mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-10 03:40:25 +00:00
1107 lines
28 KiB
C++
1107 lines
28 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/debug-channels.h"
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#include "engines/grim/emi/lua_v2.h"
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#include "engines/grim/lua/lua.h"
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#include "engines/grim/actor.h"
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#include "engines/grim/debug.h"
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#include "engines/grim/grim.h"
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#include "engines/grim/costume.h"
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#include "engines/grim/set.h"
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#include "engines/grim/emi/emi.h"
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#include "engines/grim/emi/costumeemi.h"
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#include "engines/grim/emi/skeleton.h"
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#include "engines/grim/emi/costume/emichore.h"
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#include "engines/grim/emi/costume/emiskel_component.h"
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#include "engines/grim/lua/lauxlib.h"
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namespace Grim {
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void Lua_V2::SetActorLocalAlpha() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object vertexObj= lua_getparam(2);
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lua_Object alphaObj = lua_getparam(3);
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// lua_Object unknownObj = lua_getparam(4);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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if (!actor)
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return;
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if (!lua_isnumber(vertexObj))
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return;
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if (!lua_isnumber(alphaObj))
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return;
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int vertex = lua_getnumber(vertexObj);
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float alpha = lua_getnumber(alphaObj);
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Actor::AlphaMode mode = (Actor::AlphaMode)(int)alpha;
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if (mode == Actor::AlphaOff || mode == Actor::AlphaReplace || mode == Actor::AlphaModulate) {
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actor->setLocalAlphaMode(vertex, mode);
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} else {
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actor->setLocalAlpha(vertex, alpha);
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}
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}
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void Lua_V2::SetActorGlobalAlpha() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object alphaObj = lua_getparam(2);
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lua_Object meshObj = lua_getparam(3);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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if (!actor)
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return;
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if (!lua_isnumber(alphaObj))
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return;
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const char *mesh = nullptr;
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if (lua_isstring(meshObj)) {
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mesh = lua_getstring(meshObj);
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}
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float alpha = lua_getnumber(alphaObj);
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if (alpha == Actor::AlphaOff ||
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alpha == Actor::AlphaReplace ||
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alpha == Actor::AlphaModulate) {
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actor->setAlphaMode((Actor::AlphaMode) (int) alpha, mesh);
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} else {
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actor->setGlobalAlpha(alpha, mesh);
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}
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}
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void Lua_V2::PutActorInOverworld() {
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lua_Object actorObj = lua_getparam(1);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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actor->setInOverworld(true);
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}
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void Lua_V2::RemoveActorFromOverworld() {
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lua_Object actorObj = lua_getparam(1);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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if (!actor)
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return;
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actor->setInOverworld(false);
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}
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void Lua_V2::UnloadActor() {
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lua_Object actorObj = lua_getparam(1);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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if (!actor)
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return;
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g_grim->invalidateActiveActorsList();
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g_grim->immediatelyRemoveActor(actor);
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delete actor;
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}
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void Lua_V2::SetActorWalkRate() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object rateObj = lua_getparam(2);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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if (!lua_isnumber(rateObj))
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return;
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Actor *actor = getactor(actorObj);
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float rate = lua_getnumber(rateObj);
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// const below only differ from grim
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actor->setWalkRate(rate * 3.279999971389771);
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}
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void Lua_V2::GetActorWalkRate() {
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lua_Object actorObj = lua_getparam(1);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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// const below only differ from grim
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lua_pushnumber(actor->getWalkRate() * 0.3048780560493469);
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}
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void Lua_V2::SetActorTurnRate() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object rateObj = lua_getparam(2);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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if (!lua_isnumber(rateObj))
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return;
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Actor *actor = getactor(actorObj);
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float rate = lua_getnumber(rateObj); // FIXME verify negate values of rate
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// special handling of value 1 only used for voodoo chair
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actor->setTurnRate((rate == 1) ? 100 : rate);
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}
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void Lua_V2::LockChoreSet() {
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lua_Object choreObj = lua_getparam(1);
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const char *choreName = lua_getstring(choreObj);
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warning("Lua_V2::LockChoreSet: chore: %s", choreName);
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}
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void Lua_V2::UnlockChoreSet() {
