scummvm/engines/grim/lua_v1.cpp
2011-05-13 17:55:14 -07:00

1660 lines
45 KiB
C++

/* Residual - A 3D game interpreter
*
* Residual 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
* $URL$
* $Id$
*
*/
#define FORBIDDEN_SYMBOL_EXCEPTION_printf
#include "common/endian.h"
#include "common/system.h"
#include "engines/grim/lua.h"
#include "engines/grim/actor.h"
#include "engines/grim/lipsync.h"
#include "engines/grim/costume.h"
#include "engines/grim/registry.h"
#include "engines/grim/localize.h"
#include "engines/grim/colormap.h"
#include "engines/grim/grim.h"
#include "engines/grim/savegame.h"
#include "engines/grim/resource.h"
#include "engines/grim/bitmap.h"
#include "engines/grim/font.h"
#include "engines/grim/lua/lauxlib.h"
#include "engines/grim/lua/luadebug.h"
namespace Grim {
int refSystemTable;
int refTypeOverride;
int refOldConcatFallback;
int refTextObjectX;
int refTextObjectY;
int refTextObjectFont;
int refTextObjectWidth;
int refTextObjectHeight;
int refTextObjectFGColor;
int refTextObjectBGColor;
int refTextObjectFXColor;
int refTextObjectHIColor;
int refTextObjectDuration;
int refTextObjectCenter;
int refTextObjectLJustify;
int refTextObjectRJustify;
int refTextObjectVolume;
int refTextObjectBackground;
int refTextObjectPan;
#define strmatch(src, dst) (strlen(src) == strlen(dst) && strcmp(src, dst) == 0)
bool getbool(int num) {
return !lua_isnil(lua_getparam(num));
}
void pushbool(bool val) {
if (val)
lua_pushnumber(1);
else
lua_pushnil();
}
Actor *getactor(lua_Object obj) {
return g_grim->getActor(lua_getuserdata(obj));
}
TextObject *gettextobject(lua_Object obj) {
return g_grim->getTextObject(lua_getuserdata(obj));
}
Font *getfont(lua_Object obj) {
return g_grim->getFont(lua_getuserdata(obj));
}
Color *getcolor(lua_Object obj) {
return g_grim->getColor(lua_getuserdata(obj));
}
PrimitiveObject *getprimitive(lua_Object obj) {
return g_grim->getPrimitiveObject(lua_getuserdata(obj));
}
ObjectState *getobjectstate(lua_Object obj) {
return g_grim->getObjectState(lua_getuserdata(obj));
}
byte clamp_color(int c) {
if (c < 0)
return 0;
else if (c > 255)
return 255;
else
return c;
}
bool findCostume(lua_Object costumeObj, Actor *actor, Costume **costume) {
*costume = actor->getCurrentCostume(); // should be root of list I think
if (lua_isnil(costumeObj))
return true;
if (lua_isnumber(costumeObj)) {
/* int num = (int)lua_getnumber(costumeObj);*/
error("findCostume: search by Id not implemented");
// TODO get costume by ID ?
}
if (lua_isstring(costumeObj)) {
*costume = actor->findCostume(lua_getstring(costumeObj));
return *costume != 0;
}
return false;
}
int luaA_passresults();
void L1_new_dofile() {
const char *fname_str = luaL_check_string(1);
if (g_grim->bundle_dofile(fname_str) == 0)
if (luaA_passresults() == 0)
lua_pushuserdata(0);
}
// Debugging message functions
void L1_PrintDebug() {
if (gDebugLevel == DEBUG_NORMAL || gDebugLevel == DEBUG_ALL) {
Common::String msg("Debug: ");
lua_Object strObj = lua_getparam(1);
if (lua_isnil(strObj))
msg += "(nil)";
if (!lua_isstring(strObj))
return;
msg += Common::String(lua_getstring(strObj)) + "\n";
printf("%s", msg.c_str());
}
}
void L1_PrintError() {
if (gDebugLevel == DEBUG_ERROR || gDebugLevel == DEBUG_ALL) {
Common::String msg("Error: ");
lua_Object strObj = lua_getparam(1);
if (lua_isnil(strObj))
msg += "(nil)";
if (!lua_isstring(strObj))
return;
msg += Common::String(lua_getstring(strObj)) + "\n";
printf("%s", msg.c_str());
}
}
void L1_PrintWarning() {
if (gDebugLevel == DEBUG_WARN || gDebugLevel == DEBUG_ALL) {
Common::String msg("Warning: ");
lua_Object strObj = lua_getparam(1);
if (lua_isnil(strObj))
msg += "(nil)";
if (!lua_isstring(strObj))
return;
msg += Common::String(lua_getstring(strObj)) + "\n";
printf("%s", msg.c_str());
}
}
void L1_FunctionName() {
const char *name;
char buf[256];
const char *filename = 0;
int32 line;
lua_Object param1 = lua_getparam(1);
if (!lua_isfunction(param1)) {
sprintf(buf, "function InvalidArgsToFunctionName");
lua_pushstring(buf);
return;
}
lua_funcinfo(param1, &filename, &line);
switch (*lua_getobjname(param1, &name)) {
case 'g':
sprintf(buf, "function %.100s", name);
break;
case 't':
sprintf(buf, "`%.100s' tag method", name);
break;
default:
{
// cout<<(void*)filename<<endl;
if (line == 0)
sprintf(buf, "main of %.100s", filename);
else if (line < 0)
sprintf(buf, "%.100s", filename);
else {
sprintf(buf, "function (%.100s:%d)", filename, (int)line);
filename = NULL;
}
}
}
int curr_line = lua_currentline(param1);
if (curr_line > 0)
sprintf(buf + strlen(buf), " at line %d", curr_line);
if (filename)
sprintf(buf + strlen(buf), " [in file %.100s]", filename);
lua_pushstring(buf);
}
void L1_CheckForFile() {
lua_Object strObj = lua_getparam(1);
if (!lua_isstring(strObj))
return;
const char *filename = lua_getstring(strObj);
pushbool(g_resourceloader->getFileExists(filename));
}
void L1_MakeColor() {
lua_Object rObj = lua_getparam(1);
lua_Object gObj = lua_getparam(2);
lua_Object bObj = lua_getparam(3);
int r, g, b;
if (!lua_isnumber(rObj))
r = 0;
else
r = clamp_color((int)lua_getnumber(rObj));
if (!lua_isnumber(gObj))
g = 0;
else
g = clamp_color((int)lua_getnumber(gObj));
if (!lua_isnumber(bObj))
b = 0;
else
b = clamp_color((int)lua_getnumber(bObj));
Color *c = new Color (r, g ,b);
g_grim->registerColor(c);
