Files
scummvm/engines/ags/engine/ac/global_game.cpp
T
Walter Agazzi b0cbe21288 AGS: Engine: fixed Wait function's negative time case for pre-3.6.0 API
Prior to 3.6.0 script API Wait function was treating negative values as "no time",
but since 3.6.0 it treats it as "infinite time".
Also, old engines let overflow happen when assigning > INT16_MAX values to the wait counter
(which is int16).
In the old engine this resulted in immediate timer stop, by pure accident.
From upstream 6777dad163b3f8c2678e5fc001feb15b78c36849
2024-11-27 16:45:50 +01:00

867 lines
26 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 "common/savefile.h"
#include "ags/shared/core/platform.h"
#include "ags/shared/ac/audio_clip_type.h"
#include "ags/engine/ac/global_game.h"
#include "ags/shared/ac/common.h"
#include "ags/shared/ac/view.h"
#include "ags/engine/ac/character.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/dynamic_sprite.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_gui.h"
#include "ags/engine/ac/global_hotspot.h"
#include "ags/engine/ac/global_inventory_item.h"
#include "ags/engine/ac/global_translation.h"
#include "ags/engine/ac/gui.h"
#include "ags/engine/ac/hotspot.h"
#include "ags/shared/ac/keycode.h"
#include "ags/engine/ac/mouse.h"
#include "ags/engine/ac/object.h"
#include "ags/engine/ac/path_helper.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/room.h"
#include "ags/engine/ac/room_status.h"
#include "ags/engine/ac/string.h"
#include "ags/engine/ac/system.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/shared/font/fonts.h"
#include "ags/engine/gui/gui_dialog.h"
#include "ags/engine/main/engine.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/main/graphics_mode.h"
#include "ags/engine/main/game_start.h"
#include "ags/engine/script/script.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/shared/gfx/bitmap.h"
#include "ags/engine/gfx/graphics_driver.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/engine/main/config.h"
#include "ags/engine/main/game_file.h"
#include "ags/shared/util/path.h"
#include "ags/shared/util/string_utils.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/engine/platform/base/sys_main.h"
#include "ags/ags.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
void AbortGame() {
// make sure scripts stop at the next step
cancel_all_scripts();
}
void GiveScore(int amnt) {
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_AllScore);
_GP(play).score += amnt;
if ((amnt > 0) && (_GP(play).score_sound >= 0))
play_audio_clip_by_index(_GP(play).score_sound);
run_on_event(GE_GOT_SCORE, RuntimeScriptValue().SetInt32(amnt));
}
void restart_game() {
can_run_delayed_command();
if (_G(inside_script)) {
_G(curscript)->queue_action(ePSARestartGame, 0, "RestartGame");
return;
}
try_restore_save(RESTART_POINT_SAVE_GAME_NUMBER);
}
void RestoreGameSlot(int slnum) {
if (_G(displayed_room) < 0)
quit("!RestoreGameSlot: a game cannot be restored from within game_start");
can_run_delayed_command();
if (_G(inside_script)) {
_G(curscript)->queue_action(ePSARestoreGame, slnum, "RestoreGameSlot");
return;
}
try_restore_save(slnum);
}
void DeleteSaveSlot(int slnum) {
String nametouse;
nametouse = get_save_game_path(slnum);
Shared::File::DeleteFile(nametouse);
