TombEngine/TR5Main/Scripting/GameScriptLevel.cpp

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#include "framework.h"
#include "GameScriptLevel.h"
#include <unordered_map>
/***
A container for level metadata - things which aren't present in the compiled
level file itself.
@classmod Level
@pragma nostrip
*/
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/*** Make a new Level object.
@function Level.new
@return a Level object
*/
void GameScriptLevel::Register(sol::state* state)
{
state->new_usertype<GameScriptLevel>("Level",
sol::constructors<GameScriptLevel()>(),
/// (string) string key for the level's (localised) name. Corresponds to an entry in strings.lua.
//@mem nameKey
"nameKey", &GameScriptLevel::NameStringKey,
/// (string) path of the Lua file holding the level's logic script, relative to the location of the tombengine executable
//@mem scriptFile
"scriptFile", &GameScriptLevel::ScriptFileName,
/// (string) path of the compiled level file, relative to the location of the tombengine executable
//@mem levelFile
"levelFile", &GameScriptLevel::FileName,
/// (string) path of the level's load screen file (.png or .jpg), relative to the location of the tombengine executable
//@mem loadScreenFile
"loadScreenFile", &GameScriptLevel::LoadScreenFileName,
/// (string) initial ambient sound track to play - this is the filename of the track __without__ the .wav extension
//@mem ambientTrack
"ambientTrack", &GameScriptLevel::AmbientTrack,
/// (@{SkyLayer}) Primary sky layer
//@mem layer1
"layer1", &GameScriptLevel::Layer1,
/// (@{SkyLayer}) Secondary sky layer __(not yet implemented)__
//@mem layer2
"layer2", &GameScriptLevel::Layer2,
/// (@{Color}) distance fog RGB color (as seen in TR4's Desert Railroad).
// if not provided, distance fog will be black.
// __(not yet implemented)__
//@mem fog
"fog", &GameScriptLevel::Fog,
/// (bool) if set to true, the horizon and sky layer will be drawn; if set to false; they won't.
//@mem horizon
"horizon", &GameScriptLevel::Horizon,
/// (bool) if true, the horizon graphic will transition smoothly to the sky layer.
// If set to false, there will be a black band between the two.
// __(not yet implemented)__
//@mem colAddHorizon
"colAddHorizon", &GameScriptLevel::ColAddHorizon,
/// (bool) equivalent to classic TRLE's LIGHTNING setting.
// If true, there will be a flickering lightning in the skylayer, as in the TRC Ireland levels.
// __(thunder sounds not yet implemented)__
//@mem storm
"storm", &GameScriptLevel::Storm,
/// (WeatherType) Must be one of the values WeatherType.NORMAL, WeatherType.RAIN, or WeatherType.SNOW.
// __(not yet implemented)__
//@mem weather
"weather", &GameScriptLevel::Weather,
/*** (LaraType) Must be one of the LaraType values.
These are:
NORMAL
YOUNG
BUNHEAD
CATSUIT
DIVESUIT
INVISIBLE
e.g. `myLevel.laraType = LaraType.DIVESUIT`
__(not yet fully implemented)__
@mem laraType*/
"laraType", &GameScriptLevel::LaraType,
/// (bool) If true, an occasional screen shake effect (as seen in TRC's Sinking Submarine) will
// happen throughout the level.
//@mem rumble
"rumble", &GameScriptLevel::Rumble,
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/// (@{Mirror}) object holding the location and size of the room's mirror, if present.
// __(not yet implemented)__
//@mem mirror
"mirror", &GameScriptLevel::Mirror,
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/// (table of @{InventoryObject}s) table of inventory object overrides
//@mem objects
"objects", &GameScriptLevel::InventoryObjects
);
}