154 lines
7.1 KiB
C++
154 lines
7.1 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 "common/std/memory.h"
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#include "common/std/vector.h"
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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::String;
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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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// ObjectEvent - a struct holds data of the object's interaction event,
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// such as object's reference and accompanying parameters
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struct ObjectEvent {
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// Name of the script block to run, may be used as a formatting string;
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// has a form of "objecttype%d"
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String BlockName;
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// Script block's ID, commonly corresponds to the object's ID
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int BlockID = 0;
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// Dynamic object this event was called for (if applicable)
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RuntimeScriptValue DynObj;
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// Interaction mode that triggered this event (if applicable)
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int Mode = MODE_NONE;
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ObjectEvent() = default;
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ObjectEvent(const String &block_name, int block_id = 0)
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: BlockName(block_name), BlockID(block_id) {}
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ObjectEvent(const String &block_name, int block_id,
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const RuntimeScriptValue &dyn_obj, int mode = MODE_NONE)
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: BlockName(block_name), BlockID(block_id), DynObj(dyn_obj), Mode(mode) {}
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};
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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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// TODO: run_interaction_event() and run_interaction_script()
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// are in most part duplicating each other, except for the script callback run method.
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// May these types be made children of the same base, or stored in a group struct?
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// This would also let simplify the calling code in RunObjectInteraction, etc.
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//
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// Runs the ObjectEvent using an old interaction callback type of 'evnt' index,
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// or alternatively of 'chkAny' index, if previous does not exist;
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// 'isInv' tells if this is a inventory event (it has a slightly different handling for that)
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// Returns 0 normally, or -1 telling of a game state change (eg. a room change occurred).
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int run_interaction_event(const ObjectEvent &obj_evt, Interaction *nint, int evnt, int chkAny = -1, bool isInv = false);
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// Runs the ObjectEvent using a script callback of 'evnt' index,
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// or alternatively of 'chkAny' index, if previous does not exist
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// Returns 0 normally, or -1 telling of a game state change (eg. a room change occurred).
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int run_interaction_script(const ObjectEvent &obj_evt, InteractionScripts *nint, int evnt, int chkAny = -1);
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int run_interaction_commandlist(const ObjectEvent &obj_evt, InteractionCommandList *nicl, int *timesrun, int *cmdsrun);
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void run_unhandled_event(const ObjectEvent &obj_evt, int evnt);
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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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// Preallocates script module instances
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void AllocScriptModules();
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// Delete all the script instance objects
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void FreeAllScriptInstances();
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// Delete only the current room script instance
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void FreeRoomScriptInstance();
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// Deletes all the global scripts and modules;
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// this frees all of the bytecode and runtime script memory.
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void FreeGlobalScripts();
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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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InteractionVariable *get_interaction_variable(int varindx);
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InteractionVariable *FindGraphicalVariable(const char *varName);
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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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String cc_get_callstack(int max_lines = INT_MAX);
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// [ikm] we keep ccInstances saved in unique_ptrs globally for now
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// (e.g. as opposed to shared_ptrs), because the script handling part of the
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// engine is quite fragile and prone to errors whenever the instance is not
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// **deleted** in precise time. This is related to:
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// - ccScript's "instances" counting, which affects script exports reg/unreg;
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// - loadedInstances array.
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// One of the examples is the save restoration, that may occur in the midst
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// of a post-script cleanup process, whilst the engine's stack still has
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// references to the ccInstances that are going to be deleted on cleanup.
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// Ideally, this part of the engine should be refactored awhole with a goal
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// to make it safe and consistent.
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typedef std::unique_ptr<ccInstance> UInstance;
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} // namespace AGS3
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#endif
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