}
void PauseGame() {
_G(game_paused)++;
debug_script_log("Game paused (%d)", _G(game_paused));
}
void UnPauseGame() {
if (_G(game_paused) > 0) {
_G(game_paused)--;
debug_script_log("Game un-paused (%d)", _G(game_paused));
}
}
int IsGamePaused() {
if (_G(game_paused) > 0) return 1;
return 0;
}
bool GetSaveSlotDescription(int slnum, String &description) {
if (read_savedgame_description(get_save_game_path(slnum), description))
return true;
description.Format("INVALID SLOT %d", slnum);
return false;
}
int GetSaveSlotDescription(int slnum, char *desbuf) {
VALIDATE_STRING(desbuf);
String description;
bool res = GetSaveSlotDescription(slnum, description);
snprintf(desbuf, MAX_MAXSTRLEN, "%s", description.GetCStr());
return res ? 1 : 0;
}
int LoadSaveSlotScreenshot(int slnum, int width, int height) {
if (!_GP(spriteset).HasFreeSlots())
return 0;
auto screenshot = read_savedgame_screenshot(get_save_game_path(slnum));
if (!screenshot)
return 0;
// resize the sprite to the requested size
data_to_game_coords(&width, &height);
if ((screenshot->GetWidth() != width) || (screenshot->GetHeight() != height)) {
std::unique_ptr<Bitmap> temp(BitmapHelper::CreateBitmap(width, height, screenshot->GetColorDepth()));
temp->StretchBlt(screenshot.get(),
RectWH(0, 0, screenshot->GetWidth(), screenshot->GetHeight()),
RectWH(0, 0, width, height));
screenshot = std::move(temp);
}
return add_dynamic_sprite(std::move(screenshot));
}
void FillSaveList(std::vector<SaveListItem> &saves, size_t max_count) {
if (max_count == 0)
return; // duh
String svg_dir = get_save_game_directory();
String svg_suff = get_save_game_suffix();
String searchPath = Path::ConcatPaths(svg_dir, String::FromFormat("agssave.???%s", svg_suff.GetCStr()));
time_t time = 0;
SaveStateList saveList = ::AGS::g_vm->listSaves();
for (uint idx = 0; idx < saveList.size(); ++idx) {
int saveGameSlot = saveList[idx].getSaveSlot();
// only list games .000 to .xxx (to allow higher slots for other perposes)
if (saveGameSlot < 0 || saveGameSlot > TOP_LISTEDSAVESLOT)
continue;
String description;
GetSaveSlotDescription(saveGameSlot, description);
saves.push_back(SaveListItem(saveGameSlot, description, time));
if (saves.size() >= max_count)
break;
}
}
void SetGlobalInt(int index, int valu) {
if ((index < 0) | (index >= MAXGSVALUES))
quitprintf("!SetGlobalInt: invalid index %d, supported range is %d - %d", index, 0, MAXGSVALUES - 1);
if (_GP(play).globalscriptvars[index] != valu) {
debug_script_log("GlobalInt %d set to %d", index, valu);
}
_GP(play).globalscriptvars[index] = valu;
}
int GetGlobalInt(int index) {
if ((index < 0) | (index >= MAXGSVALUES))
quitprintf("!GetGlobalInt: invalid index %d, supported range is %d - %d", index, 0, MAXGSVALUES - 1);
return _GP(play).globalscriptvars[index];
}
void SetGlobalString(int index, const char *newval) {
if ((index < 0) | (index >= MAXGLOBALSTRINGS))
quitprintf("!SetGlobalString: invalid index %d, supported range is %d - %d", index, 0, MAXGLOBALSTRINGS - 1);
debug_script_log("GlobalString %d set to '%s'", index, newval);
snprintf(_GP(play).globalstrings[index], MAX_MAXSTRLEN, "%s", newval);
}
void GetGlobalString(int index, char *strval) {
if ((index < 0) | (index >= MAXGLOBALSTRINGS))