lua_pushusertag(c->getId(), MKTAG('C','O','L','R'));
}
void L1_GetColorComponents() {
lua_Object colorObj = lua_getparam(1);
Color *c = getcolor(colorObj);
lua_pushnumber(c->getRed());
lua_pushnumber(c->getGreen());
lua_pushnumber(c->getBlue());
}
void L1_ReadRegistryValue() {
lua_Object keyObj = lua_getparam(1);
if (!lua_isstring(keyObj)) {
lua_pushnil();
return;
}
const char *key = lua_getstring(keyObj);
const char *val = g_registry->get(key, "");
// this opcode can return lua_pushnumber due binary nature of some registry entries, but not implemented
if (val[0] == 0)
lua_pushnil();
else
lua_pushstring(const_cast<char *>(val));
}
void L1_WriteRegistryValue() {
lua_Object keyObj = lua_getparam(1);
lua_Object valObj = lua_getparam(2);
if (!lua_isstring(keyObj))
return;
if (!lua_isstring(valObj))
return;
// this opcode can get lua_getnumber due binary nature of some registry entries, but not implemented
const char *key = lua_getstring(keyObj);
const char *val = lua_getstring(valObj);
g_registry->set(key, val);
}
void L1_GetAngleBetweenVectors() {
lua_Object vec1Obj = lua_getparam(1);
lua_Object vec2Obj = lua_getparam(2);
if (!lua_istable(vec1Obj) || !lua_istable(vec2Obj)) {
lua_pushnil();
return;
}
lua_pushobject(vec1Obj);
lua_pushstring("x");
lua_Object table = lua_gettable();
float x1 = lua_getnumber(table);
lua_pushobject(vec1Obj);
lua_pushstring("y");
table = lua_gettable();
float y1 = lua_getnumber(table);
lua_pushobject(vec1Obj);
lua_pushstring("z");
table = lua_gettable();
float z1 = lua_getnumber(table);
lua_pushobject(vec2Obj);
lua_pushstring("x");
table = lua_gettable();
float x2 = lua_getnumber(table);
lua_pushobject(vec2Obj);
lua_pushstring("y");
table = lua_gettable();
float y2 = lua_getnumber(table);
lua_pushobject(vec2Obj);
lua_pushstring("z");
table = lua_gettable();
float z2 = lua_getnumber(table);
Graphics::Vector3d vec1(x1, y1, z1);
Graphics::Vector3d vec2(x2, y2, z2);
vec1.normalize();
vec2.normalize();
float dot = vec1.dotProduct(vec2.x(), vec2.y(), vec2.z());
float angle = 90.0f - (180.0f * asin(dot)) / LOCAL_PI;
if (angle < 0)
angle = -angle;
lua_pushnumber(angle);
}
void L1_Is3DHardwareEnabled() {
pushbool(g_driver->isHardwareAccelerated());
}
void L1_SetHardwareState() {
// changing only in config setup (software/hardware rendering)
bool accel = getbool(1);
if (accel)
g_registry->set("soft_renderer", "false");
else
g_registry->set("soft_renderer", "true");
}
void L1_SetVideoDevices() {
int devId;
int modeId;
devId = (int)lua_getnumber(lua_getparam(1));
modeId = (int)lua_getnumber(lua_getparam(2));
// ignore setting video devices
}
void L1_GetVideoDevices() {
lua_pushnumber(0.0);
lua_pushnumber(-1.0);
}
void L1_EnumerateVideoDevices() {
lua_Object result = lua_createtable();
lua_pushobject(result);
lua_pushnumber(0.0); // id of device
lua_pushstring(g_driver->getVideoDeviceName()); // name of device
lua_settable();
lua_pushobject(result);
}
void L1_Enumerate3DDevices() {
lua_Object result = lua_createtable();
lua_Object numObj = lua_getparam(1);
if (!lua_isnumber(numObj))
return;
/* int num = (int)lua_getnumber(numObj);*/
lua_pushobject(result);
lua_pushnumber(-1.0);
if (g_driver->isHardwareAccelerated()) {
lua_pushstring("OpenGL"); // type of 3d renderer
} else {
lua_pushstring("/engn003/Software"); // type of 3d renderer
}
lua_settable();
lua_pushobject(result);
}
/* RotateVector takes a vector and rotates it around
* the point (0,0,0) by the requested number of degrees.
* This function is used to calculate the locations for
* getting on and off of the Bone Wagon and for going up
* and down the slide with the chain at the end of the world.
*/
void L1_RotateVector() {
lua_Object vecObj = lua_getparam(1);
lua_Object rotObj = lua_getparam(2);
lua_Object resObj;
Graphics::Vector3d vec, rot, resVec;
float x, y, z;
if (!lua_istable(vecObj) || !lua_istable(rotObj)) {
lua_pushnil();
return;
}
lua_pushobject(vecObj);
lua_pushstring("x");
x = lua_getnumber(lua_gettable());
lua_pushobject(vecObj);
lua_pushstring("y");
y = lua_getnumber(lua_gettable());
lua_pushobject(vecObj);
lua_pushstring("z");
z = lua_getnumber(lua_gettable());
vec.set(x, y, z);
lua_pushobject(rotObj);
lua_pushstring("x");
x = lua_getnumber(lua_gettable());
lua_pushobject(rotObj);
lua_pushstring("y");
y = lua_getnumber(lua_gettable());
lua_pushobject(rotObj);
lua_pushstring("z");
z = lua_getnumber(lua_gettable());
rot.set(x, y, z);
// FIXME: Is this really right?
float xAngle = x * LOCAL_PI / 180.f;
float yAngle = z * LOCAL_PI / 180.f;
float zAngle = y * LOCAL_PI / 180.f;
x = vec.x() * cos(zAngle) - vec.y() * sin(zAngle);
y = vec.x() * sin(zAngle) + vec.y() * cos(zAngle);
vec.x() = x;
vec.y() = y;
y = vec.y() * cos(xAngle) - vec.z() * sin(xAngle);
z = vec.y() * sin(xAngle) + vec.z() * cos(xAngle);
vec.y() = y;
vec.z() = z;
x = vec.x() * cos(yAngle) - vec.z() * sin(yAngle);
z = vec.x() * sin(yAngle) + vec.z() * cos(yAngle);
vec.x() = x;
vec.z() = z;
resObj = lua_createtable();
lua_pushobject(resObj);
lua_pushstring("x");
lua_pushnumber(vec.x());
lua_settable();
lua_pushobject(resObj);
lua_pushstring("y");
lua_pushnumber(vec.y());
lua_settable();
lua_pushobject(resObj);
lua_pushstring("z");
lua_pushnumber(vec.z());
lua_settable();
lua_pushobject(resObj);
}
// Sector functions
/* Find the sector (of any type) which contains
* the requested coordinate (x,y,z).
