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class Interpreter

#-----------------------------------------------------------------------------
# * Object Initialization
# depth : nest depth
# main : main flag
#-----------------------------------------------------------------------------
def initialize(depth = 0, main = false)
@depth = depth
@main = main
if depth > 100
print("Common event call has exceeded maximum limit.")
exit
end
clear
end

def inspect
str = super.chop
str << sprintf(" @event_id: %d>", @event_id)
return str
end

def clear
@map_id = 0 # map ID when starting up
@event_id = 0 # event ID
@message_waiting = false # waiting for message to end
@move_route_waiting = false # waiting for move completion
@wait_count = 0 # wait count
@child_interpreter = nil # child interpreter
@branch = {} # branch data
@buttonInput = false
@hidden_choices = []
@renamed_choices = []
end_follower_overrides
end
#-----------------------------------------------------------------------------
# * Event Setup
# list : list of event commands
# event_id : event ID
#-----------------------------------------------------------------------------
def setup(list, event_id, map_id = nil)
clear
@map_id = map_id || $game_map.map_id
@event_id = event_id
@list = list
@index = 0
@branch.clear
end

def setup_starting_event
$game_map.refresh if $game_map.need_refresh
# Set up common event if one wants to start
if $game_temp.common_event_id > 0
setup($data_common_events[$game_temp.common_event_id].list, 0)
$game_temp.common_event_id = 0
return
end
# Check all map events for one that wants to start, and set it up
$game_map.events.each_value do |event|
next if !event.starting
if event.trigger < 3 # Isn't autorun or parallel processing
event.lock
event.clear_starting
end
setup(event.list, event.id, event.map.map_id)
return
end
# Check all common events for one that is autorun, and set it up
$data_common_events.compact.each do |common_event|
next if common_event.trigger != 1 || !$game_switches[common_event.switch_id]
setup(common_event.list, 0)
return
end
end

def running?
return !@list.nil?
end
#-----------------------------------------------------------------------------
# * Frame Update
#-----------------------------------------------------------------------------
def update
@loop_count = 0
loop do
@loop_count += 1
if @loop_count > 100 # Call Graphics.update for freeze prevention
Graphics.update
@loop_count = 0
end
# If this interpreter's map isn't the current map or connected to it,
# forget this interpreter's event ID
if $game_map.map_id != @map_id && !$map_factory.areConnected?
($game_map.map_id, @map_id)
@event_id = 0
end
# Update child interpreter if one exists
if @child_interpreter
@child_interpreter.update
@child_interpreter = nil if !@child_interpreter.running?
return if @child_interpreter
end
# Do nothing if a message is being shown
return if @message_waiting
# Do nothing if any event or the player is in the middle of a move route
if @move_route_waiting
return if $game_player.move_route_forcing
$game_map.events.each_value do |event|
return if event.move_route_forcing
end
$game_temp.followers.each_follower do |event, follower|
return if event.move_route_forcing
end
@move_route_waiting = false
end
# Do nothing while waiting
if @wait_count > 0
@wait_count -= 1
return
end
# Do nothing if the pause menu is going to open
return if $game_temp.menu_calling
# If there are no commands in the list, try to find something that wants to
run
if @list.nil?
setup_starting_event if @main
return if @list.nil? # Couldn't find anything that wants to run
end
# Execute the next command
return if execute_command == false
# Move to the next @index
@index += 1
end
end
#-----------------------------------------------------------------------------
# * Execute script
#-----------------------------------------------------------------------------
def execute_script(script)
begin
result = eval(script)
return result
rescue Exception
e = $!
raise if e.is_a?(SystemExit) || e.class.to_s == "Reset"
event = get_self
# Gather text for error message
message = pbGetExceptionMessage(e)
backtrace_text = ""
if e.is_a?(SyntaxError)
script.each_line { |line|
line.gsub!(/\s+$/, "")
if line[/^\s*\(/]
message += "\r\n***Line '#{line}' shouldn't begin with '('. Try putting
the '('\r\n"
message += "at the end of the previous line instead, or using
'extendtext.exe'."
end
}
else
backtrace_text += "\r\n"
backtrace_text += "Backtrace:"
e.backtrace[0, 10].each { |i| backtrace_text += "\r\n#{i}" }
backtrace_text.gsub!(/Section(\d+)/) { $RGSS_SCRIPTS[$1.to_i][1] } rescue
nil
backtrace_text += "\r\n"
end
# Assemble error message
err = "Script error in Interpreter\r\n"
if $game_map
map_name = ($game_map.name rescue nil) || "???"
if event
err = "Script error in event #{event.id} (coords #{event.x},#{event.y}),
map #{$game_map.map_id} (#{map_name})\r\n"
else
err = "Script error in Common Event, map #{$game_map.map_id}
(#{map_name})\r\n"
end
end
err += "Exception: #{e.class}\r\n"
err += "Message: #{message}\r\n\r\n"
err += "***Full script:\r\n#{script}" # \r\n"
err += backtrace_text
# Raise error
raise EventScriptError.new(err)
end
end
#-----------------------------------------------------------------------------
# * Get Character
# parameter : parameter
#-----------------------------------------------------------------------------
def get_character(parameter = 0)
case parameter
when -1 # player
return $game_player
when 0 # this event
events = $game_map.events
return (events) ? events[@event_id] : nil
else # specific event
events = $game_map.events
return (events) ? events[parameter] : nil
end
end

