Files
scummvm-cursorfix/engines/ags/engine/script/script.cpp
2026-02-02 04:50:13 +01:00

971 lines
33 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/>.
*
*/
#include "ags/engine/script/script.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/dialog.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_audio.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_dialog.h"
#include "ags/engine/ac/global_display.h"
#include "ags/engine/ac/global_game.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/global_hotspot.h"
#include "ags/engine/ac/global_object.h"
#include "ags/engine/ac/global_room.h"
#include "ags/engine/ac/global_video.h"
#include "ags/engine/ac/inv_window.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/room.h"
#include "ags/engine/ac/room_object.h"
#include "ags/shared/script/cc_common.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/media/video/video.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/shared/util/string_compat.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/globals.h"
namespace AGS3 {
static bool DoRunScriptFuncCantBlock(ccInstance *sci, NonBlockingScriptFunction *funcToRun, bool hasTheFunc);
static char scfunctionname[MAX_FUNCTION_NAME_LEN + 1];
int run_dialog_request(int parmtr) {
_GP(play).stop_dialog_at_end = DIALOG_RUNNING;
RuntimeScriptValue params[]{ parmtr };
RunScriptFunction(_G(gameinst).get(), "dialog_request", 1, params);
if (_GP(play).stop_dialog_at_end == DIALOG_STOP) {
_GP(play).stop_dialog_at_end = DIALOG_NONE;
return -2;
}
if (_GP(play).stop_dialog_at_end >= DIALOG_NEWTOPIC) {
int tval = _GP(play).stop_dialog_at_end - DIALOG_NEWTOPIC;
_GP(play).stop_dialog_at_end = DIALOG_NONE;
return tval;
}
if (_GP(play).stop_dialog_at_end >= DIALOG_NEWROOM) {
int roomnum = _GP(play).stop_dialog_at_end - DIALOG_NEWROOM;
_GP(play).stop_dialog_at_end = DIALOG_NONE;
NewRoom(roomnum);
return -2;
}
_GP(play).stop_dialog_at_end = DIALOG_NONE;
return -1;
}
void run_function_on_non_blocking_thread(NonBlockingScriptFunction *funcToRun) {
update_script_mouse_coords();
int room_changes_was = _GP(play).room_changes;
funcToRun->atLeastOneImplementationExists = false;
// run modules
// modules need a forkedinst for this to work
for (size_t i = 0; i < _G(numScriptModules); ++i) {
funcToRun->moduleHasFunction[i] = DoRunScriptFuncCantBlock(_GP(moduleInstFork)[i].get(), funcToRun, funcToRun->moduleHasFunction[i]);
if (room_changes_was != _GP(play).room_changes)
return;
}
funcToRun->globalScriptHasFunction = DoRunScriptFuncCantBlock(_G(gameinstFork).get(), funcToRun, funcToRun->globalScriptHasFunction);
if (room_changes_was != _GP(play).room_changes || _G(abort_engine))
return;
funcToRun->roomHasFunction = DoRunScriptFuncCantBlock(_G(roominstFork).get(), funcToRun, funcToRun->roomHasFunction);
}
int run_interaction_event(const ObjectEvent &obj_evt, Interaction *nint, int evnt, int chkAny, bool isInv) {
assert(nint);
if (!nint)
return 0;
if (evnt < 0 || (size_t)evnt >= nint->Events.size() ||
(nint->Events[evnt].Response.get() == nullptr) || (nint->Events[evnt].Response->Cmds.size() == 0)) {
// no response defined for this event
// If there is a response for "Any Click", then abort now so as to
// run that instead
if (chkAny < 0);
else if ((size_t)chkAny < nint->Events.size() &&
(nint->Events[chkAny].Response.get() != nullptr) && (nint->Events[chkAny].Response->Cmds.size() > 0))
return 0;
// Otherwise, run unhandled_event
run_unhandled_event(obj_evt, evnt);
return 0;
}
if (_GP(play).check_interaction_only) {
_GP(play).check_interaction_only = 2;
return -1;
}
int cmdsrun = 0, retval = 0;
// Right, so there were some commands defined in response to the event.