*/
void L1_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);
Graphics::Vector3d point(x, y, z);
Sector *result = g_grim->getCurrScene()->findPointSector(point, sectorType);
if (result) {
lua_pushnumber(result->getSectorId());
lua_pushstring(const_cast<char *>(result->getName()));
lua_pushnumber(result->getType());
} else {
lua_pushnil();
}
}
void L1_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);
Graphics::Vector3d pos = actor->getDestPos();
Sector *result = g_grim->getCurrScene()->findPointSector(pos, sectorType);
if (result) {
lua_pushnumber(result->getSectorId());
lua_pushstring(const_cast<char *>(result->getName()));
lua_pushnumber(result->getType());
} else {
lua_pushnil();
}
}
void L1_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);
int numSectors = g_grim->getCurrScene()->getSectorCount();
for (int i = 0; i < numSectors; i++) {
Sector *sector = g_grim->getCurrScene()->getSectorBase(i);
if (strmatch(sector->getName(), name)) {
if (sector->isPointInSector(actor->getPos())) {
lua_pushnumber(sector->getSectorId());
lua_pushstring(sector->getName());
lua_pushnumber(sector->getType());
return;
}
}
}
lua_pushnil();
}
void L1_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);
Graphics::Vector3d pos(x, y, z);
int numSectors = g_grim->getCurrScene()->getSectorCount();
for (int i = 0; i < numSectors; i++) {
Sector *sector = g_grim->getCurrScene()->getSectorBase(i);
if (strmatch(sector->getName(), name)) {
if (sector->isPointInSector(pos)) {
lua_pushnumber(sector->getSectorId());
lua_pushstring(sector->getName());
lua_pushnumber(sector->getType());
return;
}
}
}
lua_pushnil();
}
void L1_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->getCurrScene()) {
warning("!!!! Trying to call MakeSectorActive without a scene");
return;
}
bool visible = !lua_isnil(lua_getparam(2));
int numSectors = g_grim->getCurrScene()->getSectorCount();
if (lua_isstring(sectorObj)) {
const char *name = lua_getstring(sectorObj);
for (int i = 0; i < numSectors; i++) {
Sector *sector = g_grim->getCurrScene()->getSectorBase(i);
if (strmatch(sector->getName(), name)) {
sector->setVisible(visible);
return;
}
}
} else if (lua_isnumber(sectorObj)) {
int id = (int)lua_getnumber(sectorObj);
for (int i = 0; i < numSectors; i++) {
Sector *sector = g_grim->getCurrScene()->getSectorBase(i);
if (sector->getSectorId() == id) {
sector->setVisible(visible);
return;
}
}
}
}
// Scene functions
void L1_LockSet() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj))
return;
const char *name = lua_getstring(nameObj);
// TODO implement proper locking
g_grim->setSceneLock(name, true);
}
void L1_UnLockSet() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj))
return;
const char *name = lua_getstring(nameObj);
// TODO implement proper unlocking
g_grim->setSceneLock(name, false);
}
void L1_MakeCurrentSet() {
lua_Object nameObj = lua_getparam(1);
if (!lua_isstring(nameObj)) {
// TODO setting current set null
return;
}
const char *name = lua_getstring(nameObj);
if (gDebugLevel == DEBUG_NORMAL || gDebugLevel == DEBUG_ALL)
printf("Entered new scene '%s'.\n", name);
g_grim->setScene(name);
}
void L1_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 L1_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 !
Scene *scene = g_grim->findScene(name);
if (!scene) {
warning("GetCurrentSetup() Requested scene (%s) is not loaded", name);
lua_pushnil();
return;
}
lua_pushnumber(scene->getSetup());
}
void L1_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);
Graphics::Vector3d pos;
pos.set(x, y, z);
// TODO
//UnShrinkBoxes();
// lua_pusnumber 1, 2, 3 or lua_pushnil
lua_pushnumber(x);
lua_pushnumber(y);
lua_pushnumber(z);
warning("Stub function GetShrinkPos(%g,%g,%g,%g) called", x, y, z, r);
}
void L1_FileFindDispose() {
if (g_grim->_listFilesIter)
g_grim->_listFilesIter->begin();
g_grim->_listFiles.clear();
g_grim->_listFilesIter = NULL;
}
void L1_FileFindNext() {
if (g_grim->_listFilesIter == g_grim->_listFiles.end()) {
lua_pushnil();
L1_FileFindDispose();
} else {
lua_pushstring(g_grim->_listFilesIter->c_str());
g_grim->_listFilesIter++;
}
}
void L1_FileFindFirst() {
lua_Object extObj = lua_getparam(1);
if (!lua_isstring(extObj)) {
lua_pushnil();
return;
}
L1_FileFindDispose();
const char *extension = lua_getstring(extObj);
Common::SaveFileManager *saveFileMan = g_system->getSavefileManager();
g_grim->_listFiles = saveFileMan->listSavefiles(extension);
g_grim->_listFilesIter = g_grim->_listFiles.begin();
if (g_grim->_listFilesIter == g_grim->_listFiles.end())
lua_pushnil();
else
L1_FileFindNext();
}
void L1_PerSecond() {
lua_Object rateObj = lua_getparam(1);
if (!lua_isnumber(rateObj)) {
lua_pushnil();
return;
}
float rate = lua_getnumber(rateObj);
lua_pushnumber(g_grim->getPerSecond(rate));
}
void L1_EnableControl() {
lua_Object numObj = lua_getparam(1);
if (!lua_isnumber(numObj)) {
lua_pushnil();
return;
}
int num = (int)lua_getnumber(numObj);
if (num < 0 || num >= KEYCODE_EXTRA_LAST)
error("control identifier out of range");
g_grim->enableControl(num);
}
void L1_DisableControl() {
lua_Object numObj = lua_getparam(1);
if (!lua_isnumber(numObj)) {
lua_pushnil();
return;
}
int num = (int)lua_getnumber(numObj);
if (num < 0 || num >= KEYCODE_EXTRA_LAST)
error("control identifier out of range");
g_grim->disableControl(num);
}
void L1_GetControlState() {
lua_Object numObj = lua_getparam(1);
if (!lua_isnumber(numObj))
return;
int num = (int)lua_getnumber(numObj);
if (num < 0 || num >= KEYCODE_EXTRA_LAST)
error("control identifier out of range");
if (num >= KEYCODE_AXIS_JOY1_X && num <= KEYCODE_AXIS_MOUSE_Z)
lua_pushnumber(g_grim->getControlAxis(num));
else {
pushbool(g_grim->getControlState(num)); // key down, originaly it push number if key down
//pushnil or number, what is is ?