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lua_Object choreObj = lua_getparam(1);
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const char *choreName = lua_getstring(choreObj);
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warning("Lua_V2::UnlockChoreSet: chore: %s", choreName);
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}
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void Lua_V2::LockChore() {
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lua_Object nameObj = lua_getparam(1);
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lua_Object filenameObj = lua_getparam(2);
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if (!lua_isstring(nameObj) || !lua_isstring(filenameObj)) {
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lua_pushnil();
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return;
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}
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const char *name = lua_getstring(nameObj);
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const char *filename = lua_getstring(filenameObj);
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warning("Lua_V2::LockChore, name: %s, filename: %s", name, filename);
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// FIXME: implement missing rest part of code
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}
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void Lua_V2::UnlockChore() {
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lua_Object nameObj = lua_getparam(1);
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lua_Object filenameObj = lua_getparam(2);
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if (!lua_isstring(nameObj) || !lua_isstring(filenameObj)) {
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lua_pushnil();
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return;
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}
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const char *name = lua_getstring(nameObj);
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const char *filename = lua_getstring(filenameObj);
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warning("Lua_V2::UnlockChore, name: %s, filename: %s", name, filename);
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// FIXME: implement missing rest part of code
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}
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void Lua_V2::IsActorChoring() {
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lua_Object actorObj = lua_getparam(1);
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bool excludeLoop = getbool(2);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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const Common::List<Costume *> &costumes = actor->getCostumes();
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for (Common::List<Costume *>::const_iterator it = costumes.begin(); it != costumes.end(); ++it) {
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Costume *costume = *it;
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for (int i = 0; i < costume->getNumChores(); i++) {
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int chore = costume->isChoring(i, excludeLoop);
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if (chore != -1) {
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// Ignore talk chores.
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bool isTalk = false;
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for (int j = 0; j < 10; j++) {
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if (costume == actor->getTalkCostume(j) && actor->getTalkChore(j) == chore) {
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isTalk = true;
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break;
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}
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}
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if (isTalk)
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continue;
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lua_pushnumber(chore);
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pushbool(true);
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return;
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}
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}
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}
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lua_pushnil();
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}
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void Lua_V2::IsChoreValid() {
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lua_Object choreObj = lua_getparam(1);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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pushbool(c != nullptr);
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} else {
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lua_pushnil();
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}
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}
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void Lua_V2::IsChorePlaying() {
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lua_Object choreObj = lua_getparam(1);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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pushbool(c->isPlaying() && !c->isPaused());
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} else {
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lua_pushnil();
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}
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}
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void Lua_V2::IsChoreLooping() {
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lua_Object choreObj = lua_getparam(1);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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pushbool(c->isLooping());
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} else {
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lua_pushnil();
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}
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}
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void Lua_V2::SetChoreLooping() {
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lua_Object choreObj = lua_getparam(1);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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c->setLooping(false);
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}
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lua_pushnil();
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}
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void Lua_V2::PlayChore() {
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lua_Object choreObj = lua_getparam(1);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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c->setPaused(false);
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}
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}
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void Lua_V2::PauseChore() {
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lua_Object choreObj = lua_getparam(1);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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c->setPaused(true);
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}
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}
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void Lua_V2::StopChore() {
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lua_Object choreObj = lua_getparam(1);
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lua_Object fadeTimeObj = lua_getparam(2);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
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return;
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int chore = lua_getuserdata(choreObj);
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float fadeTime = 0.0f;
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if (!lua_isnil(fadeTimeObj)) {
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if (lua_isnumber(fadeTimeObj))
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fadeTime = lua_getnumber(fadeTimeObj);
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}
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// There are a few cases in the scripts where StopChore is called with an excessively
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// large fadeTime value. The original engine ignores fade times greater or equal
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// to 0.6 seconds, so we replicate that behavior here.
