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#include "framework.h"
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#include "GameScriptLevel.h"
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2021-08-17 13:36:34 +01:00
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#include "ScriptAssert.h"
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/***
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2021-08-23 19:16:24 +01:00
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Stores level metadata.
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These are things things which aren't present in the compiled level file itself.
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2021-08-23 19:16:24 +01:00
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@pregameclass Level
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@pragma nostrip
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*/
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2021-08-11 14:50:10 +01:00
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/*** Make a new Level object.
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@function Level.new
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@return a Level object
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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.
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// 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) Level-specific Lua script file.
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// 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) Compiled file path.
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// This path is 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) Load screen image.
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// 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.
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// 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
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// __(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.
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// As seen in TR4's Desert Railroad.
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// If not provided, distance fog will be black.
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//
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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) Draw sky layer? (default: false)
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//@mem horizon
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"horizon", &GameScriptLevel::Horizon,
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/// (bool) Enable smooth transition from horizon graphic to sky layer.
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// If set to false, there will be a black band between the two.
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//
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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) Enable flickering lightning in the sky.
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// Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
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j//
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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) Choose weather effect.
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// Must be one of the values `WeatherType.NORMAL`, `WeatherType.RAIN`, or `WeatherType.SNOW`.
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//
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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) Enable occasional screen shake effect.
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// As seen in TRC's Sinking Submarine.
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//@mem rumble
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"rumble", &GameScriptLevel::Rumble,
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/// (@{Mirror}) Location and size of the level's mirror, if present.
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//
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// __(not yet implemented)__
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//@mem mirror
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"mirror", &GameScriptLevel::Mirror,
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/*** (byte) Default speed of "UVRotate" animated textures.
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Must be in the range [-64, 64].
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A level texture can be set in Tomb Editor to use "UVRotate" animation.
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This gives the effect of the texture looping downwards or upwards in place.
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Positive values will cause the texture to loop downwards, and negative values
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will cause an upwards loop. The higher a positive number or the lower a negative
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number, the faster the scroll will be.
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__(not yet implemented)__
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@mem UVRotate*/
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"UVRotate", sol::property(&GameScriptLevel::SetUVRotate),
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/*** (byte) The maximum draw distance for level.
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Given in sectors (blocks).
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Must be in the range [1, 127], and equal to or less than the value passed to SetGameFarView.
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This is equivalent to TRNG's LevelFarView variable.
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__(not yet implemented)__
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@mem farView
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*/
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"farView", sol::property(&GameScriptLevel::SetLevelFarView),
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/*** (bool) Enable unlimited oxygen supply when in water.
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__(not yet implemented)__
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@mem unlimitedAir
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*/
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"unlimitedAir", &GameScriptLevel::UnlimitedAir,
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/// (table of @{InventoryObject}s) 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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void GameScriptLevel::SetUVRotate(byte val)
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{
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bool cond = val <= 64 && val >= -64;
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std::string msg{ "UVRotate value must be in the range [-64, 64]." };
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if (!ScriptAssert(cond, msg))
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{
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ScriptWarn("Setting UVRotate to 0.");
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UVRotate = 0;
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}
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else
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{
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UVRotate = val;
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}
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}
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void GameScriptLevel::SetLevelFarView(byte val)
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{
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bool cond = val <= 127 && val >= 1;
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std::string msg{ "levelFarView value must be in the range [1, 127]." };
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if (!ScriptAssert(cond, msg))
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{
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ScriptWarn("Setting levelFarView view to 32.");
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LevelFarView = 32;
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}
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else
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{
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LevelFarView = val;
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}
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}
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