quitprintf("!GetGlobalString: invalid index %d, supported range is %d - %d", index, 0, MAXGLOBALSTRINGS - 1);
snprintf(strval, MAX_MAXSTRLEN, "%s", _GP(play).globalstrings[index]);
}
// TODO: refactor this method, and use same shared procedure at both normal stop/startup and in RunAGSGame
int RunAGSGame(const String &newgame, unsigned int mode, int data) {
can_run_delayed_command();
int AllowedModes = RAGMODE_PRESERVEGLOBALINT | RAGMODE_LOADNOW;
if ((mode & (~AllowedModes)) != 0)
quit("!RunAGSGame: mode value unknown");
if (_G(editor_debugging_enabled)) {
quit("!RunAGSGame cannot be used while running the game from within the AGS Editor. You must build the game EXE and run it from there to use this function.");
}
if ((mode & RAGMODE_LOADNOW) == 0) {
_GP(ResPaths).GamePak.Path = PathFromInstallDir(newgame);
_GP(ResPaths).GamePak.Name = newgame;
_GP(play).takeover_data = data;
_G(load_new_game_restore) = -1;
if (_G(inside_script)) {
_G(curscript)->queue_action(ePSARunAGSGame, mode | RAGMODE_LOADNOW, "RunAGSGame");
ccInstance::GetCurrentInstance()->Abort();
} else
_G(load_new_game) = mode | RAGMODE_LOADNOW;
return 0;
}
// Optionally save legacy GlobalInts
int savedscriptvars[MAXGSVALUES];
if ((mode & RAGMODE_PRESERVEGLOBALINT) != 0) {
memcpy(savedscriptvars, _GP(play).globalscriptvars, sizeof(_GP(play).globalscriptvars));
}
unload_old_room();
_G(displayed_room) = -10;
#if defined (AGS_AUTO_WRITE_USER_CONFIG)
save_config_file(); // save current user config in case engine fails to run new game
#endif // AGS_AUTO_WRITE_USER_CONFIG
unload_game();
// Adjust config (NOTE: normally, RunAGSGame would need a redesign to allow separate config etc per each game)
_GP(usetup).translation = ""; // reset to default, prevent from trying translation file of game A in game B
_GP(AssetMgr)->RemoveAllLibraries();
// TODO: refactor and share same code with the startup!
if (_GP(AssetMgr)->AddLibrary(_GP(ResPaths).GamePak.Path) != Shared::kAssetNoError)
quitprintf("!RunAGSGame: unable to load new game file '%s'", _GP(ResPaths).GamePak.Path.GetCStr());
engine_assign_assetpaths();
show_preload();
HError err = load_game_file();
if (!err)
quitprintf("!RunAGSGame: error loading new game file:\n%s", err->FullMessage().GetCStr());
_GP(spriteset).Reset();
err = _GP(spriteset).InitFile(SpriteFile::DefaultSpriteFileName, SpriteFile::DefaultSpriteIndexName);
if (!err)
quitprintf("!RunAGSGame: error loading new sprites:\n%s", err->FullMessage().GetCStr());
// Restore saved GlobalInts
if ((mode & RAGMODE_PRESERVEGLOBALINT) != 0) {
memcpy(_GP(play).globalscriptvars, savedscriptvars, sizeof(_GP(play).globalscriptvars));
}
engine_init_game_settings();
_GP(play).screen_is_faded_out = 1;
if (_G(load_new_game_restore) >= 0) {
try_restore_save(_G(load_new_game_restore));
_G(load_new_game_restore) = -1;
} else
start_game();
return 0;
}
int GetGameParameter(int parm, int data1, int data2, int data3) {
switch (parm) {
case GP_SPRITEWIDTH:
return Game_GetSpriteWidth(data1);
case GP_SPRITEHEIGHT:
return Game_GetSpriteHeight(data1);
case GP_NUMLOOPS:
return Game_GetLoopCountForView(data1);
case GP_NUMFRAMES:
return Game_GetFrameCountForLoop(data1, data2);
case GP_FRAMESPEED:
case GP_FRAMEIMAGE:
case GP_FRAMESOUND:
case GP_ISFRAMEFLIPPED: {
