominstFork), funcToRun, funcToRun->roomHasFunction);
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}
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//-----------------------------------------------------------
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// [IKM] 2012-06-22
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//
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// run_interaction_event() and run_interaction_script()
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// are *almost* identical, except for the first parameter
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// type.
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// May these types be made children of the same base?
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//-----------------------------------------------------------
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// Returns 0 normally, or -1 to indicate that the NewInteraction has
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// become invalid and don't run another interaction on it
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// (eg. a room change occured)
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int run_interaction_event(Interaction *nint, int evnt, int chkAny, int isInv) {
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if (evnt < 0 || (size_t)evnt >= nint->Events.size() ||
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(nint->Events[evnt].Response.get() == nullptr) || (nint->Events[evnt].Response->Cmds.size() == 0)) {
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// no response defined for this event
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// If there is a response for "Any Click", then abort now so as to
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// run that instead
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if (chkAny < 0);
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else if ((size_t)chkAny < nint->Events.size() &&
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(nint->Events[chkAny].Response.get() != nullptr) && (nint->Events[chkAny].Response->Cmds.size() > 0))
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return 0;
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// Otherwise, run unhandled_event
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run_unhandled_event(evnt);
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return 0;
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}
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if (_GP(play).check_interaction_only) {
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_GP(play).check_interaction_only = 2;
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return -1;
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}
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int cmdsrun = 0, retval = 0;
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// Right, so there were some commands defined in response to the event.
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retval = run_interaction_commandlist(nint->Events[evnt].Response.get(), &nint->Events[evnt].TimesRun, &cmdsrun);
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if (_G(abort_engine))
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return -1;
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// An inventory interaction, but the wrong item was used
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if ((isInv) && (cmdsrun == 0))
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run_unhandled_event(evnt);
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return retval;
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}
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// Returns 0 normally, or -1 to indicate that the NewInteraction has
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// become invalid and don't run another interaction on it
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// (eg. a room change occured)
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int run_interaction_script(InteractionScripts *nint, int evnt, int chkAny, int isInv) {
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if ((nint->ScriptFuncNames[evnt] == nullptr) || (nint->ScriptFuncNames[evnt][0u] == 0)) {
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// no response defined for this event
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// If there is a response for "Any Click", then abort now so as to
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// run that instead
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if (chkAny < 0);
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else if ((nint->ScriptFuncNames[chkAny] != nullptr) && (nint->ScriptFuncNames[chkAny][0u] != 0))
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return 0;
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// Otherwise, run unhandled_event
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run_unhandled_event(evnt);
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return 0;
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}
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if (_GP(play).check_interaction_only) {
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_GP(play).check_interaction_only = 2;
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return -1;
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}
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int room_was = _GP(play).room_changes;
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RuntimeScriptValue rval_null;
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if ((strstr(_G(evblockbasename), "character") != nullptr) || (strstr(_G(evblockbasename), "inventory") != nullptr)) {
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// Character or Inventory (global script)
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QueueScriptFunction(kScInstGame, nint->ScriptFuncNames[evnt]);
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} else {
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// Other (room script)
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QueueScriptFunction(kScInstRoom, nint->ScriptFuncNames[evnt]);
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}
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int retval = 0;
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// if the room changed within the action
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if (room_was != _GP(play).room_changes)
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retval = -1;
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return retval;
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}
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int create_global_script() {
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ccSetOption(SCOPT_AUTOIMPORT, 1);
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for (int kk = 0; kk < _G(numScriptModules); kk++) {
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_GP(moduleInst)[kk] = ccInstance::CreateFromScript(_GP(scriptModules)[kk]);
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if (_GP(moduleInst)[kk] == nullptr)
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return -3;
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// create a forked instance for rep_exec_always
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_GP(moduleInstFork)[kk] = _GP(moduleInst)[kk]->Fork();
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if (_GP(moduleInstFork)[kk] == nullptr)
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return -3;
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_GP(moduleRepExecAddr)[kk] = _GP(moduleInst)[kk]->GetSymbolAddress(REP_EXEC_NAME);
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}
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_G(gameinst) = ccInstance::CreateFromScript(_GP(gamescript));
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if (_G(gameinst) == nullptr)
