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2026-02-02 04:50:13 +01:00

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C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef NUVIE_SCRIPT_SCRIPT_H
#define NUVIE_SCRIPT_SCRIPT_H
#include "common/lua/lua.h"
#include "ultima/shared/std/string.h"
#include "ultima/shared/std/containers.h"
#include "ultima/nuvie/gui/gui.h"
#include "ultima/nuvie/misc/u6_misc.h"
#include "ultima/nuvie/usecode/usecode.h"
namespace Ultima {
namespace Nuvie {
class Configuration;
class MapCoord;
class Spell;
class Obj;
class Actor;
class NuvieIO;
class SoundManager;
#define NUVIE_SCRIPT_NOT_STARTED 255
#define NUVIE_SCRIPT_ERROR 0
#define NUVIE_SCRIPT_FINISHED 1
#define NUVIE_SCRIPT_GET_TARGET 2
#define NUVIE_SCRIPT_GET_DIRECTION 3
#define NUVIE_SCRIPT_GET_INV_OBJ 4
#define NUVIE_SCRIPT_ADVANCE_GAME_TIME 5
#define NUVIE_SCRIPT_ADVANCE_REAL_TIME 6
#define NUVIE_SCRIPT_TALK_TO_ACTOR 7
#define NUVIE_SCRIPT_GET_SPELL 8
#define NUVIE_SCRIPT_GET_OBJ 9
#define NUVIE_SCRIPT_GET_PLAYER_OBJ 10 //can get an object immediately surrounding the player or from their inventory.
#define NUVIE_SCRIPT_CB_ADV_GAME_TIME 1
class ScriptThread {
lua_State *L;
int start_nargs;
uint32 data;
uint8 state;
public:
ScriptThread(lua_State *l, int nargs) {
L = l;
start_nargs = nargs;
data = 0;
state = NUVIE_SCRIPT_NOT_STARTED;
}
~ScriptThread() { }
uint32 get_data() {
return data;
}
uint8 start() {
return resume(start_nargs);
}
uint8 resume_with_location(const MapCoord &loc);
uint8 resume_with_direction(NuvieDir dir);
uint8 resume_with_spell_num(uint8 spell_num);
uint8 resume_with_obj(Obj *obj);
uint8 resume_with_nil();
uint8 resume(int narg = 0);
bool finished() {
return lua_status(L) != LUA_YIELD ? true : false;
}
int get_error() {
return lua_status(L);
}
bool is_running() {
return !finished();
}
uint8 get_state() {
return state;
}
};
#define SCRIPT_DISPLAY_HIT_MSG true
class Script {
static Script *script;
Configuration *config;
nuvie_game_t gametype; // what game is being played?
SoundManager *soundManager;
lua_State *L;
public:
Script(Configuration *cfg, GUI *gui, SoundManager *sm, nuvie_game_t type);
~Script();
bool init();
/* Return instance of self */
static Script *get_script() {
return script;
}
Configuration *get_config() {
return config;
}
SoundManager *get_sound_manager() {
return soundManager;
}
bool run_script(const char *script);
bool call_load_game(NuvieIO *objlist);
bool call_save_game(NuvieIO *objlist);
bool play_cutscene(const char *script_file);
MovementStatus call_player_before_move_action(sint16 *rel_x, sint16 *rel_y);
bool call_player_post_move_action(bool didMove);
bool call_player_pass();
bool call_actor_update_all();
bool call_actor_init(Actor *actor, ActorAlignment alignment);
bool call_actor_attack(Actor *actor, MapCoord location, Obj *weapon, Actor *foe);
bool call_actor_map_dmg(Actor *actor, MapCoord location);
bool call_actor_tile_dmg(Actor *actor, uint16 tile_num);
bool call_actor_hit(Actor *actor, uint8 dmg, bool display_hit_msg = false);
uint8 call_actor_str_adj(Actor *actor);
uint8 call_actor_dex_adj(Actor *actor);
uint8 call_actor_int_adj(Actor *actor);
bool call_look_obj(Obj *obj);
int call_obj_get_readiable_location(Obj *obj);
uint8 actor_get_max_magic_points(const Actor *actor);
bool call_actor_get_obj(Actor *actor, Obj *obj, Obj *container = nullptr);
bool call_actor_subtract_movement_points(Actor *actor, uint8 points);
bool call_actor_resurrect(Actor *actor);
bool call_use_keg(Obj *obj); //we need this until we move all usecode into script.
bool call_has_usecode(Obj *obj, UseCodeEvent usecode_type);
ScriptThread *call_use_obj(Obj *obj, Actor *actor);
bool call_ready_obj(Obj *obj, Actor *actor);
bool call_move_obj(Obj *obj, sint16 rel_x, sint16 rel_y);
bool call_handle_alt_code(uint16 altcode);
bool call_magic_get_spell_list(Spell **spell_list);
bool call_actor_use_effect(Obj *effect_obj, Actor *actor);
bool call_function(const char *func_name, int num_args, int num_return, bool print_stacktrace = true) const;
ScriptThread *call_function_in_thread(const char *function_name);
bool run_lua_file(const char *filename);
bool call_moonstone_set_loc(uint8 phase, MapCoord location); //this is a hack until we have 'use' moonstone in script.
bool call_advance_time(uint16 minutes);
bool call_can_get_obj_override(Obj *obj) const;
bool call_out_of_ammo(Actor *attacker, Obj *weapon, bool print_message);
bool call_is_avatar_dead();
bool call_is_ranged_select(UseCodeType operation);
bool call_set_g_show_stealing(bool stealing);
uint8 call_get_combat_range(uint16 absx, uint16 absy);
uint8 call_get_weapon_range(uint16 obj_n);
MapCoord call_moonstone_get_loc(uint8 phase);
bool call_update_moongates(bool visible);
uint8 call_play_midgame_sequence(uint16 seq_num);
bool call_talk_script(uint8 script_number);
bool call_talk_to_obj(Obj *obj);
bool call_talk_to_actor(Actor *actor);
bool call_is_container_obj(uint16 obj_n);
uint8 call_get_portrait_number(Actor *actor);
bool call_player_attack();
uint16 call_get_tile_to_object_mapping(uint16 tile_n);
bool call_is_tile_object(uint16 obj_n);
ScriptThread *new_thread(const char *scriptfile);
ScriptThread *new_thread_from_string(const char *script);
protected:
bool call_loadsave_game(const char *function, NuvieIO *objlist);
void seed_random();
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif