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/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "math/matrix3.h"
#include "engines/grim/debug.h"
#include "engines/grim/lua_v1.h"
#include "engines/grim/actor.h"
#include "engines/grim/grim.h"
#include "engines/grim/set.h"
#include "engines/grim/lua/lauxlib.h"
namespace Grim {
// Sector functions
/* Find the sector (of any type) which contains
* the requested coordinate (x,y,z).
*/
void Lua_V1::GetPointSector() {
lua_Object xObj = lua_getparam(1);
lua_Object yObj = lua_getparam(2);
lua_Object zObj = lua_getparam(3);
lua_Object typeObj = lua_getparam(4);
Sector::SectorType sectorType;
if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) {
lua_pushnil();
return;
}
if (lua_isnil(typeObj))
sectorType = Sector::WalkType;
else
sectorType = (Sector::SectorType)(int)lua_getnumber(typeObj);
float x = lua_getnumber(xObj);
float y = lua_getnumber(yObj);
float z = lua_getnumber(zObj);
Math::Vector3d point(x, y, z);
Sector *result = g_grim->getCurrSet()->findPointSector(point, sectorType);
if (result) {
lua_pushnumber(result->getSectorId());
lua_pushstring(result->getName().c_str());
lua_pushnumber(result->getType());
} else {
lua_pushnil();
}
}
void Lua_V1::GetActorSector() {
lua_Object actorObj = lua_getparam(1);
lua_Object typeObj = lua_getparam(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
if (!lua_isnumber(typeObj))
return;
Actor *actor = getactor(actorObj);
Sector::SectorType sectorType = (Sector::SectorType)(int)lua_getnumber(typeObj);
Math::Vector3d pos = actor->getWorldPos();
Sector *result = g_grim->getCurrSet()->findPointSector(pos, sectorType);
if (result) {
lua_pushnumber(result->getSectorId());
lua_pushstring(result->getName().c_str());
lua_pushnumber(result->getType());
} else {
lua_pushnil();
}
}
void Lua_V1::IsActorInSector() {
lua_Object actorObj = lua_getparam(1);
lua_Object nameObj = lua_getparam(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
if (!lua_isstring(nameObj)) {
lua_pushnil();
return;
}
Actor *actor = getactor(actorObj);
const char *name = lua_getstring(nameObj);
Sector *sector;
if (g_grim->getGameType() == GType_GRIM) {
sector = g_grim->getCurrSet()->getSectorBySubstring(name, actor->getPos());
} else {
sector = g_grim->getCurrSet()->getSectorByName(name);
if (!(sector && sector->isPointInSector(actor->getPos()))) {
sector = nullptr;
}
}
if (sector) {
lua_pushnumber(sector->getSectorId());
lua_pushstring(sector->getName().c_str());
lua_pushnumber(sector->getType());
} else {
lua_pushnil();
}
}
void Lua_V1::IsPointInSector() {
lua_Object xObj = lua_getparam(1);
lua_Object yObj = lua_getparam(2);
lua_Object zObj = lua_getparam(3);
lua_Object nameObj = lua_getparam(4);
if (!lua_isstring(nameObj)) {
lua_pushnil();
return;
}
const char *name = lua_getstring(nameObj);
float x = lua_getnumber(xObj);
float y = lua_getnumber(yObj);
float z = lua_getnumber(zObj);
Math::Vector3d pos(x, y, z);
Sector *sector = g_grim->getCurrSet()->getSectorBySubstring(name, pos);
if (sector) {
lua_pushnumber(sector->getSectorId());
lua_pushstring(sector->getName().c_str());
lua_pushnumber(sector->getType());
} else {
lua_pushnil();
}
}
void Lua_V1::GetSectorOppositeEdge() {
lua_Object actorObj = lua_getparam(1);
lua_Object nameObj = lua_getparam(2);
if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
return;
if (!lua_isstring(nameObj)) {
lua_pushnil();
return;
}
Actor *actor = getactor(actorObj);
const char *name = lua_getstring(nameObj);
Sector *sector = g_grim->getCurrSet()->getSectorBySubstring(name);
if (sector) {
if (sector->getNumVertices() != 4)
warning("GetSectorOppositeEdge(): cheat box with %d (!= 4) edges!", sector->getNumVertices());
Math::Vector3d *vertices = sector->getVertices();
Sector::ExitInfo e;
sector->getExitInfo(actor->getPos(), -actor->getPuckVector(), &e);
float frac = (e.exitPoint - vertices[e.edgeVertex + 1]).getMagnitude() / e.edgeDir.getMagnitude();
e.edgeVertex -= 2;
if (e.edgeVertex < 0)
e.edgeVertex += sector->getNumVertices();
Math::Vector3d edge = vertices[e.edgeVertex + 1] - vertices[e.edgeVertex];
Math::Vector3d p = vertices[e.edgeVertex] + edge * frac;
lua_pushnumber(p.x());
lua_pushnumber(p.y());
lua_pushnumber(p.z());
} else {
lua_pushnil();
}
}
void Lua_V1::MakeSectorActive() {
lua_Object sectorObj = lua_getparam(1);
if (!lua_isnumber(sectorObj) && !lua_isstring(sectorObj))
return;
// FIXME: This happens on initial load. Are we initting something in the wrong order?