AssertFrame("GetGameParameter", data1 - 1, data2, data3);
ViewFrame *pvf = &_GP(views)[data1 - 1].loops[data2].frames[data3];
if (parm == GP_FRAMESPEED)
return pvf->speed;
else if (parm == GP_FRAMEIMAGE)
return pvf->pic;
else if (parm == GP_FRAMESOUND)
return get_old_style_number_for_sound(pvf->sound);
else if (parm == GP_ISFRAMEFLIPPED)
return (pvf->flags & VFLG_FLIPSPRITE) ? 1 : 0;
else
quit("GetGameParameter internal error");
break;
}
case GP_ISRUNNEXTLOOP:
return Game_GetRunNextSettingForLoop(data1, data2);
case GP_NUMGUIS:
return _GP(game).numgui;
case GP_NUMOBJECTS:
return _G(croom)->numobj;
case GP_NUMCHARACTERS:
return _GP(game).numcharacters;
case GP_NUMINVITEMS:
return _GP(game).numinvitems;
default:
quit("!GetGameParameter: unknown parameter specified");
}
return 0;
}
void QuitGame(int dialog) {
if (dialog) {
int rcode;
setup_for_dialog();
rcode = quitdialog();
restore_after_dialog();
if (rcode == 0) return;
}
quit("|You have exited.");
}
void SetRestartPoint() {
save_game(RESTART_POINT_SAVE_GAME_NUMBER, "Restart Game Auto-Save");
}
void SetGameSpeed(int newspd) {
newspd += _GP(play).game_speed_modifier;
if (newspd > 1000) newspd = 1000;
if (newspd < 10) newspd = 10;
set_game_speed(newspd);
debug_script_log("Game speed set to %d", newspd);
}
int GetGameSpeed() {
return ::lround(get_game_fps()) - _GP(play).game_speed_modifier;
}
int SetGameOption(int opt, int newval) {
if (((opt < OPT_DEBUGMODE) || (opt > OPT_HIGHESTOPTION)) && (opt != OPT_LIPSYNCTEXT)) {
debug_script_warn("SetGameOption: invalid option specified: %d", opt);
return 0;
}
// Handle forbidden options
const auto restricted_opts = GameSetupStructBase::GetRestrictedOptions();
for (auto r_opt : restricted_opts) {
if (r_opt == opt) {
debug_script_warn("SetGameOption: option %d cannot be modified at runtime", opt);
return _GP(game).options[opt];
}
}
// Test if option already has this value
if (_GP(game).options[opt] == newval)
return _GP(game).options[opt];
const int oldval = _GP(game).options[opt];
_GP(game).options[opt] = newval;
// Update the game in accordance to the new option value
switch (opt) {
case OPT_ANTIGLIDE:
for (int i = 0; i < _GP(game).numcharacters; i++) {
if (newval)
_GP(game).chars[i].flags |= CHF_ANTIGLIDE;
else
_GP(game).chars[i].flags &= ~CHF_ANTIGLIDE;
}
break;
case OPT_DISABLEOFF:
GUI::Options.DisabledStyle = static_cast<GuiDisableStyle>(_GP(game).options[OPT_DISABLEOFF]);
// If GUI was disabled at this time then also update it, as visual style could've changed
if (_GP(play).disabled_user_interface > 0) {
GUI::MarkAllGUIForUpdate(true, false);
}
break;
case OPT_CROSSFADEMUSIC:
if (_GP(game).audioClipTypes.size() > AUDIOTYPE_LEGACY_MUSIC) {
// legacy compatibility -- changing crossfade speed here also
// updates the new audio clip type style
_GP(game).audioClipTypes[AUDIOTYPE_LEGACY_MUSIC].crossfadeSpeed = newval;
}
break;
case OPT_ANTIALIASFONTS:
adjust_fonts_for_render_mode(newval != 0);
break;
case OPT_RIGHTLEFTWRITE:
GUI::MarkForTranslationUpdate();
break;
case OPT_DUPLICATEINV:
update_invorder();
break;
case OPT_PORTRAITSIDE:
if (newval == 0) // set back to Left
_GP(play).swap_portrait_side = 0;
break;
default:
break; // do nothing else
}
return oldval;
}
int GetGameOption(int opt) {
