scummvm/lua.cpp
2004-02-22 18:40:29 +00:00

1577 lines
39 KiB
C++

// Residual - Virtual machine to run LucasArts' 3D adventure games
// Copyright (C) 2003 The ScummVM-Residual Team (www.scummvm.org)
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "stdafx.h"
#include "lua.h"
#include "resource.h"
#include "debug.h"
#include "actor.h"
#include "registry.h"
#include "localize.h"
#include "color.h"
#include "costume.h"
#include "engine.h"
#include "sound.h"
#include "smush.h"
#include "textobject.h"
#include <SDL_keysym.h>
#include <SDL_keyboard.h>
#include <cstdio>
#include <cmath>
static int actor_tag, color_tag, sound_tag, text_tag, vbuffer_tag;
// Yaz: we'll need those later on, you'll see why....
static inline bool isActor(int num) {
if(lua_tag(lua_getparam(num)) != actor_tag)
return false;
return true;
}
static inline bool isColor(int num) {
if(lua_tag(lua_getparam(num)) != color_tag)
return false;
return true;
}
static inline bool isSound(int num) {
if(lua_tag(lua_getparam(num)) != sound_tag)
return false;
return true;
}
// Helper functions to ensure the arguments we get are what we expect
static inline Actor *check_actor(int num) {
if (lua_tag(lua_getparam(num)) != actor_tag)
luaL_argerror(num, "actor expected");
return static_cast<Actor *>(lua_getuserdata(lua_getparam(num)));
}
static inline Color *check_color(int num) {
if (lua_tag(lua_getparam(num)) != color_tag)
luaL_argerror(num, "color expected");
return static_cast<Color *>(lua_getuserdata(lua_getparam(num)));
}
static inline Sound *check_sound(int num) {
if (lua_tag(lua_getparam(num)) != sound_tag)
luaL_argerror(num, "sound expected");
return static_cast<Sound *>(lua_getuserdata(lua_getparam(num)));
}
static inline int check_int(int num) {
double val = luaL_check_number(num);
return int(round(val));
}
static inline int check_control(int num) {
int val = check_int(num);
if (val < 0 || val >= SDLK_EXTRA_LAST)
luaL_argerror(num, "control identifier out of range");
return val;
}
static inline bool getbool(int num) {
return ! lua_isnil(lua_getparam(num));
}
static inline void pushbool(bool val) {
if (val)
lua_pushnumber(1);
else
lua_pushnil();
}
static Costume *get_costume(Actor *a, int param, char *called_from) {
Costume *result;
if (lua_isnil(lua_getparam(param))) {
result = a->currentCostume();
if (result == NULL)
warning("Actor %s has no costume [%s]\n", a->name(), called_from);
}
else {
result = a->findCostume(luaL_check_string(param));
if (result == NULL)
warning("Actor %s has no costume %s [%s]\n", a->name(),
lua_getstring(lua_getparam(param)), called_from);
}
return result;
}
// Lua interface to bundle_dofile
static void new_dofile() {
char *fname_str = luaL_check_string(1);
bundle_dofile(fname_str);
}
// Debugging message functions
static void PrintDebug() {
char *msg_str = luaL_check_string(1);
std::fputs(msg_str, stderr);
}
static void PrintWarning() {
char *msg = luaL_check_string(1);
warning(msg);
}
static void FunctionName() {
char *name;
char buf[256];
char *filename;
int line;
if (! lua_isfunction(lua_getparam(1)))
luaL_argerror(1, "expected function");
lua_funcinfo(lua_getparam(1), &filename, &line);
switch (*lua_getobjname(lua_getparam(1), &name)) {
case 'g':
sprintf(buf, "function %.100s", name);
break;
case 't':
sprintf(buf, "`%.100s' tag method", name);
break;
default: {
if (line == 0)
sprintf(buf, "main of %.100s", filename);
else if (line < 0)
sprintf(buf, "%.100s", filename);
else {
sprintf(buf, "function (%.100s:%d)", filename, line);
filename = NULL;
}
}
}
int curr_line = lua_currentline(lua_getparam(1));
if (curr_line > 0)
sprintf(buf + strlen(buf), " at line %d", curr_line);
if (filename != NULL)
sprintf(buf + strlen(buf), " [in file %.100s]", filename);
lua_pushstring(buf);
}
// File functions
static void CheckForFile() {
char *filename = luaL_check_string(1);
pushbool(ResourceLoader::instance()->fileExists(filename));
}
// Color functions
static unsigned char clamp_color(int c) {
if (c < 0)
return 0;
else if (c > 255)
return 255;
else
return c;
}
static void MakeColor() {
Color *c = new Color
(clamp_color(check_int(1)),
clamp_color(check_int(2)),
clamp_color(check_int(3)));
lua_pushusertag(c, color_tag);
}
static void GetColorComponents() {
Color *c = check_color(1);
lua_pushnumber(c->red());
lua_pushnumber(c->green());
lua_pushnumber(c->blue());
}
static void gc_Color() {
Color *c = static_cast<Color *>(lua_getuserdata(lua_getparam(1)));
delete c;
}
// Registry functions
static void ReadRegistryValue() {
char *key = luaL_check_string(1);
const char *val = Registry::instance()->get(key);
lua_pushstring(const_cast<char *>(val));
}
static void WriteRegistryValue() {
char *key = luaL_check_string(1);
char *val = luaL_check_string(2);
Registry::instance()->set(key, val);
