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dialog-script.cpp

/*
 * Copyright (C) 2004 Ivo Danihelka (ivo@danihelka.net)
 *
 * 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 2 of the License, or
 * (at your option) any later version.
 */
#include "dialog-script.h"

class Actor;

#include "Log.h"
#include "Path.h"
#include "FishDialog.h"
#include "DialogStack.h"
#include "SubTitleAgent.h"
#include "SoundAgent.h"
#include "Planner.h"
#include "Color.h"

#include "def-script.h"

//-----------------------------------------------------------------
    inline Planner *
getPlanner(lua_State *L)
{
    return dynamic_cast<Planner*>(script_getLeader(L));
}
//-----------------------------------------------------------------
    inline DialogStack *
getDialogs(lua_State *L)
{
    return getPlanner(L)->dialogs();
}

//-----------------------------------------------------------------
/**
 * void game_planAction(func)
 */
    int
script_game_planAction(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    luaL_checktype(L, 1, LUA_TFUNCTION);
    int funcRef = luaL_ref(L, LUA_REGISTRYINDEX);

    getPlanner(L)->planAction(funcRef);
    END_NOEXCEPTION;
    return 0;
}
//-----------------------------------------------------------------
/**
 * bool game_isPlanning()
 */
    int
script_game_isPlanning(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    bool planning = getPlanner(L)->isPlanning();
    lua_pushboolean(L, planning);
    END_NOEXCEPTION;
    //NOTE: return planning
    return 1;
}
//-----------------------------------------------------------------
/**
 * bool game_killPlan()
 */
    int
script_game_killPlan(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    getPlanner(L)->interruptPlan();
    END_NOEXCEPTION;
    return 0;
}

//-----------------------------------------------------------------
/**
 * bool dialog_isDialog()
 */
    int
script_dialog_isDialog(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    bool isDialog = getDialogs(L)->isDialog();
    lua_pushboolean(L, isDialog);
    END_NOEXCEPTION;
    //NOTE: return isDialog
    return 1;
}
//-----------------------------------------------------------------
/**
 * void dialog_addFont(fontname, red, green, blue)
 */
    int
script_dialog_addFont(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    const char *name = luaL_checkstring(L, 1);
    int red = luaL_checkint(L, 2);
    int green = luaL_checkint(L, 3);
    int blue = luaL_checkint(L, 4);

    SubTitleAgent::agent()->addFont(name, new Color(red, green, blue));

    END_NOEXCEPTION;
    return 0;
}
//-----------------------------------------------------------------
/**
 * void dialog_addDialog(name, lang, soundfile, fontname, subtitle)
 */
    int
script_dialog_addDialog(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    const char *name = luaL_checkstring(L, 1);
    const char *lang = luaL_checkstring(L, 2);
    const char *soundfile = luaL_checkstring(L, 3);
    const char *fontname = luaL_optstring(L, 4, "");
    const char *subtitle = luaL_optstring(L, 5, "");

    FishDialog *dialog =
        new FishDialog(lang, soundfile, subtitle, fontname);
    getDialogs(L)->addDialog(name, dialog);

    END_NOEXCEPTION;
    return 0;
}
//-----------------------------------------------------------------
/**
 * bool model_isTalking(model_index)
 */
    int
script_model_isTalking(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    int model_index = luaL_checkint(L, 1);

    bool talking = getDialogs(L)->isTalking(model_index);
    lua_pushboolean(L, talking);
    END_NOEXCEPTION;
    //NOTE: return talking
    return 1;
}
//-----------------------------------------------------------------
/**
 * void model_talk(model_index, name, volume, loops=0, dialogFlag=false)
 */
    int
script_model_talk(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    int model_index = luaL_checkint(L, 1);
    const char *name = luaL_checkstring(L, 2);
    int volume = luaL_optint(L, 3, 75);
    int loops = luaL_optint(L, 4, 0);
    bool dialogFlag = lua_toboolean(L, 5);

    getDialogs(L)->actorTalk(model_index, name, volume, loops, dialogFlag);
    END_NOEXCEPTION;
    return 0;
}
//-----------------------------------------------------------------
/**
 * void model_killSound(model_index)
 */
    int
script_model_killSound(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    int model_index = luaL_checkint(L, 1);

    getDialogs(L)->killSound(model_index);
    END_NOEXCEPTION;
    return 0;
}

//-----------------------------------------------------------------
/**
 * void sound_playMusic(music_name)
 */
    int
script_sound_playMusic(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    const char *music_name = luaL_checkstring(L, 1);

    SoundAgent::agent()->playMusic(Path::dataReadPath(music_name), NULL);
    END_NOEXCEPTION;
    return 0;
}
//-----------------------------------------------------------------
/**
 * void sound_stopMusic()
 */
    int
script_sound_stopMusic(lua_State *L) throw()
{
    BEGIN_NOEXCEPTION;
    SoundAgent::agent()->stopMusic();
    END_NOEXCEPTION;
    return 0;
}


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