if (((opt < OPT_DEBUGMODE) || (opt > OPT_HIGHESTOPTION)) && (opt != OPT_LIPSYNCTEXT)) {
debug_script_warn("GetGameOption: invalid option specified: %d", opt);
return 0;
}
return _GP(game).options[opt];
}
void SkipUntilCharacterStops(int cc) {
if (!is_valid_character(cc))
quit("!SkipUntilCharacterStops: invalid character specified");
if (_GP(game).chars[cc].room != _G(displayed_room))
quitprintf("!SkipUntilCharacterStops: character %s is not in current room %d (it is in room %d)",
_GP(game).chars[cc].scrname, _G(displayed_room), _GP(game).chars[cc].room);
// if they are not currently moving, do nothing
if (!_GP(game).chars[cc].walking)
return;
if (is_in_cutscene())
quit("!SkipUntilCharacterStops: cannot be used within a cutscene");
initialize_skippable_cutscene();
_GP(play).fast_forward = 2;
_GP(play).skip_until_char_stops = cc;
}
void EndSkippingUntilCharStops() {
// not currently skipping, so ignore
if (_GP(play).skip_until_char_stops < 0)
return;
stop_fast_forwarding();
_GP(play).skip_until_char_stops = -1;
}
void StartCutscene(int skipwith) {
ScriptPosition &last_cutscene_script_pos = _GP(last_cutscene_script_pos);
if (is_in_cutscene()) {
quitprintf("!StartCutscene: already in a cutscene; previous started in \"%s\", line %d",
last_cutscene_script_pos.Section.GetCStr(), last_cutscene_script_pos.Line);
}
if ((skipwith < 1) || (skipwith > 6))
quit("!StartCutscene: invalid argument, must be 1 to 5.");
get_script_position(last_cutscene_script_pos);
// make sure they can't be skipping and cutsceneing at the same time
EndSkippingUntilCharStops();
_GP(play).in_cutscene = skipwith;
initialize_skippable_cutscene();
}
void SkipCutscene() {
if (is_in_cutscene())
start_skipping_cutscene();
}
int EndCutscene() {
if (!is_in_cutscene())
quit("!EndCutscene: not in a cutscene");
int retval = _GP(play).fast_forward;
_GP(play).in_cutscene = 0;
// Stop it fast-forwarding
stop_fast_forwarding();
// make sure that the screen redraws
invalidate_screen();
// Return whether the player skipped it
return retval;
}
void ShowInputBox(const char *msg, char *bufr) {
VALIDATE_STRING(bufr);
ShowInputBoxImpl(msg, bufr, MAX_MAXSTRLEN);
}
void ShowInputBoxImpl(const char *msg, char *bufr, size_t buf_len) {
setup_for_dialog();
enterstringwindow(get_translation(msg), bufr, buf_len);
restore_after_dialog();
}
// GetLocationType exported function - just call through
// to the main function with default 0
int GetLocationType(int xxx, int yyy) {
return __GetLocationType(xxx, yyy, 0);
}
void SaveCursorForLocationChange() {
// update the current location name
char tempo[100];
GetLocationName(game_to_data_coord(_G(mousex)), game_to_data_coord(_G(mousey)), tempo);
if (_GP(play).get_loc_name_save_cursor != _GP(play).get_loc_name_last_time) {
_GP(play).get_loc_name_save_cursor = _GP(play).get_loc_name_last_time;
_GP(play).restore_cursor_mode_to = GetCursorMode();
_GP(play).restore_cursor_image_to = GetMouseCursor();
debug_script_log("Saving mouse: mode %d cursor %d", _GP(play).restore_cursor_mode_to, _GP(play).restore_cursor_image_to);
}
}
void GetLocationName(int xxx, int yyy, char *tempo) {
if (_G(displayed_room) < 0)
quit("!GetLocationName: no room has been loaded");
VALIDATE_STRING(tempo);
tempo[0] = 0;
if (GetGUIAt(xxx, yyy) >= 0) {