if (!g_grim->getCurrSet()) {
warning("!!!! Trying to call MakeSectorActive without a scene");
return;
}
bool visible = !lua_isnil(lua_getparam(2));
if (lua_isnumber(sectorObj)) {
int numSectors = g_grim->getCurrSet()->getSectorCount();
int id = (int)lua_getnumber(sectorObj);
for (int i = 0; i < numSectors; i++) {
Sector *sector = g_grim->getCurrSet()->getSectorBase(i);
if (sector->getSectorId() == id) {
sector->setVisible(visible);
return;
}
}
} else if (lua_isstring(sectorObj)) {
const char *name = lua_getstring(sectorObj);
// a search by name here is needed for set bv, since it calls MakeSectorActive with sectors
// "bw_gone" and "bw_gone2", and a substring search would return "bw_gone2" for both.
Sector *sector = g_grim->getCurrSet()->getSectorByName(name);
if (sector) {
sector->setVisible(visible);
}
}
}
// Set functions
void Lua_V1::LockSet() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj))
return;
const char *name = lua_getstring(nameObj);
// TODO implement proper locking
g_grim->setSetLock(name, true);
}
void Lua_V1::UnLockSet() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj))
return;
const char *name = lua_getstring(nameObj);
// TODO implement proper unlocking
g_grim->setSetLock(name, false);
}
void Lua_V1::MakeCurrentSet() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj)) {
// TODO setting current set null
warning("Lua_V1::MakeCurrentSet: implement missing case");
return;
}
const char *name = lua_getstring(nameObj);
Debug::debug(Debug::Engine, "Entered new scene '%s'.", name);
g_grim->setSet(name);
}
void Lua_V1::MakeCurrentSetup() {
lua_Object setupObj = lua_getparam(1);
if (!lua_isnumber(setupObj))
return;
int num = (int)lua_getnumber(setupObj);
g_grim->makeCurrentSetup(num);
}
/* Find the requested scene and return the current setup
* id number. This function cannot just use the current
* scene or else when Manny opens his inventory information
* gets lost, such as the position for the demon beavors
* in the Petrified Forest.
*/
void Lua_V1::GetCurrentSetup() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj))
return;
const char *name = lua_getstring(nameObj);
// FIXME there are some big difference here !
Set *scene = g_grim->loadSet(name);
if (!scene) {
warning("GetCurrentSetup() Requested scene (%s) is not loaded", name);
lua_pushnil();
return;
}
lua_pushnumber(scene->getSetup());
}
void Lua_V1::PreviousSetup() {
int num = g_grim->getCurrSet()->getSetup() - 1;
if (num < 0) {
num = g_grim->getCurrSet()->getNumSetups() - 1;
}
g_grim->makeCurrentSetup(num);
}
void Lua_V1::NextSetup() {
int num = g_grim->getCurrSet()->getSetup() + 1;
if (num >= g_grim->getCurrSet()->getNumSetups()) {
num = 0;
}
g_grim->makeCurrentSetup(num);
}
/* This function makes the walkplane sectors smaller by the
* given size. This is used when manny is holding some big
* thing, like his scythe, that is likely to clip with the
* things around him. The sectors are still connected, but they
* have a margin which prevents manny to go too close to the
* sectors edges.
*/
void Lua_V1::ShrinkBoxes() {
lua_Object sizeObj = lua_getparam(1);
if (lua_isnumber(sizeObj)) {
float size = lua_getnumber(sizeObj);
g_grim->getCurrSet()->shrinkBoxes(size);
}
}
void Lua_V1::UnShrinkBoxes() {
g_grim->getCurrSet()->unshrinkBoxes();
}
/* Given a position and a size this function calculates and pushes
* the nearest point to that which will be valid if the boxes are
* shrunk by the amount specified.