}
}
void L1_Exit() {
g_grim->quitGame();
}
void L1_SetSpeechMode() {
int mode;
mode = (int)lua_getnumber(lua_getparam(1));
if (mode >= 1 && mode <= 3)
g_grim->setSpeechMode(mode);
}
void L1_GetSpeechMode() {
int mode;
mode = g_grim->getSpeechMode();
lua_pushnumber(mode);
}
void L1_GetDiskFreeSpace() {
// amount of free space in MB, used for creating saves
lua_pushnumber(50);
}
void L1_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 = NULL;
if (!lua_isnil(lua_getparam(4)))
zbitmap = lua_getstring(lua_getparam(4));
bool transparency = getbool(5);
ObjectState *state = new ObjectState(setupID, pos, bitmap, zbitmap, transparency);
g_grim->registerObjectState(state);
g_grim->getCurrScene()->addObjectState(state);
lua_pushusertag(state->getId(), MKTAG('S','T','A','T'));
}
void L1_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->getCurrScene()->deleteObjectState(state);
delete state;
}
void L1_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->getCurrScene()->moveObjectStateToFirst(state);
}
}
void L1_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->getCurrScene()->moveObjectStateToLast(state);
}
}
void L1_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 L1_GetCurrentScript() {
current_script();
}
void L1_GetSaveGameImage() {
int width = 250, height = 188;
char *data;
Bitmap *screenshot;
int dataSize;
lua_Object param = lua_getparam(1);
if (!lua_isstring(param)) {
lua_pushnil();
return;
}
const char *filename = lua_getstring(param);
SaveGame *savedState = new SaveGame(filename, false);
if (!savedState || savedState->saveVersion() != SaveGame::SAVEGAME_VERSION) {
lua_pushnil();
return;
}
dataSize = savedState->beginSection('SIMG');
data = new char[dataSize];
savedState->read(data, dataSize);
screenshot = g_grim->registerBitmap(data, width, height, "screenshot");
if (screenshot) {
lua_pushusertag(screenshot->getId(), MKTAG('V','B','U','F'));
} else {
lua_pushnil();
warning("Could not restore screenshot from file");
delete savedState;
return;
}
savedState->endSection();
delete savedState;
}
void L1_SubmitSaveGameData() {
lua_Object table, table2;
SaveGame *savedState;
const char *str;
table = lua_getparam(1);
savedState = g_grim->savedState();
if (!savedState)
error("Cannot obtain saved game");
savedState->beginSection('SUBS');
int count = 0;
for (;;) {
lua_pushobject(table);
lua_pushnumber(count);
count++;
table2 = lua_gettable();
if (lua_isnil(table2))
break;
str = lua_getstring(table2);
int len = strlen(str) + 1;
savedState->write(&len, sizeof(int32));
savedState->write(str, len);
}
savedState->endSection();
}
void L1_GetSaveGameData() {
lua_Object param = lua_getparam(1);
if (!lua_isstring(param))
return;
const char *filename = lua_getstring(param);
SaveGame *savedState = new SaveGame(filename, false);
lua_Object result = lua_createtable();
if (!savedState || savedState->saveVersion() != SaveGame::SAVEGAME_VERSION) {
lua_pushobject(result);
lua_pushnumber(2);
lua_pushstring("mo.set"); // Just a placeholder to not make it throw a lua error
lua_settable();
lua_pushobject(result);
warning("Savegame %s is incompatible with this Residual build.", filename);
delete savedState;
return;
}
int32 dataSize = savedState->beginSection('SUBS');
char str[200];
int strSize;
int count = 0;
for (;;) {
if (dataSize <= 0)
break;
savedState->read(&strSize, sizeof(int32));
savedState->read(str, strSize);
lua_pushobject(result);
lua_pushnumber(count);
lua_pushstring(str);
lua_settable();
dataSize -= strSize;
dataSize -= 4;
count++;
}
lua_pushobject(result);
savedState->endSection();
delete savedState;
}
void L1_Load() {
lua_Object fileName = lua_getparam(1);
if (lua_isnil(fileName)) {
g_grim->_savegameFileName = NULL;
} else if (lua_isstring(fileName)) {
g_grim->_savegameFileName = lua_getstring(fileName);
} else {
warning("Load() fileName is wrong");
return;
}
g_grim->_savegameLoadRequest = true;
}
void L1_Save() {
lua_Object fileName = lua_getparam(1);
if (lua_isnil(fileName)) {
g_grim->_savegameFileName = NULL;
} else if (lua_isstring(fileName)) {
g_grim->_savegameFileName = lua_getstring(fileName);
} else {
warning("Save() fileName is wrong");
return;
}
g_grim->_savegameSaveRequest = true;
}
void L1_Remove() {
if (g_system->getSavefileManager()->removeSavefile(luaL_check_string(1)))
lua_pushuserdata(0);
else {
lua_pushnil();
lua_pushstring(g_system->getSavefileManager()->getErrorDesc().c_str());
}
}
PointerId saveCallback(int32 /*tag*/, PointerId ptr, SaveSint32 /*savedState*/) {
return ptr;
}
PointerId restoreCallback(int32 /*tag*/, PointerId ptr, RestoreSint32 /*savedState*/) {
return ptr;
}
void L1_LockFont() {
lua_Object param1 = lua_getparam(1);
if (lua_isstring(param1)) {
const char *fontName = lua_getstring(param1);
