ScummVM API documentation
script.h
1 /* ScummVM - Graphic Adventure Engine
2  *
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4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
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8  * it under the terms of the GNU General Public License as published by
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10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
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20  */
21 
22 #ifndef AGS_ENGINE_SCRIPT_SCRIPT_H
23 #define AGS_ENGINE_SCRIPT_SCRIPT_H
24 
25 #include "common/std/memory.h"
26 #include "common/std/vector.h"
27 
28 #include "ags/engine/script/cc_instance.h"
29 #include "ags/engine/script/executing_script.h"
30 #include "ags/engine/script/non_blocking_script_function.h"
31 #include "ags/engine/ac/dynobj/script_system.h"
32 #include "ags/shared/game/interactions.h"
33 #include "ags/shared/util/string.h"
34 
35 namespace AGS3 {
36 
37 using AGS::Shared::String;
38 using AGS::Shared::Interaction;
39 using AGS::Shared::InteractionCommandList;
40 using AGS::Shared::InteractionScripts;
41 using AGS::Shared::InteractionVariable;
42 
43 #define LATE_REP_EXEC_ALWAYS_NAME "late_repeatedly_execute_always"
44 #define REP_EXEC_ALWAYS_NAME "repeatedly_execute_always"
45 #define REP_EXEC_NAME "repeatedly_execute"
46 
47 // ObjectEvent - a struct holds data of the object's interaction event,
48 // such as object's reference and accompanying parameters
49 struct ObjectEvent {
50  // Name of the script block to run, may be used as a formatting string;
51  // has a form of "objecttype%d"
52  String BlockName;
53  // Script block's ID, commonly corresponds to the object's ID
54  int BlockID = 0;
55  // Dynamic object this event was called for (if applicable)
56  RuntimeScriptValue DynObj;
57  // Interaction mode that triggered this event (if applicable)
58  int Mode = MODE_NONE;
59 
60  ObjectEvent() = default;
61  ObjectEvent(const String &block_name, int block_id = 0)
62  : BlockName(block_name), BlockID(block_id) {}
63  ObjectEvent(const String &block_name, int block_id,
64  const RuntimeScriptValue &dyn_obj, int mode = MODE_NONE)
65  : BlockName(block_name), BlockID(block_id), DynObj(dyn_obj), Mode(mode) {}
66 };
67 
68 int run_dialog_request(int parmtr);
69 void run_function_on_non_blocking_thread(NonBlockingScriptFunction *funcToRun);
70 
71 // TODO: run_interaction_event() and run_interaction_script()
72 // are in most part duplicating each other, except for the script callback run method.
73 // May these types be made children of the same base, or stored in a group struct?
74 // This would also let simplify the calling code in RunObjectInteraction, etc.
75 //
76 // Runs the ObjectEvent using an old interaction callback type of 'evnt' index,
77 // or alternatively of 'chkAny' index, if previous does not exist;
78 // 'isInv' tells if this is a inventory event (it has a slightly different handling for that)
79 // Returns 0 normally, or -1 telling of a game state change (eg. a room change occured).
80 int run_interaction_event(const ObjectEvent &obj_evt, Interaction *nint, int evnt, int chkAny = -1, bool isInv = false);
81 // Runs the ObjectEvent using a script callback of 'evnt' index,
82 // or alternatively of 'chkAny' index, if previous does not exist
83 // Returns 0 normally, or -1 telling of a game state change (eg. a room change occured).
84 int run_interaction_script(const ObjectEvent &obj_evt, InteractionScripts *nint, int evnt, int chkAny = -1);
85 int run_interaction_commandlist(const ObjectEvent &obj_evt, InteractionCommandList *nicl, int *timesrun, int *cmdsrun);
86 void run_unhandled_event(const ObjectEvent &obj_evt, int evnt);
87 int create_global_script();
88 void cancel_all_scripts();
89 
90 ccInstance *GetScriptInstanceByType(ScriptInstType sc_inst);
91 // Queues a script function to be run either called by the engine or from another script
92 void QueueScriptFunction(ScriptInstType sc_inst, const char *fn_name, size_t param_count = 0,
93  const RuntimeScriptValue *params = nullptr);
94 // Try to run a script function on a given script instance
95 int RunScriptFunction(ccInstance *sci, const char *tsname, size_t param_count = 0,
96  const RuntimeScriptValue *params = nullptr);
97 // Run a script function in all the regular script modules, in order, where available
98 // includes globalscript, but not the current room script.
99 void RunScriptFunctionInModules(const char *tsname, size_t param_count = 0,
100  const RuntimeScriptValue *params = nullptr);
101 // Run an obligatory script function in the current room script
102 int RunScriptFunctionInRoom(const char *tsname, size_t param_count = 0,
103  const RuntimeScriptValue *params = nullptr);
104 // Try to run a script function, guessing the behavior by its name and script instance type;
105 // depending on the type may run a claimable callback chain
106 int RunScriptFunctionAuto(ScriptInstType sc_inst, const char *fn_name, size_t param_count = 0,
107  const RuntimeScriptValue *params = nullptr);
108 
109 // Preallocates script module instances
110 void AllocScriptModules();
111 // Delete all the script instance objects
112 void FreeAllScriptInstances();
113 // Delete only the current room script instance
114 void FreeRoomScriptInstance();
115 // Deletes all the global scripts and modules;
116 // this frees all of the bytecode and runtime script memory.
117 void FreeGlobalScripts();
118 
119 String GetScriptName(ccInstance *sci);
120 
121 //=============================================================================
122 
123 char *make_ts_func_name(const char *base, int iii, int subd);
124 // Performs various updates to the game after script interpreter returns control to the engine.
125 // Executes actions and does changes that are not executed immediately at script command, for
126 // optimisation and other reasons.
127 void post_script_cleanup();
128 void quit_with_script_error(const char *functionName);
129 int get_nivalue(InteractionCommandList *nic, int idx, int parm);
130 InteractionVariable *get_interaction_variable(int varindx);
131 InteractionVariable *FindGraphicalVariable(const char *varName);
132 void can_run_delayed_command();
133 
134 // Gets current running script position
135 bool get_script_position(ScriptPosition &script_pos);
136 String cc_get_callstack(int max_lines = INT_MAX);
137 
138 // [ikm] we keep ccInstances saved in unique_ptrs globally for now
139 // (e.g. as opposed to shared_ptrs), because the script handling part of the
140 // engine is quite fragile and prone to errors whenever the instance is not
141 // **deleted** in precise time. This is related to:
142 // - ccScript's "instances" counting, which affects script exports reg/unreg;
143 // - loadedInstances array.
144 // One of the examples is the save restoration, that may occur in the midst
145 // of a post-script cleanup process, whilst the engine's stack still has
146 // references to the ccInstances that are going to be deleted on cleanup.
147 // Ideally, this part of the engine should be refactored awhole with a goal
148 // to make it safe and consistent.
150 
151 } // namespace AGS3
152 
153 #endif
Definition: interactions.h:154
Definition: runtime_script_value.h:63
Definition: cc_instance.h:98
Definition: script.h:49
Definition: ptr.h:572
Definition: interactions.h:185
Definition: string.h:62
Definition: interactions.h:201
Definition: cc_instance.h:114
Definition: ags.h:40
Definition: interactions.h:122
Definition: non_blocking_script_function.h:31