Esempio n. 1
0
void Lua_V2::SetActorTurnChores() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object leftChoreObj = lua_getparam(2);
	lua_Object rightChoreObj = lua_getparam(3);
	lua_Object costumeObj = lua_getparam(4);
	Costume *costume;

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R')) {
		return;
	} else if (!lua_isnil(leftChoreObj) && !lua_isstring(leftChoreObj)) {
		return;
	} else if (!lua_isnil(rightChoreObj) && !lua_isstring(rightChoreObj)) {
		return;
	}

	Actor *actor = getactor(actorObj);

	if (!findCostume(costumeObj, actor, &costume))
		return;

	if (!costume) {
		costume = actor->getCurrentCostume();
	}

	int leftChore = costume->getChoreId(lua_getstring(leftChoreObj));
	int rightChore = costume->getChoreId(lua_getstring(rightChoreObj));

	actor->setTurnChores(leftChore, rightChore, costume);
}
Esempio n. 2
0
void Lua_V2::SetActorMumblechore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object choreObj = lua_getparam(2);
	lua_Object costumeObj = lua_getparam(3);
	Costume *costume;
	int chore;

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
			(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
		return;
	}

	Actor *actor = getactor(actorObj);

	if (!findCostume(costumeObj, actor, &costume))
		return;

	if (lua_isnil(choreObj)) {
		chore = -1;
	} else {
		const char * choreStr = lua_getstring(choreObj);
		chore = costume->getChoreId(choreStr);
	}

	actor->setMumbleChore(chore, costume);
}
Esempio n. 3
0
void Lua_V2::SetActorTalkChore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object indexObj = lua_getparam(2);
	lua_Object choreObj = lua_getparam(3);
	lua_Object costumeObj = lua_getparam(4);
	Costume *costume;
	int chore;

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R') ||
			!lua_isnumber(indexObj) ||
			(!lua_isstring(choreObj) && !lua_isnil(choreObj))) {
		return;
	}

	int index = (int)lua_getnumber(indexObj);
	if (index < 1 || index > 16)
		return;

	Actor *actor = getactor(actorObj);

	if (!findCostume(costumeObj, actor, &costume))
		return;

	if (lua_isnil(choreObj)) {
		chore = -1;
	} else {
		const char * choreStr = lua_getstring(choreObj);
		chore = costume->getChoreId(choreStr);
	}

	actor->setTalkChore(index, chore, costume);
}
Esempio n. 4
0
void Lua_V2::setChoreAndCostume(lua_Object choreObj, lua_Object costumeObj, Actor *actor, Costume *&costume, int &chore) {
	if (lua_isnil(choreObj)) {
		chore = -1;
	} else {
		if (!findCostume(costumeObj, actor, &costume))
			return;

		if (!costume) {
			costume = actor->getCurrentCostume();
		}

		const char *choreStr = lua_getstring(choreObj);
		chore = costume->getChoreId(choreStr);
	}
}
Esempio n. 5
0
// TODO: Implement, verify, and rename unknown 5th parameter
void Lua_V2::PlayActorChore() {
	lua_Object actorObj = lua_getparam(1);
	lua_Object choreObj = lua_getparam(2);
	lua_Object costumeObj = lua_getparam(3);
	lua_Object modeObj = lua_getparam(4);
	/* lua_Object paramObj = */ lua_getparam(5);

	if (!lua_isuserdata(actorObj) || lua_tag(actorObj) != MKTAG('A','C','T','R'))
		return;

	Actor *actor = getactor(actorObj);

	if (!lua_isstring(choreObj) || !lua_isstring(costumeObj))
		lua_pushnil();

	bool mode = false;
	// float param = 0.0;

	if (!lua_isnil(modeObj)) {
		if (lua_getnumber(modeObj) != 0.0)
			mode = true;
		//if (!lua_isnil(paramObj))
		//	if (lua_isnumber(paramObj))
		//		param = lua_getnumber(paramObj);
	}

	const char *choreName = lua_getstring(choreObj);

	const char *costumeName = lua_getstring(costumeObj);
	Costume *costume;
	// If a new wear chore is set and it uses a different costume than the
	// current one and neither of them is the shadow costume stop all active
	// chores and remove the old costume before setting the new one.
	//
	// This is necessary, because always the last costume on the stack, even
	// if it is not active, is returned by getCurrentCostume(). This would
	// cause an issue if the costumes would have different joints and the lua
	// code would consider a different costume active than the C code.
	if (0 == strncmp("wear_", choreName, 5)) {
		if (0 != strncmp("fx/dumbshadow.cos", costumeName, 17)) {
			if (actor->getCurrentCostume() != NULL &&
			    actor->getCurrentCostume()->getFilename() != "fx/dumbshadow.cos" &&
			    actor->getCurrentCostume()->getFilename().compareToIgnoreCase(costumeName) != 0) {
				actor->stopAllChores();
				actor->setRestChore(-1, NULL);
				actor->setWalkChore(-1, NULL);
				actor->setTurnChores(-1, -1, NULL);
				actor->setMumbleChore(-1, NULL);
				actor->popCostume();
			}
		}
	}
	if (!findCostume(costumeObj, actor, &costume))
		return;

