ScummVM API documentation
script.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef NUVIE_SCRIPT_SCRIPT_H
23 #define NUVIE_SCRIPT_SCRIPT_H
24 
25 #include "common/lua/lua.h"
26 
27 #include "common/str.h"
28 #include "ultima/nuvie/gui/gui.h"
29 #include "ultima/nuvie/misc/u6_misc.h"
30 #include "ultima/nuvie/usecode/usecode.h"
31 
32 namespace Ultima {
33 namespace Nuvie {
34 
35 class Configuration;
36 class MapCoord;
37 class Spell;
38 class Obj;
39 class Actor;
40 class NuvieIO;
41 class SoundManager;
42 
43 #define NUVIE_SCRIPT_NOT_STARTED 255
44 #define NUVIE_SCRIPT_ERROR 0
45 #define NUVIE_SCRIPT_FINISHED 1
46 #define NUVIE_SCRIPT_GET_TARGET 2
47 #define NUVIE_SCRIPT_GET_DIRECTION 3
48 #define NUVIE_SCRIPT_GET_INV_OBJ 4
49 #define NUVIE_SCRIPT_ADVANCE_GAME_TIME 5
50 #define NUVIE_SCRIPT_ADVANCE_REAL_TIME 6
51 #define NUVIE_SCRIPT_TALK_TO_ACTOR 7
52 #define NUVIE_SCRIPT_GET_SPELL 8
53 #define NUVIE_SCRIPT_GET_OBJ 9
54 #define NUVIE_SCRIPT_GET_PLAYER_OBJ 10 //can get an object immediately surrounding the player or from their inventory.
55 
56 #define NUVIE_SCRIPT_CB_ADV_GAME_TIME 1
57 
58 class ScriptThread {
59  lua_State *L;
60  int start_nargs;
61  uint32 data;
62  uint8 state;
63 
64 public:
65 
66  ScriptThread(lua_State *l, int nargs) {
67  L = l;
68  start_nargs = nargs;
69  data = 0;
70  state = NUVIE_SCRIPT_NOT_STARTED;
71  }
72  ~ScriptThread() { }
73  uint32 get_data() {
74  return data;
75  }
76  uint8 start() {
77  return resume(start_nargs);
78  }
79  uint8 resume_with_location(const MapCoord &loc);
80  uint8 resume_with_direction(NuvieDir dir);
81  uint8 resume_with_spell_num(uint8 spell_num);
82  uint8 resume_with_obj(Obj *obj);
83  uint8 resume_with_nil();
84  uint8 resume(int narg = 0);
85  bool finished() {
86  return lua_status(L) != LUA_YIELD ? true : false;
87  }
88  int get_error() {
89  return lua_status(L);
90  }
91 
92  bool is_running() {
93  return !finished();
94  }
95  uint8 get_state() {
96  return state;
97  }
98 };
99 
100 #define SCRIPT_DISPLAY_HIT_MSG true
101 class Script {
102  static Script *script;
103  Configuration *config;
104  nuvie_game_t gametype; // what game is being played?
