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dialog-script.h File Reference

Go to the source code of this file.

Functions

int script_game_planAction (lua_State *L) throw ()
 void game_planAction(func)
int script_game_isPlanning (lua_State *L) throw ()
 bool game_isPlanning()
int script_game_killPlan (lua_State *L) throw ()
 bool game_killPlan()
int script_dialog_isDialog (lua_State *L) throw ()
 bool dialog_isDialog()
int script_dialog_addFont (lua_State *L) throw ()
 void dialog_addFont(fontname, red, green, blue)
int script_dialog_addDialog (lua_State *L) throw ()
 void dialog_addDialog(name, lang, soundfile, fontname="", subtitle="")
int script_model_isTalking (lua_State *L) throw ()
 bool model_isTalking(model_index)
int script_model_talk (lua_State *L) throw ()
 void model_talk(model_index, name, volume, loops=0, dialogFlag=false)
int script_model_killSound (lua_State *L) throw ()
 void model_killSound(model_index)
int script_sound_playMusic (lua_State *L) throw ()
 void sound_playMusic(music_name)
int script_sound_stopMusic (lua_State *L) throw ()
 void sound_stopMusic()


Function Documentation

int script_dialog_addDialog lua_State *  L  )  throw ()
 

void dialog_addDialog(name, lang, soundfile, fontname="", subtitle="")

Definition at line 116 of file dialog-script.cpp.

00117 {
00118     BEGIN_NOEXCEPTION;
00119     const char *name = luaL_checkstring(L, 1);
00120     const char *lang = luaL_checkstring(L, 2);
00121     const char *soundfile = luaL_checkstring(L, 3);
00122     const char *fontname = luaL_optstring(L, 4, "");
00123     const char *subtitle = luaL_optstring(L, 5, "");
00124 
00125     FishDialog *dialog =
00126         new FishDialog(lang, soundfile, subtitle, fontname);
00127     getDialogs(L)->addDialog(name, dialog);
00128 
00129     END_NOEXCEPTION;
00130     return 0;
00131 }

int script_dialog_addFont lua_State *  L  )  throw ()
 

void dialog_addFont(fontname, red, green, blue)

Definition at line 98 of file dialog-script.cpp.

00099 {
00100     BEGIN_NOEXCEPTION;
00101     const char *name = luaL_checkstring(L, 1);
00102     int red = luaL_checkint(L, 2);
00103     int green = luaL_checkint(L, 3);
00104     int blue = luaL_checkint(L, 4);
00105 
00106     SubTitleAgent::agent()->addFont(name, new Color(red, green, blue));
00107 
00108     END_NOEXCEPTION;
00109     return 0;
00110 }

int script_dialog_isDialog lua_State *  L  )  throw ()
 

bool dialog_isDialog()

Definition at line 84 of file dialog-script.cpp.

00085 {
00086     BEGIN_NOEXCEPTION;
00087     bool isDialog = getDialogs(L)->isDialog();
00088     lua_pushboolean(L, isDialog);
00089     END_NOEXCEPTION;
00090     //NOTE: return isDialog
00091     return 1;
00092 }

int script_game_isPlanning lua_State *  L  )  throw ()
 

bool game_isPlanning()

Definition at line 57 of file dialog-script.cpp.

00058 {
00059     BEGIN_NOEXCEPTION;
00060     bool planning = getPlanner(L)->isPlanning();
00061     lua_pushboolean(L, planning);
00062     END_NOEXCEPTION;
00063     //NOTE: return planning
00064     return 1;
00065 }

int script_game_killPlan lua_State *  L  )  throw ()
 

bool game_killPlan()

Definition at line 71 of file dialog-script.cpp.

00072 {
00073     BEGIN_NOEXCEPTION;
00074     getPlanner(L)->interruptPlan();
00075     END_NOEXCEPTION;
00076     return 0;
00077 }

int script_game_planAction lua_State *  L  )  throw ()
 

void game_planAction(func)

Definition at line 42 of file dialog-script.cpp.

00043 {
00044     BEGIN_NOEXCEPTION;
00045     luaL_checktype(L, 1, LUA_TFUNCTION);
00046     int funcRef = luaL_ref(L, LUA_REGISTRYINDEX);
00047 
00048     getPlanner(L)->planAction(funcRef);
00049     END_NOEXCEPTION;
00050     return 0;
00051 }

int script_model_isTalking lua_State *  L  )  throw ()
 

bool model_isTalking(model_index)

Definition at line 137 of file dialog-script.cpp.

00138 {
00139     BEGIN_NOEXCEPTION;
00140     int model_index = luaL_checkint(L, 1);
00141 
00142     bool talking = getDialogs(L)->isTalking(model_index);
00143     lua_pushboolean(L, talking);
00144     END_NOEXCEPTION;
00145     //NOTE: return talking
00146     return 1;
00147 }

int script_model_killSound lua_State *  L  )  throw ()
 

void model_killSound(model_index)

Definition at line 171 of file dialog-script.cpp.

00172 {
00173     BEGIN_NOEXCEPTION;
00174     int model_index = luaL_checkint(L, 1);
00175 
00176     getDialogs(L)->killSound(model_index);
00177     END_NOEXCEPTION;
00178     return 0;
00179 }

int script_model_talk lua_State *  L  )  throw ()
 

void model_talk(model_index, name, volume, loops=0, dialogFlag=false)

Definition at line 153 of file dialog-script.cpp.

00154 {
00155     BEGIN_NOEXCEPTION;
00156     int model_index = luaL_checkint(L, 1);
00157     const char *name = luaL_checkstring(L, 2);
00158     int volume = luaL_optint(L, 3, 75);
00159     int loops = luaL_optint(L, 4, 0);
00160     bool dialogFlag = lua_toboolean(L, 5);
00161 
00162     getDialogs(L)->actorTalk(model_index, name, volume, loops, dialogFlag);
00163     END_NOEXCEPTION;
00164     return 0;
00165 }

int script_sound_playMusic lua_State *  L  )  throw ()
 

void sound_playMusic(music_name)

Definition at line 186 of file dialog-script.cpp.

00187 {
00188     BEGIN_NOEXCEPTION;
00189     const char *music_name = luaL_checkstring(L, 1);
00190 
00191     SoundAgent::agent()->playMusic(Path::dataReadPath(music_name), NULL);
00192     END_NOEXCEPTION;
00193     return 0;
00194 }

int script_sound_stopMusic lua_State *  L  )  throw ()
 

void sound_stopMusic()

Definition at line 200 of file dialog-script.cpp.

00201 {
00202     BEGIN_NOEXCEPTION;
00203     SoundAgent::agent()->stopMusic();
00204     END_NOEXCEPTION;
00205     return 0;
00206 }


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