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return -3;
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// create a forked instance for rep_exec_always
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_G(gameinstFork) = _G(gameinst)->Fork();
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if (_G(gameinstFork) == nullptr)
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return -3;
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if (_GP(dialogScriptsScript) != nullptr) {
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_G(dialogScriptsInst) = ccInstance::CreateFromScript(_GP(dialogScriptsScript));
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if (_G(dialogScriptsInst) == nullptr)
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return -3;
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}
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ccSetOption(SCOPT_AUTOIMPORT, 0);
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return 0;
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}
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void cancel_all_scripts() {
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int aa;
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for (aa = 0; aa < _G(num_scripts); aa++) {
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if (_G(scripts)[aa].forked)
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_G(scripts)[aa].inst->AbortAndDestroy();
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else
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_G(scripts)[aa].inst->Abort();
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_G(scripts)[aa].numanother = 0;
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}
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_G(num_scripts) = 0;
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/* if (_G(gameinst)!=NULL) ->Abort(_G(gameinst));
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if (_G(roominst)!=NULL) ->Abort(_G(roominst));*/
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}
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ccInstance *GetScriptInstanceByType(ScriptInstType sc_inst) {
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if (sc_inst == kScInstGame)
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return _G(gameinst);
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else if (sc_inst == kScInstRoom)
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return _G(roominst);
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return nullptr;
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}
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void QueueScriptFunction(ScriptInstType sc_inst, const char *fn_name, size_t param_count, const RuntimeScriptValue &p1, const RuntimeScriptValue &p2) {
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if (_G(inside_script))
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// queue the script for the run after current script is finished
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_G(curscript)->run_another(fn_name, sc_inst, param_count, p1, p2);
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else
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// if no script is currently running, run the requested script right away
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RunScriptFunction(sc_inst, fn_name, param_count, p1, p2);
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}
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void RunScriptFunction(ScriptInstType sc_inst, const char *fn_name, size_t param_count, const RuntimeScriptValue &p1, const RuntimeScriptValue &p2) {
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ccInstance *sci = GetScriptInstanceByType(sc_inst);
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if (sci) {
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if (param_count == 2)
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RunTextScript2IParam(sci, fn_name, p1, p2);
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else if (param_count == 1)
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RunTextScriptIParam(sci, fn_name, p1);
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else if (param_count == 0)
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RunTextScript(sci, fn_name);
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}
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}
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bool DoRunScriptFuncCantBlock(ccInstance *sci, NonBlockingScriptFunction *funcToRun, bool hasTheFunc) {
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if (!hasTheFunc)
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return (false);
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_G(no_blocking_functions)++;
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int result = 0;
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if (funcToRun->numParameters < 3) {
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result = sci->CallScriptFunction((const char *)funcToRun->functionName, funcToRun->numParameters, funcToRun->params);
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} else
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quit("DoRunScriptFuncCantBlock called with too many parameters");
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if (result == -2) {
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// the function doens't exist, so don't try and run it again
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hasTheFunc = false;
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} else if ((result != 0) && (result != 100)) {
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quit_with_script_error(funcToRun->functionName);
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} else {
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funcToRun->atLeastOneImplementationExists = true;
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}
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// this might be nested, so don't disrupt blocked scripts
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_G(ccErrorString) = "";
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_G(ccError) = 0;
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_G(no_blocking_functions)--;
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return (hasTheFunc);
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}
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char scfunctionname[MAX_FUNCTION_NAME_LEN + 1];
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int PrepareTextScript(ccInstance *sci, const char **tsname) {
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_G(ccError) = 0;
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// FIXME: try to make it so this function is not called with NULL sci
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if (sci == nullptr) return -1;
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if (sci->GetSymbolAddress(tsname[0]).IsNull()) {
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_G(ccErrorString) = "no such function in script";
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return -2;
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}
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if (sci->IsBeingRun()) {
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_G(ccErrorString) = "script is already in execution";
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return -3;
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}
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assert(_G(num_scripts) < MAX_SCRIPT_AT_ONCE);
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_G(scripts)[_G(num_scripts)].init();
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_G(scripts)[_G(num_scripts)].inst = sci;
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// CHECKME: this conditional block will never run, because
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// function would have quit earlier (deprecated functionality?)
