Update docs.

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37 changed files with 5063 additions and 3677 deletions

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@ -34,53 +34,54 @@
<ul>
<li><a href="#gameflow_lua">gameflow.lua </a></li>
<li><a href="#settings_lua">settings.lua </a></li>
<li><a href="#tracks_lua">tracks.lua </a></li>
<li><a href="#strings_lua">strings.lua </a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><strong>Pre-game scripts</strong></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><strong>Flow</strong></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Entity classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Pre-game script classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Pre-game files</code></h1>
<p>Scripts that will be run on game startup.</p>
<h1>Table <code>Flow</code></h1>
<p>Functions for use in Flow.lua, settings.lua and strings.lua</p>
<p>
</p>
@ -90,7 +91,7 @@
<table class="function_list">
<tr>
<td class="name" ><a href="#AddLevel">AddLevel(level)</a></td>
<td class="summary">Add a level to the gameflow.</td>
<td class="summary">Add a level to the Flow.</td>
</tr>
<tr>
<td class="name" ><a href="#SetIntroImagePath">SetIntroImagePath(path)</a></td>
@ -101,7 +102,7 @@
<td class="summary">Image to show in the background of the title screen.</td>
</tr>
<tr>
<td class="name" ><a href="#SetGameFarView">SetGameFarView(farview)</a></td>
<td class="name" ><a href="#SetFarView">SetFarView(farview)</a></td>
<td class="summary">Maximum draw distance.</td>
</tr>
</table>
@ -113,11 +114,8 @@
</td>
</tr>
</table>
<h2><a href="#tracks_lua">tracks.lua </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#SetAudioTracks">SetAudioTracks(table)</a></td>
<td class="name" ><a href="#SetAnimations">SetAnimations(animations)</a></td>
<td class="summary">
</td>
@ -130,6 +128,10 @@
<td class="summary">Set string variable keys and their translations.</td>
</tr>
<tr>
<td class="name" ><a href="#GetString">GetString(string)</a></td>
<td class="summary">Get translated string</td>
</tr>
<tr>
<td class="name" ><a href="#SetLanguageNames">SetLanguageNames(table)</a></td>
<td class="summary">Set language names for translations.</td>
</tr>
@ -152,7 +154,7 @@ ambient tracks.
<strong>AddLevel(level)</strong>
</dt>
<dd>
Add a level to the gameflow.
Add a level to the Flow.
<h3>Parameters:</h3>
@ -180,7 +182,7 @@ Must be a .jpg or .png image.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">path</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the path to the image, relative to the TombEngine exe
</li>
</ul>
@ -203,7 +205,7 @@ Must be a .jpg or .png image.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">path</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the path to the image, relative to the TombEngine exe
</li>
</ul>
@ -214,8 +216,8 @@ Must be a .jpg or .png image.
</dd>
<dt>
<a name = "SetGameFarView"></a>
<strong>SetGameFarView(farview)</strong>
<a name = "SetFarView"></a>
<strong>SetFarView(farview)</strong>
</dt>
<dd>
Maximum draw distance.
@ -268,16 +270,9 @@ settings.lua shouldn't be bundled with any finished levels/games.
</dd>
</dl>
<h2 class="section-header has-description"><a name="tracks_lua"></a>tracks.lua </h2>
<div class="section-description">
<strong>TODO CONFIRM PROPER BEHAVIOUR</strong>
</div>
<dl class="function">
<dt>
<a name = "SetAudioTracks"></a>
<strong>SetAudioTracks(table)</strong>
<a name = "SetAnimations"></a>
<strong>SetAnimations(animations)</strong>
</dt>
<dd>
@ -287,9 +282,9 @@ settings.lua shouldn't be bundled with any finished levels/games.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">table</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.6">table</a></span>
array-style table with <a href="../pre-game script classes/AudioTrack.html#">AudioTrack</a> objects
<li><span class="parameter">animations</span>
<span class="types"><span class="type">Animations</span></span>
an animations object
</li>
</ul>
@ -327,6 +322,27 @@ You will not need to call them manually.
</dd>
<dt>
<a name = "GetString"></a>
<strong>GetString(string)</strong>
</dt>
<dd>
Get translated string
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">string</span>
<span class="types"><span class="type">key</span></span>
key for translated string
</li>
</ul>
</dd>
<dt>
<a name = "SetLanguageNames"></a>
@ -357,7 +373,7 @@ Specify which translations in the strings table correspond to which languages.
