scummvm/engines/grim/emi/lua_v2_actor.cpp
2021-12-26 21:19:38 +01:00

1107 lines
28 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/debug-channels.h"
#include "engines/grim/emi/lua_v2.h"
#include "engines/grim/lua/lua.h"
#include "engines/grim/actor.h"
#include "engines/grim/debug.h"
#include "engines/grim/grim.h"
#include "engines/grim/costume.h"
#include "engines/grim/set.h"
#include "engines/grim/emi/emi.h"
#include "engines/grim/emi/costumeemi.h"
#include "engines/grim/emi/skeleton.h"
#include "engines/grim/emi/costume/emichore.h"
#include "engines/grim/emi/costume/emiskel_component.h"
#include "engines/grim/lua/lauxlib.h"
namespace Grim {
void Lua_V2::SetActorLocalAlpha() {
lua_Object actorObj = lua_getparam(1);
lua_Object vertexObj= lua_getparam(2);
lua_Object alphaObj = lua_getparam(3);
// lua_Object unknownObj = 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(vertexObj))
return;
if (!lua_isnumber(alphaObj))
return;
int vertex = lua_getnumber(vertexObj);
float alpha = lua_getnumber(alphaObj);
Actor::AlphaMode mode = (Actor::AlphaMode)(int)alpha;
if (mode == Actor::AlphaOff || mode == Actor::AlphaReplace || mode == Actor::AlphaModulate) {
actor->setLocalAlphaMode(vertex, mode);
} else {
actor->setLocalAlpha(vertex, alpha);
}
}
void Lua_V2::SetActorGlobalAlpha() {
lua_Object actorObj = lua_getparam(1);
lua_Object alphaObj = lua_getparam(2);
lua_Object meshObj = 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_isnumber(alphaObj))
return;
const char *mesh = nullptr;
if (lua_isstring(meshObj)) {
mesh = lua_getstring(meshObj);
}
float alpha = lua_getnumber(alphaObj);
if (alpha == Actor::AlphaOff ||
alpha == Actor::AlphaReplace ||
alpha == Actor::AlphaModulate) {
actor->setAlphaMode((Actor::AlphaMode) (int) alpha, mesh);
} else {
actor->setGlobalAlpha(alpha, mesh);
}
}
void Lua_V2::PutActorInOverworld() {
lua_Object actorObj = lua_getparam(1);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
Actor *actor = getactor(actorObj);
actor->setInOverworld(true);
}
void Lua_V2::RemoveActorFromOverworld() {
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;
actor->setInOverworld(false);
}
void Lua_V2::UnloadActor() {
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;
g_grim->invalidateActiveActorsList();
g_grim->immediatelyRemoveActor(actor);
delete actor;
}
void Lua_V2::SetActorWalkRate() {
lua_Object actorObj = lua_getparam(1);
lua_Object rateObj = lua_getparam(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
if (!lua_isnumber(rateObj))
return;
Actor *actor = getactor(actorObj);
float rate = lua_getnumber(rateObj);
// const below only differ from grim
actor->setWalkRate(rate * 3.279999971389771);
}
void Lua_V2::GetActorWalkRate() {
lua_Object actorObj = lua_getparam(1);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
Actor *actor = getactor(actorObj);
// const below only differ from grim
lua_pushnumber(actor->getWalkRate() * 0.3048780560493469);
}
void Lua_V2::SetActorTurnRate() {
lua_Object actorObj = lua_getparam(1);
lua_Object rateObj = lua_getparam(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
if (!lua_isnumber(rateObj))
return;
Actor *actor = getactor(actorObj);
float rate = lua_getnumber(rateObj); // FIXME verify negate values of rate
// special handling of value 1 only used for voodoo chair
actor->setTurnRate((rate == 1) ? 100 : rate);
}
void Lua_V2::LockChoreSet() {
lua_Object choreObj = lua_getparam(1);
