2020-12-21 13:16:29 -03:00
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#include "framework.h"
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#include "GameFlowScript.h"
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#include "items.h"
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#include "box.h"
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#include "lot.h"
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#include "sound.h"
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#include "savegame.h"
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#include "draw.h"
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2021-06-16 15:05:10 +01:00
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#include "AudioTracks.h"
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2021-06-23 05:58:24 +02:00
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#include <Objects/objectslist.h>
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#include <Game/newinv2.h>
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2021-06-16 15:05:10 +01:00
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2021-07-13 22:29:47 -05:00
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#ifndef _DEBUG
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#include <iostream>
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#endif
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2021-07-28 19:06:15 +01:00
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/***
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functions for gameflow
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@module gameflow
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@pragma nostrip
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*/
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2020-12-21 13:16:29 -03:00
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using std::string;
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using std::vector;
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2021-06-26 07:36:54 +02:00
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using std::unordered_map;
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2020-12-21 13:16:29 -03:00
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2021-06-26 07:36:54 +02:00
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extern unordered_map<string, AudioTrack> g_AudioTracks;
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2020-12-21 13:16:29 -03:00
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2021-06-16 15:05:10 +01:00
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GameFlow::GameFlow(sol::state* lua) : LuaHandler{ lua }
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{
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GameScriptLevel::Register(m_lua);
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GameScriptSkyLayer::Register(m_lua);
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GameScriptMirror::Register(m_lua);
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GameScriptInventoryObject::Register(m_lua);
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GameScriptSettings::Register(m_lua);
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GameScriptAudioTrack::Register(m_lua);
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/***
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Add a level to the gameflow.
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@function AddLevel
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@tparam @{Level} level a level object
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*/
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m_lua->set_function("AddLevel", &GameFlow::AddLevel, this);
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/***
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@function SetIntroImagePath
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@tparam string path the path to the image, relative to the TombEngine exe
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*/
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m_lua->set_function("SetIntroImagePath", &GameFlow::SetIntroImagePath, this);
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/***
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@function SetAudioTracks
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@tparam table table array-style table with @{AudioTrack} objects
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*/
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m_lua->set_function("SetAudioTracks", &GameFlow::SetAudioTracks, this);
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/***
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@function SetStrings
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@tparam table table array-style table with strings
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*/
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m_lua->set_function("SetStrings", &GameFlow::SetStrings, this);
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/***
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@function SetLanguageNames
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@tparam table table array-style table with TODO EXTRA INFO HERE
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*/
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m_lua->set_function("SetLanguageNames", &GameFlow::SetLanguageNames, this);
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}
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GameFlow::~GameFlow()
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{
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for (auto& lev : Levels)
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{
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delete lev;
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}
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}
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void GameFlow::SetLanguageNames(sol::as_table_t<std::vector<std::string>> && src)
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{
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m_languageNames = std::move(src);
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}
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void GameFlow::SetStrings(sol::nested<std::unordered_map<std::string, std::vector<std::string>>> && src)
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{
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m_translationsMap = std::move(src);
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}
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void GameFlow::AddLevel(GameScriptLevel const& level)
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{
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Levels.push_back(new GameScriptLevel{ level });
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}
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void GameFlow::SetIntroImagePath(std::string const& path)
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{
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IntroImagePath = path;
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}
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2021-06-26 07:36:54 +02:00
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void GameFlow::SetAudioTracks(sol::as_table_t<std::vector<GameScriptAudioTrack>>&& src)
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{
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std::vector<GameScriptAudioTrack> tracks = std::move(src);
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for (auto t : tracks) {
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AudioTrack track;
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track.Name = t.trackName;
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track.Mask = 0;
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track.looped = t.looped;
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g_AudioTracks.insert_or_assign(track.Name, track);
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}
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}
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bool GameFlow::LoadGameFlowScript()
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{
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// Load the enums file
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std::string err;
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if (!ExecuteScript("Scripts/Enums.lua", err)) {
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std::cout << err << "\n";
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}
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// Load the new audio tracks file
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if (!ExecuteScript("Scripts/Tracks.lua", err)) {
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std::cout << err << "\n";
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}
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// Load the new script file
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if (!ExecuteScript("Scripts/Gameflow.lua", err)) {
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std::cout << err << "\n";
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}
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// Populate strings
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if (!ExecuteScript("Scripts/Strings.lua", err)) {
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std::cout << err << "\n";
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}
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return true;
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}
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2021-07-23 21:48:49 +01:00
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char const * GameFlow::GetString(const char* id)
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{
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if (m_translationsMap.find(id) == m_translationsMap.end())
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return "String not found";
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else
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return m_translationsMap.at(string(id)).at(0).c_str();
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}
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GameScriptSettings* GameFlow::GetSettings()
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{
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return &m_settings;
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}
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GameScriptLevel* GameFlow::GetLevel(int id)
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{
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return Levels[id];