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
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@ -0,0 +1,203 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><strong>Inventory</strong></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Table <code>Inventory</code></h1>
<p>Inventory manipulation</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GiveItem">GiveItem(item, count)</a></td>
<td class="summary">Add x of an item to the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#GetItemCount">GetItemCount(item)</a></td>
<td class="summary">Get the amount the player holds of an item.</td>
</tr>
<tr>
<td class="name" ><a href="#SetItemCount">SetItemCount(item, count)</a></td>
<td class="summary">Set the amount of a certain item the player has in the inventory.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GiveItem"></a>
<strong>GiveItem(item, count)</strong>
</dt>
<dd>
Add x of an item to the inventory.
A count of 0 will add the "default" amount of that item
(i.e. the amount the player would get from a pickup of that type).
For example, giving "zero" crossbow ammo would give the player
10 instead, whereas giving "zero" medkits would give the player 1 medkit.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvID</span></span>
the item to be added
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
the number of items to add (default: 0)
</li>
</ul>
</dd>
<dt>
<a name = "GetItemCount"></a>
<strong>GetItemCount(item)</strong>
</dt>
<dd>
Get the amount the player holds of an item.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvID</span></span>
the ID item to check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the amount of the item the player has in the inventory
</ol>
</dd>
<dt>
<a name = "SetItemCount"></a>
<strong>SetItemCount(item, count)</strong>
</dt>
<dd>
Set the amount of a certain item the player has in the inventory.
Similar to <a href="../1 modules/Inventory.html#GiveItem">GiveItem</a> but replaces with the new amount instead of adding it.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
the ID of the item to be set
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
the number of items the player will have
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Special_objects">Special objects </a></li>
<li><a href="#Special_tables">Special tables </a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><strong>Logic</strong></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Table <code>Logic</code></h1>
<p>Functions and callbacks for level-specific logic scripts.</p>
<p>
</p>
<h2><a href="#Special_objects">Special objects </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Lara">Lara</a></td>
<td class="summary">A <a href="../2 classes/Objects.Moveable.html#">Objects.Moveable</a> representing Lara herself.</td>
</tr>
</table>
<h2><a href="#Special_tables">Special tables </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#LevelVars">LevelVars</a></td>
<td class="summary">A table with level-specific data which will be saved and loaded.</td>
</tr>
<tr>
<td class="name" ><a href="#GameVars">GameVars</a></td>
<td class="summary">A table with game data which will be saved and loaded.</td>
</tr>
<tr>
<td class="name" ><a href="#LevelFuncs">LevelFuncs</a></td>
<td class="summary">A table with level-specific functions.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Special_objects"></a>Special objects </h2>
<dl class="function">
<dt>
<a name = "Lara"></a>
<strong>Lara</strong>
</dt>
<dd>
A <a href="../2 classes/Objects.Moveable.html#">Objects.Moveable</a> representing Lara herself.
</dd>
</dl>
<h2 class="section-header has-description"><a name="Special_tables"></a>Special tables </h2>
<div class="section-description">
TombEngine uses the following tables for specific things.
</div>
<dl class="function">
<dt>
<a name = "LevelVars"></a>
<strong>LevelVars</strong>
</dt>
<dd>
A table with level-specific data which will be saved and loaded.
This is for level-specific information that you want to store in saved games.</p>
<p>For example, you may have a level with a custom puzzle where Lara has
to kill exactly seven enemies to open a door to a secret. You could use
the following line each time an enemy is killed:</p>
<pre><code>LevelVars.enemiesKilled = LevelVars.enemiesKilled + 1
</code></pre>
<p>If the player saves the level after killing three, saves, and then reloads the save
some time later, the values <code>3</code> will be put back into <code>LevelVars.enemiesKilled.</code></p>
<p><strong>This table is emptied when a level is finished.</strong> If the player needs to be able
to return to the level (like in the Karnak and Alexandria levels in <em>The Last Revelation</em>),
you will need to use the <a href="../1 modules/Logic.html#GameVars">GameVars</a> table, below.
</dd>
<dt>
<a name = "GameVars"></a>
<strong>GameVars</strong>
</dt>
<dd>
A table with game data which will be saved and loaded.
