mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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455 lines
13 KiB
Ruby
455 lines
13 KiB
Ruby
#===============================================================================
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# ** Interpreter
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#-------------------------------------------------------------------------------
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# This interpreter runs event commands. This class is used within the
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# Game_System class and the Game_Event class.
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#===============================================================================
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class Interpreter
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# Object Initialization
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# depth : nest depth
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# main : main flag
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def initialize(depth = 0, main = false)
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@depth = depth
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@main = main
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if depth > 100
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print("Common event call has exceeded maximum limit.")
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exit
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end
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clear
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end
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def inspect
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str = super.chop
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str << sprintf(" @event_id: %d>", @event_id)
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return str
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end
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def clear
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@map_id = 0 # map ID when starting up
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@event_id = 0
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@message_waiting = false # waiting for message to end
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@move_route_waiting = false # waiting for move completion
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@wait_count = 0
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@wait_start = nil
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@child_interpreter = nil
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@branch = {}
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@buttonInput = false
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@hidden_choices = []
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@renamed_choices = []
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end_follower_overrides
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end
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# Event Setup
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# list : list of event commands
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# event_id : event ID
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def setup(list, event_id, map_id = nil)
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clear
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@map_id = map_id || $game_map.map_id
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@event_id = event_id
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@list = list
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@index = 0
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@branch.clear
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end
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def setup_starting_event
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$game_map.refresh if $game_map.need_refresh
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# Set up common event if one wants to start
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if $game_temp.common_event_id > 0
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setup($data_common_events[$game_temp.common_event_id].list, 0)
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$game_temp.common_event_id = 0
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return
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end
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# Check all map events for one that wants to start, and set it up
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$game_map.events.each_value do |event|
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next if !event.starting
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if event.trigger < 3 # Isn't autorun or parallel processing
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event.lock
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event.clear_starting
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end
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setup(event.list, event.id, event.map.map_id)
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return
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end
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# Check all common events for one that is autorun, and set it up
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$data_common_events.compact.each do |common_event|
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next if common_event.trigger != 1 || !$game_switches[common_event.switch_id]
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setup(common_event.list, 0)
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return
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end
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end
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def running?
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return !@list.nil?
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end
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def update
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@loop_count = 0
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loop do
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@loop_count += 1
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if @loop_count > 100 # Call Graphics.update for freeze prevention
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Graphics.update
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@loop_count = 0
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end
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# If this interpreter's map isn't the current map or connected to it,
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# forget this interpreter's event ID
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if $game_map.map_id != @map_id && !$map_factory.areConnected?($game_map.map_id, @map_id)
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@event_id = 0
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end
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# Update child interpreter if one exists
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if @child_interpreter
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@child_interpreter.update
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@child_interpreter = nil if !@child_interpreter.running?
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return if @child_interpreter
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end
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# Do nothing if a message is being shown
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return if @message_waiting
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# Do nothing if any event or the player is in the middle of a move route
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if @move_route_waiting
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return if $game_player.move_route_forcing
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$game_map.events.each_value do |event|
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return if event.move_route_forcing
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end
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$game_temp.followers.each_follower do |event, follower|
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return if event.move_route_forcing
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end
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@move_route_waiting = false
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end
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# Do nothing if the player is jumping out of surfing
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return if $game_temp.ending_surf
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# Do nothing while waiting
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if @wait_count > 0
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return if System.uptime - @wait_start < @wait_count
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@wait_count = 0
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@wait_start = nil
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end
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# Do nothing if the pause menu is going to open
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return if $game_temp.menu_calling
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# If there are no commands in the list, try to find something that wants to run
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if @list.nil?
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setup_starting_event if @main
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return if @list.nil? # Couldn't find anything that wants to run
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end
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# Execute the next command
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return if execute_command == false
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# Move to the next @index
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@index += 1
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end
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end
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def execute_script(script)
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begin
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result = eval(script)
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return result
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rescue Exception
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e = $!
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raise if e.is_a?(SystemExit) || e.class.to_s == "Reset"
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event = get_self
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# Gather text for error message
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message = pbGetExceptionMessage(e)
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backtrace_text = ""
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if e.is_a?(SyntaxError)
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script.each_line do |line|
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line.gsub!(/\s+$/, "")
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if line[/^\s*\(/]
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message += "\r\n***Line '#{line}' shouldn't begin with '('. Try putting the '('\r\n"
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message += "at the end of the previous line instead, or using 'extendtext.exe'."