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if (sci->IsBeingRun()) {
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_G(scripts)[_G(num_scripts)].inst = sci->Fork();
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if (_G(scripts)[_G(num_scripts)].inst == nullptr)
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quit("unable to fork instance for secondary script");
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_G(scripts)[_G(num_scripts)].forked = 1;
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}
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_G(curscript) = &_G(scripts)[_G(num_scripts)];
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_G(num_scripts)++;
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if (_G(num_scripts) >= MAX_SCRIPT_AT_ONCE)
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quit("too many nested text script instances created");
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// in case script_run_another is the function name, take a backup
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strncpy(scfunctionname, tsname[0], MAX_FUNCTION_NAME_LEN);
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tsname[0] = &scfunctionname[0];
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update_script_mouse_coords();
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_G(inside_script)++;
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// aborted_ip=0;
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// abort_executor=0;
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return 0;
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}
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int RunScriptFunctionIfExists(ccInstance *sci, const char *tsname, int numParam, const RuntimeScriptValue *params) {
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int oldRestoreCount = _G(gameHasBeenRestored);
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// First, save the current _G(ccError) state
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// This is necessary because we might be attempting
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// to run Script B, while Script A is still running in the
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// background.
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// If CallInstance here has an error, it would otherwise
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// also abort Script A because _G(ccError) is a global variable.
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int cachedCcError = _G(ccError);
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_G(ccError) = 0;
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int toret = PrepareTextScript(sci, &tsname);
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if (toret) {
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_G(ccError) = cachedCcError;
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return -18;
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}
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// Clear the error message
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_G(ccErrorString) = "";
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if (numParam < 3) {
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toret = _G(curscript)->inst->CallScriptFunction(tsname, numParam, params);
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} else
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quit("Too many parameters to RunScriptFunctionIfExists");
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if (_G(abort_engine))
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return -1;
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// 100 is if Aborted (eg. because we are LoadAGSGame'ing)
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if ((toret != 0) && (toret != -2) && (toret != 100)) {
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quit_with_script_error(tsname);
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}
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_G(post_script_cleanup_stack)++;
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if (_G(post_script_cleanup_stack) > 50)
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quitprintf("!post_script_cleanup call stack exceeded: possible recursive function call? running %s", tsname);
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post_script_cleanup();
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_G(post_script_cleanup_stack)--;
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// restore cached error state
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_G(ccError) = cachedCcError;
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// if the game has been restored, ensure that any further scripts are not run
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if ((oldRestoreCount != _G(gameHasBeenRestored)) && (_G(eventClaimed) == EVENT_INPROGRESS))
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_G(eventClaimed) = EVENT_CLAIMED;
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return toret;
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}
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int RunTextScript(ccInstance *sci, const char *tsname) {