This is for information not specific to any level, but which concerns your whole
levelset or game, that you want to store in saved games.</p>
<p>For example, you may wish to have a final boss say a specific voice line based on
a choice the player made in a previous level. In the level with the choice, you could
write:</p>
<pre><code>GameVars.playerSnoopedInDraws = true
</code></pre>
<p>And in the script file for the level with the boss, you could write:</p>
<pre><code>if GameVars.playerSnoopedInDrawers then
PlayAudioTrack("how_dare_you.wav")
end
</code></pre>
<p>Unlike <a href="../1 modules/Logic.html#LevelVars">LevelVars</a>, this table will remain intact for the entirety of the game.
</dd>
<dt>
<a name = "LevelFuncs"></a>
<strong>LevelFuncs</strong>
</dt>
<dd>
A table with level-specific functions. </p>
<p>This serves two purposes: it holds the level callbacks (listed below) as well as
any trigger functions you might have specified. For example, if you give a trigger
a Lua name of "my_trigger" in Tomb Editor, you will have to implement it as a member
of this table:</p>
<pre><code>LevelFuncs.my_trigger = function()
-- implementation goes here
end
</code></pre>
<p>The following are the level callbacks. They are optional; if your level has no special
behaviour for a particular scenario, you do not need to implement the function. For
example, if your level does not need any special initialisation when it is loaded,
you can just leave out <code>LevelFuncs.OnStart</code>.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">OnStart</span>
<span class="types"><span class="type">function</span></span>
Will be called when a level is loaded
</li>
<li><span class="parameter">OnLoad</span>
<span class="types"><span class="type">function</span></span>
Will be called when a saved game is loaded
</li>
<li><span class="parameter">OnControlPhase</span>
<span class="types"><span class="type">function(float)</span></span>
Will be called during the game's update loop,
and provides the delta time (a float representing game time since last call) via its argument.
</li>
<li><span class="parameter">OnSave</span>
<span class="types"><span class="type">function</span></span>
Will be called when the player saves the game
</li>
<li><span class="parameter">OnEnd</span>
<span class="types"><span class="type">function</span></span>
Will be called when leaving a level. This includes finishing it, exiting to the menu, or loading a save in a different level.
</li>
</ul>
</dd>
</dl>
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<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><strong>Misc</strong></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Table <code>Misc</code></h1>
<p>Scripts that will be run on game startup.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#SetAmbientTrack">SetAmbientTrack(name)</a></td>
<td class="summary">Set and play an ambient track</td>
</tr>
<tr>
<td class="name" ><a href="#PlayAudioTrack">PlayAudioTrack(name, loop)</a></td>
<td class="summary">Play an audio track</td>
</tr>
<tr>
<td class="name" ><a href="#CalculateDistance">CalculateDistance(posA, posB)</a></td>
<td class="summary">Calculate the distance between two positions.</td>
</tr>
<tr>
<td class="name" ><a href="#CalculateHorizontalDistance">CalculateHorizontalDistance(posA, posB)</a></td>
<td class="summary">Calculate the horizontal distance between two positions.</td>
</tr>
<tr>
<td class="name" ><a href="#PercentToScreen">PercentToScreen(x, y)</a></td>
<td class="summary">Translate a pair of percentages to screen-space pixel coordinates.</td>
</tr>
<tr>
<td class="name" ><a href="#HasLineOfSight">HasLineOfSight(room1, pos1, pos2)</a></td>
<td class="summary">Determine if there's a line of sight between two points.</td>
</tr>
<tr>
<td class="name" ><a href="#ScreenToPercent">ScreenToPercent(x, y)</a></td>
<td class="summary">Translate a pair of coordinates to percentages of window dimensions.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "SetAmbientTrack"></a>
<strong>SetAmbientTrack(name)</strong>
</dt>
<dd>
Set and play an ambient track
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
of track (without file extension) to play
</li>
</ul>
</dd>
<dt>
<a name = "PlayAudioTrack"></a>
<strong>PlayAudioTrack(name, loop)</strong>
</dt>
<dd>
Play an audio track
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
of track (without file extension) to play
</li>
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
if true, the track will loop; if false, it won't (default: false)
</li>
</ul>
</dd>
<dt>
<a name = "CalculateDistance"></a>
<strong>CalculateDistance(posA, posB)</strong>
</dt>
<dd>
Calculate the distance between two positions.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><span class="type">Position</span></span>
first position
</li>
<li><span class="parameter">posB</span>
<span class="types"><span class="type">Position</span></span>
second position
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the direct distance from one position to the other
</ol>
</dd>
<dt>
<a name = "CalculateHorizontalDistance"></a>
<strong>CalculateHorizontalDistance(posA, posB)</strong>
</dt>
<dd>
Calculate the horizontal distance between two positions.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><span class="type">Position</span></span>
first position
</li>
<li><span class="parameter">posB</span>
<span class="types"><span class="type">Position</span></span>
second position
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the direct distance on the XZ plane from one position to the other
</ol>
</dd>
<dt>
<a name = "PercentToScreen"></a>
<strong>PercentToScreen(x, y)</strong>
</dt>
<dd>
Translate a pair of percentages to screen-space pixel coordinates.
