TombEngine/TR5Main/Scripting/GameLogicScript.cpp

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#include "GameLogicScript.h"
#include "..\Game\items.h"
#include "..\Game\box.h"
#include "..\Game\lot.h"
#include "..\Game\sound.h"
GameScript::GameScript(sol::state* lua)
{
m_lua = lua;
// Gameflow type
m_lua->new_usertype<GameScript>("GameScript",
"EnableItem", &GameScript::EnableItem,
"DisableItem", &GameScript::DisableItem,
"PlayAudioTrack", &GameScript::PlayAudioTrack,
"ChangeAmbientSoundTrack", &GameScript::ChangeAmbientSoundTrack
);
(*m_lua)["TR"] = this;
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// DEBUG: just for testing
LuaFunction* function = new LuaFunction();
function->Name = "Trigger_0";
function->Code = "function Trigger_0() \n TR:EnableItem(2); \n TR:PlayAudioTrack(15); \n return true; \n end";
m_lua->script(function->Code);
Triggers.push_back(function);
m_itemsMap.insert(pair<__int16, __int16>(2, 8));
}
GameScript::~GameScript()
{
}
string GameScript::loadScriptFromFile(char* luaFilename)
{
ifstream ifs(luaFilename, ios::in | ios::binary | ios::ate);
ifstream::pos_type fileSize = ifs.tellg();
ifs.seekg(0, ios::beg);
vector<char> bytes(fileSize);
ifs.read(bytes.data(), fileSize);
return string(bytes.data(), fileSize);
}
bool GameScript::ExecuteScript(char* luaFilename)
{
string script = loadScriptFromFile(luaFilename);
m_lua->script(script);
return true;
}
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bool GameScript::ExecuteTrigger(__int16 index)
{
// Is this a valid trigger?
if (index >= Triggers.size())
return true;
LuaFunction* trigger = Triggers[index];
// We want to execute a trigger just one time
// TODO: implement in the future continoous trigger?
if (trigger->Executed)
return true;
// Get the trigger function name
char* name = (char*)trigger->Name.c_str();
// Execute trigger
bool result = (*m_lua)[name]();
// Trigger was executed, don't execute it anymore
Triggers[index]->Executed = result;
return result;
}
void GameScript::EnableItem(__int16 id)
{
if (m_itemsMap.find(id) == m_itemsMap.end())
return;
__int16 itemNum = m_itemsMap[id];
ITEM_INFO* item = &Items[itemNum];
if (!item->active)
{
if (Objects[item->objectNumber].intelligent)
{
if (item->status == ITEM_DEACTIVATED)
{
item->touchBits = 0;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
EnableBaddieAI(itemNum, 1);
}
else if (item->status == ITEM_INVISIBLE)
{
item->touchBits = 0;
if (EnableBaddieAI(itemNum, 0))
item->status = ITEM_ACTIVE;
else
item->status = ITEM_INVISIBLE;
AddActiveItem(itemNum);
}
}
else
{
item->touchBits = 0;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
}
}
}
void GameScript::DisableItem(__int16 id)
{
if (m_itemsMap.find(id) == m_itemsMap.end())
return;
__int16 itemNum = m_itemsMap[id];
ITEM_INFO* item = &Items[itemNum];
if (item->active)
{
if (Objects[item->objectNumber].intelligent)
{
if (item->status == ITEM_ACTIVE)
{
item->touchBits = 0;
item->status = ITEM_DEACTIVATED;
RemoveActiveItem(itemNum);
DisableBaddieAI(itemNum);
}
}
else
{
item->touchBits = 0;
RemoveActiveItem(itemNum);
item->status = ITEM_DEACTIVATED;
}
}
}
void GameScript::PlayAudioTrack(__int16 track)
{
S_CDPlay(track, SOUND_TRACK_ONESHOT);
}
void GameScript::ChangeAmbientSoundTrack(__int16 track)
{
CurrentAtmosphere = track;
S_CDStop();
S_CDPlay(track, SOUND_TRACK_BGM);
}
GameScript* g_GameScript;