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if (strcmp(tsname, REP_EXEC_NAME) == 0) {
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// run module rep_execs
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// FIXME: in theory the function may be already called for _GP(moduleInst)[i],
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// in which case this should not be executed; need to rearrange the code somehow
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int room_changes_was = _GP(play).room_changes;
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int restore_game_count_was = _G(gameHasBeenRestored);
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for (int kk = 0; kk < _G(numScriptModules); kk++) {
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if (!_GP(moduleRepExecAddr)[kk].IsNull())
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RunScriptFunctionIfExists(_GP(moduleInst)[kk], tsname, 0, nullptr);
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if ((room_changes_was != _GP(play).room_changes) ||
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(restore_game_count_was != _G(gameHasBeenRestored)))
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return 0;
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}
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}
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int toret = RunScriptFunctionIfExists(sci, tsname, 0, nullptr);
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if ((toret == -18) && (sci == _G(roominst))) {
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// functions in room script must exist
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quitprintf("prepare_script: error %d (%s) trying to run '%s' (Room %d)", toret, _G(ccErrorString).GetCStr(), tsname, _G(displayed_room));
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}
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return toret;
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}
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int RunTextScriptIParam(ccInstance *sci, const char *tsname, const RuntimeScriptValue &iparam) {
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if ((strcmp(tsname, "on_key_press") == 0) || (strcmp(tsname, "on_mouse_click") == 0)) {
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bool eventWasClaimed;
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int toret = run_claimable_event(tsname, true, 1, &iparam, &eventWasClaimed);
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if (eventWasClaimed)
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return toret;
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}
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return RunScriptFunctionIfExists(sci, tsname, 1, &iparam);
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}
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int RunTextScript2IParam(ccInstance *sci, const char *tsname, const RuntimeScriptValue &iparam, const RuntimeScriptValue ¶m2) {
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RuntimeScriptValue params[2];
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params[0] = iparam;
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params[1] = param2;
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if (strcmp(tsname, "on_event") == 0) {
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bool eventWasClaimed;
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int toret = run_claimable_event(tsname, true, 2, params, &eventWasClaimed);
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if (eventWasClaimed || _G(abort_engine))
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return toret;
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}
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// response to a button click, better update guis
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if (ags_strnicmp(tsname, "interface_click", 15) == 0)
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_G(guis_need_update) = 1;
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return RunScriptFunctionIfExists(sci, tsname, 2, params);
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}
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String GetScriptName(ccInstance *sci) {
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// TODO: have script name a ccScript's member?
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// TODO: check script modules too?
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if (!sci)
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return "Not in a script";
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else if (sci->instanceof == _GP(gamescript))
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return "Global script";
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else if (sci->instanceof == _GP(thisroom).CompiledScript)
|
|
return String::FromFormat("Room %d script", _G(displayed_room));
|
|
return "Unknown script";
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
|
|
char bname[MAX_FUNCTION_NAME_LEN + 1], bne[MAX_FUNCTION_NAME_LEN + 1];
|
|
char *make_ts_func_name(const char *base, int iii, int subd) {
|
|