retval = run_interaction_commandlist(obj_evt, nint->Events[evnt].Response.get(), &nint->Events[evnt].TimesRun, &cmdsrun);
if (_G(abort_engine))
return -1;
// An inventory interaction, but the wrong item was used
if ((isInv) && (cmdsrun == 0))
run_unhandled_event(obj_evt, evnt);
return retval;
}
// Returns 0 normally, or -1 to indicate that the NewInteraction has
// become invalid and don't run another interaction on it
// (eg. a room change occurred)
int run_interaction_script(const ObjectEvent &obj_evt, InteractionScripts *nint, int evnt, int chkAny) {
assert(nint);
if (!nint)
return 0;
if (evnt < 0 || static_cast<size_t>(evnt) >= nint->ScriptFuncNames.size() || nint->ScriptFuncNames[evnt].IsEmpty()) {
// no response defined for this event
// If there is a response for "Any Click", then abort now so as to
// run that instead
if (chkAny < 0);
else if (!nint->ScriptFuncNames[chkAny].IsEmpty())
return 0;
// Otherwise, run unhandled_event
run_unhandled_event(obj_evt, evnt);
return 0;
}
if (_GP(play).check_interaction_only) {
_GP(play).check_interaction_only = 2; // CHECKME: wth is "2"?
return -1;
}
const int room_was = _GP(play).room_changes;
// TODO: find a way to generalize all the following hard-coded behavior
// Character or Inventory require a global script call
const ScriptInstType inst_type = (strstr(obj_evt.BlockName.GetCStr(), "character") != nullptr) || (strstr(obj_evt.BlockName.GetCStr(), "inventory") != nullptr) ?
kScInstGame : kScInstRoom;
// Room events do not require additional params
if ((strstr(obj_evt.BlockName.GetCStr(), "room") != nullptr)) {
QueueScriptFunction(inst_type, nint->ScriptFuncNames[evnt].GetCStr());
}
// Regions only require 1 param - dynobj ref
else if ((strstr(obj_evt.BlockName.GetCStr(), "region") != nullptr)) {
QueueScriptFunction(inst_type, nint->ScriptFuncNames[evnt].GetCStr(), 1, &obj_evt.DynObj);
}
// Other types (characters, objects, invitems, hotspots) require
// 2 params - dynobj ref and the interaction mode (aka verb)
else {
RuntimeScriptValue params[]{obj_evt.DynObj, RuntimeScriptValue().SetInt32(obj_evt.Mode)};
QueueScriptFunction(inst_type, nint->ScriptFuncNames[evnt].GetCStr(), 2, params);
}
// if the room changed within the action
if (room_was != _GP(play).room_changes)
return -1;
return 0;
}
int create_global_script() {
constexpr int kscript_create_error = -3;
ccSetOption(SCOPT_AUTOIMPORT, 1);
// NOTE: this function assumes that the module lists have their elements preallocated!