Font *result = g_resourceloader->loadFont(fontName);
if (result) {
g_grim->registerFont(result);
lua_pushusertag(result->getId(), MKTAG('F','O','N','T'));
return;
}
}
lua_pushnil();
}
void L1_EnableDebugKeys() {
}
void L1_LightMgrSetChange() {
// that seems only used when some control panel is opened
}
void L1_SetAmbientLight() {
int mode = (int)lua_getnumber(lua_getparam(1));
if (mode == 0) {
if (g_grim->getCurrScene()) {
g_grim->getCurrScene()->setLightEnableState(true);
}
} else if (mode == 1) {
if (g_grim->getCurrScene()) {
g_grim->getCurrScene()->setLightEnableState(false);
}
}
}
void L1_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->getCurrScene()->setLightIntensity(light, intensity);
} else if (lua_isstring(lightObj)) {
const char *light = lua_getstring(lightObj);
g_grim->getCurrScene()->setLightIntensity(light, intensity);
}
}
void L1_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);
Graphics::Vector3d vec(x, y, z);
if (lua_isnumber(lightObj)) {
int light = (int)lua_getnumber(lightObj);
g_grim->getCurrScene()->setLightPosition(light, vec);
} else if (lua_isstring(lightObj)) {
const char *light = lua_getstring(lightObj);
g_grim->getCurrScene()->setLightPosition(light, vec);
}
}
void L1_LightMgrStartup() {
// we will not implement this opcode
}
void L1_JustLoaded() {
if (gDebugLevel == DEBUG_ERROR || gDebugLevel == DEBUG_ALL)
error("OPCODE USAGE VERIFICATION: JustLoaded");
}
void L1_SetEmergencyFont() {
if (gDebugLevel == DEBUG_ERROR || gDebugLevel == DEBUG_ALL)
error("OPCODE USAGE VERIFICATION: SetEmergencyFont");
}
void L1_typeOverride() {
lua_Object data = lua_getparam(1);
if (lua_isuserdata(data)) {
switch (lua_tag(data)) {
case MKTAG('A','C','T','R'):
lua_pushstring("actor");
lua_pushnumber(lua_tag(data));
return;
case MKTAG('C','O','S','T'):
lua_pushstring("costume");
lua_pushnumber(lua_tag(data));
return;
case MKTAG('S','E','T',' '):
lua_pushstring("set");
lua_pushnumber(lua_tag(data));
return;
case MKTAG('K','E','Y','F'):
lua_pushstring("keyframe");
lua_pushnumber(lua_tag(data));
return;
default:
break;
}
}
lua_pushobject(data);
lua_callfunction(lua_getref(refTypeOverride));
lua_Object param1 = lua_getresult(1);
lua_Object param2 = lua_getresult(2);
lua_pushobject(param1);
lua_pushobject(param2);
}
void L1_concatFallback() {
lua_Object params[2];
char result[200];
char *strPtr;
params[0] = lua_getparam(1);
params[1] = lua_getparam(2);
result[0] = 0;
for (int i = 0; i < 2; i++) {
if (!lua_isnil(params[i]) && !lua_isuserdata(params[i]) && !lua_isstring(params[i])) {
lua_pushobject(params[0]);
lua_pushobject(params[1]);
lua_callfunction(lua_getref(refOldConcatFallback));
lua_pushobject(lua_getresult(1));
return;
}
int pos = strlen(result);
strPtr = &result[pos];
if (lua_isnil(params[i]))
sprintf(strPtr, "(nil)");
else if (lua_isstring(params[i]))
sprintf(strPtr, "%s", lua_getstring(params[i]));
else if (lua_tag(params[i]) == MKTAG('A','C','T','R')) {
Actor *a = getactor(params[i]);
sprintf(strPtr, "(actor%p:%s)", (void *)a,
(a->getCurrentCostume() && a->getCurrentCostume()->getModelNodes()) ?
a->getCurrentCostume()->getModelNodes()->_name : "");
} else {
lua_pushobject(params[0]);
lua_pushobject(params[1]);
lua_callfunction(lua_getref(refOldConcatFallback));
lua_pushobject(lua_getresult(1));
return;
}
}
lua_pushstring(result);
}
void setFrameTime(float frameTime) {
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring("frameTime");
lua_pushnumber(frameTime);
lua_settable();
}
void setMovieTime(float movieTime) {
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring("movieTime");
lua_pushnumber(movieTime);
lua_settable();
}
void dummyHandler() {
}
// Stub function for builtin functions not yet implemented
static void stubWarning(const char *funcName) {
warning("Stub function: %s", funcName);
}
#define STUB_FUNC(name) void name() { stubWarning(#name); }
STUB_FUNC(L1_SetActorInvClipNode)
STUB_FUNC(L1_NukeResources)
STUB_FUNC(L1_UnShrinkBoxes)
STUB_FUNC(L1_ShrinkBoxes)
STUB_FUNC(L1_ResetTextures)
STUB_FUNC(L1_AttachToResources)
STUB_FUNC(L1_DetachFromResources)
STUB_FUNC(L1_IrisUp)
STUB_FUNC(L1_IrisDown)
STUB_FUNC(L1_SetActorClipPlane)
STUB_FUNC(L1_SetActorClipActive)
STUB_FUNC(L1_SetActorCollisionScale)
STUB_FUNC(L1_SetActorCollisionMode)
STUB_FUNC(L1_FlushControls)
STUB_FUNC(L1_TurnLightOn)
STUB_FUNC(L1_GetCameraLookVector)
STUB_FUNC(L1_SetCameraRoll)
STUB_FUNC(L1_SetCameraInterest)
STUB_FUNC(L1_GetCameraPosition)
STUB_FUNC(L1_SpewStartup)
STUB_FUNC(L1_PreRender)
STUB_FUNC(L1_GetSectorOppositeEdge)
STUB_FUNC(L1_PreviousSetup)
STUB_FUNC(L1_NextSetup)
STUB_FUNC(L1_WorldToScreen)
STUB_FUNC(L1_SetActorRoll)
STUB_FUNC(L1_SetActorFrustrumCull)
STUB_FUNC(L1_DriveActorTo)
STUB_FUNC(L1_GetActorRect)
STUB_FUNC(L1_SetActorTimeScale)
STUB_FUNC(L1_GetTranslationMode)
STUB_FUNC(L1_SetTranslationMode)
STUB_FUNC(L1_WalkActorToAvoiding)
STUB_FUNC(L1_GetActorChores)
STUB_FUNC(L1_SetCameraPosition)
STUB_FUNC(L1_GetCameraFOV)
STUB_FUNC(L1_SetCameraFOV)
STUB_FUNC(L1_GetCameraRoll)
STUB_FUNC(L1_ActorPuckOrient)
STUB_FUNC(L1_GetMemoryUsage)
STUB_FUNC(L1_GetFontDimensions)
STUB_FUNC(L1_PurgeText)
// Entries in the system table
static struct {
const char *name;
int key;
} system_defaults[] = {
{ "frameTime", 0 },
{ "movieTime", 0 }
};
struct luaL_reg grimMainOpcodes[] = {
{ "EngineDisplay", L1_EngineDisplay },
{ "CheckForFile", L1_CheckForFile },
{ "Load", L1_Load },
{ "Save", L1_Save },
{ "remove", L1_Remove },
{ "SetActorColormap", L1_SetActorColormap },
{ "GetActorCostume", L1_GetActorCostume },
{ "SetActorCostume", L1_SetActorCostume },
{ "SetActorScale", L1_SetActorScale },
{ "GetActorTimeScale", L1_GetActorTimeScale },
{ "SetActorTimeScale", L1_SetActorTimeScale },
{ "GetActorNodeLocation", L1_GetActorNodeLocation },
{ "SetActorWalkChore", L1_SetActorWalkChore },
{ "SetActorTurnChores", L1_SetActorTurnChores },
{ "SetActorRestChore", L1_SetActorRestChore },
{ "SetActorMumblechore", L1_SetActorMumblechore },
{ "SetActorTalkChore", L1_SetActorTalkChore },
{ "SetActorWalkRate", L1_SetActorWalkRate },
{ "GetActorWalkRate", L1_GetActorWalkRate },
{ "SetActorTurnRate", L1_SetActorTurnRate },
{ "SetSelectedActor", L1_SetSelectedActor },
{ "LoadActor", L1_LoadActor },
{ "GetActorPos", L1_GetActorPos },
{ "GetActorRect", L1_GetActorRect },
{ "GetActorPuckVector", L1_GetActorPuckVector },
{ "GetActorYawToPoint", L1_GetActorYawToPoint },
{ "SetActorReflection", L1_SetActorReflection },
{ "PutActorAtInterest", L1_PutActorAtInterest },
{ "PutActorAt", L1_PutActorAt },
{ "PutActorInSet", L1_PutActorInSet },
{ "WalkActorVector", L1_WalkActorVector },
{ "WalkActorForward", L1_WalkActorForward },
{ "DriveActorTo", L1_DriveActorTo },
{ "WalkActorTo", L1_WalkActorTo },
{ "WalkActorToAvoiding", L1_WalkActorToAvoiding },
{ "ActorLookAt", L1_ActorLookAt },
{ "SetActorLookRate", L1_SetActorLookRate },
{ "GetActorLookRate", L1_GetActorLookRate },
{ "GetVisibleThings", L1_GetVisibleThings },
{ "GetCameraActor", L1_GetCameraActor },
{ "SetActorHead", L1_SetActorHead },
{ "SetActorVisibility", L1_SetActorVisibility },
{ "SetActorFollowBoxes", L1_SetActorFollowBoxes },
{ "ShutUpActor", L1_ShutUpActor },
{ "SetActorFrustrumCull", L1_SetActorFrustrumCull },
{ "IsActorInSector", L1_IsActorInSector },
{ "GetActorSector", L1_GetActorSector },
{ "IsPointInSector", L1_IsPointInSector },
{ "GetPointSector", L1_GetPointSector },
{ "TurnActor", L1_TurnActor },
{ "GetActorRot", L1_GetActorRot },
{ "SetActorRot", L1_SetActorRot },
{ "SetActorPitch", L1_SetActorPitch },
{ "SetActorRoll", L1_SetActorRoll },
{ "IsActorTurning", L1_IsActorTurning },
{ "PlayActorChore", L1_PlayActorChore },
{ "PlayActorChoreLooping", L1_PlayActorChoreLooping },
{ "StopActorChore", L1_StopActorChore },
{ "CompleteActorChore", L1_CompleteActorChore },
{ "IsActorMoving", L1_IsActorMoving },
{ "IsActorChoring", L1_IsActorChoring },
{ "IsActorResting", L1_IsActorResting },
{ "SetActorChoreLooping", L1_SetActorChoreLooping },
{ "GetActorChores", L1_GetActorChores },
{ "GetActorCostumeDepth", L1_GetActorCostumeDepth },
{ "WorldToScreen", L1_WorldToScreen },
{ "exit", L1_Exit },
{ "FunctionName", L1_FunctionName },
{ "EnableDebugKeys", L1_EnableDebugKeys },
{ "LockFont", L1_LockFont },
{ "EnableControl", L1_EnableControl },
{ "DisableControl", L1_DisableControl },
{ "GetControlState", L1_GetControlState },
{ "PrintError", L1_PrintError },
{ "PrintWarning", L1_PrintWarning },
{ "PrintDebug", L1_PrintDebug },
{ "MakeCurrentSet", L1_MakeCurrentSet },
{ "LockSet", L1_LockSet },
{ "UnLockSet", L1_UnLockSet },
{ "MakeCurrentSetup", L1_MakeCurrentSetup },
{ "GetCurrentSetup", L1_GetCurrentSetup },
{ "NextSetup", L1_NextSetup },
{ "PreviousSetup", L1_PreviousSetup },
{ "StartFullscreenMovie", L1_StartFullscreenMovie },
{ "IsFullscreenMoviePlaying", L1_IsFullscreenMoviePlaying },
{ "StartMovie", L1_StartMovie },
{ "StopMovie", L1_StopMovie },
{ "PauseMovie", L1_PauseMovie },
{ "IsMoviePlaying", L1_IsMoviePlaying },
{ "PlaySound", L1_PlaySound },
{ "PlaySoundAt", L1_PlaySoundAt },
{ "IsSoundPlaying", L1_IsSoundPlaying },
{ "SetSoundPosition", L1_SetSoundPosition },
{ "FileFindFirst", L1_FileFindFirst },
{ "FileFindNext", L1_FileFindNext },
{ "FileFindDispose", L1_FileFindDispose },
{ "InputDialog", L1_InputDialog },
{ "WriteRegistryValue", L1_WriteRegistryValue },
{ "ReadRegistryValue", L1_ReadRegistryValue },
{ "GetSectorOppositeEdge", L1_GetSectorOppositeEdge },
{ "MakeSectorActive", L1_MakeSectorActive },