int err = snprintf(bname, MAX_FUNCTION_NAME_LEN, base, iii);
|
|
if (err >= (int)sizeof(bname))
|
|
debug_script_warn("Function name length limit exceeded: %s (%d)", base, iii);
|
|
err = snprintf(bne, MAX_FUNCTION_NAME_LEN, "%s_%c", bname, subd + 'a');
|
|
if (err >= (int)sizeof(bne))
|
|
debug_script_warn("Function name length limit exceeded: %s", bname);
|
|
return &bne[0];
|
|
}
|
|
|
|
void post_script_cleanup() {
|
|
// should do any post-script stuff here, like go to new room
|
|
if (_G(ccError)) quit(_G(ccErrorString));
|
|
ExecutingScript copyof = _G(scripts)[_G(num_scripts) - 1];
|
|
if (_G(scripts)[_G(num_scripts) - 1].forked)
|
|
delete _G(scripts)[_G(num_scripts) - 1].inst;
|
|
_G(num_scripts)--;
|
|
_G(inside_script)--;
|
|
|
|
if (_G(num_scripts) > 0)
|
|
_G(curscript) = &_G(scripts)[_G(num_scripts) - 1];
|
|
else {
|
|
_G(curscript) = nullptr;
|
|
}
|
|
// if (abort_executor) user_disabled_data2=aborted_ip;
|
|
|
|
int old_room_number = _G(displayed_room);
|
|
|
|
// run the queued post-script actions
|
|
for (int ii = 0; ii < copyof.numPostScriptActions; ii++) {
|
|
int thisData = copyof.postScriptActionData[ii];
|
|
|
|
switch (copyof.postScriptActions[ii]) {
|
|
case ePSANewRoom:
|
|
// only change rooms when all scripts are done
|
|
if (_G(num_scripts) == 0) {
|
|
new_room(thisData, _G(playerchar));
|
|
// don't allow any pending room scripts from the old room
|
|
// in run_another to be executed
|
|
return;
|
|
} else
|
|
_G(curscript)->queue_action(ePSANewRoom, thisData, "NewRoom");
|
|
break;
|
|
case ePSAInvScreen:
|
|
invscreen();
|
|
break;
|
|
case ePSARestoreGame:
|
|
cancel_all_scripts();
|
|
try_restore_save(thisData);
|
|
return;
|
|
case ePSARestoreGameDialog:
|
|
restore_game_dialog();
|
|
return;
|
|
case ePSARunAGSGame:
|
|
cancel_all_scripts();
|
|
_G(load_new_game) = thisData;
|
|
return;
|
|
case ePSARunDialog:
|
|
do_conversation(thisData);
|
|
break;
|
|
case ePSARestartGame:
|
|
cancel_all_scripts();
|
|
restart_game();
|
|
return;
|
|
case ePSASaveGame:
|
|
save_game(thisData, copyof.postScriptSaveSlotDescription[ii]);
|
|
break;
|
|
case ePSASaveGameDialog:
|
|
save_game_dialog();
|
|
break;
|
|
default:
|
|
quitprintf("undefined post script action found: %d", copyof.postScriptActions[ii]);
|
|
}
|
|
// if the room changed in a conversation, for example, abort
|
|
if (old_room_number != _G(displayed_room)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
int jj;
|
|
for (jj = 0; jj < copyof.numanother; jj++) {
|
|
old_room_number = _G(displayed_room);
|
|
QueuedScript &script = copyof.ScFnQueue[jj];
|
|
RunScriptFunction(script.Instance, script.FnName, script.ParamCount, script.Param1, script.Param2);
|
|
if (script.Instance == kScInstRoom && script.ParamCount == 1) {
|
|
// some bogus hack for "on_call" event handler
|
|
_GP(play).roomscript_finished = 1;
|
|
}
|
|
|
|
// if they've changed rooms, cancel any further pending scripts
|
|
if ((_G(displayed_room) != old_room_number) || (_G(load_new_game)))
|
|
break;
|
|
}
|
|
copyof.numanother = 0;
|
|
|
|
}
|
|
|
|
void quit_with_script_error(const char *functionName) {
|
|
// TODO: clean up the error reporting logic. Now engine will append call
|
|
// stack info in quit_check_for_error_state() but only in case of explicit
|
|
// script error ("!" type), and not in other case.
|
|
if (_G(ccErrorIsUserError))
|
|
quitprintf("!Error running function '%s':\n%s", functionName, _G(ccErrorString).GetCStr());
|
|
else
|
|
quitprintf("Error running function '%s':\n%s\n\n%s", functionName, _G(ccErrorString).GetCStr(), get_cur_script(5).GetCStr());
|
|
}
|
|
|
|
int get_nivalue(InteractionCommandList *nic, int idx, int parm) {
|
|
if (nic->Cmds[idx].Data[parm].Type == AGS::Shared::kInterValVariable) {
|
|
// return the value of the variable
|
|
return get_interaction_variable(nic->Cmds[idx].Data[parm].Value)->Value;
|
|
}
|
|
return nic->Cmds[idx].Data[parm].Value;
|
|
}
|
|
|
|
InteractionVariable *get_interaction_variable(int varindx) {
|
|
|
|
if ((varindx >= LOCAL_VARIABLE_OFFSET) && ((size_t)varindx < LOCAL_VARIABLE_OFFSET + _GP(thisroom).LocalVariables.size()))
|
|
return &_GP(thisroom).LocalVariables[varindx - LOCAL_VARIABLE_OFFSET];
|
|
|
|
if ((varindx < 0) || (varindx >= _G(numGlobalVars)))
|
|
quit("!invalid interaction variable specified");
|
|
|
|
return &_G(globalvars)[varindx];
|
|
}
|
|
|
|
InteractionVariable *FindGraphicalVariable(const char *varName) {
|
|
int ii;
|
|
for (ii = 0; ii < _G(numGlobalVars); ii++) {
|
|
if (ags_stricmp(_G(globalvars)[ii].Name, varName) == 0)
|
|
return &_G(globalvars)[ii];
|
|
}
|
|
for (size_t i = 0; i < _GP(thisroom).LocalVariables.size(); ++i) {
|
|
if (ags_stricmp(_GP(thisroom).LocalVariables[i].Name, varName) == 0)
|
|
return &_GP(thisroom).LocalVariables[i];
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
#define IPARAM1 get_nivalue(nicl, i, 0)
|
|
#define IPARAM2 get_nivalue(nicl, i, 1)
|
|
#define IPARAM3 get_nivalue(nicl, i, 2)
|
|
#define IPARAM4 get_nivalue(nicl, i, 3)
|
|
#define IPARAM5 get_nivalue(nicl, i, 4)
|
|
|
|
struct TempEip {
|
|
int oldval;
|
|
TempEip(int newval) {
|
|
oldval = _G(our_eip);
|
|
_G(our_eip) = newval;
|
|
}
|
|
~TempEip() {
|
|
_G(our_eip) = oldval;
|
|
}
|
|
};
|
|
|
|
// the 'cmdsrun' parameter counts how many commands are run.