To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:SetPosition">Strings.DisplayString:SetPosition</a> and <a href="../2 classes/Strings.DisplayString.html#DisplayString.new">Strings.DisplayString.new</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">x</span>
<span class="types"><span class="type">float</span></span>
percent value to translate to x-coordinate
</li>
<li><span class="parameter">y</span>
<span class="types"><span class="type">float</span></span>
percent value to translate to y-coordinate
</li>
</ul>
<h3>Returns:</h3>
<ol>
<li>
<span class="types"><span class="type">int</span></span>
x coordinate in pixels</li>
<li>
<span class="types"><span class="type">int</span></span>
y coordinate in pixels</li>
</ol>
</dd>
<dt>
<a name = "HasLineOfSight"></a>
<strong>HasLineOfSight(room1, pos1, pos2)</strong>
</dt>
<dd>
Determine if there's a line of sight between two points. </p>
<p>i.e. if we run a direct line from one position to another
will any geometry get in the way?</p>
<p>Note: if you use this with Moveable:GetPosition to test if (for example)
two creatures can see one another, you might have to do some extra adjustments.</p>
<p>This is because the "position" for most objects refers to its base, i.e., the floor.
As a solution, you can increase the y-coordinate of this position to correspond to roughly where the
eyes of the creatures would be.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">room1</span>
<span class="types"><span class="type">float</span></span>
ID of the room where the first position is
</li>
<li><span class="parameter">pos1</span>
<span class="types"><span class="type">Position</span></span>
first position
</li>
<li><span class="parameter">pos2</span>
<span class="types"><span class="type">Position</span></span>
second position
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">bool</span></span>
is there a direct line of sight between the two positions?
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> flamePlinthPos = flamePlinth:GetPosition() + Position(<span class="number">0</span>, flamePlinthHeight, <span class="number">0</span>);
<span class="global">print</span>(Misc.HasLineOfSight(enemyHead:GetRoom(), enemyHead:GetPosition(), flamePlinthPos))</pre>
</ul>
</dd>
<dt>
<a name = "ScreenToPercent"></a>
<strong>ScreenToPercent(x, y)</strong>
</dt>
<dd>
Translate a pair of coordinates to percentages of window dimensions.
To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:GetPosition">Strings.DisplayString:GetPosition</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">x</span>
<span class="types"><span class="type">int</span></span>
pixel value to translate to a percentage of the window width
</li>
<li><span class="parameter">y</span>
<span class="types"><span class="type">int</span></span>
pixel value to translate to a percentage of the window height
</li>
</ul>
<h3>Returns:</h3>
<ol>
<li>
<span class="types"><span class="type">float</span></span>
x coordinate as percentage</li>
<li>
<span class="types"><span class="type">float</span></span>
y coordinate as percentage</li>
</ol>
</dd>
</dl>
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<title>TombEngine Lua API</title>
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</head>
<body>
<div id="container">
<div id="product">
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<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
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<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><strong>Objects</strong></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Table <code>Objects</code></h1>
<p>Scripts that will be run on game startup.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetMoveableByName">GetMoveableByName(name)</a></td>
<td class="summary">Get a moveable by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetStaticByName">GetStaticByName(name)</a></td>
<td class="summary">Get a Static by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCameraByName">GetCameraByName(name)</a></td>
<td class="summary">Get a Camera by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetSinkByName">GetSinkByName(name)</a></td>
<td class="summary">Get a Sink by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetSoundSourceByName">GetSoundSourceByName(name)</a></td>
<td class="summary">Get a SoundSource by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetAIObjectByName">GetAIObjectByName(name)</a></td>
<td class="summary">Get an AIObject by its name.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetMoveableByName"></a>
<strong>GetMoveableByName(name)</strong>
</dt>
<dd>
Get a moveable by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the unique name of the Moveable as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Moveable</span></span>
a non-owning Moveable referencing the item.
