TombEngine/TR5Main/Scripting/GameFlowScript.h

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#pragma once
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#include <sol.hpp>
#include <vector>
#include <string>
#include <iostream>
#include <fstream>
#include <map>
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#include "..\Global\global.h"
#include "..\Specific\IO\ChunkId.h"
#include "..\Specific\IO\ChunkReader.h"
#include "..\Specific\IO\LEB128.h"
#include "LanguageScript.h"
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struct ChunkId;
struct LEB128;
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using namespace std;
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typedef struct GameScriptSettings {
__int32 ScreenWidth;
__int32 ScreenHeight;
bool EnableLoadSave;
bool EnableDynamicShadows;
bool EnableWaterCaustics;
bool Windowed;
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string WindowTitle;
__int32 DrawingDistance;
bool ShowRendererSteps;
bool ShowDebugInfo;
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};
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typedef struct GameScriptSkyLayer {
bool Enabled;
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byte R;
byte G;
byte B;
__int16 CloudSpeed;
GameScriptSkyLayer()
{
Enabled = false;
R = G = B = CloudSpeed = 0;
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}
GameScriptSkyLayer(byte r, byte g, byte b, __int16 speed)
{
R = r;
G = g;
B = b;
CloudSpeed = speed;
Enabled = true;
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}
};
typedef struct GameScriptFog {
byte R;
byte G;
byte B;
GameScriptFog()
{
}
GameScriptFog(byte r, byte g, byte b)
{
R = r;
G = g;
B = b;
}
};
typedef struct GameScriptMirror {
__int16 Room;
__int32 StartX;
__int32 EndX;
__int32 StartZ;
__int32 EndZ;
GameScriptMirror()
{
Room = -1;
StartX = EndX = StartZ = EndZ = 0;
}
GameScriptMirror(__int16 room, __int32 startX, __int32 endX, __int32 startZ, __int32 endZ)
{
Room = room;
StartX = startX;
EndX = endX;
StartZ = startZ;
EndZ = endZ;
}
};
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typedef struct GameScriptLevel {
__int32 NameStringIndex;
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string FileName;
string ScriptFileName;
string LoadScreenFileName;
string Background;
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__int32 Name;
__int32 Soundtrack;
GameScriptSkyLayer Layer1;
GameScriptSkyLayer Layer2;
bool Horizon;
bool Sky;
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bool ColAddHorizon;
GameScriptFog Fog;
bool Storm;
WEATHER_TYPES Weather;
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bool ResetHub;
bool Rumble;
LARA_DRAW_TYPE LaraType;
GameScriptMirror Mirror;
byte UVRotate;
int LevelFarView;
bool UnlimitedAir;
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GameScriptLevel()
{
Storm = false;
Horizon = false;
ColAddHorizon = false;
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ResetHub = false;
Rumble = false;
Weather = WEATHER_NORMAL;
LaraType = LARA_DRAW_TYPE::LARA_NORMAL;
UnlimitedAir = false;
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}
};
extern ChunkReader* g_ScriptChunkIO;
bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg);
bool __cdecl readGameFlowChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg);
bool __cdecl readGameFlowLevel();
bool __cdecl readGameFlowStrings();
bool __cdecl readGameFlowFlags();
bool __cdecl LoadScript();
class GameFlow
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{
private:
sol::state* m_lua;
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GameScriptSettings m_settings;
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string loadScriptFromFile(char* luaFilename);
map<__int16, __int16> m_itemsMap;
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public:
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Vector3 SkyColorLayer1;
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__int32 SkySpeedLayer1;
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Vector3 SkyColorLayer2;
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__int32 SkySpeedLayer2;
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Vector3 FogColor;
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__int32 FogInDistance;
__int32 FogOutDistance;
bool DrawHorizon;
bool ColAddHorizon;
__int32 SelectedLevelForNewGame;
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__int32 SelectedSaveGame;
bool EnableLoadSave;
bool PlayAnyLevel;
bool FlyCheat;
bool DebugMode;
__int32 LevelFarView;
// Selected language set
LanguageScript* CurrentStrings;
vector<LanguageScript*> Strings;
vector<GameScriptLevel*> Levels;
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GameFlow(sol::state* lua);
~GameFlow();
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bool LoadGameStrings(char* luaFilename);
bool LoadGameSettings(char* luaFilename);
bool ExecuteScript(char* luaFilename);
char* GetString(__int32 id);
GameScriptSettings* GetSettings();
GameScriptLevel* GetLevel(__int32 id);
void SetHorizon(bool horizon, bool colAddHorizon);
void SetLayer1(byte r, byte g, byte b, __int16 speed);
void SetLayer2(byte r, byte g, byte b, __int16 speed);
void SetFog(byte r, byte g, byte b, __int16 startDistance, __int16 endDistance);
__int32 GetNumLevels();
bool DoGameflow();
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};