|
|
// if a 'Inv Item Was Used' check does not pass, it doesn't count
|
|
// so cmdsrun remains 0 if no inventory items matched
|
|
int run_interaction_commandlist(InteractionCommandList *nicl, int *timesrun, int *cmdsrun) {
|
|
size_t i;
|
|
|
|
if (nicl == nullptr)
|
|
return -1;
|
|
|
|
for (i = 0; i < nicl->Cmds.size(); i++) {
|
|
cmdsrun[0] ++;
|
|
int room_was = _GP(play).room_changes;
|
|
|
|
switch (nicl->Cmds[i].Type) {
|
|
case 0: // Do nothing
|
|
break;
|
|
case 1:
|
|
{ // Run script
|
|
TempEip tempip(4001);
|
|
RuntimeScriptValue rval_null;
|
|
if ((strstr(_G(evblockbasename), "character") != nullptr) || (strstr(_G(evblockbasename), "inventory") != nullptr)) {
|
|
// Character or Inventory (global script)
|
|
const char *torun = make_ts_func_name(_G(evblockbasename), _G(evblocknum), nicl->Cmds[i].Data[0].Value);
|
|
// we are already inside the mouseclick event of the script, can't nest calls
|
|
QueueScriptFunction(kScInstGame, torun);
|
|
} else {
|
|
// Other (room script)
|
|
const char *torun = make_ts_func_name(_G(evblockbasename), _G(evblocknum), nicl->Cmds[i].Data[0].Value);
|
|
QueueScriptFunction(kScInstRoom, torun);
|
|
}
|
|
break;
|
|
}
|
|
case 2: // Add score (first time)
|
|
if (timesrun[0] > 0)
|
|
break;
|
|
timesrun[0]++;
|
|
// fall through
|
|
|
|
case 3: // Add score
|
|
GiveScore(IPARAM1);
|
|
break;
|
|
case 4: // Display Message
|
|
/* if (comprdata<0)
|
|
_G(display_message_aschar)=evb->data[ss];*/
|
|
DisplayMessage(IPARAM1);
|
|
break;
|
|
case 5: // Play Music
|
|
PlayMusicResetQueue(IPARAM1);
|
|
break;
|
|
case 6: // Stop Music
|
|
stopmusic();
|
|
break;
|
|
case 7: // Play Sound
|
|
play_sound(IPARAM1);
|
|
break;
|
|
case 8: // Play Flic
|
|
play_flc_file(IPARAM1, IPARAM2);
|
|
break;
|
|
case 9:
|
|
{ // Run Dialog
|
|
int roomWas = _GP(play).room_changes;
|
|
RunDialog(IPARAM1);
|
|
// if they changed room within the dialog script,
|
|
// the interaction command list is no longer valid
|
|
if (roomWas != _GP(play).room_changes)
|
|
return -1;
|
|
}
|
|
break;
|
|
case 10: // Enable Dialog Option
|
|
SetDialogOption(IPARAM1, IPARAM2, 1);
|
|
break;
|
|
case 11: // Disable Dialog Option
|
|
SetDialogOption(IPARAM1, IPARAM2, 0);
|
|
break;
|
|
case 12: // Go To Screen
|
|
Character_ChangeRoomAutoPosition(_G(playerchar), IPARAM1, IPARAM2);
|
|
return -1;
|
|
case 13: // Add Inventory
|
|
add_inventory(IPARAM1);
|
|
break;
|
|
case 14: // Move Object
|
|
MoveObject(IPARAM1, IPARAM2, IPARAM3, IPARAM4);
|
|
// if they want to wait until finished, do so
|
|
if (IPARAM5)
|
|
GameLoopUntilNotMoving(&_G(objs)[IPARAM1].moving);
|
|
break;
|
|
case 15: // Object Off
|
|
ObjectOff(IPARAM1);
|
|
break;
|
|
case 16: // Object On