def get_player
return get_character(-1)
end

def get_self
return get_character(0)
end

def get_event(parameter)
return get_character(parameter)
end
#-----------------------------------------------------------------------------
# * Freezes all events on the map (for use at the beginning of common events)
#-----------------------------------------------------------------------------
def pbGlobalLock
$game_map.events.each_value { |event| event.minilock }
end
#-----------------------------------------------------------------------------
# * Unfreezes all events on the map (for use at the end of common events)
#-----------------------------------------------------------------------------
def pbGlobalUnlock
$game_map.events.each_value { |event| event.unlock }
end
#-----------------------------------------------------------------------------
# * Gets the next index in the interpreter, ignoring certain commands between
messages
#-----------------------------------------------------------------------------
def pbNextIndex(index)
return -1 if !@list || @list.length == 0
i = index + 1
loop do
return i if i >= @list.length - 1
case @list[i].code
when 118, 108, 408 # Label, Comment
i += 1
when 413 # Repeat Above
i = pbRepeatAbove(i)
when 113 # Break Loop
i = pbBreakLoop(i)
when 119 # Jump to Label
newI = pbJumpToLabel(i, @list[i].parameters[0])
i = (newI > i) ? newI : i + 1
else
return i
end
end
end

def pbRepeatAbove(index)
index = @list[index].indent
loop do
index -= 1
return index + 1 if @list[index].indent == indent
end
end

def pbBreakLoop(index)
indent = @list[index].indent
temp_index = index
loop do
temp_index += 1
return index + 1 if temp_index >= @list.size - 1
return temp_index + 1 if @list[temp_index].code == 413 &&
@list[temp_index].indent < indent
end
end

def pbJumpToLabel(index, label_name)


temp_index = 0
loop do
return index + 1 if temp_index >= @list.size - 1
return temp_index + 1 if @list[temp_index].code == 118 &&
@list[temp_index].parameters[0] == label_name
temp_index += 1
end
end

def follower_move_route(id = nil)


@follower_move_route = true
@follower_move_route_id = id
end

def follower_animation(id = nil)


@follower_animation = true
@follower_animation_id = id
end

def end_follower_overrides
@follower_move_route = false
@follower_move_route_id = nil
@follower_animation = false
@follower_animation_id = nil
end
#-----------------------------------------------------------------------------
# * Various methods to be used in a script event command.
#-----------------------------------------------------------------------------
# Helper function that shows a picture in a script.
def pbShowPicture(number, name, origin, x, y, zoomX = 100, zoomY = 100, opacity =
255, blendType = 0)
number += ($game_temp.in_battle ? 50 : 0)
$game_screen.pictures[number].show(name, origin, x, y, zoomX, zoomY, opacity,
blendType)
end

# Erases an event and adds it to the list of erased events so that


# it can stay erased when the game is saved then loaded again.
def pbEraseThisEvent
if $game_map.events[@event_id]
$game_map.events[@event_id].erase
$PokemonMap&.addErasedEvent(@event_id)
end
@index += 1
return true
end