std::vector<ccInstance *> all_insts; // gather all to resolve exports below
for (size_t i = 0; i < _G(numScriptModules); ++i) {
_GP(moduleInst)[i] = ccInstance::CreateFromScript(_GP(scriptModules)[i]);
if (!_GP(moduleInst)[i])
return kscript_create_error;
all_insts.push_back(_GP(moduleInst)[i].get()); // this is only for temp reference
}
_G(gameinst) = ccInstance::CreateFromScript(_GP(gamescript));
if (!_G(gameinst))
return kscript_create_error;
all_insts.push_back(_G(gameinst).get()); // this is only for temp reference
if (_GP(dialogScriptsScript)) {
_G(dialogScriptsInst) = ccInstance::CreateFromScript(_GP(dialogScriptsScript));
if (!_G(dialogScriptsInst))
return kscript_create_error;
all_insts.push_back(_G(dialogScriptsInst).get()); // this is only for temp reference
}
// Resolve the script imports after all the scripts have been loaded
for (auto &inst : all_insts) {
if (!inst->ResolveScriptImports(inst->instanceof.get()))
return kscript_create_error;
if (!inst->ResolveImportFixups(inst->instanceof.get()))
return kscript_create_error;
}
// Create the forks for 'repeatedly_execute_always' after resolving
// because they copy their respective originals including the resolve information
for (size_t module_idx = 0; module_idx < _G(numScriptModules); module_idx++) {
auto fork = _GP(moduleInst)[module_idx]->Fork();
if (!fork)
return kscript_create_error;
_GP(moduleInstFork)[module_idx] = std::move(fork);
_GP(moduleRepExecAddr)[module_idx] = _GP(moduleInst)[module_idx]->GetSymbolAddress(REP_EXEC_NAME);
}
_G(gameinstFork) = _G(gameinst)->Fork();
if (_G(gameinstFork) == nullptr)
return kscript_create_error;
ccSetOption(SCOPT_AUTOIMPORT, 0);
return 0;
}
void cancel_all_scripts() {
for (int i = 0; i < _G(num_scripts); ++i) {
auto &sc = _G(scripts)[i];
if (sc.inst) {
(sc.forkedInst) ? sc.inst->AbortAndDestroy() : sc.inst->Abort();
}
sc.numanother = 0;
}
_G(num_scripts) = 0;
// in case the script is running on non-blocking thread (rep-exec-always etc)
auto inst = ccInstance::GetCurrentInstance();
if (inst)
inst->Abort();
}
ccInstance *GetScriptInstanceByType(ScriptInstType sc_inst) {
if (sc_inst == kScInstGame)
return _G(gameinst).get();
else if (sc_inst == kScInstRoom)
return _G(roominst).get();
return nullptr;
}
void QueueScriptFunction(ScriptInstType sc_inst, const char *fn_name, size_t param_count, const RuntimeScriptValue *params) {
if (_G(inside_script))
// queue the script for the run after current script is finished
_G(curscript)->run_another(fn_name, sc_inst, param_count, params);
else
// if no script is currently running, run the requested script right away
RunScriptFunctionAuto(sc_inst, fn_name, param_count, params);
}
static bool DoRunScriptFuncCantBlock(ccInstance *sci, NonBlockingScriptFunction *funcToRun, bool hasTheFunc) {
if (!hasTheFunc)
return (false);
_G(no_blocking_functions)++;
int result = sci->CallScriptFunction(funcToRun->functionName, funcToRun->numParameters, funcToRun->params);
if (_G(abort_engine))
return false;
if (result == -2) {
// the function doesn't exist, so don't try and run it again
hasTheFunc = false;
} else if ((result != 0) && (result != 100)) {
quit_with_script_error(funcToRun->functionName);
} else {
funcToRun->atLeastOneImplementationExists = true;
}
// this might be nested, so don't disrupt blocked scripts
cc_clear_error();
_G(no_blocking_functions)--;
return (hasTheFunc);
}
static int PrepareTextScript(ccInstance *sci, const char **tsname) {
cc_clear_error();
// FIXME: try to make it so this function is not called with NULL sci
if (sci == nullptr) return -1;
if (sci->GetSymbolAddress(tsname[0]).IsNull()) {
cc_error("no such function in script");
return -2;
}
if (sci->IsBeingRun()) {
cc_error("script is already in execution");
return -3;
}
ExecutingScript exscript;
exscript.inst = sci;
_G(scripts)[_G(num_scripts)] = std::move(exscript);
_G(curscript) = &_G(scripts)[_G(num_scripts)];
_G(num_scripts)++;
if (_G(num_scripts) >= MAX_SCRIPT_AT_ONCE)
quit("too many nested text script instances created");
// in case script_run_another is the function name, take a backup
snprintf(scfunctionname, sizeof(scfunctionname), "%s", tsname[0]);
tsname[0] = &scfunctionname[0];
update_script_mouse_coords();
_G(inside_script)++;
return 0;
}
int RunScriptFunction(ccInstance *sci, const char *tsname, size_t numParam, const RuntimeScriptValue *params) {
int oldRestoreCount = _G(gameHasBeenRestored);
// TODO: research why this is really necessary, and refactor to avoid such hacks!