}
// Localization function
static void LocalizeString() {
char *str = luaL_check_string(1);
std::string result = Localizer::instance()->localize(str);
lua_pushstring(const_cast<char *>(result.c_str()));
}
// Actor functions
static void LoadActor() {
const char *name;
if (lua_isnil(lua_getparam(1)))
name = "<unnamed>";
else
name = luaL_check_string(1);
lua_pushusertag(new Actor(name), actor_tag);
}
static void SetSelectedActor() {
Actor *act = check_actor(1);
Engine::instance()->setSelectedActor(act);
}
static void SetActorTalkColor() {
Actor *act = check_actor(1);
Color *c = check_color(2);
act->setTalkColor(*c);
}
static void GetActorTalkColor() {
Actor *act = check_actor(1);
Color *c = new Color(act->talkColor());
lua_pushusertag(c, color_tag);
}
static void SetActorTalkChore() {
Actor *act = check_actor(1);
int index = check_int(2);
int chore = check_int(3);
Costume *costume = get_costume(act, 4, "setActorTalkChore");
if (!costume)
return;
costume->setTalkChore(index, chore);
}
static void SetActorVisibility() {
Actor *act = check_actor(1);
bool val = getbool(2);
act->setVisibility(val);
}
static void PutActorAt() {
Actor *act = check_actor(1);
float x = luaL_check_number(2);
float y = luaL_check_number(3);
float z = luaL_check_number(4);
act->setPos(Vector3d(x, y, z));
}
static void GetActorPos() {
Actor *act = check_actor(1);
Vector3d pos = act->pos();
lua_pushnumber(pos.x());
lua_pushnumber(pos.y());
lua_pushnumber(pos.z());
}
static void SetActorRot() {
Actor *act = check_actor(1);
float pitch = luaL_check_number(2);
float yaw = luaL_check_number(3);
float roll = luaL_check_number(4);
if (getbool(5))
act->turnTo(pitch, yaw, roll);
else
act->setRot(pitch, yaw, roll);
}
static void GetActorRot() {
Actor *act = check_actor(1);
lua_pushnumber(act->pitch());
lua_pushnumber(act->yaw());
lua_pushnumber(act->roll());
}
static void IsActorTurning() {
Actor *act = check_actor(1);
pushbool(act->isTurning());
}
static void GetAngleBetweenActors() {
Actor *act1 = check_actor(1);
Actor *act2 = check_actor(2);
lua_pushnumber(act1->angleTo(*act2));
}
static void GetActorYawToPoint() {
Actor *act = check_actor(1);
double x = luaL_check_number(2);
double y = luaL_check_number(3);
double z = luaL_check_number(4);
lua_pushnumber(act->yawTo(Vector3d(x, y, z)));
}
static void PutActorInSet() {
Actor *act = check_actor(1);
const char *set = "";
if (! lua_isnil(lua_getparam(2)))
set = luaL_check_string(2);
act->putInSet(set);
}
static void SetActorWalkRate() {
Actor *act = check_actor(1);
float rate = luaL_check_number(2);
act->setWalkRate(rate);
}
static void GetActorWalkRate() {
Actor *act = check_actor(1);
lua_pushnumber(act->walkRate());
}
static void SetActorTurnRate() {
Actor *act = check_actor(1);
float rate = luaL_check_number(2);
act->setTurnRate(rate);
}
static void WalkActorForward() {
Actor *act = check_actor(1);
act->walkForward();
}
static void WalkActorTo() {
Actor *act = check_actor(1);
double x = luaL_check_number(2);
double y = luaL_check_number(3);
double z = luaL_check_number(4);
act->walkTo(Vector3d(x, y, z));
}
static void IsActorMoving() {
Actor *act = check_actor(1);
pushbool(act->isWalking());
}
static void TurnActor() {
Actor *act = check_actor(1);
int dir = check_int(2);
act->turn(dir);
}
static void PushActorCostume() {
Actor *act = check_actor(1);
const char *costumeName = luaL_check_string(2);
act->pushCostume(costumeName);
}
static void SetActorCostume() {
Actor *act = check_actor(1);
if (lua_isnil(lua_getparam(2)))
act->clearCostumes();
else {
const char *costumeName = luaL_check_string(2);
act->setCostume(costumeName);
}
}
static void GetActorCostume() {
Actor *act = check_actor(1);
Costume *c = act->currentCostume();
if (c == NULL)
lua_pushnil();
else
lua_pushstring(const_cast<char *>(c->filename()));
}
static void PopActorCostume() {
Actor *act = check_actor(1);
act->popCostume();
}
static void GetActorCostumeDepth() {
Actor *act = check_actor(1);
lua_pushnumber(act->costumeStackDepth());
}
static void PlayActorChore() {
Actor *act = check_actor(1);
int num = check_int(2);
Costume *cost = get_costume(act, 3, "playActorChore");
if (!cost)
return;
cost->playChore(num);
}
static void PlayActorChoreLooping() {
Actor *act = check_actor(1);
int num = check_int(2);
Costume *cost = get_costume(act, 3, "playActorChoreLooping");
if (!cost)
return;
cost->playChoreLooping(num);
}
static void SetActorChoreLooping() {
Actor *act = check_actor(1);
int num = check_int(2);
bool val = getbool(3);
Costume *cost = get_costume(act, 4, "setActorChoreLooping");
if (!cost)
return;
cost->setChoreLooping(num, val);
}
static void StopActorChore() {
Actor *act = check_actor(1);
Costume *cost = get_costume(act, 3, "stopActorChore");
if (!cost)