# Runs a common event.


def pbCommonEvent(id)
common_event = $data_common_events[id]
return if !common_event
if $game_temp.in_battle
$game_system.battle_interpreter.setup(common_event.list, 0)
else
interp = Interpreter.new
interp.setup(common_event.list, 0)
loop do
Graphics.update
Input.update
interp.update
pbUpdateSceneMap
break if !interp.running?
end
end
end

# Sets another event's self switch (eg. pbSetSelfSwitch(20, "A", true) ).


def pbSetSelfSwitch(eventid, switch_name, value, mapid = -1)
mapid = @map_id if mapid < 0
old_value = $game_self_switches[[mapid, eventid, switch_name]]
$game_self_switches[[mapid, eventid, switch_name]] = value
if value != old_value && $map_factory.hasMap?(mapid)
$map_factory.getMap(mapid, false).need_refresh = true
end
end

def tsOff?(c)
return get_self.tsOff?(c)
end
alias isTempSwitchOff? tsOff?

def tsOn?(c)
return get_self.tsOn?(c)
end
alias isTempSwitchOn? tsOn?

def setTempSwitchOn(c)
get_self.setTempSwitchOn(c)
end

def setTempSwitchOff(c)
get_self.setTempSwitchOff(c)
end

def getVariable(*arg)
if arg.length == 0
return nil if !$PokemonGlobal.eventvars
return $PokemonGlobal.eventvars[[@map_id, @event_id]]
else
return $game_variables[arg[0]]
end
end

def setVariable(*arg)
if arg.length == 1
$PokemonGlobal.eventvars = {} if !$PokemonGlobal.eventvars
$PokemonGlobal.eventvars[[@map_id, @event_id]] = arg[0]
else
$game_variables[arg[0]] = arg[1]
$game_map.need_refresh = true
end
end

def pbGetPokemon(id)
return $player.party[pbGet(id)]
end

def pbSetEventTime(*arg)
$PokemonGlobal.eventvars = {} if !$PokemonGlobal.eventvars
time = pbGetTimeNow
time = time.to_i
pbSetSelfSwitch(@event_id, "A", true)
$PokemonGlobal.eventvars[[@map_id, @event_id]] = time
arg.each do |otherevt|
pbSetSelfSwitch(otherevt, "A", true)
$PokemonGlobal.eventvars[[@map_id, otherevt]] = time
end
end

# Used in boulder events. Allows an event to be pushed.


def pbPushThisEvent
event = get_self
old_x = event.x
old_y = event.y
# Apply strict version of passable, which treats tiles that are passable
# only from certain directions as fully impassible
return if !event.can_move_in_direction?($game_player.direction, true)
$stats.strength_push_count += 1
case $game_player.direction
when 2 then event.move_down
when 4 then event.move_left
when 6 then event.move_right
when 8 then event.move_up
end
$PokemonMap&.addMovedEvent(@event_id)
if old_x != event.x || old_y != event.y
$game_player.lock
loop do
Graphics.update
Input.update
pbUpdateSceneMap
break if !event.moving?
end
$game_player.unlock
end
end

def pbPushThisBoulder
pbPushThisEvent if $PokemonMap.strengthUsed
return true
end

def pbSmashThisEvent
event = get_self
pbSmashEvent(event) if event
@index += 1
return true
end

def pbTrainerIntro(symbol)
return true if $DEBUG && !GameData::TrainerType.exists?(symbol)
tr_type = GameData::TrainerType.get(symbol).id
pbGlobalLock
pbPlayTrainerIntroBGM(tr_type)
return true
end

def pbTrainerEnd
pbGlobalUnlock
event = get_self
event&.erase_route
end

def setPrice(item, buy_price = -1, sell_price = -1)


item = GameData::Item.get(item).id
$game_temp.mart_prices[item] = [-1, -1] if !$game_temp.mart_prices[item]
$game_temp.mart_prices[item][0] = buy_price if buy_price > 0
if sell_price >= 0 # 0=can't sell
$game_temp.mart_prices[item][1] = sell_price * 2
elsif buy_price > 0
$game_temp.mart_prices[item][1] = buy_price
end
end

def setSellPrice(item, sell_price)


setPrice(item, -1, sell_price)
end
end

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