int mover = GetInvAt(xxx, yyy);
if (mover > 0) {
if (_GP(play).get_loc_name_last_time != 1000 + mover)
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
_GP(play).get_loc_name_last_time = 1000 + mover;
snprintf(tempo, MAX_MAXSTRLEN, "%s", get_translation(_GP(game).invinfo[mover].name.GetCStr()));
} else if ((_GP(play).get_loc_name_last_time > 1000) && (_GP(play).get_loc_name_last_time < 1000 + MAX_INV)) {
// no longer selecting an item
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
_GP(play).get_loc_name_last_time = -1;
}
return;
}
int loctype = GetLocationType(xxx, yyy); // GetLocationType takes screen coords
VpPoint vpt = _GP(play).ScreenToRoomDivDown(xxx, yyy);
if (vpt.second < 0)
return;
xxx = vpt.first.X;
yyy = vpt.first.Y;
if ((xxx >= _GP(thisroom).Width) | (xxx < 0) | (yyy < 0) | (yyy >= _GP(thisroom).Height))
return;
int onhs, aa;
if (loctype == 0) {
if (_GP(play).get_loc_name_last_time != 0) {
_GP(play).get_loc_name_last_time = 0;
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
}
return;
}
// on character
if (loctype == LOCTYPE_CHAR) {
onhs = _G(getloctype_index);
snprintf(tempo, MAX_MAXSTRLEN, "%s", get_translation(_GP(game).chars2[onhs].name_new.GetCStr()));
if (_GP(play).get_loc_name_last_time != 2000 + onhs)
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
_GP(play).get_loc_name_last_time = 2000 + onhs;
return;
}
// on object
if (loctype == LOCTYPE_OBJ) {
aa = _G(getloctype_index);
snprintf(tempo, MAX_MAXSTRLEN, "%s", get_translation(_G(croom)->obj[aa].name.GetCStr()));
// Compatibility: < 3.1.1 games returned space for nameless object
// (presumably was a bug, but fixing it affected certain games behavior)
if (_G(loaded_game_file_version) < kGameVersion_311 && tempo[0] == 0) {
tempo[0] = ' ';
tempo[1] = 0;
}
if (_GP(play).get_loc_name_last_time != 3000 + aa)
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
_GP(play).get_loc_name_last_time = 3000 + aa;
return;
}
onhs = _G(getloctype_index);
if (onhs > 0)
snprintf(tempo, MAX_MAXSTRLEN, "%s", get_translation(_G(croom)->hotspot[onhs].Name.GetCStr()));
if (_GP(play).get_loc_name_last_time != onhs)
GUI::MarkSpecialLabelsForUpdate(kLabelMacro_Overhotspot);
_GP(play).get_loc_name_last_time = onhs;
}
int IsKeyPressed(int keycode) {
return ags_iskeydown(static_cast<eAGSKeyCode>(keycode));
}
int SaveScreenShot(const char *namm) {
String fileName;
String svg_dir = get_save_game_directory();
if (strchr(namm, '.') == nullptr)
fileName = Path::MakePath(svg_dir, namm, "bmp");
else
fileName = Path::ConcatPaths(svg_dir, namm);
// NOTE: be aware that by the historical logic AGS makes a screenshot
// of a "main viewport", that may be smaller in legacy "letterbox" mode.
const Rect &viewport = _GP(play).GetMainViewport();
Bitmap *buffer = CopyScreenIntoBitmap(_GP(play).GetMainViewport().GetWidth(), _GP(play).GetMainViewport().GetHeight(), &viewport);
if (!buffer->SaveToFile(fileName, _G(palette)) != 0) {
delete buffer;
return 0;
}
delete buffer;
return 1; // successful
}
void SetMultitasking(int mode) {
if ((mode < 0) | (mode > 1))
quit("!SetMultitasking: invalid mode parameter");
// Save requested setting
_GP(usetup).multitasking = mode != 0;
// Account for the override config option (must be checked first!)