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end
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end
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else
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backtrace_text += "\r\n"
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backtrace_text += "Backtrace:"
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e.backtrace[0, 10].each { |i| backtrace_text += "\r\n#{i}" }
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backtrace_text.gsub!(/Section(\d+)/) { $RGSS_SCRIPTS[$1.to_i][1] } rescue nil
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backtrace_text += "\r\n"
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end
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# Assemble error message
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err = "Script error in Interpreter\r\n"
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if $game_map
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map_name = (pbGetBasicMapNameFromId($game_map.map_id) rescue nil) || "???"
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if event
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err = "Script error in event #{event.id} (coords #{event.x},#{event.y}), map #{$game_map.map_id} (#{map_name})\r\n"
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else
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err = "Script error in Common Event, map #{$game_map.map_id} (#{map_name})\r\n"
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end
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end
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err += "Exception: #{e.class}\r\n"
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err += "Message: #{message}\r\n\r\n"
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err += "***Full script:\r\n#{script}" # \r\n"
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err += backtrace_text
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# Raise error
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raise EventScriptError.new(err)
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end
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end
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def get_character(parameter = 0)
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case parameter
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when -1 # player
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return $game_player
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when 0 # this event
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events = $game_map.events
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return (events) ? events[@event_id] : nil
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else # specific event
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events = $game_map.events
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return (events) ? events[parameter] : nil
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end
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end
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def get_player
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return get_character(-1)
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end
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def get_self
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return get_character(0)
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end
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def get_event(parameter)
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return get_character(parameter)
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end
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# Freezes all events on the map (for use at the beginning of common events)
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def pbGlobalLock
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$game_map.events.each_value { |event| event.minilock }
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end
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# Unfreezes all events on the map (for use at the end of common events)
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def pbGlobalUnlock
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$game_map.events.each_value { |event| event.unlock }
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end
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# Gets the next index in the interpreter, ignoring certain commands between messages
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def pbNextIndex(index)
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return -1 if !@list || @list.length == 0
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i = index + 1
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loop do
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return i if i >= @list.length - 1
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case @list[i].code
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when 118, 108, 408 # Label, Comment
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i += 1
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when 413 # Repeat Above
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i = pbRepeatAbove(i)
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when 113 # Break Loop
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i = pbBreakLoop(i)
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when 119 # Jump to Label
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newI = pbJumpToLabel(i, @list[i].parameters[0])
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i = (newI > i) ? newI : i + 1
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else
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return i
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end
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end
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end
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def pbRepeatAbove(index)
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index = @list[index].indent
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loop do
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index -= 1
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return index + 1 if @list[index].indent == indent
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end
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end
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def pbBreakLoop(index)
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indent = @list[index].indent
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temp_index = index
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loop do
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temp_index += 1
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return index + 1 if temp_index >= @list.size - 1
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return temp_index + 1 if @list[temp_index].code == 413 &&
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@list[temp_index].indent < indent
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end
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end
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def pbJumpToLabel(index, label_name)
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temp_index = 0
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loop do
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return index + 1 if temp_index >= @list.size - 1
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return temp_index + 1 if @list[temp_index].code == 118 &&
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@list[temp_index].parameters[0] == label_name
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temp_index += 1
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end
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end
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def follower_move_route(id = nil)
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@follower_move_route = true
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@follower_move_route_id = id
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end
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def follower_animation(id = nil)
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@follower_animation = true
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@follower_animation_id = id
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end
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def end_follower_overrides
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@follower_move_route = false
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@follower_move_route_id = nil
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@follower_animation = false
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@follower_animation_id = nil
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end
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# Helper function that shows a picture in a script.
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def pbShowPicture(number, name, origin, x, y, zoomX = 100, zoomY = 100, opacity = 255, blendType = 0)
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number += ($game_temp.in_battle ? 50 : 0)
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$game_screen.pictures[number].show(name, origin, x, y, zoomX, zoomY, opacity, blendType)
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end
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# Erases an event and adds it to the list of erased events so that
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# it can stay erased when the game is saved then loaded again.
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def pbEraseThisEvent
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if $game_map.events[@event_id]
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$game_map.events[@event_id].erase
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$PokemonMap&.addErasedEvent(@event_id)
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end
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@index += 1
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return true
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end
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# Runs a common event.
