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