// First, save the current ccError state
// This is necessary because we might be attempting
// to run Script B, while Script A is still running in the
// background.
// If CallInstance here has an error, it would otherwise
// also abort Script A because ccError is a global variable.
ScriptError cachedCcError = cc_get_error();
cc_clear_error();
int toret = PrepareTextScript(sci, &tsname);
if (toret) {
cc_error(cachedCcError);
return -18;
}
cc_clear_error();
toret = _G(curscript)->inst->CallScriptFunction(tsname, numParam, params);
// 100 is if Aborted (eg. because we are LoadAGSGame'ing)
if (!_G(abort_engine) && (toret != 0) && (toret != -2) && (toret != 100)) {
quit_with_script_error(tsname);
}
_G(post_script_cleanup_stack)++;
if (_G(post_script_cleanup_stack) > 50)
quitprintf("!post_script_cleanup call stack exceeded: possible recursive function call? running %s", tsname);
post_script_cleanup();
_G(post_script_cleanup_stack)--;
// restore cached error state
cc_error(cachedCcError);
// if the game has been restored, ensure that any further scripts are not run
if ((oldRestoreCount != _G(gameHasBeenRestored)) && (_G(eventClaimed) == EVENT_INPROGRESS))
_G(eventClaimed) = EVENT_CLAIMED;
return toret;
}
void RunScriptFunctionInModules(const char *tsname, size_t param_count, const RuntimeScriptValue *params) {
for (size_t i = 0; i < _G(numScriptModules); ++i)
RunScriptFunction(_GP(moduleInst)[i].get(), tsname, param_count, params);
RunScriptFunction(_G(gameinst).get(), tsname, param_count, params);
}
int RunScriptFunctionInRoom(const char *tsname, size_t param_count, const RuntimeScriptValue *params) {
// Some room callbacks are considered to be obligatory; for historical reasons these are
// identified by having no parameters;
// TODO: this is a hack, this should be defined either by function type, or as an arg
const bool strict_room_event = (param_count == 0);
int toret = RunScriptFunction(_G(roominst).get(), tsname, param_count, params);
// If it's a obligatory room event, and return code means missing function - error
if (strict_room_event && (toret == -18))
quitprintf("RunScriptFunction: error %d (%s) trying to run '%s' (Room %d)",
toret, cc_get_error().ErrorString.GetCStr(), tsname, _G(displayed_room));
return toret;
}
// Run non-claimable event in all script modules, except room, break if certain events occurred
static int RunUnclaimableEvent(const char *tsname) {
const int room_changes_was = _GP(play).room_changes;
const int restore_game_count_was = _G(gameHasBeenRestored);
for (size_t i = 0; i < _G(numScriptModules); ++i) {
if (!_GP(moduleRepExecAddr)[i].IsNull())
RunScriptFunction(_GP(moduleInst)[i].get(), tsname);
// Break on room change or save restoration
if ((room_changes_was != _GP(play).room_changes) ||
(restore_game_count_was != _G(gameHasBeenRestored)))
return 0;
}
return RunScriptFunction(_G(gameinst).get(), tsname);
}
static int RunClaimableEvent(const char *tsname, size_t param_count, const RuntimeScriptValue *params) {
// Run claimable event chain in script modules and room script
bool eventWasClaimed;
int toret = run_claimable_event(tsname, true, param_count, params, &eventWasClaimed);
// Break on event claim
if (eventWasClaimed)
return toret;
return RunScriptFunction(_G(gameinst).get(), tsname, param_count, params);
}
int RunScriptFunctionAuto(ScriptInstType sc_inst, const char *tsname, size_t param_count, const RuntimeScriptValue *params) {
// If told to use a room instance, then run only there
if (sc_inst == kScInstRoom)
return RunScriptFunctionInRoom(tsname, param_count, params);
// Rep-exec is only run in script modules, but not room script
// (because room script has its own callback, attached to event slot)
if (strcmp(tsname, REP_EXEC_NAME) == 0) {
return RunUnclaimableEvent(REP_EXEC_NAME);
}
// Claimable event is run in all the script modules and room script,
// before running in the globalscript instance
if ((strcmp(tsname, _G(tsnames)[kTS_KeyPress]) == 0) || (strcmp(tsname, _G(tsnames)[kTS_MouseClick]) == 0) ||