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def pbCommonEvent(id)
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common_event = $data_common_events[id]
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return if !common_event
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if $game_temp.in_battle
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$game_system.battle_interpreter.setup(common_event.list, 0)
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else
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interp = Interpreter.new
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interp.setup(common_event.list, 0)
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loop do
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Graphics.update
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Input.update
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interp.update
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pbUpdateSceneMap
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break if !interp.running?
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end
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end
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end
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# Sets another event's self switch (eg. pbSetSelfSwitch(20, "A", true) ).
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def pbSetSelfSwitch(eventid, switch_name, value, mapid = -1)
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mapid = @map_id if mapid < 0
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old_value = $game_self_switches[[mapid, eventid, switch_name]]
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$game_self_switches[[mapid, eventid, switch_name]] = value
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if value != old_value && $map_factory.hasMap?(mapid)
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$map_factory.getMap(mapid, false).need_refresh = true
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end
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end
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def tsOff?(c)
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return get_self.tsOff?(c)
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end
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alias isTempSwitchOff? tsOff?
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def tsOn?(c)
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return get_self.tsOn?(c)
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end
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alias isTempSwitchOn? tsOn?
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def setTempSwitchOn(c)
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get_self.setTempSwitchOn(c)
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end
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def setTempSwitchOff(c)
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get_self.setTempSwitchOff(c)
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end
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def getVariable(*arg)
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if arg.length == 0
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return nil if !$PokemonGlobal.eventvars
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return $PokemonGlobal.eventvars[[@map_id, @event_id]]
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else
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return $game_variables[arg[0]]
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end
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end
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def setVariable(*arg)
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if arg.length == 1
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$PokemonGlobal.eventvars = {} if !$PokemonGlobal.eventvars
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$PokemonGlobal.eventvars[[@map_id, @event_id]] = arg[0]
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else
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$game_variables[arg[0]] = arg[1]
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$game_map.need_refresh = true
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end
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end
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def pbGetPokemon(id)
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return $player.party[pbGet(id)]
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end
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def pbSetEventTime(*arg)
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$PokemonGlobal.eventvars = {} if !$PokemonGlobal.eventvars
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time = pbGetTimeNow
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time = time.to_i
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pbSetSelfSwitch(@event_id, "A", true)
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$PokemonGlobal.eventvars[[@map_id, @event_id]] = time
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arg.each do |otherevt|
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pbSetSelfSwitch(otherevt, "A", true)
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$PokemonGlobal.eventvars[[@map_id, otherevt]] = time
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end
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end
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# Used in boulder events. Allows an event to be pushed.
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def pbPushThisEvent(strength = false)
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event = get_self
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old_x = event.x
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old_y = event.y
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# Apply strict version of passable, which treats tiles that are passable
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# only from certain directions as fully impassible
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return if !event.can_move_in_direction?($game_player.direction, true)
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$stats.strength_push_count += 1
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case $game_player.direction
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when 2 then event.move_down
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when 4 then event.move_left
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when 6 then event.move_right
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when 8 then event.move_up
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end
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$PokemonMap&.addMovedEvent(@event_id)
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if old_x != event.x || old_y != event.y
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pbSEPlay("Strength push") if strength
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$game_player.lock
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loop do
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Graphics.update
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Input.update
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pbUpdateSceneMap
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break if !event.moving?
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end
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$game_player.unlock
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end
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end
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def pbPushThisBoulder
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pbPushThisEvent(true) if $PokemonMap.strengthUsed
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return true
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end
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def pbSmashThisEvent
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event = get_self
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pbSmashEvent(event) if event
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@index += 1
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return true
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end
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def pbTrainerIntro(symbol)
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return true if $DEBUG && !GameData::TrainerType.exists?(symbol)
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tr_type = GameData::TrainerType.get(symbol).id
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pbGlobalLock
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pbPlayTrainerIntroBGM(tr_type)
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return true
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end
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def pbTrainerEnd
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pbGlobalUnlock
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event = get_self
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event&.erase_route
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end
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def setPrice(item, buy_price = -1, sell_price = -1)
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item = GameData::Item.get(item).id
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$game_temp.mart_prices[item] = [-1, -1] if !$game_temp.mart_prices[item]
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$game_temp.mart_prices[item][0] = buy_price if buy_price > 0
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if sell_price >= 0 # 0=can't sell
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$game_temp.mart_prices[item][1] = sell_price
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elsif buy_price > 0
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$game_temp.mart_prices[item][1] = buy_price / Settings::ITEM_SELL_PRICE_DIVISOR
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end
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end
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def setSellPrice(item, sell_price)
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setPrice(item, -1, sell_price)
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end
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end
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