TombEngine/TR5Main/Scripting/GameScriptLevel.cpp

175 lines
4.9 KiB
C++
Raw Normal View History

#include "framework.h"
#include "GameScriptLevel.h"
#include "ScriptAssert.h"
/***
A container for level metadata - things which aren't present in the compiled
level file itself.
@classmod Level
@pragma nostrip
*/
2021-08-11 14:50:10 +01:00
/*** 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,
2021-08-11 14:50:10 +01:00
/// (@{Mirror}) object holding the location and size of the room's mirror, if present.
//
// __(not yet implemented)__
//@mem mirror
"mirror", &GameScriptLevel::Mirror,
/*** (byte) Default speed of "UVRotate" animated textures.
Must be in the range [-64, 64].
A level texture can be set in Tomb Editor to use "UVRotate" animation.
This gives the effect of the texture looping downwards or upwards in place.
Positive values will cause the texture to loop downwards, and negative values
will cause an upwards loop. The higher a positive number or the lower a negative
number, the faster the scroll will be.
__(not yet implemented)__
@mem UVRotate*/
"UVRotate", sol::property(&GameScriptLevel::SetUVRotate),
/*** (byte) The maximum draw distance, in sectors (blocks), of this particular level.
Must be in the range [1, 127], and equal to or less than the value passed to SetGameFarView.
This is equivalent to TRNG's LevelFarView variable.
__(not yet implemented)__
@mem farView
*/
"farView", sol::property(&GameScriptLevel::SetLevelFarView),
/*** (bool) If true, the player will have an unlimited oxygen supply when in water.
__(not yet implemented)__
@mem unlimitedAir
*/
"unlimitedAir", &GameScriptLevel::UnlimitedAir,
2021-08-11 14:50:10 +01:00
/// (table of @{InventoryObject}s) table of inventory object overrides
//@mem objects
"objects", &GameScriptLevel::InventoryObjects
);
}
void GameScriptLevel::SetUVRotate(byte val)
{
bool cond = val <= 64 && val >= -64;
std::string msg{ "UVRotate value must be in the range [-64, 64]." };
if (!ScriptAssert(cond, msg))
{
ScriptWarn("Setting UVRotate to 0.");
UVRotate = 0;
}
else
{
UVRotate = val;
}
}
void GameScriptLevel::SetLevelFarView(byte val)
{
bool cond = val <= 127 && val >= 1;
std::string msg{ "levelFarView value must be in the range [1, 127]." };
if (!ScriptAssert(cond, msg))
{
ScriptWarn("Setting levelFarView view to 32.");
LevelFarView = 32;
}
else
{
LevelFarView = val;
}
}