(strcmp(tsname, _G(tsnames)[kTS_TextInput]) == 0) || (strcmp(tsname, "on_event") == 0)) {
return RunClaimableEvent(tsname, param_count, params);
}
// Else run on the single chosen script instance
ccInstance *sci = GetScriptInstanceByType(sc_inst);
if (!sci)
return 0;
return RunScriptFunction(sci, tsname, param_count, params);
}
void AllocScriptModules() {
// NOTE: this preallocation possibly required to safeguard some algorithms
_GP(moduleInst).resize(_G(numScriptModules));
_GP(moduleInstFork).resize(_G(numScriptModules));
_GP(moduleRepExecAddr).resize(_G(numScriptModules));
_GP(repExecAlways).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(lateRepExecAlways).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(getDialogOptionsDimensionsFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(renderDialogOptionsFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(getDialogOptionUnderCursorFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(runDialogOptionMouseClickHandlerFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(runDialogOptionKeyPressHandlerFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(runDialogOptionTextInputHandlerFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(runDialogOptionRepExecFunc).moduleHasFunction.resize(_G(numScriptModules), true);
_GP(runDialogOptionCloseFunc).moduleHasFunction.resize(_G(numScriptModules), true);
for (auto &val : _GP(moduleRepExecAddr)) {
val.Invalidate();
}
}
void FreeAllScriptInstances() {
ccInstance::FreeInstanceStack();
FreeRoomScriptInstance();
// NOTE: don't know why, but Forks must be deleted prior to primary inst,
// or bad things will happen; TODO: investigate and make this less fragile
_G(gameinstFork).reset();
_G(gameinst).reset();
_G(dialogScriptsInst).reset();
_GP(moduleInstFork).clear();
_GP(moduleInst).clear();
}
void FreeRoomScriptInstance() {
// NOTE: don't know why, but Forks must be deleted prior to primary inst,
// or bad things will happen; TODO: investigate and make this less fragile
_G(roominstFork).reset();
_G(roominst).reset();
}
void FreeGlobalScripts() {
_G(numScriptModules) = 0;
_GP(gamescript).reset();
_GP(scriptModules).clear();
_GP(dialogScriptsScript).reset();
_GP(repExecAlways).moduleHasFunction.clear();
_GP(lateRepExecAlways).moduleHasFunction.clear();
_GP(getDialogOptionsDimensionsFunc).moduleHasFunction.clear();
_GP(renderDialogOptionsFunc).moduleHasFunction.clear();
_GP(getDialogOptionUnderCursorFunc).moduleHasFunction.clear();
_GP(runDialogOptionMouseClickHandlerFunc).moduleHasFunction.clear();
_GP(runDialogOptionKeyPressHandlerFunc).moduleHasFunction.clear();
_GP(runDialogOptionTextInputHandlerFunc).moduleHasFunction.clear();
_GP(runDialogOptionRepExecFunc).moduleHasFunction.clear();
_GP(runDialogOptionCloseFunc).moduleHasFunction.clear();
}
String GetScriptName(ccInstance *sci) {
// TODO: have script name a ccScript's member?
// TODO: check script modules too?
if (!sci)
return "Not in a script";
else if (sci->instanceof == _GP(gamescript))
return "Global script";
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 (cc_has_error())
quit(cc_get_error().ErrorString);
ExecutingScript copyof;
if (_G(num_scripts) > 0) { // save until the end of function
copyof = std::move(_G(scripts)[_G(num_scripts) - 1]);
copyof.forkedInst.reset(); // don't need it further
_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);
// FIXME: sync audio in case any screen changing or time-consuming post-script actions were scheduled
if (copyof.numPostScriptActions > 0) {
sync_audio_playback();
}
// 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) || _G(abort_engine)) {
return;
}
}
if (copyof.numPostScriptActions > 0) {
sync_audio_playback();
}
for (int jj = 0; jj < copyof.numanother; jj++) {
old_room_number = _G(displayed_room);
QueuedScript &script = copyof.ScFnQueue[jj];
RunScriptFunctionAuto(script.Instance, script.FnName.GetCStr(), script.ParamCount, script.Params);
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;
}
}
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.
