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engines/grim/lua.h
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201
engines/grim/lua.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_LUABASE_H
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#define GRIM_LUABASE_H
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#include "common/str.h"
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#include "common/list.h"
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#include "engines/grim/color.h"
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namespace Grim {
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typedef uint32 lua_Object; // from lua/lua.h
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class Actor;
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class Bitmap;
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class Costume;
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class Font;
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class ObjectState;
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class PrimitiveObject;
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class TextObject;
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class TextObjectDefaults;
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class TextObjectCommon;
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class PoolObjectBase;
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/**
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* Declare a Lua opcode in the current class.
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*/
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#define DECLARE_LUA_OPCODE(func) \
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public:\
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inline static void static_##func() {\
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static_cast<LuaClass *>(LuaBase::instance())->func();\
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}\
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protected:\
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virtual void func()
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/**
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* Retrieve the opcode "func" of the class "class".
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*/
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#define LUA_OPCODE(class, func) \
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class::static_##func
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/**
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* Patch Lua state after loading a broken Grim save
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*/
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void lua_PatchGrimSave();
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/**
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* @brief A list of arguments to be passed to a Lua function.
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*
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* This is a convenience class to pass arguments to a Lua function, using
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* LuaBase::callback(const char *name, const LuaObjects &objects).
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*/
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class LuaObjects {
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public:
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void add(float number);
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void add(int number);
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void add(const PoolObjectBase *obj);
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void add(const char *str);
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void addNil();
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private:
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/**
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* Pushes all the objects to Lua, in the same order as they were added.
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*/
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void pushObjects() const;
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/**
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* The struct wrapping the value and the type of the objects.
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*/
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struct Obj {
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enum {
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Nil,
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Number,
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Object,
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String
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} _type;
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union {
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float number;
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const PoolObjectBase *object;
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const char *string;
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} _value;
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};
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Common::List<Obj> _objects;
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friend class LuaBase;
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};
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class LuaBase {
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public:
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typedef LuaBase LuaClass;
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LuaBase();
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virtual ~LuaBase();
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inline static LuaBase *instance() { return s_instance; }
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int dofile(const char *filename);
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virtual bool findCostume(lua_Object costumeObj, Actor *actor, Costume **costume);
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virtual Common::String parseMsgText(const char *msg, char *msgId);
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virtual void parseSayLineTable(lua_Object paramObj, bool *background, int *vol, int *pan, float *x, float *y);
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virtual void setTextObjectParams(TextObjectCommon *textObject, lua_Object tableObj);
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void update(int frameTime, int movieTime);
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void setFrameTime(float frameTime);
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void setMovieTime(float movieTime);
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virtual void registerLua();
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virtual void registerOpcodes();
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virtual void loadSystemScript();
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virtual void boot();
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virtual void postRestoreHandle() { }
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// Force the demo flag
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virtual void forceDemo();
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/**
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* Call a Lua function in the system table.
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*
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* @param name The name of the function.
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*/
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bool callback(const char *name);
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/**
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* Call a Lua function in the system table passing the specified arguments.
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*
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* @param name The name of the function;
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* @param objects The arguments to be passed to the function.
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*/
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bool callback(const char *name, const LuaObjects &objects);
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protected:
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bool getbool(int num);
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void pushbool(bool val);
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void pushobject(const PoolObjectBase *o);
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int getobject(lua_Object obj);
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Actor *getactor(lua_Object obj);
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Bitmap *getbitmap(lua_Object obj);
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TextObject *gettextobject(lua_Object obj);
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Font *getfont(lua_Object obj);
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Color getcolor(lua_Object obj);
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PrimitiveObject *getprimitive(lua_Object obj);
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ObjectState *getobjectstate(lua_Object obj);
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// 0 - translate from '/msgId/'
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// 1 - don't translate - message after '/msgId'
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// 2 - return '/msgId/'
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int _translationMode;
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DECLARE_LUA_OPCODE(dummyHandler);
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DECLARE_LUA_OPCODE(typeOverride);
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DECLARE_LUA_OPCODE(concatFallback);
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private:
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unsigned int _frameTimeCollection;
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int refSystemTable;
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int refTypeOverride;
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int refOldConcatFallback;
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int refTextObjectX;
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int refTextObjectY;
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int refTextObjectFont;
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int refTextObjectWidth;
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int refTextObjectHeight;
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int refTextObjectFGColor;
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int refTextObjectBGColor;
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int refTextObjectFXColor;
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int refTextObjectHIColor;
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int refTextObjectDuration;
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int refTextObjectCenter;
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int refTextObjectLJustify;
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int refTextObjectRJustify;
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int refTextObjectVolume;
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int refTextObjectBackground;
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int refTextObjectPan;
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int refTextObjectLayer;
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int refTextObjectCoords;
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static LuaBase *s_instance;
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friend class LuaObjects;
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};
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} // end of namespace Grim
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#endif
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