Merged branches

This commit is contained in:
Montagna Marco 2019-12-02 09:11:21 +01:00
commit 09c2957f4f
221 changed files with 36632 additions and 15303 deletions

View file

@ -46,7 +46,7 @@ GameFlow::GameFlow(sol::state* lua)
// Layer type
m_lua->new_usertype<GameScriptSkyLayer>("SkyLayer",
sol::constructors<GameScriptSkyLayer(byte, byte, byte, __int16)>(),
sol::constructors<GameScriptSkyLayer(byte, byte, byte, short)>(),
"r", &GameScriptSkyLayer::R,
"g", &GameScriptSkyLayer::G,
"b", &GameScriptSkyLayer::B,
@ -55,7 +55,7 @@ GameFlow::GameFlow(sol::state* lua)
// Mirror type
m_lua->new_usertype<GameScriptMirror>("Mirror",
sol::constructors<GameScriptMirror(__int16, __int32, __int32, __int32, __int32)>(),
sol::constructors<GameScriptMirror(short, int, int, int, int)>(),
"room", &GameScriptMirror::Room,
"startX", &GameScriptMirror::StartX,
"endX", &GameScriptMirror::EndX,
@ -125,8 +125,8 @@ bool __cdecl readGameFlowStrings()
LanguageScript* lang = new LanguageScript(name);
free(name);
__int32 numStrings = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < numStrings; i++)
int numStrings = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (int i = 0; i < numStrings; i++)
{
char* str;
g_ScriptChunkIO->GetRawStream()->ReadString(&str);
@ -141,8 +141,8 @@ bool __cdecl readGameFlowStrings()
bool __cdecl readGameFlowTracks()
{
__int32 numTracks = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < numTracks; i++)
int numTracks = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (int i = 0; i < numTracks; i++)
{
char* str;
g_ScriptChunkIO->GetRawStream()->ReadString(&str);
@ -156,7 +156,7 @@ bool __cdecl readGameFlowTracks()
return true;
}
bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg)
bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, int maxSize, int arg)
{
GameScriptLevel* level = g_GameFlow->Levels[arg];
@ -201,7 +201,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -210,7 +210,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -219,7 +219,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -228,7 +228,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
{
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -238,7 +238,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int piece = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -248,7 +248,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int piece = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -258,7 +258,7 @@ bool __cdecl readGameFlowLevelChunks(ChunkId* chunkId, __int32 maxSize, __int32
int itemIndex = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int piece = LEB128::ReadByte(g_ScriptChunkIO->GetRawStream());
int itemStringIndex = LEB128::ReadUInt32(g_ScriptChunkIO->GetRawStream());
for (__int32 i = 0; i < 6; i++)
for (int i = 0; i < 6; i++)
LEB128::ReadInt16(g_ScriptChunkIO->GetRawStream());
return true;
@ -296,7 +296,7 @@ bool __cdecl readGameFlowLevel()
return g_ScriptChunkIO->ReadChunks(readGameFlowLevelChunks, g_GameFlow->Levels.size() - 1);
}
bool __cdecl readGameFlowChunks(ChunkId* chunkId, __int32 maxSize, __int32 arg)
bool __cdecl readGameFlowChunks(ChunkId* chunkId, int maxSize, int arg)
{
if (chunkId->EqualsTo(ChunkGameFlowFlags))
return readGameFlowFlags();
@ -365,7 +365,7 @@ bool GameFlow::ExecuteScript(char* luaFilename)
return true;
}
char* GameFlow::GetString(__int32 id)
char* GameFlow::GetString(int id)
{
return (char*)(CurrentStrings->Strings[id].c_str());
}
@ -375,7 +375,7 @@ GameScriptSettings* GameFlow::GetSettings()
return &m_settings;
}
GameScriptLevel* GameFlow::GetLevel(__int32 id)
GameScriptLevel* GameFlow::GetLevel(int id)
{
return Levels[id];
}
@ -386,7 +386,7 @@ void GameFlow::SetHorizon(bool horizon, bool colAddHorizon)
ColAddHorizon = colAddHorizon;
}
void GameFlow::SetLayer1(byte r, byte g, byte b, __int16 speed)
void GameFlow::SetLayer1(byte r, byte g, byte b, short speed)
{
SkyColor1.r = r;
SkyColor1.g = g;
@ -399,7 +399,7 @@ void GameFlow::SetLayer1(byte r, byte g, byte b, __int16 speed)
SkySpeedLayer1 = speed;
}
void GameFlow::SetLayer2(byte r, byte g, byte b, __int16 speed)
void GameFlow::SetLayer2(byte r, byte g, byte b, short speed)
{
SkyColor2.r = r;
SkyColor2.g = g;
@ -412,7 +412,7 @@ void GameFlow::SetLayer2(byte r, byte g, byte b, __int16 speed)
SkySpeedLayer2 = speed;
}
void GameFlow::SetFog(byte r, byte g, byte b, __int16 startDistance, __int16 endDistance)
void GameFlow::SetFog(byte r, byte g, byte b, short startDistance, short endDistance)
{
FogColor.x = r / 255.0f;
FogColor.y = g / 255.0f;
@ -421,7 +421,7 @@ void GameFlow::SetFog(byte r, byte g, byte b, __int16 startDistance, __int16 end
FogOutDistance = endDistance;
}
__int32 GameFlow::GetNumLevels()
int GameFlow::GetNumLevels()
{
return Levels.size();
}