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if (fadeTime >= 0.6f) {
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fadeTime = 0.0f;
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}
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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c->stop((int)(fadeTime * 1000));
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}
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}
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void Lua_V2::AdvanceChore() {
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lua_Object choreObj = lua_getparam(1);
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lua_Object timeObj = lua_getparam(2);
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if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R') || !lua_isnumber(timeObj))
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return;
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int chore = lua_getuserdata(choreObj);
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float time = lua_getnumber(timeObj);
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Chore *c = EMIChore::getPool().getObject(chore);
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if (c) {
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if (!c->isPlaying()) {
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warning("AdvanceChore() called on stopped chore %s (%s)",
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c->getName(), c->getOwner()->getFilename().c_str());
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if (c->isLooping()) {
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c->getOwner()->playChoreLooping(c->getName());
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} else {
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c->getOwner()->playChore(c->getName());
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}
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}
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c->advance(time * 1000);
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}
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}
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// TODO: Implement, verify, and rename parameters
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void Lua_V2::CompleteChore() {
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lua_Object param1 = lua_getparam(1);
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lua_Object param2 = lua_getparam(2);
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if (!lua_isuserdata(param1) || !lua_isnumber(param2))
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error("Lua_V2::CompleteChore - Unknown params");
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// Guesswork based on StopChore:
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int chore = lua_getuserdata(param1);
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float time = lua_getnumber(param2);
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error("Lua_V2::CompleteChore(%d, %f) - TODO: Implement opcode", chore, time);
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}
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void Lua_V2::SetActorSortOrder() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object orderObj = lua_getparam(2);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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if (!lua_isnumber(orderObj))
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return;
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Actor *actor = getactor(actorObj);
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int order = (int)lua_getnumber(orderObj);
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actor->setSortOrder(order);
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g_emi->invalidateSortOrder();
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}
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void Lua_V2::GetActorSortOrder() {
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lua_Object actorObj = lua_getparam(1);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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lua_pushnumber(actor->getEffectiveSortOrder());
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}
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void Lua_V2::ActorActivateShadow() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object activeObj = lua_getparam(2);
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lua_Object planeObj = lua_getparam(3);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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if (!actor)
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return;
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bool active = (int)lua_getnumber(activeObj) == 1;
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const char *plane = nullptr;
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if (lua_isstring(planeObj))
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plane = lua_getstring(planeObj);
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actor->activateShadow(active, plane);
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}
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void Lua_V2::ActorStopMoving() {
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lua_Object actorObj = lua_getparam(1);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
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return;
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Actor *actor = getactor(actorObj);
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actor->stopWalking();
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actor->stopTurning();
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warning("Lua_V2::ActorStopMoving, actor: %s", actor->getName().c_str());
