198 lines
6.1 KiB
C++
198 lines
6.1 KiB
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
|