</ol>
</dd>
<dt>
<a name = "GetStaticByName"></a>
<strong>GetStaticByName(name)</strong>
</dt>
<dd>
Get a Static by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the unique name of the mesh as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Static</span></span>
a non-owning Static referencing the mesh.
</ol>
</dd>
<dt>
<a name = "GetCameraByName"></a>
<strong>GetCameraByName(name)</strong>
</dt>
<dd>
Get a Camera by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the unique name of the camera as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Camera</span></span>
a non-owning Camera referencing the camera.
</ol>
</dd>
<dt>
<a name = "GetSinkByName"></a>
<strong>GetSinkByName(name)</strong>
</dt>
<dd>
Get a Sink by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the unique name of the sink as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Sink</span></span>
a non-owning Sink referencing the sink.
</ol>
</dd>
<dt>
<a name = "GetSoundSourceByName"></a>
<strong>GetSoundSourceByName(name)</strong>
</dt>
<dd>
Get a SoundSource by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the unique name of the sound source as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">SoundSource</span></span>
a non-owning SoundSource referencing the sound source.
</ol>
</dd>
<dt>
<a name = "GetAIObjectByName"></a>
<strong>GetAIObjectByName(name)</strong>
</dt>
<dd>
Get an AIObject by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the unique name of the AIObject as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">AIObject</span></span>
a non-owning SoundSource referencing the AI moveable.
</ol>
</dd>
</dl>
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
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<h1>TombEngine</h1>
<ul>
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<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><strong>Strings</strong></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Table <code>Strings</code></h1>
<p>Scripts that will be run on game startup.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#ShowString">ShowString(str, time)</a></td>
<td class="summary">Show some text on-screen.</td>
</tr>
<tr>
<td class="name" ><a href="#HideString">HideString(str)</a></td>
<td class="summary">Hide some on-screen text.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "ShowString"></a>
<strong>ShowString(str, time)</strong>
</dt>
<dd>
Show some text on-screen.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">str</span>
<span class="types"><span class="type">DisplayString</span></span>
the string object to draw
</li>
<li><span class="parameter">time</span>
<span class="types"><span class="type">float</span></span>
the time in seconds for which to show the string.
If not given, the string will have an "infinite" life, and will show
until <a href="../1 modules/Strings.html#HideString">HideString</a> is called or until the level is finished.
Default: nil (i.e. infinite)
</li>
</ul>
</dd>
<dt>
<a name = "HideString"></a>
<strong>HideString(str)</strong>
</dt>
<dd>
Hide some on-screen text.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">str</span>
<span class="types"><span class="type">DisplayString</span></span>
the string object to hide. Must previously have been shown
with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or this function will have no effect.
</li>
</ul>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><strong>Flow.Animations</strong></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Flow.Animations</code></h1>
<p>New custom animations which Lara can perform.</p>
<p>
</p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

226
doc/2 classes/Flow.Fog.html Normal file
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><strong>Flow.Fog</strong></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Flow.Fog</code></h1>
<p>Fog</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#color">color</a></td>
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color</td>
</tr>
<tr>
<td class="name" ><a href="#minDistance">minDistance</a></td>
<td class="summary">(int) min distance.</td>
</tr>
<tr>
<td class="name" ><a href="#maxDistance">maxDistance</a></td>
<td class="summary">(int) max distance.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Fog.new">Fog.new(color, Min, Max)</a></td>
<td class="summary">
</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "color"></a>
<strong>color</strong>
</dt>
<dd>
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color
</dd>
<dt>
<a name = "minDistance"></a>
<strong>minDistance</strong>
</dt>
<dd>
<p>(int) min distance. </p>
<pre><code> This is the distance at which the fog starts
</code></pre>
</dd>
<dt>
<a name = "maxDistance"></a>
<strong>maxDistance</strong>
</dt>
<dd>
<p>(int) max distance. </p>
<pre><code> This is the distance at which the fog reaches the maximum strength
</code></pre>
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "Fog.new"></a>
<strong>Fog.new(color, Min, Max)</strong>
</dt>
<dd>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
RGB color
</li>
<li><span class="parameter">Min</span>
<span class="types"><span class="type">int</span></span>
distance todo fix this up
</li>
<li><span class="parameter">Max</span>
<span class="types"><span class="type">int</span></span>
distance todo fix this up
</li>
</ul>
<h3>Returns:</h3>
<ol>
A fog object.