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// FIXME: Inspect the rest of the code to see if there's anything else missing
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}
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void Lua_V2::ActorLookAt() {
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lua_Object actorObj = lua_getparam(1);
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lua_Object xObj = lua_getparam(2);
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lua_Object yObj = lua_getparam(3);
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lua_Object zObj = lua_getparam(4);
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lua_Object rateObj = lua_getparam(5);
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if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A', 'C', 'T', 'R'))
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return;
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Actor *actor = getactor(actorObj);
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if (!actor->getCurrentCostume())
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return;
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if (lua_isnumber(rateObj))
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actor->setLookAtRate(lua_getnumber(rateObj));
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// Look at nothing
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if (lua_isnil(xObj)) {
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if (actor->isLookAtVectorZero())
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return;
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actor->setLookAtVectorZero();
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actor->setLooking(false);
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if (lua_isnumber(yObj) && lua_getnumber(yObj) > 0)
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actor->setLookAtRate(lua_getnumber(yObj));
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return;
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} else if (lua_isnumber(xObj)) { // look at xyz
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float fY;
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float fZ;
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float fX = lua_getnumber(xObj);
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if (lua_isnumber(yObj))
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fY = lua_getnumber(yObj);
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else
|
|
fY = 0.0f;
|
|
|
|
if (lua_isnumber(zObj))
|
|
fZ = lua_getnumber(zObj);
|
|
else
|
|
fZ = 0.0f;
|
|
|
|
Math::Vector3d vector;
|
|
vector.set(fX, fY, fZ);
|
|
actor->setLookAtVector(vector);
|
|
|
|
if (lua_isnumber(rateObj))
|
|
actor->setLookAtRate(lua_getnumber(rateObj));
|
|
} else if (lua_isuserdata(xObj) && lua_tag(xObj) == MKTAG('A', 'C', 'T', 'R')) { // look at another actor
|
|
Actor *lookedAct = getactor(xObj);
|
|
actor->setLookAtActor(lookedAct);
|
|
|
|
if (lua_isnumber(yObj))
|
|
actor->setLookAtRate(lua_getnumber(yObj));
|
|
} else {
|
|
return;
|
|
}
|
|
|
|
actor->setLooking(true);
|
|
}
|
|
|
|
void Lua_V2::GetActorWorldPos() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
Math::Vector3d pos = actor->getWorldPos();
|
|
lua_pushnumber(pos.x());
|
|
lua_pushnumber(pos.y());
|
|
lua_pushnumber(pos.z());
|
|
}
|
|
|
|
void Lua_V2::PutActorInSet() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object setObj = lua_getparam(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
if (!lua_isstring(setObj) && !lua_isnil(setObj)) {
|
|
lua_pushnil();
|
|
return;
|
|
}
|
|
|
|
const char *set = lua_getstring(setObj);
|
|
|
|
// FIXME verify adding actor to set
|
|
if (!set) {
|
|
actor->putInSet("");
|
|
lua_pushnil();
|
|
} else {
|
|
if (!actor->isInSet(set)) {
|
|
actor->putInSet(set);
|
|
}
|
|
lua_pushnumber(1.0);
|
|
}
|
|
}
|
|
|
|
void Lua_V2::SetActorRestChore() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object choreObj = lua_getparam(2);
|
|
lua_Object costumeObj = lua_getparam(3);
|
|
Costume *costume = nullptr;
|
|
int chore = -1;
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
|
|
(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
|
|
return;
|
|
}
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
setChoreAndCostume(choreObj, costumeObj, actor, costume, chore);
|
|
|
|
actor->setRestChore(chore, costume);
|
|
}
|
|
|
|
void Lua_V2::SetActorWalkChore() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object choreObj = lua_getparam(2);
|
|
lua_Object costumeObj = lua_getparam(3);
|
|
Costume *costume = nullptr;
|
|
int chore = -1;
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
|
|
(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
|
|
return;
|
|
}
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
setChoreAndCostume(choreObj, costumeObj, actor, costume, chore);
|
|
|
|
actor->setWalkChore(chore, costume);
|
|
}
|
|
|
|
void Lua_V2::SetActorTurnChores() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object leftChoreObj = lua_getparam(2);
|
|
lua_Object rightChoreObj = lua_getparam(3);
|
|
lua_Object costumeObj = lua_getparam(4);
|
|
Costume *costume;
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R')) {
|
|
return;
|
|
} else if (!lua_isnil(leftChoreObj) && !lua_isstring(leftChoreObj)) {
|
|
return;
|
|
} else if (!lua_isnil(rightChoreObj) && !lua_isstring(rightChoreObj)) {
|
|
return;
|
|
}
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
if (!findCostume(costumeObj, actor, &costume))
|
|
return;
|
|
|
|
int leftChore = costume->getChoreId(lua_getstring(leftChoreObj));
|
|
int rightChore = costume->getChoreId(lua_getstring(rightChoreObj));
|
|
|
|
actor->setTurnChores(leftChore, rightChore, costume);
|
|
}
|
|
|
|
|
|
|
|
