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"
extern GameFlow* g_GameFlow;
GameScript::GameScript(sol::state* lua)
{
m_lua = lua;
// Add constants
(*m_lua)["HIT_POINTS"] = ITEM_PARAM_HIT_POINTS;
(*m_lua)["CURRENT_ANIM_STATE"] = ITEM_PARAM_CURRENT_ANIM_STATE;
(*m_lua)["ANIM_NUMBER"] = ITEM_PARAM_ANIM_NUMBER;
(*m_lua)["GOAL_ANIM_STATE"] = ITEM_PARAM_GOAL_ANIM_STATE;
(*m_lua)["REQUIRED_ANIM_STATE"] = ITEM_PARAM_REQUIRED_ANIM_STATE;
(*m_lua)["FRAME_NUMBER"] = ITEM_PARAM_FRAME_NUMBER;
(*m_lua)["HIT_POINTS"] = ITEM_PARAM_HIT_POINTS;
(*m_lua)["HIT_STATUS"] = ITEM_PARAM_HIT_STATUS;
(*m_lua)["GRAVITY_STATUS"] = ITEM_PARAM_GRAVITY_STATUS;
(*m_lua)["COLLIDABLE"] = ITEM_PARAM_COLLIDABLE;
(*m_lua)["POISONED"] = ITEM_PARAM_POISONED;
(*m_lua)["ROOM_NUMBER"] = ITEM_PARAM_ROOM_NUMBER;
// Add the item type
m_lua->new_usertype<GameScriptItemPosition>("ItemPosition",
"x", &GameScriptItemPosition::x,
"y", &GameScriptItemPosition::y,
"z", &GameScriptItemPosition::z,
"xRot", &GameScriptItemPosition::xRot,
"yRot", &GameScriptItemPosition::yRot,
"zRot", &GameScriptItemPosition::zRot,
"room", &GameScriptItemPosition::room
);
m_lua->new_usertype<GameScriptItem>("Item",
"Get", &GameScriptItem::Get,
"Set", &GameScriptItem::Set,
"GetPosition", &GameScriptItem::GetItemPosition,
"SetPosition", &GameScriptItem::SetItemPosition,
"SetRotation", &GameScriptItem::SetItemRotation
);
// GameScript type
m_lua->new_usertype<GameScript>("GameScript",
"EnableItem", &GameScript::EnableItem,
"DisableItem", &GameScript::DisableItem,
"PlayAudioTrack", &GameScript::PlayAudioTrack,
"ChangeAmbientSoundTrack", &GameScript::ChangeAmbientSoundTrack,
"MakeItemInvisible", &GameScript::MakeItemInvisible,
"GetSecretsCount", &GameScript::GetSecretsCount,
"SetSecretsCount", &GameScript::SetSecretsCount,
"AddOneSecret", &GameScript::AddOneSecret,
"JumpToLevel", &GameScript::JumpToLevel,
"GetItem", &GameScript::GetItem,
"PlaySoundEffect", &GameScript::PlaySoundEffect,
"PlaySoundEffectAtPosition", &GameScript::PlaySoundEffectAtPosition
);
// Add global variables and namespaces
(*m_lua)["TR"] = this;
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m_locals = (*m_lua).create_table("Locals");
m_globals = (*m_lua).create_table("Globals");
}
GameScript::~GameScript()
{
}
void GameScript::AddTrigger(LuaFunction* function)
{
m_triggers.push_back(function);
(*m_lua).script(function->Code);
}
void GameScript::AddLuaId(int luaId, int itemId)
{
m_itemsMap.insert(pair<__int32, __int32>(luaId, itemId));
}
void GameScript::FreeLevelScripts()
{
// Delete all triggers
for (__int32 i = 0; i < m_triggers.size(); i++)
{
LuaFunction* trigger = m_triggers[i];
char* name = (char*)trigger->Name.c_str();
(*m_lua)[name] = NULL;
delete m_triggers[i];
}
m_triggers.clear();
// Clear the items mapping
m_itemsMap.clear();
(*m_lua)["Lara"] = NULL;
//delete m_Lara;
}
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 >= m_triggers.size())
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return true;
LuaFunction* trigger = m_triggers[index];
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// 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
trigger->Executed = result;
m_locals.for_each([&](sol::object const& key, sol::object const& value) {
if (value.is<bool>())
std::cout << key.as<string>() << " " << value.as<bool>() << std::endl;
else if (value.is<string>())
std::cout << key.as<string>() << " " << value.as<string>() << std::endl;
else
std::cout << key.as<string>() << " " << value.as<int>() << std::endl;
});
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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);
}
void GameScript::JumpToLevel(__int32 levelNum)
{
if (levelNum >= g_GameFlow->GetNumLevels())
return;
LevelComplete = levelNum;
}
__int32 GameScript::GetSecretsCount()
{
return Savegame.Level.Secrets;
}
void GameScript::SetSecretsCount(__int32 secretsNum)
{
if (secretsNum > 255)
return;
Savegame.Level.Secrets = secretsNum;
}
void GameScript::AddOneSecret()
{
if (Savegame.Level.Secrets >= 255)
return;
Savegame.Level.Secrets++;
S_CDPlay(6, 0);
}
void GameScript::MakeItemInvisible(__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_INVISIBLE;
DisableBaddieAI(itemNum);
}
}
else
{
item->touchBits = 0;
item->status = ITEM_INVISIBLE;
}
}
}
GameScriptItem GameScript::GetItem(__int16 id)
{
if (m_itemsMap.find(id) == m_itemsMap.end())
throw "Item not found";
__int16 itemNum = m_itemsMap[id];
return m_items[itemNum];
}
void GameScript::PlaySoundEffectAtPosition(__int16 id, __int32 x, __int32 y, __int32 z, __int32 flags)
{
PHD_3DPOS pos;
pos.xPos = x;
pos.yPos = y;
pos.zPos = z;
pos.xRot = 0;
pos.yRot = 0;
pos.zRot = 0;
SoundEffect(id, &pos, flags);
}
void GameScript::PlaySoundEffect(__int16 id, __int32 flags)
{
SoundEffect(id, NULL, flags);
}
void GameScript::AssignVariables()
{
for (__int32 i = 0; i < NUM_ITEMS; i++)
m_items[i].NativeItem = NULL;
for (__int32 i = 0; i < NumItems; i++)
m_items[i].NativeItem = &Items[i];
(*m_lua)["Lara"] = m_items[Lara.itemNumber];
}
void GameScript::ResetVariables()
{
(*m_lua)["Lara"] = NULL;
}
void GameScript::SetItem(__int32 index, ITEM_INFO* item)
{
if (index >= NUM_ITEMS)
return;
m_items[index].NativeItem = item;
}
GameScript* g_GameScript;