const auto &error = cc_get_error();
if (error.IsUserError)
quitprintf("!Error running function '%s':\n%s", functionName, error.ErrorString.GetCStr());
else
quitprintf("Error running function '%s':\n%s\n\n%s", functionName,
error.ErrorString.GetCStr(), error.CallStack.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 (_G(globalvars)[ii].Name.CompareNoCase(varName) == 0)
return &_G(globalvars)[ii];
}
for (size_t i = 0; i < _GP(thisroom).LocalVariables.size(); ++i) {
if (_GP(thisroom).LocalVariables[i].Name.CompareNoCase(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 = get_our_eip();
set_our_eip(newval);
}
~TempEip() {
set_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(const ObjectEvent &obj_evt, InteractionCommandList *nicl, int *timesrun, int *cmdsrun) {
if (nicl == nullptr)
return -1;
const char *evblockbasename = obj_evt.BlockName.GetCStr();
const int evblocknum = obj_evt.BlockID;
for (size_t i = 0; i < nicl->Cmds.size(); i++) {
cmdsrun[0] ++;
const 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(evblockbasename, "character") != nullptr) || (strstr(evblockbasename, "inventory") != nullptr)) {
// Character or Inventory (global script)
const char *torun = make_ts_func_name(evblockbasename, 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(evblockbasename, 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
PlayFlic(IPARAM1, IPARAM2);
break;
case 9: { // Run Dialog
RunDialog(IPARAM1);
// if they changed room within the dialog script,
// the interaction command list is no longer valid
if (room_was != _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
AnimateObject4(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(obj_evt, 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(obj_evt, 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(obj_evt, nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
return -1;
break;
case 23: // if two variables are equal
if (IPARAM1 == IPARAM2)
if (run_interaction_commandlist(obj_evt, 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
AnimateCharacter4(IPARAM1, IPARAM2, IPARAM3, 0);
GameLoopUntilValueIsZero(&_GP(game).chars[IPARAM1].animating);
break;
case 35: // Quick animation
SetCharacterView(IPARAM1, IPARAM2);
AnimateCharacter4(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(obj_evt, nicl->Cmds[i].Children.get(), timesrun, cmdsrun))
return -1;
break;
case 46: // if cursor mode is
if (GetCursorMode() == IPARAM1)
if (run_interaction_commandlist(obj_evt, 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(obj_evt, 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(const ObjectEvent &obj_evt, int evnt) {
if (_GP(play).check_interaction_only)
return;
const char *evblockbasename = obj_evt.BlockName.GetCStr();
const int evblocknum = obj_evt.BlockID;
int evtype = 0;
if (ags_strnicmp(evblockbasename, "hotspot", 7) == 0) evtype = 1;
else if (ags_strnicmp(evblockbasename, "object", 6) == 0) evtype = 2;
else if (ags_strnicmp(evblockbasename, "character", 9) == 0) evtype = 3;
else if (ags_strnicmp(evblockbasename, "inventory", 9) == 0) evtype = 5;
else if (ags_strnicmp(evblockbasename, "region", 6) == 0)
return; // no unhandled_events for regions
// clicked Hotspot 0, so change the type code
if ((evtype == 1) && (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();
RuntimeScriptValue params[] = { evtype, evnt };
QueueScriptFunction(kScInstGame, "unhandled_event", 2, params);
}
}
bool get_script_position(ScriptPosition &script_pos) {
ccInstance *cur_instance = ccInstance::GetCurrentInstance();
if (cur_instance) {
cur_instance->GetScriptPosition(script_pos);
return true;
}
return false;
}
String cc_format_error(const String &message) {
if (_G(currentline) > 0)
return String::FromFormat("Error (line %d): %s", _G(currentline), message.GetCStr());
else
return String::FromFormat("Error (line unknown): %s", message.GetCStr());
}
} // namespace AGS3