Files
scummvm/engines/ags/engine/script/script.cpp
T
Walter Agazzi 815041ec6a AGS: Engine: store game's ccInstances as unique_ptrs instead
The script handling part of the engine appeared to be too fragile and dependent on
 a precise timing of **deleting** a ccInstance.
For example, restoring a saved game may execute in the midst of the call to
RunScriptFunction(), at the "post script cleanup" stage, while there are still references
to ccInstance on the engine's call stack (and few other places). If anything prevents
 ccInstance's disposal at this moment, that would in turn lead to logical errors due to
  the game scripts "instances" counting. The most outstanding consequence is that the
   script exports are kept pointing into the deleted memory and not re-registered after the save is restored.

Overall, the script handling part of the engine would benefit from a major refactor,
 with a goal to make it safe and consistent, but this is not something I might do at the moment.

From upstream 1f6abf4b678f77825c710d4ae18b57ff8f882c93
2024-10-30 18:07:42 +02:00

975 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) {
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) {
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;
}
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) {
auto inst = ccInstance::CreateFromScript(_GP(scriptModules)[i]);
if (!inst)
return kscript_create_error;
_GP(moduleInst)[i].reset(inst);
all_insts.push_back(inst);
}
_G(gameinst).reset(ccInstance::CreateFromScript(_GP(gamescript)));
if (!_G(gameinst))
return kscript_create_error;
all_insts.push_back(_G(gameinst).get());
if (_GP(dialogScriptsScript)) {
_G(dialogScriptsInst).reset(ccInstance::CreateFromScript(_GP(dialogScriptsScript)));
if (!_G(dialogScriptsInst))
return kscript_create_error;
all_insts.push_back(_G(dialogScriptsInst).get());
}
// 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].reset(fork);
_GP(moduleRepExecAddr)[module_idx] = _GP(moduleInst)[module_idx]->GetSymbolAddress(REP_EXEC_NAME);
}
_G(gameinstFork).reset(_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;
// CHECKME: this conditional block will never run, because
// function would have quit earlier (deprecated functionality?)
if (sci->IsBeingRun()) {
auto fork = sci->Fork();
if (!fork)
quit("unable to fork instance for secondary script");
exscript.forkedInst.reset(fork);
exscript.inst = fork;
} else {
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() {
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 = _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(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] ++;
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