return;
if (lua_isnil(lua_getparam(2)))
cost->stopChores();
else
cost->stopChore(check_int(2));
}
static void IsActorChoring() {
Actor *act = check_actor(1);
bool excludeLooping = getbool(3);
Costume *cost = get_costume(act, 4, "isActorChoring");
int result;
if (!cost) {
lua_pushnil();
return;
}
if (lua_isnil(lua_getparam(2)))
result = cost->isChoring(excludeLooping);
else
result = cost->isChoring(check_int(2), excludeLooping);
if (result < 0)
lua_pushnil();
else
lua_pushnumber(result);
}
static void ActorLookAt() {
Actor *act = check_actor(1);
lua_Object x = lua_getparam(2);
lua_Object y = lua_getparam(3);
lua_Object z = lua_getparam(4);
lua_Object rate = lua_getparam(5);
if(lua_isnumber(rate))
act->setLookAtRate( luaL_check_number(5) );
// Look at nothing
if( lua_isnil(x) )
{
if(act->isLookAtVectorZero()) // already looking at nothing
return;
act->setLookAtVectorZero();
if(lua_isnumber(y))
act->setLookAtRate( luaL_check_number(3) );
act->setLooking( true );
return;
}
// look at xyz
else if( lua_isnumber(x) )
{
Vector3d vector;
float fX;
float fY;
float fZ;
fX = luaL_check_number(2);
if( lua_isnumber(y) )
fY = luaL_check_number(3);
else
fY = 0.f;
if( lua_isnumber(z) )
fZ = luaL_check_number(4);
else
fZ = 0.f;
vector.set(fX,fY,fZ);
act->setLookAtVector( vector );
}
// look at another actor
else if(isActor(2))
{
Actor *lookedAct = check_actor(2);
act->setLookAtVector(lookedAct->pos());
if(lua_isnumber(y))
act->setLookAtRate(luaL_check_number(3));
}
act->setLooking( true );
}
static void SetActorLookRate() {
Actor *act = check_actor(1);
float rate = luaL_check_number(2);
act->setLookAtRate( rate );
}
static void GetActorLookRate() {
Actor *act = check_actor(1);
lua_pushnumber( act->lookAtRate() );
}
static void SetActorHead() {
Actor *act = check_actor(1);
int joint1 = check_int(2);
int joint2 = check_int(3);
int joint3 = check_int(4);
float maxRoll = luaL_check_number(5); // Yaz: recheck to see if it's really roll
float maxPitch = luaL_check_number(6);
float maxYaw = luaL_check_number(7);
act->setHead( joint1, joint2, joint3, maxRoll, maxPitch, maxYaw );
}
static void GetVisibleThings() {
lua_Object result = lua_createtable();
Actor *sel = Engine::instance()->selectedActor();
for (Engine::actor_list_type::const_iterator i =
Engine::instance()->actorsBegin();
i != Engine::instance()->actorsEnd(); i++) {
if (! (*i)->inSet(Engine::instance()->sceneName()))
continue;
if (sel->angleTo(*(*i)) < 90) {
lua_pushobject(result);
lua_pushusertag(*i, actor_tag);
lua_pushnumber(1);
lua_settable();
}
}
lua_pushobject(result);
}
static void SayLine() {
Actor *act = check_actor(1);
const char *msg = luaL_check_string(2);
act->sayLine(msg);
}
static void InputDialog() {
int c, i = 0;
char buf[512];
fprintf(stderr, "%s %s: ", luaL_check_string(1), luaL_check_string(2));
while (i < 512 && (c = fgetc(stdin)) != EOF && c != '\n')
buf[i++] = c;
buf[i] = '\0';
lua_pushstring(buf);
}
static void IsMessageGoing() {
Actor *act;
if (lua_getparam(1) == LUA_NOOBJECT)
pushbool(Mixer::instance()->voicePlaying());
else {
act = check_actor(1);
pushbool(act->talking());
}
}
static void ShutUpActor() {
Actor *act = check_actor(1);
if (act)
act->shutUp();
}
static void HardwareAccelerated() {
// FIXME: Are we always in HW accelerated ?
lua_pushnumber( true );
}
// Sector functions
static void GetActorSector(void) {
Actor *act = check_actor(1);
int sectorType = check_int(2);
int sectorFlag;
switch (sectorType) {
case 1:
sectorFlag = 0x1000;
break;
case 2:
sectorFlag = 0x2000;
break;
case 3:
sectorFlag = 0x8000;
break;
default:
error("Invalid sector type %d\n", sectorType);
}
int numSectors = Engine::instance()->currScene()->getSectorCount();
for (int i = 0; i < numSectors; i++) {
Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
if (sector->visible() && (sector->type() & sectorFlag)) {
if (sector->isPointInSector(act->pos())) {
lua_pushnumber(sector->id());
lua_pushstring(const_cast<char *>(sector->name()));
lua_pushnumber(sector->type());
return;
}
}
}
lua_pushnil();
}
static void IsActorInSector(void) {
Actor *act = check_actor(1);
const char *name = luaL_check_string(2);
int i, numSectors = Engine::instance()->currScene()->getSectorCount();
for (i=0; i<numSectors; i++) {
Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
if (sector->visible() && strstr(sector->name(), name)) {
if (sector->isPointInSector(act->pos())) {
lua_pushnumber(sector->id());
lua_pushstring((char*)sector->name());
lua_pushnumber(sector->type());
}
}
}
lua_pushnil();
}
static void MakeSectorActive(void) {
lua_Object sectorName = lua_getparam(1);
bool visible = !lua_isnil(lua_getparam(2));
int i = 0, numSectors;
// FIXME: This happens on initial load. Are we initting something in the wrong order?