	EMIChore *chore = (EMIChore *)costume->getChore(choreName);
	if (0 == strncmp("wear_", choreName, 5)) {
		actor->setLastWearChore(costume->getChoreId(choreName), costume);
	}

	if (mode) {
		costume->playChoreLooping(choreName);
	} else {
		costume->playChore(choreName);
	}
	if (chore) {
		lua_pushusertag(chore->getId(), MKTAG('C','H','O','R'));
	} else {
		lua_pushnil();
	}

}
Esempio n. 6
0
bool Actor::restoreState(SaveGame *savedState) {
	for (Common::List<Costume *>::const_iterator i = _costumeStack.begin(); i != _costumeStack.end(); ++i) {
		delete *i;
	}
	_costumeStack.clear();

	// load actor name
	_name = savedState->readString();
	_setName = savedState->readString();

	_talkColor = savedState->readColor();

	_pos                = savedState->readVector3d();
	_pitch              = savedState->readFloat();
	_yaw                = savedState->readFloat();
	_roll               = savedState->readFloat();
	_walkRate           = savedState->readFloat();
	_turnRate           = savedState->readFloat();
	_constrain          = savedState->readBool();
	_reflectionAngle    = savedState->readFloat();
	_visible            = savedState->readBool();
	_lookingMode        = savedState->readBool();
	_scale              = savedState->readFloat();
	_timeScale          = savedState->readFloat();
	_puckOrient         = savedState->readBool();

	_talkSoundName 		= savedState->readString();
	_talking = savedState->readBool();
	_backgroundTalk = savedState->readBool();
	if (isTalking()) {
		g_grim->addTalkingActor(this);
	}

	_collisionMode      = (CollisionMode)savedState->readLEUint32();
	_collisionScale     = savedState->readFloat();

	if (savedState->readBool()) {
		Common::String fn = savedState->readString();
		_lipSync = g_resourceloader->getLipSync(fn);
	} else {
		_lipSync = NULL;
	}

	uint32 size = savedState->readLEUint32();
	for (uint32 i = 0; i < size; ++i) {
		Common::String fname = savedState->readString();
		const int depth = savedState->readLESint32();
		Costume *pc = NULL;
		if (depth > 0) {	//build all the previousCostume hierarchy
			Common::String *names = new Common::String[depth];
			for (int j = 0; j < depth; ++j) {
				names[j] = savedState->readString();
			}
			for (int j = depth - 1; j >= 0; --j) {
				pc = findCostume(names[j]);
				if (!pc) {
					pc = g_resourceloader->loadCostume(names[j], pc);
				}
			}
			delete[] names;
		}

		Costume *c = g_resourceloader->loadCostume(fname, pc);
		c->restoreState(savedState);
		_costumeStack.push_back(c);
	}

	_turning = savedState->readBool();
	_moveYaw = savedState->readFloat();

	_walking = savedState->readBool();
	_destPos = savedState->readVector3d();

	_restChore.restoreState(savedState, this);

	_walkChore.restoreState(savedState, this);
	_walkedLast = savedState->readBool();
	_walkedCur = savedState->readBool();

	_leftTurnChore.restoreState(savedState, this);
	_rightTurnChore.restoreState(savedState, this);
	_lastTurnDir = savedState->readLESint32();
	_currTurnDir = savedState->readLESint32();

	for (int i = 0; i < 10; ++i) {
		_talkChore[i].restoreState(savedState, this);
	}
	_talkAnim = savedState->readLESint32();

	_mumbleChore.restoreState(savedState, this);

	clearShadowPlanes();
	for (int i = 0; i < MAX_SHADOWS; ++i) {
		Shadow &shadow = _shadowArray[i];
		shadow.name = savedState->readString();

		shadow.pos = savedState->readVector3d();

		size = savedState->readLEUint32();
		Set *scene = NULL;
		for (uint32 j = 0; j < size; ++j) {
			Common::String setName = savedState->readString();
			Common::String secName = savedState->readString();
			if (!scene || scene->getName() != setName) {
				scene = g_grim->findSet(setName);
			}
			if (scene) {
				addShadowPlane(secName.c_str(), scene, i);
			} else {
				warning("%s: No scene \"%s\" found, cannot restore shadow on sector \"%s\"", getName().c_str(), setName.c_str(), secName.c_str());
			}
		}

		shadow.shadowMaskSize = savedState->readLESint32();
		delete[] shadow.shadowMask;
		if (shadow.shadowMaskSize > 0) {
			shadow.shadowMask = new byte[shadow.shadowMaskSize];
			savedState->read(shadow.shadowMask, shadow.shadowMaskSize);
		} else {
			shadow.shadowMask = NULL;
		}
		shadow.active = savedState->readBool();
		shadow.dontNegate = savedState->readBool();
	}
	_activeShadowSlot = savedState->readLESint32();

	_sayLineText = savedState->readLESint32();

	_lookAtVector = savedState->readVector3d();

	size = savedState->readLEUint32();
	for (uint32 i = 0; i < size; ++i) {
		_path.push_back(savedState->readVector3d());
	}

	return true;
}