void Lua_V2::SetActorTalkChore() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object indexObj = lua_getparam(2);
|
|
lua_Object choreObj = lua_getparam(3);
|
|
lua_Object costumeObj = lua_getparam(4);
|
|
Costume *costume = nullptr;
|
|
int chore = -1;
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
|
|
!lua_isnumber(indexObj) ||
|
|
(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
|
|
return;
|
|
}
|
|
|
|
int index = (int)lua_getnumber(indexObj);
|
|
if (index < 0 || index >= 16)
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
setChoreAndCostume(choreObj, costumeObj, actor, costume, chore);
|
|
|
|
actor->setTalkChore(index + 1, chore, costume);
|
|
}
|
|
|
|
void Lua_V2::SetActorMumblechore() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object choreObj = lua_getparam(2);
|
|
lua_Object costumeObj = lua_getparam(3);
|
|
Costume *costume = nullptr;
|
|
int chore = -1;
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
|
|
(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
|
|
return;
|
|
}
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
setChoreAndCostume(choreObj, costumeObj, actor, costume, chore);
|
|
|
|
actor->setMumbleChore(chore, costume);
|
|
}
|
|
|
|
void Lua_V2::GetActorChores() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
Actor *actor = getactor(actorObj);
|
|
const Common::List<Costume *> &costumes = actor->getCostumes();
|
|
|
|
lua_Object result = lua_createtable();
|
|
int count = 0;
|
|
for (Common::List<Costume *>::const_iterator it = costumes.begin(); it != costumes.end(); ++it) {
|
|
const Common::List<Chore *> &playingChores = (*it)->getPlayingChores();
|
|
for (Common::List<Chore *>::const_iterator cit = playingChores.begin(); cit != playingChores.end(); ++cit) {
|
|
lua_pushobject(result);
|
|
lua_pushnumber(count++);
|
|
lua_pushusertag(((EMIChore *)*cit)->getId(), MKTAG('C', 'H', 'O', 'R'));
|
|
lua_settable();
|
|
}
|
|
}
|
|
lua_pushobject(result);
|
|
lua_pushstring("count");
|
|
lua_pushnumber(count);
|
|
lua_settable();
|
|
|
|
lua_pushobject(result);
|
|
}
|
|
|
|
// Helper function, not called from LUA directly
|
|
bool Lua_V2::findCostume(lua_Object costumeObj, Actor *actor, Costume **costume) {
|
|
*costume = nullptr;
|
|
if (lua_isnil(costumeObj)) {
|
|
*costume = actor->getCurrentCostume();
|
|
} else {
|
|
if (lua_isstring(costumeObj)) {
|
|
const char *costumeName = lua_getstring(costumeObj);
|
|
*costume = actor->findCostume(costumeName);
|
|
if (*costume == nullptr) {
|
|
actor->pushCostume(costumeName);
|
|
*costume = actor->findCostume(costumeName);
|
|
}
|
|
}
|
|
}
|
|
return (*costume != nullptr);
|
|
}
|
|
|
|
void Lua_V2::PlayActorChore() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object choreObj = lua_getparam(2);
|
|
lua_Object costumeObj = lua_getparam(3);
|
|
lua_Object modeObj = lua_getparam(4);
|
|
lua_Object fadeTimeObj = lua_getparam(5);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
|
|
if (!lua_isstring(choreObj) || !lua_isstring(costumeObj))
|
|
lua_pushnil();
|
|
|
|
bool mode = false;
|
|
float fadeTime = 0.0f;
|
|
|
|
if (!lua_isnil(modeObj)) {
|
|
if (lua_getnumber(modeObj) != 0.0)
|
|
mode = true;
|
|
}
|
|
|
|
if (!lua_isnil(fadeTimeObj)) {
|
|
if (lua_isnumber(fadeTimeObj))
|
|
fadeTime = lua_getnumber(fadeTimeObj);
|
|
}
|
|
|
|
const char *choreName = lua_getstring(choreObj);
|
|
|
|
Costume *costume;
|
|
if (!findCostume(costumeObj, actor, &costume))
|
|
return;
|
|
|
|
EMIChore *chore = (EMIChore *)costume->getChore(choreName);
|
|
if (mode) {
|
|
costume->playChoreLooping(choreName, (int)(fadeTime * 1000));
|
|
} else {
|
|
costume->playChore(choreName, (int)(fadeTime * 1000));
|
|
}
|
|
if (chore) {
|
|
lua_pushusertag(chore->getId(), MKTAG('C','H','O','R'));
|
|
} else {
|
|
lua_pushnil();
|
|
}
|
|
|
|
}
|
|
|
|
void Lua_V2::StopActorChores() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
// Guesswork for boolean parameter
|
|
bool ignoreLoopingChores = getbool(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
actor->stopAllChores(ignoreLoopingChores);
|
|
}
|
|
|
|
void Lua_V2::SetActorLighting() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object lightModeObj = lua_getparam(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
if (lua_isnil(lightModeObj) || !lua_isnumber(lightModeObj))
|
|
return;
|
|
|
|
int lightMode = (int)lua_getnumber(lightModeObj);
|
|
actor->setLightMode((Actor::LightMode)lightMode);
|
|
}
|
|
|
|
void Lua_V2::SetActorCollisionMode() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object modeObj = lua_getparam(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
assert(actor);
|
|
int mode = (int)lua_getnumber(modeObj);
|
|
|
|
Actor::CollisionMode m;
|
|
switch (mode) {
|
|
case Actor::CollisionOff:
|
|
m = Actor::CollisionOff;
|
|
break;
|
|
case Actor::CollisionBox:
|
|
m = Actor::CollisionBox;
|
|
break;
|
|
case Actor::CollisionSphere:
|
|
m = Actor::CollisionSphere;
|
|
break;
|
|
default:
|
|
warning("Lua_V2::SetActorCollisionMode(): wrong collisionmode: %d, using default 0", mode);
|
|
m = Actor::CollisionOff;
|
|
}
|
|
actor->setCollisionMode(m);
|
|
}
|
|
|
|
void Lua_V2::SetActorCollisionScale() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object scaleObj = lua_getparam(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
assert(actor);
|
|
|
|
float scale = lua_getnumber(scaleObj);
|
|
actor->setCollisionScale(scale);
|
|
}
|
|
|
|
void Lua_V2::GetActorPuckVector() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object addObj = lua_getparam(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R')) {
|
|
lua_pushnil();
|
|
return;
|
|
}
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
// Note: The wear chore of dumbshadow.cos is only started from Lua if
|
|
// GetActorPuckVector returns a non-nil value. The original engine seems
|
|
// to return nil for all actors that have never followed walkboxes.