if (!Engine::instance()->currScene()) {
warning("!!!! Trying to call MakeSectorActive without a scene!");
return;
}
numSectors = Engine::instance()->currScene()->getSectorCount();
if (lua_isstring(sectorName)) {
char *name = luaL_check_string(1);
for (i=0; i<numSectors; i++) {
Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
if (strstr(sector->name(), name)) {
sector->setVisible(visible);
return;
}
}
} else if (lua_isnumber(sectorName)) {
int id = check_int(1);
for (i=0; i<numSectors; i++) {
Sector *sector = Engine::instance()->currScene()->getSectorBase(i);
if (sector->id() == id) {
sector->setVisible(visible);
return;
}
}
} else {
warning("MakeSectorActive Parameter is not a sector ID or Name");
return;
}
}
// Scene functions
static void MakeCurrentSet() {
const char *name = luaL_check_string(1);
Engine::instance()->setScene(name);
}
static void MakeCurrentSetup() {
int num = check_int(1);
int prevSetup = Engine::instance()->currScene()->setup();
Engine::instance()->currScene()->setSetup(num);
lua_beginblock();
lua_Object camChangeHandler = getEventHandler("camChangeHandler");
if (camChangeHandler != LUA_NOOBJECT) {
lua_pushnumber(prevSetup);
lua_pushnumber(num);
lua_callfunction(camChangeHandler);
}
lua_endblock();
lua_beginblock();
lua_Object postCamChangeHandler = getEventHandler("postCamChangeHandler");
if (postCamChangeHandler != LUA_NOOBJECT) {
lua_pushnumber(num);
lua_callfunction(postCamChangeHandler);
}
lua_endblock();
}
static void GetCurrentSetup() {
const char *name = luaL_check_string(1);
if (std::strcmp(name, Engine::instance()->sceneName()) == 0)
lua_pushnumber(Engine::instance()->currScene()->setup());
else
lua_pushnil();
}
static void GetShrinkPos() {
// FIXME
double x = luaL_check_number(1);
double y = luaL_check_number(2);
double z = luaL_check_number(3);
double r = luaL_check_number(4);
lua_pushnumber(x);
lua_pushnumber(y);
lua_pushnumber(z);
warning("Stub function GetShrinkPos(%g,%g,%g,%g) called",
x, y, z, r);
}
// Sound functions
enum ImuseParam {
IM_SOUND_PLAY_COUNT = 256,
IM_SOUND_PEND_COUNT = 512,
IM_SOUND_GROUP = 1024,
IM_SOUND_PRIORITY = 1280,
IM_SOUND_VOL = 1536,
IM_SOUND_PAN = 1792
};
void ImStartSound() {
const char *name = luaL_check_string(1);
Sound *s = ResourceLoader::instance()->loadSound(name);
if (s != NULL) {
Mixer::instance()->playSfx(s);
s->luaRef();
lua_pushusertag(s, sound_tag);
}
else
lua_pushnil();
}
void gc_Sound() {
Sound *s = check_sound(1);
s->luaGc();
}
void ImStopSound() {
Sound *s;
if (lua_isstring(lua_getparam(1))) {
s = Mixer::instance()->findSfx(lua_getstring(lua_getparam(1)));
if (s == NULL)
return;
}
else
s = check_sound(1);
Mixer::instance()->stopSfx(s);
}
void ImGetParam() {
int param = check_int(2);
switch (param) {
case IM_SOUND_PLAY_COUNT:
if (lua_isstring(lua_getparam(1))) {
Sound *s = Mixer::instance()->findSfx(lua_getstring(lua_getparam(1)));
if (s != NULL)
lua_pushnumber(1);
else
lua_pushnumber(0);
}
else {
Sound *s = check_sound(1);
if (s->done())
lua_pushnumber(0);
else
lua_pushnumber(1);
}
break;
case IM_SOUND_VOL:
lua_pushnumber(127);
break;
default:
warning("Unimplemented ImGetParam with %d\n", param);
lua_pushnil();
}
}
void ImSetState() {
int state = check_int(1);
Mixer::instance()->setImuseState(state);
}
void ImSetSequence() {
int seq = check_int(1);
Mixer::instance()->setImuseSeq(seq);
}
// Timing functions
void set_frameTime(float frameTime) {
lua_pushobject(lua_getglobal("system"));
lua_pushstring("frameTime");
lua_pushnumber(frameTime);
lua_settable();
}
void PerSecond() {
float rate = luaL_check_number(1);
lua_pushnumber(Engine::instance()->perSecond(rate));
}
// Game control functions
void EnableControl() {
int num = check_control(1);
Engine::instance()->enableControl(num);
}
void DisableControl() {
int num = check_control(1);
Engine::instance()->disableControl(num);
}
void GetControlState() {
int num = check_control(1);
if (num >= SDLK_JOY1_B1 && num <= SDLK_MOUSE_B4)
lua_pushnil();
else if (num >= SDLK_AXIS_JOY1_X && num <= SDLK_AXIS_MOUSE_Z)
lua_pushnumber(0);
else {
Uint8 *keystate = SDL_GetKeyState(NULL);
pushbool(keystate[num] != 0);
}
}
// Text functions
static void MakeTextObject() {
char *line = lua_getstring(lua_getparam(1)), *key_text = NULL;
lua_Object table_obj = lua_getparam(2), key;
int x = 0, y = 0, height = 0, width = 0;
Color *fgColor = NULL;
TextObject *textObject;
while(1) {
lua_pushobject(table_obj);
if (key_text)
lua_pushobject(key);
else
lua_pushnil();
lua_call("next");
key=lua_getresult(1);
if (lua_isnil(key))
break;
key_text=lua_getstring(key);
//val_text=lua_getstring(lua_getresult(2));
if (strstr(key_text, "x"))
x = atoi(lua_getstring(lua_getresult(2)));
else if (strstr(key_text, "y"))
y = atoi(lua_getstring(lua_getresult(2)));
else if (strstr(key_text, "fgcolor"))
fgColor = check_color(2);
else if (strstr(key_text, "height")) // Hm, do these just force clipping?
height = atoi(lua_getstring(lua_getresult(2)));
else if (strstr(key_text, "width"))
width = atoi(lua_getstring(lua_getresult(2)));
else
error("Unknown MakeTextObject key %s\n", key_text);
}
textObject = new TextObject((const char *)line, x, y, *fgColor);
lua_pushstring(line); // FIXME: Register a LUA text object and pass that instead?
}
static void KillTextObject() {
char *textID;
if (lua_isnil(lua_getparam(1))) { // FIXME: check this.. nil is kill all lines?
error("KillTextObject(NULL)");
//Engine::instance()->killTextObjects();
return;
}
textID = lua_getstring(lua_getparam(1));
for (Engine::text_list_type::const_iterator i = Engine::instance()->textsBegin();
i != Engine::instance()->textsEnd(); i++) {
TextObject *textO = *i;
if (strstr(textO->name(), textID)) {
Engine::instance()->killTextObject(textO);
delete textO;
return;
}
}
}
// Called from both Callback and Main CTO functions. This routine is NOT
// thread safe.
