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Add lua function DoesSaveGameExist() (#1221)
* internal function made available as a lua function * Update Changes.txt * Update FlowHandler.cpp * Update Changes.txt --------- Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
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4 changed files with 16 additions and 1 deletions
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@ -32,7 +32,7 @@ Lua API changes:
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* Add Lara::GetAmmoType() function to read the ammo that Lara is using.
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* Add Lara::GetControlLock() and Lara::SetControlLock() functions to handle controls locking.
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* Add Logic.HandleEvent() function to call node events.
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* Add functions to load, save, and delete savegames.
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* Add functions to load, save, delete and check existence of savegames.
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* Add DisplayStringOption.RIGHT and DisplayStringOption.BLINK flags for DisplayString.
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* Make Vec2 object float-based instead of integer-based.
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* Add Vec2 arithmetic for division with a number and multiplication with another Vec2.
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@ -176,6 +176,7 @@ static constexpr char ScriptReserved_EndLevel[] = "EndLevel";
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static constexpr char ScriptReserved_SaveGame[] = "SaveGame";
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static constexpr char ScriptReserved_LoadGame[] = "LoadGame";
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static constexpr char ScriptReserved_DeleteSaveGame[] = "DeleteSaveGame";
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static constexpr char ScriptReserved_DoesSaveGameExist[] = "DoesSaveGameExist";
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static constexpr char ScriptReserved_GetSecretCount[] = "GetSecretCount";
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static constexpr char ScriptReserved_SetSecretCount[] = "SetSecretCount";
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static constexpr char ScriptReserved_SetTotalSecretCount[] = "SetTotalSecretCount";
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@ -151,6 +151,14 @@ level count, jumps to title.
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*/
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tableFlow.set_function(ScriptReserved_DeleteSaveGame, &FlowHandler::DeleteSaveGame, this);
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/***
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Check if SaveGame exists.
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@function DoesSaveGameExist
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@tparam int slotID ID of the savegame slot to clear.
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@treturn bool true if the savegame exists, false if it does not exist.
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*/
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tableFlow.set_function(ScriptReserved_DoesSaveGameExist, &FlowHandler::DoesSaveGameExist, this);
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/***
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Returns the player's current per-game secret count.
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@function GetSecretCount
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@ -430,6 +438,11 @@ void FlowHandler::DeleteSaveGame(int slot)
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SaveGame::Delete(slot);
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}
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bool FlowHandler::DoesSaveGameExist(int slot)
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{
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return SaveGame::DoesSaveGameExist(slot, true);
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}
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int FlowHandler::GetSecretCount() const
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{
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return Statistics.Game.Secrets;
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@ -63,6 +63,7 @@ public:
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void SaveGame(int slot);
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void LoadGame(int slot);
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void DeleteSaveGame(int slot);
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bool DoesSaveGameExist(int slot);
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int GetSecretCount() const;
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void SetSecretCount(int secretsNum);
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void AddSecret(int levelSecretIndex);
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