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}
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void GameFlow::SetHorizon(bool horizon, bool colAddHorizon)
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{
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DrawHorizon = horizon;
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ColAddHorizon = colAddHorizon;
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}
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void GameFlow::SetLayer1(byte r, byte g, byte b, short speed)
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{
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SkyColor1.r = r;
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SkyColor1.g = g;
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SkyColor1.b = b;
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SkyVelocity1 = speed;
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SkyColorLayer1.x = r / 255.0f;
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SkyColorLayer1.y = g / 255.0f;
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SkyColorLayer1.z = b / 255.0f;
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SkySpeedLayer1 = speed;
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}
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void GameFlow::SetLayer2(byte r, byte g, byte b, short speed)
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{
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SkyColor2.r = r;
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SkyColor2.g = g;
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SkyColor2.b = b;
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SkyVelocity2 = speed;
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SkyColorLayer2.x = r / 255.0f;
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SkyColorLayer2.y = g / 255.0f;
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SkyColorLayer2.z = b / 255.0f;
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SkySpeedLayer2 = speed;
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}
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void GameFlow::SetFog(byte r, byte g, byte b, short startDistance, short endDistance)
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{
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FogColor.x = r / 255.0f;
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FogColor.y = g / 255.0f;
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FogColor.z = b / 255.0f;
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FogInDistance = startDistance;
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FogOutDistance = endDistance;
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}
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int GameFlow::GetNumLevels()
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{
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return Levels.size();
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}
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bool GameFlow::DoGameflow()
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{
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// We start with the title level
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CurrentLevel = 0;
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SelectedLevelForNewGame = 0;
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SelectedSaveGame = 0;
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SaveGameHeader header;
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// We loop indefinitely, looking for return values of DoTitle or DoLevel
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bool loadFromSavegame = false;
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while (true)
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{
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// First we need to fill some legacy variables in PCTomb5.exe
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GameScriptLevel* level = Levels[CurrentLevel];
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2021-06-23 05:58:24 +02:00
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2021-06-26 07:36:54 +02:00
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CurrentAtmosphere = level->AmbientTrack;
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if (level->Horizon)
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{
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SkyColor1.r = level->Layer1.R;
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SkyColor1.g = level->Layer1.G;
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SkyColor1.b = level->Layer1.B;
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SkyVelocity1 = level->Layer1.CloudSpeed;
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SkyColor2.r = level->Layer2.R;
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SkyColor2.g = level->Layer2.G;
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SkyColor2.b = level->Layer2.B;
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SkyVelocity2 = level->Layer2.CloudSpeed;
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}
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if (level->Storm)
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{
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SkyStormColor[0] = level->Layer1.R;
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SkyStormColor[1] = level->Layer1.G;
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SkyStormColor[2] = level->Layer1.B;
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SkyStormColor2[0] = level->Layer1.R;
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SkyStormColor2[1] = level->Layer1.G;
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SkyStormColor2[2] = level->Layer1.B;
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}
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GAME_STATUS status;
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if (CurrentLevel == 0)
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{
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status = DoTitle(0);
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}
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else
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{
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2021-06-23 05:58:24 +02:00
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// Prepare inventory objects table
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for (int i = 0; i < level->InventoryObjects.size(); i++)
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{
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GameScriptInventoryObject* obj = &level->InventoryObjects[i];
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if (obj->slot >= 0 && obj->slot < INVENTORY_TABLE_SIZE)
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{
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INVOBJ* invObj = &inventry_objects_list[obj->slot];
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invObj->objname = obj->name.c_str();
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invObj->scale1 = obj->scale;
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invObj->yoff = obj->yOffset;
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invObj->xrot = obj->xRot;
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invObj->zrot = obj->zRot;
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invObj->meshbits = obj->meshBits;
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invObj->opts = obj->operation;
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invObj->rot_flags = obj->rotationFlags;
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}
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}
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2020-12-21 13:16:29 -03:00
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status = DoLevel(CurrentLevel, CurrentAtmosphere, loadFromSavegame);
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loadFromSavegame = false;
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}
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switch (status)
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{
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case GAME_STATUS_EXIT_GAME:
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return true;
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case GAME_STATUS_EXIT_TO_TITLE:
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CurrentLevel = 0;
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break;
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case GAME_STATUS_NEW_GAME:
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CurrentLevel = (SelectedLevelForNewGame != 0 ? SelectedLevelForNewGame : 1);
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SelectedLevelForNewGame = 0;
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InitialiseGame = true;
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break;
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case GAME_STATUS_LOAD_GAME:
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// Load the header of the savegame for getting the level to load
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char fileName[255];
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ZeroMemory(fileName, 255);
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sprintf(fileName, "savegame.%d", SelectedSaveGame);
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SaveGame::LoadHeader(fileName, &header);
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// Load level
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CurrentLevel = header.Level;
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loadFromSavegame = true;
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break;
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case GAME_STATUS_LEVEL_COMPLETED:
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if (LevelComplete == Levels.size())
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{
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// TODO: final credits
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}
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else
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CurrentLevel++;
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break;
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}
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}
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return true;
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}
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2018-09-22 23:54:36 +02:00
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GameFlow* g_GameFlow;
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