static void ChangeTextObject_Real(char *keyName, void *data) {
static TextObject *modifyObject = NULL; // Set by main CTO call 'object'
lua_Object *keyValue = NULL;
if (strstr(keyName, "object")) {
modifyObject = (TextObject*)data;
return;
}
if (!modifyObject) // We *need* a modify object for remaining calls
return;
keyValue = (lua_Object*)data;
// FIXME: X/Y sets depend on GetTextObjectDimensions
if (strstr(keyName, "fgcolor"))
modifyObject->setColor(check_color(2));
else if (strstr(keyName, "x"))
; // modifyObject->setX( atoi(lua_getstring(keyValue)) );
else if (strstr(keyName, "y"))
; // modifyObject->setY( atoi(lua_getstring(keyValue)) );
else
printf("ChangeTextObject() - Unknown key %s\n", keyName);
}
// Callback from table walk method in Main CTO function
static void ChangeTextObject_CB(void) {
char *keyName = NULL;
lua_Object keyValue;
keyName = lua_getstring(lua_getparam(1));
keyValue = lua_getresult(2);
ChangeTextObject_Real(keyName, &keyValue);
};
// Main CTO handler and LUA interface
static void ChangeTextObject() {
char *textID = lua_getstring(lua_getparam(1));
lua_Object tableObj = lua_getparam(2);
TextObject *modifyObject = NULL;
for (Engine::text_list_type::const_iterator i = Engine::instance()->textsBegin();
i != Engine::instance()->textsEnd(); i++) {
TextObject *textO = *i;
if (strstr(textO->name(), textID)) {
modifyObject = textO;
break;
}
}
if (!modifyObject)
error("ChangeTextObject(%s): Cannot find active text object", textID);
if (!lua_istable(tableObj))
return;
ChangeTextObject_Real("object", modifyObject);
lua_pushobject(tableObj);
lua_pushcfunction(ChangeTextObject_CB); // Callback handler
lua_call("foreach");
}
static void GetTextObjectDimensions() {
warning("STUB: GetTextObjectDimensions()");
lua_pushnumber(100); // Dummy X
lua_pushnumber(100); // Dummy Y
}
static void StartFullscreenMovie() {
bool mode = getbool(2);
pushbool(g_smush->play(luaL_check_string(1), 0, 0));
}
static void StartMovie() {
bool mode = getbool(2);
int x = lua_getparam(3);
int y = lua_getparam(4);
pushbool(g_smush->play(luaL_check_string(1), x, y));
}
static void IsFullscreenMoviePlaying() {
pushbool(g_smush->isPlaying());
}
static void IsMoviePlaying() {
pushbool(g_smush->isPlaying());
}
static void StopMovie() {
g_smush->stop();
}
static void PauseMovie() {
g_smush->pause(lua_isnil(lua_getparam(1)) != 0);
}
// Stub function for builtin functions not yet implemented
static void stubWarning() {
char *name = lua_getstring(lua_getparam(1));
fprintf(stderr, "WARNING: Stub function %s(", name);
for (int i = 2; ; i++) {
if (lua_getparam(i) == LUA_NOOBJECT)
break;
if (lua_isnil(lua_getparam(i)))
fprintf(stderr, "nil");
else if (lua_istable(lua_getparam(i)))
fprintf(stderr, "{...}");
else if (lua_isuserdata(lua_getparam(i))) {
if (lua_tag(lua_getparam(i)) == actor_tag) {
Actor *a = check_actor(i);
fprintf(stderr, "<actor \"%s\">", a->name());
}
else if (lua_tag(lua_getparam(i)) == color_tag) {
Color *c = check_color(i);
fprintf(stderr, "<color #%02x%02x%02x>",
c->red(), c->green(), c->blue());
}
else if (lua_tag(lua_getparam(i)) == sound_tag) {
Sound *s = check_sound(i);
fprintf(stderr, "<sound %s>", s->filename());
}
else
fprintf(stderr, "<userdata %p>", lua_getuserdata(lua_getparam(i)));
}
else if (lua_isfunction(lua_getparam(i)))
fprintf(stderr, "<function>");
else if (lua_isnumber(lua_getparam(i)))
fprintf(stderr, "%g", lua_getnumber(lua_getparam(i)));
else if (lua_isstring(lua_getparam(i)))
fprintf(stderr, "\"%s\"", lua_getstring(lua_getparam(i)));
else
fprintf(stderr, "<unknown>");
if (lua_getparam(i+1) != LUA_NOOBJECT)
fprintf(stderr, ", ");
}
fprintf(stderr, ") called\n");
#if 0
lua_call("print_stack");
#endif
}
static char *stubFuncs[] = {
"RestoreIMuse",
"SaveIMuse",
"SetActorInvClipNode",
"NukeResources",
"UnShrinkBoxes",
"ShrinkBoxes",
"ResetTextures",
"JustLoaded",
"AttachToResources",
"DetachFromResources",
"GetTextSpeed",
"SetTextSpeed",
"GetSaveGameData",
"SubmitSaveGameData",
"BlastRect",
"BlastImage",
"FreeImage",
"GetImage",
"GetSaveGameImage",
"ScreenShot",
"TextFileGetLine",
"TextFileGetLineCount",
"IrisUp",
"IrisDown",