105  SoundManager *soundManager;
106  lua_State *L;
107 
108 public:
109 
110  Script(Configuration *cfg, GUI *gui, SoundManager *sm, nuvie_game_t type);
111  ~Script();
112 
113  bool init();
114 
115  /* Return instance of self */
116  static Script *get_script() {
117  return script;
118  }
119  Configuration *get_config() {
120  return config;
121  }
122  SoundManager *get_sound_manager() {
123  return soundManager;
124  }
125 
126  bool run_script(const char *script);
127  bool call_load_game(NuvieIO *objlist);
128  bool call_save_game(NuvieIO *objlist);
129 
130  bool play_cutscene(const char *script_file);
131  MovementStatus call_player_before_move_action(sint16 *rel_x, sint16 *rel_y);
132  bool call_player_post_move_action(bool didMove);
133  bool call_player_pass();
134  bool call_actor_update_all();
135  bool call_actor_init(Actor *actor, ActorAlignment alignment);
136  bool call_actor_attack(Actor *actor, MapCoord location, Obj *weapon, Actor *foe);
137  bool call_actor_map_dmg(Actor *actor, MapCoord location);
138  bool call_actor_tile_dmg(Actor *actor, uint16 tile_num);
139  bool call_actor_hit(Actor *actor, uint8 dmg, bool display_hit_msg = false);
140  uint8 call_actor_str_adj(Actor *actor);
141  uint8 call_actor_dex_adj(Actor *actor);
142  uint8 call_actor_int_adj(Actor *actor);
143  bool call_look_obj(Obj *obj);
144  int call_obj_get_readiable_location(Obj *obj);
145  uint8 actor_get_max_magic_points(const Actor *actor);
146  bool call_actor_get_obj(Actor *actor, Obj *obj, Obj *container = nullptr);
147  bool call_actor_subtract_movement_points(Actor *actor, uint8 points);
148  bool call_actor_resurrect(Actor *actor);
149  bool call_use_keg(Obj *obj); //we need this until we move all usecode into script.
150  bool call_has_usecode(Obj *obj, UseCodeEvent usecode_type);
151  ScriptThread *call_use_obj(Obj *obj, Actor *actor);
152  bool call_ready_obj(Obj *obj, Actor *actor);
153  bool call_move_obj(Obj *obj, sint16 rel_x, sint16 rel_y);
154  bool call_handle_alt_code(uint16 altcode);
155 
156  bool call_magic_get_spell_list(Spell **spell_list);
157  bool call_actor_use_effect(Obj *effect_obj, Actor *actor);
158  bool call_function(const char *func_name, int num_args, int num_return, bool print_stacktrace = true) const;
159  ScriptThread *call_function_in_thread(const char *function_name);
160  bool run_lua_file(const char *filename);
161  bool call_moonstone_set_loc(uint8 phase, MapCoord location); //this is a hack until we have 'use' moonstone in script.
162  bool call_advance_time(uint16 minutes);
163  bool call_can_get_obj_override(Obj *obj) const;
164  bool call_out_of_ammo(Actor *attacker, Obj *weapon, bool print_message);
165  bool call_is_avatar_dead();
166  bool call_is_ranged_select(UseCodeType operation);
167  bool call_set_g_show_stealing(bool stealing);
168  uint8 call_get_combat_range(uint16 absx, uint16 absy);
169  uint8 call_get_weapon_range(uint16 obj_n);
170 
171  MapCoord call_moonstone_get_loc(uint8 phase);
172  bool call_update_moongates(bool visible);
173 
174  uint8 call_play_midgame_sequence(uint16 seq_num);
175  bool call_talk_script(uint8 script_number);
176  bool call_talk_to_obj(Obj *obj);
177  bool call_talk_to_actor(Actor *actor);
178  bool call_is_container_obj(uint16 obj_n);
179  uint8 call_get_portrait_number(Actor *actor);
180  bool call_player_attack();
181 
182  uint16 call_get_tile_to_object_mapping(uint16 tile_n);
183  bool call_is_tile_object(uint16 obj_n);
184 
185  ScriptThread *new_thread(const char *scriptfile);
186  ScriptThread *new_thread_from_string(const char *script);
187 
188 protected:
189  bool call_loadsave_game(const char *function, NuvieIO *objlist);
190  void seed_random();
191 };
192 
193 } // End of namespace Nuvie
194 } // End of namespace Ultima
195 
196 #endif
Definition: actor.h:174
Definition: obj.h:84
Definition: configuration.h:60
Definition: lstate.h:100
Definition: printman.h:30
Definition: magic.h:60
Definition: detection.h:27
Definition: sound_manager.h:62
Definition: map.h:84
Definition: script.h:101
Definition: script.h:58
Definition: nuvie_io.h:32