|
|
if (!actor || !actor->hasFollowedBoxes()) {
|
|
lua_pushnil();
|
|
return;
|
|
}
|
|
|
|
Math::Vector3d result = actor->getPuckVector();
|
|
if (!lua_isnil(addObj))
|
|
result += actor->getPos();
|
|
|
|
lua_pushnumber(result.x());
|
|
lua_pushnumber(result.y());
|
|
lua_pushnumber(result.z());
|
|
}
|
|
|
|
void Lua_V2::SetActorHeadLimits() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object yawObj = lua_getparam(2);
|
|
lua_Object maxPitchObj = lua_getparam(3);
|
|
lua_Object minPitchObj = lua_getparam(4);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
if (lua_isnumber(yawObj) && lua_isnumber(minPitchObj) && lua_isnumber(maxPitchObj)) {
|
|
float yaw = lua_getnumber(yawObj);
|
|
float maxPitch = lua_getnumber(maxPitchObj);
|
|
float minPitch = lua_getnumber(minPitchObj);
|
|
actor->setHeadLimits(yaw / 2, maxPitch, -minPitch);
|
|
}
|
|
}
|
|
|
|
void Lua_V2::SetActorHead() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object jointObj = lua_getparam(2);
|
|
lua_Object xObj = lua_getparam(3);
|
|
lua_Object yObj = lua_getparam(4);
|
|
lua_Object zObj = lua_getparam(5);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A', 'C', 'T', 'R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
if (lua_isstring(jointObj)) {
|
|
const char *joint = lua_getstring(jointObj);
|
|
Math::Vector3d offset;
|
|
offset.x() = lua_getnumber(xObj);
|
|
offset.y() = lua_getnumber(yObj);
|
|
offset.z() = lua_getnumber(zObj);
|
|
actor->setHead(joint, offset);
|
|
}
|
|
}
|
|
|
|
void Lua_V2::SetActorFOV() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object fovObj = lua_getparam(2);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
if (lua_isnumber(fovObj)) {
|
|
float fov = lua_getnumber(fovObj);
|
|
// FIXME: implement missing code
|
|
//actor->func(fov); // cos(fov * some tuntime val * 0.5)
|
|
warning("Lua_V2::SetActorFOV: implement opcode. actor: %s, param: %f", actor->getName().c_str(), fov);
|
|
}
|
|
}
|
|
|
|
void Lua_V2::AttachActor() {
|
|
// Missing lua parts
|
|
lua_Object attachedObj = lua_getparam(1);
|
|
lua_Object actorObj = lua_getparam(2);
|
|
lua_Object jointObj = lua_getparam(3);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A', 'C', 'T', 'R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
if (!lua_isuserdata(attachedObj) || lua_tag(attachedObj) != MKTAG('A', 'C', 'T', 'R'))
|
|
return;
|
|
|
|
Actor *attached = getactor(attachedObj);
|
|
if (!attached)
|
|
return;
|
|
|
|
const char *joint = nullptr;
|
|
if (!lua_isnil(jointObj)) {
|
|
joint = lua_getstring(jointObj);
|
|
}
|
|
|
|
attached->attachToActor(actor, joint);
|
|
Debug::debug(Debug::Actors | Debug::Scripts, "Lua_V2::AttachActor: attaching %s to %s (on %s)", attached->getName().c_str(), actor->getName().c_str(), joint ? joint : "(none)");
|
|
|
|
g_emi->invalidateSortOrder();
|
|
}
|
|
|
|
void Lua_V2::DetachActor() {
|
|
// Missing lua parts
|
|
lua_Object attachedObj = lua_getparam(1);
|
|
|
|
if (!lua_isuserdata(attachedObj) || lua_tag(attachedObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *attached = getactor(attachedObj);
|
|
if (!attached)
|
|
return;
|
|
|
|
Debug::debug(Debug::Actors | Debug::Scripts, "Lua_V2::DetachActor: detaching %s from parent actor", attached->getName().c_str());
|
|
attached->detach();
|
|
|
|
g_emi->invalidateSortOrder();
|