if ((_GP(usetup).override_multitasking >= 0) && (mode != _GP(usetup).override_multitasking)) {
Debug::Printf("SetMultitasking: overridden by user config: %d -> %d", mode, _GP(usetup).override_multitasking);
mode = _GP(usetup).override_multitasking;
}
// Must run on background if debugger is connected
if ((mode == 0) && (_G(editor_debugging_initialized) != 0)) {
Debug::Printf("SetMultitasking: overridden by the external debugger: %d -> 1", mode);
mode = 1;
}
// Regardless, don't allow background running if exclusive full screen
if ((mode == 1) && _G(gfxDriver)->GetDisplayMode().IsRealFullscreen()) {
Debug::Printf("SetMultitasking: overridden by fullscreen: %d -> 0", mode);
mode = 0;
}
// Install engine callbacks for switching in and out the window
Debug::Printf(kDbgMsg_Info, "Multitasking mode set: %d", mode);
if (mode == 0) {
sys_set_background_mode(false);
sys_evt_set_focus_callbacks(display_switch_in_resume, display_switch_out_suspend);
} else {
sys_set_background_mode(true);
sys_evt_set_focus_callbacks(display_switch_in, display_switch_out);
}
}
void RoomProcessClick(int xx, int yy, int mood) {
_G(getloctype_throughgui) = 1;
int loctype = GetLocationType(xx, yy);
VpPoint vpt = _GP(play).ScreenToRoomDivDown(xx, yy);
if (vpt.second < 0)
return;
xx = vpt.first.X;
yy = vpt.first.Y;
if ((mood == MODE_WALK) && (_GP(game).options[OPT_NOWALKMODE] == 0)) {
int hsnum = get_hotspot_at(xx, yy);
if (hsnum < 1);
else if (_GP(thisroom).Hotspots[hsnum].WalkTo.X < 1);
else if (_GP(play).auto_use_walkto_points == 0);
else {
xx = _GP(thisroom).Hotspots[hsnum].WalkTo.X;
yy = _GP(thisroom).Hotspots[hsnum].WalkTo.Y;
debug_script_log("Move to walk-to point hotspot %d", hsnum);
}
walk_character(_GP(game).playercharacter, xx, yy, 0, true);
return;
}
_GP(play).usedmode = mood;
if (loctype == 0) {
// click on nothing -> hotspot 0
_G(getloctype_index) = 0;
loctype = LOCTYPE_HOTSPOT;
}
if (loctype == LOCTYPE_CHAR) {
if (check_click_on_character(xx, yy, mood)) return;
} else if (loctype == LOCTYPE_OBJ) {
if (check_click_on_object(xx, yy, mood)) return;
} else if (loctype == LOCTYPE_HOTSPOT)
RunHotspotInteraction(_G(getloctype_index), mood);
}
int IsInteractionAvailable(int xx, int yy, int mood) {
_G(getloctype_throughgui) = 1;
int loctype = GetLocationType(xx, yy);
VpPoint vpt = _GP(play).ScreenToRoomDivDown(xx, yy);
if (vpt.second < 0)
return 0;
xx = vpt.first.X;
yy = vpt.first.Y;
// You can always walk places
if ((mood == MODE_WALK) && (_GP(game).options[OPT_NOWALKMODE] == 0))
return 1;
_GP(play).check_interaction_only = 1;
if (loctype == 0) {
// click on nothing -> hotspot 0
_G(getloctype_index) = 0;
loctype = LOCTYPE_HOTSPOT;
}
if (loctype == LOCTYPE_CHAR) {
check_click_on_character(xx, yy, mood);
} else if (loctype == LOCTYPE_OBJ) {
check_click_on_object(xx, yy, mood);
} else if (loctype == LOCTYPE_HOTSPOT)
RunHotspotInteraction(_G(getloctype_index), mood);
int ciwas = _GP(play).check_interaction_only;
