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90 lines
4.1 KiB
C++
90 lines
4.1 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef AGS_ENGINE_SCRIPT_SCRIPT_H
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#define AGS_ENGINE_SCRIPT_SCRIPT_H
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#include "ags/lib/std/vector.h"
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#include "ags/shared/game/roomstruct.h" // MAX_ROOM_OBJECTS
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#include "ags/engine/script/cc_instance.h"
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#include "ags/engine/script/executingscript.h"
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#include "ags/engine/script/nonblockingscriptfunction.h"
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#include "ags/engine/ac/dynobj/scriptsystem.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::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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int run_dialog_request(int parmtr);
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void run_function_on_non_blocking_thread(NonBlockingScriptFunction *funcToRun);
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int run_interaction_event(Interaction *nint, int evnt, int chkAny = -1, int isInv = 0);
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int run_interaction_script(InteractionScripts *nint, int evnt, int chkAny = -1, int isInv = 0);
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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 &p1 = RuntimeScriptValue(), const RuntimeScriptValue &p2 = RuntimeScriptValue());
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// Try to run a script function right away
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void RunScriptFunction(ScriptInstType sc_inst, const char *fn_name, size_t param_count = 0,
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const RuntimeScriptValue &p1 = RuntimeScriptValue(), const RuntimeScriptValue &p2 = RuntimeScriptValue());
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int RunScriptFunctionIfExists(ccInstance *sci, const char *tsname, int numParam, const RuntimeScriptValue *params);
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int RunTextScript(ccInstance *sci, const char *tsname);
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int RunTextScriptIParam(ccInstance *sci, const char *tsname, const RuntimeScriptValue &iparam);
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int RunTextScript2IParam(ccInstance *sci, const char *tsname, const RuntimeScriptValue &iparam, const RuntimeScriptValue ¶m2);
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int PrepareTextScript(ccInstance *sci, const char **tsname);
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bool DoRunScriptFuncCantBlock(ccInstance *sci, NonBlockingScriptFunction *funcToRun, bool hasTheFunc);
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AGS::Shared::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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int run_interaction_commandlist(InteractionCommandList *nicl, int *timesrun, int *cmdsrun);
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InteractionVariable *get_interaction_variable(int varindx);
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InteractionVariable *FindGraphicalVariable(const char *varName);
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void run_unhandled_event(int evnt);
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void can_run_delayed_command();
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} // namespace AGS3
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#endif
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