|
}
|
|
|
|
void Lua_V2::WalkActorToAvoiding() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
lua_Object actor2Obj = lua_getparam(2);
|
|
lua_Object xObj = lua_getparam(3);
|
|
lua_Object yObj = lua_getparam(4);
|
|
lua_Object zObj = lua_getparam(5);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
if (!lua_isuserdata(actor2Obj) || lua_tag(actor2Obj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Math::Vector3d destVec;
|
|
Actor *actor = getactor(actorObj);
|
|
if (!lua_isnumber(xObj)) {
|
|
if (!lua_isuserdata(xObj) || lua_tag(xObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
Actor *destActor = getactor(xObj);
|
|
destVec = destActor->getPos();
|
|
} else {
|
|
float x = lua_getnumber(xObj);
|
|
float y = lua_getnumber(yObj);
|
|
float z = lua_getnumber(zObj);
|
|
destVec.set(x, y, z);
|
|
}
|
|
|
|
// TODO: Make this actually avoid the second actor
|
|
|
|
actor->walkTo(destVec);
|
|
}
|
|
|
|
void Lua_V2::WalkActorVector() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
// lua_Object xObj = lua_getparam(3);
|
|
// lua_Object yObj = lua_getparam(4);
|
|
// lua_Object zObj = lua_getparam(5);
|
|
// lua_Object param6Obj = lua_getparam(6);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A', 'C', 'T', 'R'))
|
|
return;
|
|
|
|
// Actor *actor = static_cast<Actor *>(lua_getuserdata(actorObj));
|
|
Actor *actor2 = getactor(actorObj);
|
|
|
|
// TODO whole below part need rewrote to much original
|
|
float moveHoriz, moveVert;
|
|
|
|
// Third option is the "left/right" movement
|
|
moveHoriz = luaL_check_number(2);
|
|
// Fourth Option is the "up/down" movement
|
|
moveVert = luaL_check_number(4);
|
|
|
|
// Get the direction the camera is pointing
|
|
Set::Setup *setup = g_grim->getCurrSet()->getCurrSetup();
|
|
Math::Vector3d cameraVector(0, 0, 1);
|
|
|
|
setup->_rot.transform(&cameraVector, false);
|
|
|
|
// find the angle the camera direction is around the unit circle
|
|
Math::Angle cameraYaw = Math::Angle::arcTangent2(cameraVector.x(), cameraVector.z());
|
|
|
|
// Handle the turning
|
|
Math::Vector3d adjustVector(moveHoriz, 0, moveVert);
|
|
// find the angle the adjust vector is around the unit circle
|
|
Math::Angle adjustYaw = Math::Angle::arcTangent2(adjustVector.x(), adjustVector.z());
|
|
|
|
Math::Angle yaw = cameraYaw + adjustYaw;
|
|
|
|
// set the new direction or walk forward
|
|
if (actor2->getYaw() != yaw)
|
|
actor2->turnTo(0, yaw, 0, true);
|
|
actor2->walkForward();
|
|
}
|
|
|
|
void Lua_V2::EnableActorPuck() {
|
|
lua_Object actorObj = lua_getparam(1);
|
|
|
|
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
|
|
return;
|
|
|
|
Actor *actor = getactor(actorObj);
|
|
if (!actor)
|
|
return;
|
|
|
|
bool enable = getbool(2);
|
|
|
|
// FIXME: Implement.
|
|
warning("Lua_V2::EnableActorPuck: stub, actor: %s enable: %s", actor->getName().c_str(), enable ? "TRUE" : "FALSE");
|
|
}
|
|
|
|
// Helper function, not called from LUA directly
|
|
void Lua_V2::setChoreAndCostume(lua_Object choreObj, lua_Object costumeObj, Actor *actor, Costume *&costume, int &chore) {
|
|
if (lua_isnil(choreObj)) {
|
|
return;
|
|
}
|
|
|
|
if (!findCostume(costumeObj, actor, &costume))
|
|
return;
|
|
|
|
const char *choreStr = lua_getstring(choreObj);
|
|
chore = costume->getChoreId(choreStr);
|
|
}
|
|
|
|
} // end of namespace Grim
|