"FadeInChore",
"FadeOutChore",
"SetActorClipPlane",
"SetActorClipActive",
"SetActorCollisionScale",
"SetActorCollisionMode",
"FlushControls",
"ActorToClean",
"SendObjectToFront",
"SendObjectToBack",
"SetObjectType",
"FreeObjectState",
"NewObjectState",
"SetActorShadowValid",
"AddShadowPlane",
"KillActorShadows",
"SetActiveShadow",
"SetActorShadowPoint",
"SetActorShadowPlane",
"ActivateActorShadow",
"SetShadowColor",
"GetSpeechMode",
"SetSpeechMode",
"Display",
"CleanBuffer",
"DimRegion",
"DimScreen",
"ForceRefresh",
"RenderModeUser",
"SetActorConstrain",
"SetActorWalkDominate",
"SetGamma",
"ImSetVoiceEffect",
"ImResume",
"ImPause",
"ImSetMusicVol",
"ImGetMusicVol",
"ImSetVoiceVol",
"ImGetVoiceVol",
"ImSetSfxVol",
"ImGetSfxVol",
"ImFadeParam",
"ImSetParam",
"ImStopAllSounds",
"LightMgrSetChange",
"LightMgrStartup",
"SetLightIntensity",
"SetLightPosition",
"TurnLightOn",
"SetAmbientLight",
"GetAngleBetweenVectors",
"TurnActorTo",
"PointActorAt",
"GetCameraLookVector",
"SetCameraRoll",
"SetCameraInterest",
"GetCameraPosition",
"RotateVector",
"LoadCostume",
"PrintActorCostumes",
"SpewStartup",
"PreRender",
"GetSectorOppositeEdge",
"FileFindDispose",
"FileFindNext",
"FileFindFirst",
"SetSoundPosition",
"IsSoundPlaying",
"PlaySoundAt",
"PreviousSetup",
"NextSetup",
"UnLockSet",
"LockSet",
"LockFont",
"EnableDebugKeys",
"WorldToScreen",
"IsActorResting",
"CompleteActorChore",
"SetActorRoll",
"SetActorPitch",
"GetPointSector",
"IsPointInSector",
"SetActorFrustrumCull",
"SetActorFollowBoxes",
"GetCameraActor",
"DriveActorTo",
"WalkActorVector",
"PutActorAtInterest",
"SetActorReflection",
"GetActorPuckVector",
"GetActorRect",
"SetActorMumblechore",
"SetActorRestChore",
"SetActorTurnChores",
"SetActorWalkChore",
"GetActorNodeLocation",
"SetActorTimeScale",
"GetActorTimeScale",
"SetActorScale",
"SetActorColormap",
"Save",
"Load",
"SearchForFileOrSwapCDs",
"EngineDisplay",
"SetOffscreenTextPos",
"SetEmergencyFont",
"GetTextCharPosition",
"GetTranslationMode",
"SetTranslationMode",
"ExpireText",
"BlastText",
"PrintLine",
"SetSayLineDefaults",
"PurgePrimitiveQueue",
"KillPrimitive",
"ChangePrimitive",
"DrawRectangle",
"DrawPolygon",
"DrawLine",
"pause_scripts",
"unpause_scripts",
};
// Entries in the system.controls table
static struct {
char *name;
int key;
} controls[] = {
{ "KEY_ESCAPE", SDLK_ESCAPE },
{ "KEY_1", SDLK_1 },
{ "KEY_2", SDLK_2 },
{ "KEY_3", SDLK_3 },
{ "KEY_4", SDLK_4 },
{ "KEY_5", SDLK_5 },
{ "KEY_6", SDLK_6 },
{ "KEY_7", SDLK_7 },
{ "KEY_8", SDLK_8 },
{ "KEY_9", SDLK_9 },
{ "KEY_0", SDLK_0 },
{ "KEY_MINUS", SDLK_MINUS },
{ "KEY_EQUALS", SDLK_EQUALS },
{ "KEY_BACK", SDLK_BACKSPACE },
{ "KEY_TAB", SDLK_TAB },
{ "KEY_Q", SDLK_q },
{ "KEY_W", SDLK_w },
{ "KEY_E", SDLK_e },
{ "KEY_R", SDLK_r },
{ "KEY_T", SDLK_t },
{ "KEY_Y", SDLK_y },
{ "KEY_U", SDLK_u },
{ "KEY_I", SDLK_i },
{ "KEY_O", SDLK_o },
{ "KEY_P", SDLK_p },
{ "KEY_LBRACKET", SDLK_LEFTBRACKET },
{ "KEY_RBRACKET", SDLK_RIGHTBRACKET },
{ "KEY_RETURN", SDLK_RETURN },
{ "KEY_LCONTROL", SDLK_LCTRL },
{ "KEY_A", SDLK_a },
{ "KEY_S", SDLK_s },
{ "KEY_D", SDLK_d },
{ "KEY_F", SDLK_f },
{ "KEY_G", SDLK_g },
{ "KEY_H", SDLK_h },
{ "KEY_J", SDLK_j },
{ "KEY_K", SDLK_k },
{ "KEY_L", SDLK_l },
{ "KEY_SEMICOLON", SDLK_SEMICOLON },
{ "KEY_APOSTROPHE", SDLK_QUOTE },
{ "KEY_GRAVE", SDLK_BACKQUOTE },
{ "KEY_LSHIFT", SDLK_LSHIFT },
{ "KEY_BACKSLASH", SDLK_BACKSLASH },
{ "KEY_Z", SDLK_z },
{ "KEY_X", SDLK_x },
{ "KEY_C", SDLK_c },
{ "KEY_V", SDLK_v },
{ "KEY_B", SDLK_b },
{ "KEY_N", SDLK_n },
{ "KEY_M", SDLK_m },
{ "KEY_COMMA", SDLK_COMMA },
{ "KEY_PERIOD", SDLK_PERIOD },
{ "KEY_SLASH", SDLK_SLASH },
{ "KEY_RSHIFT", SDLK_RSHIFT },
{ "KEY_MULTIPLY", SDLK_KP_MULTIPLY },
{ "KEY_LMENU", SDLK_LALT },
{ "KEY_SPACE", SDLK_SPACE },
{ "KEY_CAPITAL", SDLK_CAPSLOCK },
{ "KEY_F1", SDLK_F1 },
{ "KEY_F2", SDLK_F2 },
{ "KEY_F3", SDLK_F3 },
{ "KEY_F4", SDLK_F4 },
{ "KEY_F5", SDLK_F5 },
{ "KEY_F6", SDLK_F6 },
{ "KEY_F7", SDLK_F7 },
{ "KEY_F8", SDLK_F8 },
{ "KEY_F9", SDLK_F9 },
{ "KEY_F10", SDLK_F10 },
{ "KEY_NUMLOCK", SDLK_NUMLOCK },
{ "KEY_SCROLL", SDLK_SCROLLOCK },
{ "KEY_NUMPAD7", SDLK_KP7 },