const char *choreName = lua_getstring(choreObj);
warning("Lua_V2::LockChoreSet: chore: %s", choreName);
}
void Lua_V2::UnlockChoreSet() {
lua_Object choreObj = lua_getparam(1);
const char *choreName = lua_getstring(choreObj);
warning("Lua_V2::UnlockChoreSet: chore: %s", choreName);
}
void Lua_V2::LockChore() {
lua_Object nameObj = lua_getparam(1);
lua_Object filenameObj = lua_getparam(2);
if (!lua_isstring(nameObj) || !lua_isstring(filenameObj)) {
lua_pushnil();
return;
}
const char *name = lua_getstring(nameObj);
const char *filename = lua_getstring(filenameObj);
warning("Lua_V2::LockChore, name: %s, filename: %s", name, filename);
// FIXME: implement missing rest part of code
}
void Lua_V2::UnlockChore() {
lua_Object nameObj = lua_getparam(1);
lua_Object filenameObj = lua_getparam(2);
if (!lua_isstring(nameObj) || !lua_isstring(filenameObj)) {
lua_pushnil();
return;
}
const char *name = lua_getstring(nameObj);
const char *filename = lua_getstring(filenameObj);
warning("Lua_V2::UnlockChore, name: %s, filename: %s", name, filename);
// FIXME: implement missing rest part of code
}
void Lua_V2::IsActorChoring() {
lua_Object actorObj = lua_getparam(1);
bool excludeLoop = getbool(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
Actor *actor = getactor(actorObj);
const Common::List<Costume *> &costumes = actor->getCostumes();
for (Common::List<Costume *>::const_iterator it = costumes.begin(); it != costumes.end(); ++it) {
Costume *costume = *it;
for (int i = 0; i < costume->getNumChores(); i++) {
int chore = costume->isChoring(i, excludeLoop);
if (chore != -1) {
// Ignore talk chores.
bool isTalk = false;
for (int j = 0; j < 10; j++) {
if (costume == actor->getTalkCostume(j) && actor->getTalkChore(j) == chore) {
isTalk = true;
break;
}
}
if (isTalk)
continue;
lua_pushnumber(chore);
pushbool(true);
return;
}
}
}
lua_pushnil();
}
void Lua_V2::IsChoreValid() {
lua_Object choreObj = lua_getparam(1);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
pushbool(c != nullptr);
} else {
lua_pushnil();
}
}
void Lua_V2::IsChorePlaying() {
lua_Object choreObj = lua_getparam(1);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
pushbool(c->isPlaying() && !c->isPaused());
} else {
lua_pushnil();
}
}
void Lua_V2::IsChoreLooping() {
lua_Object choreObj = lua_getparam(1);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
pushbool(c->isLooping());
} else {
lua_pushnil();
}
}
void Lua_V2::SetChoreLooping() {
lua_Object choreObj = lua_getparam(1);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
c->setLooping(false);
}
lua_pushnil();
}
void Lua_V2::PlayChore() {
lua_Object choreObj = lua_getparam(1);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
c->setPaused(false);
}
}
void Lua_V2::PauseChore() {
lua_Object choreObj = lua_getparam(1);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
c->setPaused(true);
}
}
void Lua_V2::StopChore() {
lua_Object choreObj = lua_getparam(1);
lua_Object fadeTimeObj = lua_getparam(2);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R'))
return;
int chore = lua_getuserdata(choreObj);
float fadeTime = 0.0f;
if (!lua_isnil(fadeTimeObj)) {
if (lua_isnumber(fadeTimeObj))
fadeTime = lua_getnumber(fadeTimeObj);
}
// There are a few cases in the scripts where StopChore is called with an excessively
// large fadeTime value. The original engine ignores fade times greater or equal
// to 0.6 seconds, so we replicate that behavior here.