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -0,0 +1,181 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><strong>Flow.InventoryItem</strong></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Flow.InventoryItem</code></h1>
<p>Represents the properties of an object as it appears in the inventory.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#InventoryItem.new">InventoryItem.new(nameKey, slot, yOffset, scale, rot, axis, meshBits, action)</a></td>
<td class="summary">Create an InventoryItem.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "InventoryItem.new"></a>
<strong>InventoryItem.new(nameKey, slot, yOffset, scale, rot, axis, meshBits, action)</strong>
</dt>
<dd>
Create an InventoryItem.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">nameKey</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
key for the item's (localised) name.<br />
Corresponds to an entry in strings.lua.
</li>
<li><span class="parameter">slot</span>
<span class="types"><span class="type">Flow.InvItem</span></span>
slot of inventory object to change
</li>
<li><span class="parameter">yOffset</span>
<span class="types"><span class="type">int</span></span>
y-axis offset (positive values move the item down).<br />
A value of about 100 will cause the item to display directly below its usual position.
</li>
<li><span class="parameter">scale</span>
<span class="types"><span class="type">float</span></span>
item size (1 being standard size).<br />
A value of 0.5 will cause the item to render at half the size,
and a value of 2 will cause the item to render at twice the size.
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">Rotation</span></span>
rotation about x, y, and z axes
</li>
<li><span class="parameter">axis</span>
<span class="types"><span class="type">RotationAxis</span></span>
Axis to rotate about when the item is being looked at in the inventory.<br />
Note that this is entirely separate from the <code>rot</code> field described above.
Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
e.g. <code>myItem.rotAxisWhenCurrent = RotationAxis.X</code>
</li>
<li><span class="parameter">meshBits</span>
<span class="types"><span class="type">int</span></span>
<strong>Not currently implemented</strong> (will have no effect regardless of what you set it to)
</li>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ItemAction</span></span>
is this usable, equippable, or examinable?<br/>
Must be one of:</p>
<pre><code>EQUIP
USE
EXAMINE
</code></pre>
<p>e.g. <code>myItem.action = ItemAction.EXAMINE</code>
</li>
</ul>
<h3>Returns:</h3>
<ol>
an InventoryItem
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -37,47 +37,49 @@
</ul>
<h2>Pre-game script classes</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><strong>Level</strong></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><strong>Flow.Level</strong></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Level</code></h1>
<h1>Class <code>Flow.Level</code></h1>
<p>Stores level metadata.</p>
<p>These are things things which aren't present in the compiled level file itself.</p>
@ -106,16 +108,16 @@
</tr>
<tr>
<td class="name" ><a href="#layer1">layer1</a></td>
<td class="summary">(<a href="../pre-game script classes/SkyLayer.html#">SkyLayer</a>) Primary sky layer</td>
<td class="summary">(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer</td>
</tr>
<tr>
<td class="name" ><a href="#layer2">layer2</a></td>
<td class="summary">(<a href="../pre-game script classes/SkyLayer.html#">SkyLayer</a>) Secondary sky layer
<td class="summary">(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer
<strong>(not yet implemented)</strong></td>
</tr>
<tr>
<td class="name" ><a href="#fog">fog</a></td>
<td class="summary">(<a href="../misc classes/Color.html#">Color</a>) distance fog RGB color.</td>
<td class="summary">(<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.</td>
</tr>
<tr>
<td class="name" ><a href="#horizon">horizon</a></td>
@ -134,6 +136,10 @@
<td class="summary">(WeatherType) Choose weather effect.</td>
</tr>
<tr>
<td class="name" ><a href="#weatherStrength">weatherStrength</a></td>