|
|
ObjectOn(IPARAM1);
|
|
break;
|
|
case 17: // Set Object View
|
|
SetObjectView(IPARAM1, IPARAM2);
|
|
break;
|
|
case 18: // Animate Object
|
|
AnimateObject(IPARAM1, IPARAM2, IPARAM3, IPARAM4);
|
|
break;
|
|
case 19: // Move Character
|
|
if (IPARAM4)
|
|
MoveCharacterBlocking(IPARAM1, IPARAM2, IPARAM3, 0);
|
|
else
|
|
MoveCharacter(IPARAM1, IPARAM2, IPARAM3);
|
|
break;
|
|
case 20: // If Inventory Item was used
|
|
if (_GP(play).usedinv == IPARAM1) {
|
|
if (_GP(game).options[OPT_NOLOSEINV] == 0)
|
|
lose_inventory(_GP(play).usedinv);
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
} else
|
|
cmdsrun[0] --;
|
|
break;
|
|
case 21: // if player has inventory item
|
|
if (_G(playerchar)->inv[IPARAM1] > 0)
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
break;
|
|
case 22: // if a character is moving
|
|
if (_GP(game).chars[IPARAM1].walking)
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
break;
|
|
case 23: // if two variables are equal
|
|
if (IPARAM1 == IPARAM2)
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
break;
|
|
case 24: // Stop character walking
|
|
StopMoving(IPARAM1);
|
|
break;
|
|
case 25: // Go to screen at specific co-ordinates
|
|
NewRoomEx(IPARAM1, IPARAM2, IPARAM3);
|
|
return -1;
|
|
case 26: // Move NPC to different room
|
|
if (!is_valid_character(IPARAM1))
|
|
quit("!Move NPC to different room: invalid character specified");
|
|
_GP(game).chars[IPARAM1].room = IPARAM2;
|
|
break;
|
|
case 27: // Set character view
|
|
SetCharacterView(IPARAM1, IPARAM2);
|
|
break;
|
|
case 28: // Release character view
|
|
ReleaseCharacterView(IPARAM1);
|
|
break;
|
|
case 29: // Follow character
|
|
FollowCharacter(IPARAM1, IPARAM2);
|
|
break;
|
|
case 30: // Stop following
|
|
FollowCharacter(IPARAM1, -1);
|
|
break;
|
|
case 31: // Disable hotspot
|
|
DisableHotspot(IPARAM1);
|
|
break;
|
|
case 32: // Enable hotspot
|
|
EnableHotspot(IPARAM1);
|
|
break;
|
|
case 33: // Set variable value
|
|
get_interaction_variable(nicl->Cmds[i].Data[0].Value)->Value = IPARAM2;
|
|
break;
|
|
case 34: // Run animation
|
|
scAnimateCharacter(IPARAM1, IPARAM2, IPARAM3, 0);
|
|
GameLoopUntilValueIsZero(&_GP(game).chars[IPARAM1].animating);
|
|
break;
|
|
case 35: // Quick animation
|
|
SetCharacterView(IPARAM1, IPARAM2);
|
|
scAnimateCharacter(IPARAM1, IPARAM3, IPARAM4, 0);
|
|
GameLoopUntilValueIsZero(&_GP(game).chars[IPARAM1].animating);
|
|
ReleaseCharacterView(IPARAM1);
|
|
break;
|
|
case 36: // Set idle animation
|
|
SetCharacterIdle(IPARAM1, IPARAM2, IPARAM3);
|
|
break;
|
|
case 37: // Disable idle animation
|
|
SetCharacterIdle(IPARAM1, -1, -1);
|
|
break;
|
|
case 38: // Lose inventory item
|
|
lose_inventory(IPARAM1);