{ "PreRender", L1_PreRender },
{ "SpewStartup", L1_SpewStartup },
{ "GetCurrentScript", L1_GetCurrentScript },
{ "PrintActorCostumes", L1_PrintActorCostumes },
{ "PushActorCostume", L1_PushActorCostume },
{ "PopActorCostume", L1_PopActorCostume },
{ "LoadCostume", L1_LoadCostume },
{ "RotateVector", L1_RotateVector },
{ "GetCameraPosition", L1_GetCameraPosition },
{ "SetCameraPosition", L1_SetCameraPosition },
{ "SetCameraInterest", L1_SetCameraInterest },
{ "GetCameraFOV", L1_GetCameraFOV },
{ "SetCameraFOV", L1_SetCameraFOV },
{ "GetCameraRoll", L1_GetCameraRoll },
{ "SetCameraRoll", L1_SetCameraRoll },
{ "GetCameraLookVector", L1_GetCameraLookVector },
{ "PointActorAt", L1_PointActorAt },
{ "TurnActorTo", L1_TurnActorTo },
{ "PerSecond", L1_PerSecond },
{ "GetAngleBetweenVectors", L1_GetAngleBetweenVectors },
{ "GetAngleBetweenActors", L1_GetAngleBetweenActors },
{ "SetAmbientLight", L1_SetAmbientLight },
{ "TurnLightOn", L1_TurnLightOn },
{ "SetLightPosition", L1_SetLightPosition },
{ "SetLightIntensity", L1_SetLightIntensity },
{ "LightMgrSetChange", L1_LightMgrSetChange },
{ "LightMgrStartup", L1_LightMgrStartup },
{ "ImStartSound", L1_ImStartSound },
{ "ImStopSound", L1_ImStopSound },
{ "ImStopAllSounds", L1_ImStopAllSounds },
{ "ImGetParam", L1_ImGetParam },
{ "ImSetParam", L1_ImSetParam },
{ "ImFadeParam", L1_ImFadeParam },
{ "ImGetSfxVol", L1_ImGetSfxVol },
{ "ImSetSfxVol", L1_ImSetSfxVol },
{ "ImGetVoiceVol", L1_ImGetVoiceVol },
{ "ImSetVoiceVol", L1_ImSetVoiceVol },
{ "ImGetMusicVol", L1_ImGetMusicVol },
{ "ImSetMusicVol", L1_ImSetMusicVol },
{ "ImSetState", L1_ImSetState },
{ "ImSetSequence", L1_ImSetSequence },
{ "ImPause", L1_ImPause },
{ "ImResume", L1_ImResume },
{ "ImSetVoiceEffect", L1_ImSetVoiceEffect },
{ "LoadBundle", L1_LoadBundle },
{ "SetGamma", L1_SetGamma },
{ "SetActorWalkDominate", L1_SetActorWalkDominate },
{ "SetActorConstrain", L1_SetActorConstrain },
{ "RenderModeUser", L1_RenderModeUser },
{ "ForceRefresh", L1_ForceRefresh },
{ "DimScreen", L1_DimScreen },
{ "DimRegion", L1_DimRegion },
{ "CleanBuffer", L1_CleanBuffer },
{ "Display", L1_Display },
{ "SetSpeechMode", L1_SetSpeechMode },
{ "GetSpeechMode", L1_GetSpeechMode },
{ "SetShadowColor", L1_SetShadowColor },
{ "ActivateActorShadow", L1_ActivateActorShadow },
{ "SetActorShadowPlane", L1_SetActorShadowPlane },
{ "SetActorShadowPoint", L1_SetActorShadowPoint },
{ "SetActiveShadow", L1_SetActiveShadow },
{ "KillActorShadows", L1_KillActorShadows },
{ "AddShadowPlane", L1_AddShadowPlane },
{ "SetActorShadowValid", L1_SetActorShadowValid },
{ "FreeObjectState", L1_FreeObjectState },
{ "NewObjectState", L1_NewObjectState },
{ "SetObjectType", L1_SetObjectType },
{ "SendObjectToBack", L1_SendObjectToBack },
{ "SendObjectToFront", L1_SendObjectToFront },
{ "ActorToClean", L1_ActorToClean },
{ "FlushControls", L1_FlushControls },
{ "SetActorCollisionMode", L1_SetActorCollisionMode },
{ "SetActorCollisionScale", L1_SetActorCollisionScale },
{ "SetActorClipActive", L1_SetActorClipActive },
{ "SetActorClipPlane", L1_SetActorClipPlane },
{ "FadeOutChore", L1_FadeOutChore },
{ "FadeInChore", L1_FadeInChore },
{ "IrisDown", L1_IrisDown },
{ "IrisUp", L1_IrisUp },
{ "TextFileGetLineCount", L1_TextFileGetLineCount },
{ "TextFileGetLine", L1_TextFileGetLine },
{ "ScreenShot", L1_ScreenShot },
{ "GetSaveGameImage", L1_GetSaveGameImage },
{ "GetImage", L1_GetImage },
{ "FreeImage", L1_FreeImage },
{ "BlastImage", L1_BlastImage },
{ "BlastRect", L1_BlastRect },
{ "SubmitSaveGameData", L1_SubmitSaveGameData },
{ "GetSaveGameData", L1_GetSaveGameData },
{ "SetTextSpeed", L1_SetTextSpeed },
{ "GetTextSpeed", L1_GetTextSpeed },
{ "DetachFromResources", L1_DetachFromResources },
{ "AttachToResources", L1_AttachToResources },
{ "ActorPuckOrient", L1_ActorPuckOrient },
{ "JustLoaded", L1_JustLoaded },
{ "ResetTextures", L1_ResetTextures },
{ "ShrinkBoxes", L1_ShrinkBoxes },
{ "UnShrinkBoxes", L1_UnShrinkBoxes },
{ "GetShrinkPos", L1_GetShrinkPos },
{ "NukeResources", L1_NukeResources },
{ "SetActorInvClipNode", L1_SetActorInvClipNode },
{ "GetDiskFreeSpace", L1_GetDiskFreeSpace },
{ "SaveIMuse", L1_SaveIMuse },
{ "RestoreIMuse", L1_RestoreIMuse },
{ "GetMemoryUsage", L1_GetMemoryUsage },
{ "dofile", L1_new_dofile },
};
static struct luaL_reg grimTextOpcodes[] = {
{ "IsMessageGoing", L1_IsMessageGoing },
{ "SetSayLineDefaults", L1_SetSayLineDefaults },
{ "SetActorTalkColor", L1_SetActorTalkColor },
{ "GetActorTalkColor", L1_GetActorTalkColor },
{ "SayLine", L1_SayLine },
{ "PrintLine", L1_PrintLine },
{ "MakeTextObject", L1_MakeTextObject },
{ "GetTextObjectDimensions", L1_GetTextObjectDimensions },
{ "GetFontDimensions", L1_GetFontDimensions },