{ "KEY_NUMPAD8", SDLK_KP8 },
{ "KEY_NUMPAD9", SDLK_KP9 },
{ "KEY_SUBTRACT", SDLK_KP_MINUS },
{ "KEY_NUMPAD4", SDLK_KP4 },
{ "KEY_NUMPAD5", SDLK_KP5 },
{ "KEY_NUMPAD6", SDLK_KP6 },
{ "KEY_ADD", SDLK_KP_PLUS },
{ "KEY_NUMPAD1", SDLK_KP1 },
{ "KEY_NUMPAD2", SDLK_KP2 },
{ "KEY_NUMPAD3", SDLK_KP3 },
{ "KEY_NUMPAD0", SDLK_KP0 },
{ "KEY_DECIMAL", SDLK_KP_PERIOD },
{ "KEY_F11", SDLK_F11 },
{ "KEY_F12", SDLK_F12 },
{ "KEY_F13", SDLK_F13 },
{ "KEY_F14", SDLK_F14 },
{ "KEY_F15", SDLK_F15 },
{ "KEY_STOP", SDLK_BREAK },
{ "KEY_NUMPADENTER", SDLK_KP_ENTER },
{ "KEY_RCONTROL", SDLK_RCTRL },
{ "KEY_DIVIDE", SDLK_KP_DIVIDE },
{ "KEY_SYSRQ", SDLK_SYSREQ },
{ "KEY_RMENU", SDLK_RALT },
{ "KEY_HOME", SDLK_HOME },
{ "KEY_UP", SDLK_UP },
{ "KEY_PRIOR", SDLK_PAGEUP },
{ "KEY_LEFT", SDLK_LEFT },
{ "KEY_RIGHT", SDLK_RIGHT },
{ "KEY_END", SDLK_END },
{ "KEY_DOWN", SDLK_DOWN },
{ "KEY_NEXT", SDLK_PAGEDOWN },
{ "KEY_INSERT", SDLK_INSERT },
{ "KEY_DELETE", SDLK_DELETE },
{ "KEY_LWIN", SDLK_LSUPER },
{ "KEY_RWIN", SDLK_RSUPER },
{ "KEY_APPS", SDLK_MENU },
{ "KEY_JOY1_B1", SDLK_JOY1_B1 },
{ "KEY_JOY1_B2", SDLK_JOY1_B2 },
{ "KEY_JOY1_B3", SDLK_JOY1_B3 },
{ "KEY_JOY1_B4", SDLK_JOY1_B4 },
{ "KEY_JOY1_B5", SDLK_JOY1_B5 },
{ "KEY_JOY1_B6", SDLK_JOY1_B6 },
{ "KEY_JOY1_B7", SDLK_JOY1_B7 },
{ "KEY_JOY1_B8", SDLK_JOY1_B8 },
{ "KEY_JOY1_B9", SDLK_JOY1_B9 },
{ "KEY_JOY1_B10", SDLK_JOY1_B10 },
{ "KEY_JOY1_HLEFT", SDLK_JOY1_HLEFT },
{ "KEY_JOY1_HUP", SDLK_JOY1_HUP },
{ "KEY_JOY1_HRIGHT", SDLK_JOY1_HRIGHT },
{ "KEY_JOY1_HDOWN", SDLK_JOY1_HDOWN },
{ "KEY_JOY2_B1", SDLK_JOY2_B1 },
{ "KEY_JOY2_B2", SDLK_JOY2_B2 },
{ "KEY_JOY2_B3", SDLK_JOY2_B3 },
{ "KEY_JOY2_B4", SDLK_JOY2_B4 },
{ "KEY_JOY2_B5", SDLK_JOY2_B5 },
{ "KEY_JOY2_B6", SDLK_JOY2_B6 },
{ "KEY_JOY2_B7", SDLK_JOY2_B7 },
{ "KEY_JOY2_B8", SDLK_JOY2_B8 },
{ "KEY_JOY2_B9", SDLK_JOY2_B9 },
{ "KEY_JOY2_B10", SDLK_JOY2_B10 },
{ "KEY_JOY2_HLEFT", SDLK_JOY2_HLEFT },
{ "KEY_JOY2_HUP", SDLK_JOY2_HUP },
{ "KEY_JOY2_HRIGHT", SDLK_JOY2_HRIGHT },
{ "KEY_JOY2_HDOWN", SDLK_JOY2_HDOWN },
{ "KEY_MOUSE_B1", SDLK_MOUSE_B1 },
{ "KEY_MOUSE_B2", SDLK_MOUSE_B2 },
{ "KEY_MOUSE_B3", SDLK_MOUSE_B3 },
{ "KEY_MOUSE_B4", SDLK_MOUSE_B4 },
{ "AXIS_JOY1_X", SDLK_AXIS_JOY1_X },
{ "AXIS_JOY1_Y", SDLK_AXIS_JOY1_Y },
{ "AXIS_JOY1_Z", SDLK_AXIS_JOY1_Z },
{ "AXIS_JOY1_R", SDLK_AXIS_JOY1_R },
{ "AXIS_JOY1_U", SDLK_AXIS_JOY1_U },
{ "AXIS_JOY1_V", SDLK_AXIS_JOY1_V },
{ "AXIS_JOY2_X", SDLK_AXIS_JOY2_X },
{ "AXIS_JOY2_Y", SDLK_AXIS_JOY2_Y },
{ "AXIS_JOY2_Z", SDLK_AXIS_JOY2_Z },
{ "AXIS_JOY2_R", SDLK_AXIS_JOY2_R },
{ "AXIS_JOY2_U", SDLK_AXIS_JOY2_U },
{ "AXIS_JOY2_V", SDLK_AXIS_JOY2_V },
{ "AXIS_MOUSE_X", SDLK_AXIS_MOUSE_X },
{ "AXIS_MOUSE_Y", SDLK_AXIS_MOUSE_Y },
{ "AXIS_MOUSE_Z", SDLK_AXIS_MOUSE_Z }
};
struct luaL_reg builtins[] = {
{ "dofile", new_dofile },
{ "PrintDebug", PrintDebug },
{ "PrintWarning", PrintWarning },
{ "FunctionName", FunctionName },
{ "CheckForFile", CheckForFile },
{ "MakeColor", MakeColor },
{ "GetColorComponents", GetColorComponents },
{ "ReadRegistryValue", ReadRegistryValue },
{ "WriteRegistryValue", WriteRegistryValue },
{ "LocalizeString", LocalizeString },
{ "LoadActor", LoadActor },
{ "SetSelectedActor", SetSelectedActor },
{ "SetActorTalkColor", SetActorTalkColor },
{ "GetActorTalkColor", GetActorTalkColor },
{ "SetActorVisibility", SetActorVisibility },
{ "PutActorAt", PutActorAt },
{ "GetActorPos", GetActorPos },
{ "SetActorRot", SetActorRot },
{ "GetActorRot", GetActorRot },
{ "IsActorTurning", IsActorTurning },
{ "GetAngleBetweenActors", GetAngleBetweenActors },
{ "GetActorYawToPoint", GetActorYawToPoint },
{ "PutActorInSet", PutActorInSet },
{ "SetActorWalkRate", SetActorWalkRate },
{ "GetActorWalkRate", GetActorWalkRate },
{ "SetActorTurnRate", SetActorTurnRate },
{ "WalkActorForward", WalkActorForward },
{ "WalkActorTo", WalkActorTo },
{ "IsActorMoving", IsActorMoving },
{ "TurnActor", TurnActor },
{ "PushActorCostume", PushActorCostume },
{ "SetActorTalkChore", SetActorTalkChore },
{ "SetActorCostume", SetActorCostume },
{ "GetActorCostume", GetActorCostume },
{ "PopActorCostume", PopActorCostume },
{ "GetActorCostumeDepth", GetActorCostumeDepth },