|
|
break;
|
|
case 39: // Show GUI
|
|
InterfaceOn(IPARAM1);
|
|
break;
|
|
case 40: // Hide GUI
|
|
InterfaceOff(IPARAM1);
|
|
break;
|
|
case 41: // Stop running more commands
|
|
return -1;
|
|
case 42: // Face location
|
|
FaceLocation(IPARAM1, IPARAM2, IPARAM3);
|
|
break;
|
|
case 43: // Pause command processor
|
|
scrWait(IPARAM1);
|
|
break;
|
|
case 44: // Change character view
|
|
ChangeCharacterView(IPARAM1, IPARAM2);
|
|
break;
|
|
case 45: // If player character is
|
|
if (GetPlayerCharacter() == IPARAM1)
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
break;
|
|
case 46: // if cursor mode is
|
|
if (GetCursorMode() == IPARAM1)
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
break;
|
|
case 47: // if player has been to room
|
|
if (HasBeenToRoom(IPARAM1))
|
|
if (run_interaction_commandlist(nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
|
|
return -1;
|
|
break;
|
|
default:
|
|
quit("unknown new interaction command");
|
|
break;
|
|
}
|
|
|
|
if (_G(abort_engine))
|
|
return -1;
|
|
|
|
// if the room changed within the action, nicl is no longer valid
|
|
if (room_was != _GP(play).room_changes)
|
|
return -1;
|
|
}
|
|
return 0;
|
|
|
|
}
|
|
|
|
// check and abort game if the script is currently
|
|
// inside the rep_exec_always function
|
|
void can_run_delayed_command() {
|
|
if (_G(no_blocking_functions))
|
|
quit("!This command cannot be used within non-blocking events such as " REP_EXEC_ALWAYS_NAME);
|
|
}
|
|
|
|
void run_unhandled_event(int evnt) {
|
|
|
|
if (_GP(play).check_interaction_only)
|
|
return;
|
|
|
|
int evtype = 0;
|
|
if (ags_strnicmp(_G(evblockbasename), "hotspot", 7) == 0) evtype = 1;
|
|
else if (ags_strnicmp(_G(evblockbasename), "object", 6) == 0) evtype = 2;
|
|
else if (ags_strnicmp(_G(evblockbasename), "character", 9) == 0) evtype = 3;
|
|
else if (ags_strnicmp(_G(evblockbasename), "inventory", 9) == 0) evtype = 5;
|
|
else if (ags_strnicmp(_G(evblockbasename), "region", 6) == 0)
|
|
return; // no unhandled_events for regions
|
|
|
|
// clicked Hotspot 0, so change the type code
|
|
if ((evtype == 1) & (_G(evblocknum) == 0) & (evnt != 0) & (evnt != 5) & (evnt != 6))
|
|
evtype = 4;
|
|
if ((evtype == 1) & ((evnt == 0) | (evnt == 5) | (evnt == 6)))
|
|
; // character stands on hotspot, mouse moves over hotspot, any click
|
|
else if ((evtype == 2) & (evnt == 4)); // any click on object
|
|
else if ((evtype == 3) & (evnt == 4)); // any click on character
|
|
else if (evtype > 0) {
|
|
can_run_delayed_command();
|
|
|
|
QueueScriptFunction(kScInstGame, "unhandled_event", 2, RuntimeScriptValue().SetInt32(evtype), RuntimeScriptValue().SetInt32(evnt));
|
|
}
|
|
}
|
|
|
|
} // namespace AGS3
|