if (fadeTime >= 0.6f) {
fadeTime = 0.0f;
}
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
c->stop((int)(fadeTime * 1000));
}
}
void Lua_V2::AdvanceChore() {
lua_Object choreObj = lua_getparam(1);
lua_Object timeObj = lua_getparam(2);
if (!lua_isuserdata(choreObj) || lua_tag(choreObj) != MKTAG('C','H','O','R') || !lua_isnumber(timeObj))
return;
int chore = lua_getuserdata(choreObj);
float time = lua_getnumber(timeObj);
Chore *c = EMIChore::getPool().getObject(chore);
if (c) {
if (!c->isPlaying()) {
warning("AdvanceChore() called on stopped chore %s (%s)",
c->getName(), c->getOwner()->getFilename().c_str());
if (c->isLooping()) {
c->getOwner()->playChoreLooping(c->getName());
} else {
c->getOwner()->playChore(c->getName());
}
}
c->advance(time * 1000);
}
}
// TODO: Implement, verify, and rename parameters
void Lua_V2::CompleteChore() {
lua_Object param1 = lua_getparam(1);
lua_Object param2 = lua_getparam(2);
if (!lua_isuserdata(param1) || !lua_isnumber(param2))
error("Lua_V2::CompleteChore - Unknown params");
// Guesswork based on StopChore:
int chore = lua_getuserdata(param1);
float time = lua_getnumber(param2);
error("Lua_V2::CompleteChore(%d, %f) - TODO: Implement opcode", chore, time);
}
void Lua_V2::SetActorSortOrder() {
lua_Object actorObj = lua_getparam(1);
lua_Object orderObj = lua_getparam(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
if (!lua_isnumber(orderObj))
return;
Actor *actor = getactor(actorObj);
int order = (int)lua_getnumber(orderObj);
actor->setSortOrder(order);
g_emi->invalidateSortOrder();
}
void Lua_V2::GetActorSortOrder() {
lua_Object actorObj = lua_getparam(1);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
Actor *actor = getactor(actorObj);
lua_pushnumber(actor->getEffectiveSortOrder());
}
void Lua_V2::ActorActivateShadow() {
lua_Object actorObj = lua_getparam(1);
lua_Object activeObj = lua_getparam(2);
lua_Object planeObj = lua_getparam(3);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
Actor *actor = getactor(actorObj);
if (!actor)
return;
bool active = (int)lua_getnumber(activeObj) == 1;
const char *plane = nullptr;
if (lua_isstring(planeObj))
plane = lua_getstring(planeObj);
actor->activateShadow(active, plane);
}
void Lua_V2::ActorStopMoving() {
lua_Object actorObj = lua_getparam(1);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
Actor *actor = getactor(actorObj);
actor->stopWalking();
actor->stopTurning();
warning("Lua_V2::ActorStopMoving, actor: %s", actor->getName().c_str());
// FIXME: Inspect the rest of the code to see if there's anything else missing
}
void Lua_V2::ActorLookAt() {
lua_Object actorObj = lua_getparam(1);
lua_Object xObj = lua_getparam(2);
lua_Object yObj = lua_getparam(3);
lua_Object zObj = lua_getparam(4);
lua_Object rateObj = lua_getparam(5);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A', 'C', 'T', 'R'))
return;
Actor *actor = getactor(actorObj);
if (!actor->getCurrentCostume())
return;
if (lua_isnumber(rateObj))
actor->setLookAtRate(lua_getnumber(rateObj));
// Look at nothing
if (lua_isnil(xObj)) {
if (actor->isLookAtVectorZero())
return;
actor->setLookAtVectorZero();
actor->setLooking(false);
if (lua_isnumber(yObj) && lua_getnumber(yObj) > 0)
actor->setLookAtRate(lua_getnumber(yObj));
return;
} else if (lua_isnumber(xObj)) { // look at xyz
float fY;
float fZ;
float fX = lua_getnumber(xObj);
if (lua_isnumber(yObj))
fY = lua_getnumber(yObj);
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