*/
void Lua_V1::GetShrinkPos() {
lua_Object xObj = lua_getparam(1);
lua_Object yObj = lua_getparam(2);
lua_Object zObj = lua_getparam(3);
lua_Object rObj = lua_getparam(4);
if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj) || !lua_isnumber(rObj))
return;
float x = lua_getnumber(xObj);
float y = lua_getnumber(yObj);
float z = lua_getnumber(zObj);
float r = lua_getnumber(rObj);
Math::Vector3d pos;
pos.set(x, y, z);
Sector *sector;
g_grim->getCurrSet()->shrinkBoxes(r);
g_grim->getCurrSet()->findClosestSector(pos, §or, &pos);
g_grim->getCurrSet()->unshrinkBoxes();
if (sector) {
lua_pushnumber(pos.x());
lua_pushnumber(pos.y());
lua_pushnumber(pos.z());
} else {
lua_pushnil();
}
}
void Lua_V1::NewObjectState() {
int setupID = (int)lua_getnumber(lua_getparam(1));
int val = (int)lua_getnumber(lua_getparam(2));
ObjectState::Position pos = (ObjectState::Position)val;
const char *bitmap = lua_getstring(lua_getparam(3));
const char *zbitmap = nullptr;
if (!lua_isnil(lua_getparam(4)))
zbitmap = lua_getstring(lua_getparam(4));
bool transparency = getbool(5);
ObjectState *state = g_grim->getCurrSet()->addObjectState(setupID, pos, bitmap, zbitmap, transparency);
lua_pushusertag(state->getId(), MKTAG('S','T','A','T'));
}
void Lua_V1::FreeObjectState() {
lua_Object param = lua_getparam(1);
if (!lua_isuserdata(param) || lua_tag(param) != MKTAG('S','T','A','T'))
return;
ObjectState *state = getobjectstate(param);
g_grim->getCurrSet()->deleteObjectState(state);
delete state;
}
void Lua_V1::SendObjectToBack() {
lua_Object param = lua_getparam(1);
if (lua_isuserdata(param) && lua_tag(param) == MKTAG('S','T','A','T')) {
ObjectState *state = getobjectstate(param);
g_grim->getCurrSet()->moveObjectStateToBack(state);
}
}
void Lua_V1::SendObjectToFront() {
lua_Object param = lua_getparam(1);
if (lua_isuserdata(param) && lua_tag(param) == MKTAG('S','T','A','T')) {
ObjectState *state = getobjectstate(param);
g_grim->getCurrSet()->moveObjectStateToFront(state);
}
}
void Lua_V1::SetObjectType() {
lua_Object param = lua_getparam(1);
if (!lua_isuserdata(param) || lua_tag(param) != MKTAG('S','T','A','T'))
return;
ObjectState *state = getobjectstate(param);
int val = (int)lua_getnumber(lua_getparam(2));
ObjectState::Position pos = (ObjectState::Position)val;
state->setPos(pos);
}
void Lua_V1::SetAmbientLight() {
int mode = (int)lua_getnumber(lua_getparam(1));
Set *set = g_grim->getCurrSet();
if (set == nullptr)
return;
if (mode == 0) {
set->setLightEnableState(true);
} else if (mode == 1) {
set->setLightEnableState(false);
}
}
void Lua_V1::SetLightIntensity() {
lua_Object lightObj = lua_getparam(1);
lua_Object intensityObj = lua_getparam(2);
if (!lua_isnumber(intensityObj))
return;
float intensity = lua_getnumber(intensityObj);
if (lua_isnumber(lightObj)) {
int light = (int)lua_getnumber(lightObj);
g_grim->getCurrSet()->setLightIntensity(light, intensity);
} else if (lua_isstring(lightObj)) {
const char *light = lua_getstring(lightObj);
g_grim->getCurrSet()->setLightIntensity(light, intensity);
}
}
void Lua_V1::SetLightPosition() {
lua_Object lightObj = lua_getparam(1);
lua_Object xObj = lua_getparam(2);
lua_Object yObj = lua_getparam(3);
lua_Object zObj = lua_getparam(4);
if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj))
return;
float x = lua_getnumber(xObj);
float y = lua_getnumber(yObj);
float z = lua_getnumber(zObj);
Math::Vector3d vec(x, y, z);
if (lua_isnumber(lightObj)) {
int light = (int)lua_getnumber(lightObj);
g_grim->getCurrSet()->setLightPosition(light, vec);
} else if (lua_isstring(lightObj)) {
const char *light = lua_getstring(lightObj);
g_grim->getCurrSet()->setLightPosition(light, vec);
}
}
void Lua_V1::TurnLightOn() {
lua_Object lightObj = lua_getparam(1);
Set *scene = g_grim->getCurrSet();
bool isOn = getbool(2);
if (lua_isnumber(lightObj)) {
scene->setLightEnabled((int)lua_getnumber(lightObj), isOn);
} else if (lua_isstring(lightObj)) {
scene->setLightEnabled(lua_getstring(lightObj), isOn);
}
}
} // end of namespace Grim
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