{ "ChangeTextObject", L1_ChangeTextObject },
{ "KillTextObject", L1_KillTextObject },
{ "BlastText", L1_BlastText },
{ "ExpireText", L1_ExpireText },
{ "PurgeText", L1_PurgeText },
{ "MakeColor", L1_MakeColor },
{ "GetColorComponents", L1_GetColorComponents },
{ "SetTranslationMode", L1_SetTranslationMode },
{ "GetTranslationMode", L1_GetTranslationMode },
{ "GetTextCharPosition", L1_GetTextCharPosition },
{ "LocalizeString", L1_LocalizeString },
{ "SetEmergencyFont", L1_SetEmergencyFont },
{ "SetOffscreenTextPos", L1_SetOffscreenTextPos }
};
struct luaL_reg grimPrimitivesOpcodes[] = {
{ "DrawLine", L1_DrawLine },
{ "DrawPolygon", L1_DrawPolygon },
{ "DrawRectangle", L1_DrawRectangle },
{ "ChangePrimitive", L1_ChangePrimitive },
{ "KillPrimitive", L1_KillPrimitive },
{ "PurgePrimitiveQueue", L1_PurgePrimitiveQueue }
};
struct luaL_reg grimHardwareOpcodes[] = {
{ "Is3DHardwareEnabled", L1_Is3DHardwareEnabled },
{ "GetVideoDevices", L1_GetVideoDevices },
{ "SetVideoDevices", L1_SetVideoDevices },
{ "SetHardwareState", L1_SetHardwareState },
{ "Enumerate3DDevices", L1_Enumerate3DDevices },
{ "EnumerateVideoDevices", L1_EnumerateVideoDevices }
};
struct luaL_reg grimMiscOpcodes[] = {
{ " concatfallback", L1_concatFallback },
{ " typeoverride", L1_typeOverride },
{ " dfltcamera", dummyHandler },
{ " dfltcontrol", dummyHandler },
};
void registerGrimOpcodes() {
// Register main opcodes functions
luaL_openlib(grimMainOpcodes, ARRAYSIZE(grimMainOpcodes));
// Register text opcodes functions
luaL_openlib(grimTextOpcodes, ARRAYSIZE(grimTextOpcodes));
// Register primitives opcodes functions
luaL_openlib(grimPrimitivesOpcodes, ARRAYSIZE(grimPrimitivesOpcodes));
// Register hardware opcodes functions
luaL_openlib(grimHardwareOpcodes, ARRAYSIZE(grimHardwareOpcodes));
// Register miscOpcodes opcodes functions
luaL_openlib(grimMiscOpcodes, ARRAYSIZE(grimMiscOpcodes));
}
void registerLua() {
// Register system table
lua_Object system_table = lua_createtable();
lua_pushobject(system_table);
lua_setglobal("system");
lua_pushobject(system_table);
refSystemTable = lua_ref(1);
for (unsigned i = 0; i < ARRAYSIZE(system_defaults); i++) {
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring(system_defaults[i].name);
lua_pushnumber(system_defaults[i].key);
lua_settable();
}
// Create and populate system.controls table
lua_Object controls_table = lua_createtable();
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring("controls");
lua_pushobject(controls_table);
lua_settable();
for (int i = 0; controls[i].name; i++) {
lua_pushobject(controls_table);
lua_pushstring(controls[i].name);
lua_pushnumber(controls[i].key);
lua_settable();
}
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring("camChangeHandler");
lua_pushcfunction(dummyHandler);
lua_settable();
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring("axisHandler");
lua_pushcfunction(dummyHandler);
lua_settable();
lua_pushobject(lua_getref(refSystemTable));
lua_pushstring("buttonHandler");
lua_pushcfunction(dummyHandler);
lua_settable();
lua_pushobject(lua_getglobal("type"));
refTypeOverride = lua_ref(true);
lua_pushCclosure(L1_typeOverride, 0);
lua_setglobal("type");
// Register constants for box types
lua_pushnumber(Sector::NoneType);
lua_setglobal("NONE");
lua_pushnumber(Sector::WalkType);
lua_setglobal("WALK");
lua_pushnumber(Sector::CameraType);
lua_setglobal("CAMERA");
lua_pushnumber(Sector::SpecialType);
lua_setglobal("SPECIAL");
lua_pushnumber(Sector::HotType);
lua_setglobal("HOT");
lua_pushobject(lua_setfallback("concat", L1_concatFallback));
refOldConcatFallback = lua_ref(1);
saveCallbackPtr = saveCallback;
restoreCallbackPtr = restoreCallback;
// initialize Text globals
lua_pushstring("x");
refTextObjectX = lua_ref(true);
lua_pushstring("y");
refTextObjectY = lua_ref(true);
lua_pushstring("font");
refTextObjectFont = lua_ref(true);
lua_pushstring("width");
refTextObjectWidth = lua_ref(true);
lua_pushstring("height");
refTextObjectHeight = lua_ref(true);
lua_pushstring("fgcolor");
refTextObjectFGColor = lua_ref(true);
lua_pushstring("bgcolor");
refTextObjectBGColor = lua_ref(true);
lua_pushstring("fxcolor");
refTextObjectFXColor = lua_ref(true);
lua_pushstring("hicolor");
refTextObjectHIColor = lua_ref(true);
lua_pushstring("duration");
refTextObjectDuration = lua_ref(true);
lua_pushstring("center");
refTextObjectCenter = lua_ref(true);
lua_pushstring("ljustify");
refTextObjectLJustify = lua_ref(true);
lua_pushstring("rjustify");
refTextObjectRJustify = lua_ref(true);
lua_pushstring("volume");
refTextObjectVolume = lua_ref(true);
lua_pushstring("pan");
refTextObjectPan = lua_ref(true);
lua_pushstring("background");
refTextObjectBackground = lua_ref(true);
}
} // end of namespace Grim