_GP(play).check_interaction_only = 0;
if (ciwas == 2)
return 1;
return 0;
}
void GetMessageText(int msg, char *buffer) {
VALIDATE_STRING(buffer);
get_message_text(msg, buffer, 0);
}
void SetSpeechFont(int fontnum) {
if ((fontnum < 0) || (fontnum >= _GP(game).numfonts))
quit("!SetSpeechFont: invalid font number.");
_GP(play).speech_font = fontnum;
}
void SetNormalFont(int fontnum) {
if ((fontnum < 0) || (fontnum >= _GP(game).numfonts))
quit("!SetNormalFont: invalid font number.");
_GP(play).normal_font = fontnum;
}
void _sc_AbortGame(const char *text) {
char displbuf[STD_BUFFER_SIZE] = "!?";
snprintf(&displbuf[2], STD_BUFFER_SIZE - 3, "%s", text);
quit(displbuf);
}
int GetGraphicalVariable(const char *varName) {
InteractionVariable *theVar = FindGraphicalVariable(varName);
if (theVar == nullptr) {
quitprintf("!GetGraphicalVariable: interaction variable '%s' not found", varName);
return 0;
}
return theVar->Value;
}
void SetGraphicalVariable(const char *varName, int p_value) {
InteractionVariable *theVar = FindGraphicalVariable(varName);
if (theVar == nullptr) {
quitprintf("!SetGraphicalVariable: interaction variable '%s' not found", varName);
} else
theVar->Value = p_value;
}
int WaitImpl(int skip_type, int nloops) {
// if skipping cutscene and expecting user input: don't wait at all
if (_GP(play).fast_forward && ((skip_type & ~SKIP_AUTOTIMER) != 0))
return 0;
// < 3.6.0 treated negative nloops as "no time";
// also old engine let nloops to overflow into neg when assigned to wait_counter...
if (_GP(game).options[OPT_BASESCRIPTAPI] < kScriptAPI_v360) {
if (nloops < 0 || nloops > INT16_MAX)
nloops = 0;
}
// clamp to int16
_GP(play).wait_counter = static_cast<int16_t>(Math::Clamp<int>(nloops, -1, INT16_MAX));
_GP(play).wait_skipped_by = SKIP_NONE;
_GP(play).wait_skipped_by = SKIP_AUTOTIMER; // we set timer flag by default to simplify that case
_GP(play).wait_skipped_by_data = 0;
_GP(play).key_skip_wait = skip_type;
GameLoopUntilValueIsZero(&_GP(play).wait_counter);
if (_GP(game).options[OPT_BASESCRIPTAPI] < kScriptAPI_v360) {
// < 3.6.0 return 1 if skipped by user input, otherwise 0
return ((_GP(play).wait_skipped_by & (SKIP_KEYPRESS | SKIP_MOUSECLICK)) != 0) ? 1 : 0;
}
// >= 3.6.0 return skip (input) type flags with keycode
return _GP(play).GetWaitSkipResult();
}
void scrWait(int nloops) {
WaitImpl(SKIP_AUTOTIMER, nloops);
}
int WaitKey(int nloops) {
return WaitImpl(SKIP_KEYPRESS | SKIP_AUTOTIMER, nloops);
}
int WaitMouse(int nloops) {
return WaitImpl(SKIP_MOUSECLICK | SKIP_AUTOTIMER, nloops);
}
int WaitMouseKey(int nloops) {
return WaitImpl(SKIP_KEYPRESS | SKIP_MOUSECLICK | SKIP_AUTOTIMER, nloops);
}
int WaitInput(int input_flags, int nloops) {
return WaitImpl((input_flags >> SKIP_RESULT_TYPE_SHIFT) | SKIP_AUTOTIMER, nloops);
}
void SkipWait() {
_GP(play).wait_counter = 0;
}
void scStartRecording(int /*keyToStop*/) {
debug_script_warn("StartRecording: not supported");
}
} // namespace AGS3