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Add GameScriptSoundSourceInfo and GameScriptAIObject, and associated functions.
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commit
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7 changed files with 386 additions and 9 deletions
103
TR5Main/Scripting/GameScriptSoundSourceInfo.cpp
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103
TR5Main/Scripting/GameScriptSoundSourceInfo.cpp
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#include "framework.h"
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#include "GameScriptSoundSourceInfo.h"
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#include "GameScriptPosition.h"
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/***
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Camera info
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@classmod SoundSourceInfo
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@pragma nostrip
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*/
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extern bool const WarningsAsErrors;
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static constexpr auto LUA_CLASS_NAME{ "SoundSourceInfo" };
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static auto index_error = index_error_maker(GameScriptSoundSourceInfo, LUA_CLASS_NAME);
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GameScriptSoundSourceInfo::GameScriptSoundSourceInfo(SOUND_SOURCE_INFO & ref, bool temp) : m_soundSource{ref}, m_temporary{ temp }
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{};
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GameScriptSoundSourceInfo::~GameScriptSoundSourceInfo() {
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if (m_temporary)
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{
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s_callbackRemoveName(m_soundSource.luaName);
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}
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}
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void GameScriptSoundSourceInfo::Register(sol::state* state)
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{
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state->new_usertype<GameScriptSoundSourceInfo>(LUA_CLASS_NAME,
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sol::meta_function::index, index_error,
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/// (@{Position}) position in level
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// @mem pos
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"pos", sol::property(&GameScriptSoundSourceInfo::GetPos, &GameScriptSoundSourceInfo::SetPos),
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/// (string) unique string identifier.
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// e.g. "machine_sound_1" or "discordant_humming"
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// @mem name
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"name", sol::property(&GameScriptSoundSourceInfo::GetName, &GameScriptSoundSourceInfo::SetName),
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/// (int) sound ID
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// @mem soundID
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"soundID", sol::property(&GameScriptSoundSourceInfo::GetSoundID, &GameScriptSoundSourceInfo::SetSoundID),
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/// (int) flags
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// @mem flags
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"flags", sol::property(&GameScriptSoundSourceInfo::GetFlags, &GameScriptSoundSourceInfo::SetFlags)
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);
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}
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GameScriptPosition GameScriptSoundSourceInfo::GetPos() const
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{
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return GameScriptPosition{ m_soundSource.x, m_soundSource.y, m_soundSource.z };
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}
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void GameScriptSoundSourceInfo::SetPos(GameScriptPosition const& pos)
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{
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m_soundSource.x = pos.x;
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m_soundSource.y = pos.y;
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m_soundSource.z = pos.z;
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}
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std::string GameScriptSoundSourceInfo::GetName() const
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{
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return m_soundSource.luaName;
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}
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void GameScriptSoundSourceInfo::SetName(std::string const & id)
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{
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if (id.empty() && WarningsAsErrors)
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throw std::runtime_error("Name cannot be blank");
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// remove the old name if we have one
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s_callbackRemoveName(m_soundSource.luaName);
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// un-register any other objects using this name.
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// maybe we should throw an error if another object
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// already uses the name...
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s_callbackRemoveName(id);
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m_soundSource.luaName = id;
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// todo add error checking
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s_callbackSetName(id, m_soundSource);
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}
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int GameScriptSoundSourceInfo::GetSoundID() const
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{
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return m_soundSource.soundId;
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}
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void GameScriptSoundSourceInfo::SetSoundID(int soundID)
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{
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m_soundSource.soundId = soundID;
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}
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int GameScriptSoundSourceInfo::GetFlags() const
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{
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return m_soundSource.flags;
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}
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void GameScriptSoundSourceInfo::SetFlags(int flags)
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{
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m_soundSource.flags = flags;
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}
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