{ "PlayActorChore", PlayActorChore },
{ "PlayActorChoreLooping", PlayActorChoreLooping },
{ "SetActorChoreLooping", SetActorChoreLooping },
{ "StopActorChore", StopActorChore },
{ "IsActorChoring", IsActorChoring },
{ "GetVisibleThings", GetVisibleThings },
{ "SayLine", SayLine },
{ "IsMessageGoing", IsMessageGoing },
{ "GetActorSector", GetActorSector },
{ "IsActorInSector", IsActorInSector },
{ "MakeSectorActive", MakeSectorActive },
{ "MakeCurrentSet", MakeCurrentSet },
{ "MakeCurrentSetup", MakeCurrentSetup },
{ "GetCurrentSetup", GetCurrentSetup },
{ "GetShrinkPos", GetShrinkPos },
{ "ImStartSound", ImStartSound },
{ "ImStopSound", ImStopSound },
{ "ImGetParam", ImGetParam },
{ "ImSetState", ImSetState },
{ "ImSetSequence", ImSetSequence },
{ "PerSecond", PerSecond },
{ "EnableControl", EnableControl },
{ "DisableControl", DisableControl },
{ "GetControlState", GetControlState },
{ "InputDialog", InputDialog },
{ "ChangeTextObject", ChangeTextObject },
{ "GetTextObjectDimensions", GetTextObjectDimensions },
{ "MakeTextObject", MakeTextObject },
{ "KillTextObject", KillTextObject },
{ "ShutUpActor", ShutUpActor },
{ "HardwareAccelerated", HardwareAccelerated },
{ "ActorLookAt", ActorLookAt },
{ "SetActorLookRate", SetActorLookRate },
{ "GetActorLookRate", GetActorLookRate },
{ "SetActorHead", SetActorHead },
{ "StartMovie", StartMovie },
{ "StopMovie", StopMovie },
{ "PauseMovie", PauseMovie },
{ "IsMoviePlaying", IsMoviePlaying },
{ "StartFullscreenMovie", StartFullscreenMovie },
{ "IsFullscreenMoviePlaying", IsFullscreenMoviePlaying },
};
void register_lua() {
// Create various LUA tags
actor_tag = lua_newtag();
color_tag = lua_newtag();
sound_tag = lua_newtag(); // Yaz: wasn't found in the original engine, maybe I messed it.
text_tag = lua_newtag();
vbuffer_tag = lua_newtag();
//Yaz: do we really need a garbage collector ?
// Register GC methods
lua_pushcfunction(gc_Color);
lua_settagmethod(color_tag, "gc");
lua_pushcfunction(gc_Sound);
lua_settagmethod(sound_tag, "gc");
// Register system table
lua_Object system_table = lua_createtable();
lua_pushobject(system_table);
lua_setglobal("system");
// Create and populate system.controls table
lua_Object controls_table = lua_createtable();
lua_pushobject(system_table);
lua_pushstring("controls");
lua_pushobject(controls_table);
lua_settable();
for (unsigned i = 0; i < sizeof(controls) / sizeof(controls[0]); i++) {
lua_pushobject(controls_table);
lua_pushstring(controls[i].name);
lua_pushnumber(controls[i].key);
lua_settable();
}
// Register new version of dofile, and other builtin functions
luaL_openlib(builtins, sizeof(builtins) / sizeof(builtins[0]));
// Register stubs
for (unsigned i = 0; i < sizeof(stubFuncs) / sizeof(char *); i++) {
lua_pushstring(stubFuncs[i]);
lua_pushcclosure(stubWarning, 1);
lua_setglobal(stubFuncs[i]);
}
// Register constants for box types
lua_pushnumber(1);
lua_setglobal("WALK"); // Set to this value by Grim Fandango
// scripts anyway...
lua_pushnumber(2);
lua_setglobal("CAMERA");
lua_pushnumber(3);
lua_setglobal("HOT");
}
int bundle_dofile(const char *filename) {
Block *b = ResourceLoader::instance()->getFileBlock(filename);
if (b == NULL) {
delete b;
// Don't print warnings on Scripts\foo.lua,
// d:\grimFandango\Scripts\foo.lua
if (std::strstr(filename, "Scripts\\") == NULL)
warning("Cannot find script %s\n", filename);
return 2;
}
int result = lua_dobuffer(const_cast<char *>(b->data()), b->len(),
const_cast<char *>(filename));
delete b;
return result;
}
lua_Object getEventHandler(const char *name) {
lua_Object system_table = lua_getglobal("system");
lua_pushobject(system_table);
lua_pushstring(const_cast<char *>(name));
lua_Object handler = lua_gettable();
if (lua_isnil(handler))
return LUA_NOOBJECT;
if (lua_istable(handler)) {
lua_pushobject(handler); // Push handler object
lua_pushobject(handler); // For gettable
lua_pushstring(const_cast<char *>(name));
handler = lua_gettable();
if (lua_isnil(handler))
return LUA_NOOBJECT;
}
if (! lua_isfunction(handler)) {
warning("Invalid event handler %s", name);
return LUA_NOOBJECT;
}
return handler;
}