<td class="summary">(float) Choose weather strength.</td>
</tr>
<tr>
<td class="name" ><a href="#laraType">laraType</a></td>
<td class="summary">(LaraType) Must be one of the LaraType values.</td>
</tr>
@ -143,11 +149,7 @@
</tr>
<tr>
<td class="name" ><a href="#mirror">mirror</a></td>
<td class="summary">(<a href="../pre-game script classes/Mirror.html#">Mirror</a>) Location and size of the level's mirror, if present.</td>
</tr>
<tr>
<td class="name" ><a href="#UVRotate">UVRotate</a></td>
<td class="summary">(byte) Default speed of "UVRotate" animated textures.</td>
<td class="summary">(<a href="../2 classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present.</td>
</tr>
<tr>
<td class="name" ><a href="#farView">farView</a></td>
@ -159,7 +161,7 @@
</tr>
<tr>
<td class="name" ><a href="#objects">objects</a></td>
<td class="summary">(table of <a href="../pre-game script classes/InventoryObject.html#">InventoryObject</a>s) table of inventory object overrides</td>
<td class="summary">(table of <a href="../2 classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
@ -257,7 +259,7 @@
<strong>layer1</strong>
</dt>
<dd>
(<a href="../pre-game script classes/SkyLayer.html#">SkyLayer</a>) Primary sky layer
(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer
@ -271,7 +273,7 @@
<strong>layer2</strong>
</dt>
<dd>
(<a href="../pre-game script classes/SkyLayer.html#">SkyLayer</a>) Secondary sky layer
(<a href="../2 classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer
<strong>(not yet implemented)</strong>
@ -286,7 +288,7 @@
<strong>fog</strong>
</dt>
<dd>
(<a href="../misc classes/Color.html#">Color</a>) distance fog RGB color.
(<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.
As seen in TR4's Desert Railroad.
If not provided, distance fog will be black.</p>
@ -336,9 +338,7 @@
</dt>
<dd>
(bool) Enable flickering lightning in the sky.
Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.</p>
<p> <strong>(thunder sounds not yet implemented)</strong>
Equivalent to classic TRLE's LIGHTNING setting. As in the TRC Ireland levels.
@ -353,9 +353,22 @@
</dt>
<dd>
(WeatherType) Choose weather effect.
Must be one of the values <code>WeatherType.NORMAL</code>, <code>WeatherType.RAIN</code>, or <code>WeatherType.SNOW</code>.</p>
Must be one of the values <code>WeatherType.None</code>, <code>WeatherType.Rain</code>, or <code>WeatherType.Snow</code>.
<p> <strong>(not yet implemented)</strong>
</dd>
<dt>
<a name = "weatherStrength"></a>
<strong>weatherStrength</strong>
</dt>
<dd>
(float) Choose weather strength.
Must be value between <code>0.1</code> and <code>1.0</code>.
@ -372,15 +385,15 @@
(LaraType) Must be one of the LaraType values.
These are:</p>
<pre><code>NORMAL
YOUNG
BUNHEAD
CATSUIT
DIVESUIT
INVISIBLE
<pre><code>Normal
Young
Bunhead
Catsuit
Divesuit
Invisible
</code></pre>
<p>e.g. <code>myLevel.laraType = LaraType.DIVESUIT</code></p>
<p>e.g. <code>myLevel.laraType = LaraType.Divesuit</code></p>
<p> <strong>(not yet fully implemented)</strong>
@ -411,7 +424,7 @@ INVISIBLE
<strong>mirror</strong>
</dt>
<dd>
(<a href="../pre-game script classes/Mirror.html#">Mirror</a>) Location and size of the level's mirror, if present. </p>
(<a href="../2 classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present. </p>
<p> <strong>(not yet implemented)</strong>
@ -421,30 +434,6 @@ INVISIBLE
</dd>
<dt>
<a name = "UVRotate"></a>
<strong>UVRotate</strong>
</dt>
<dd>
(byte) Default speed of "UVRotate" animated textures. </p>
<p>Must be in the range [-64, 64].</p>
<p>A level texture can be set in Tomb Editor to use "UVRotate" animation.
This gives the effect of the texture looping downwards or upwards in place.
Positive values will cause the texture to loop downwards, and negative values
will cause an upwards loop. The higher a positive number or the lower a negative
number, the faster the scroll will be.</p>
<p><strong>(not yet implemented)</strong>
</dd>
<dt>
<a name = "farView"></a>
@ -487,7 +476,7 @@ Must be in the range [1, 127], and equal to or less than the value passed to Set
<strong>objects</strong>
</dt>
<dd>
(table of <a href="../pre-game script classes/InventoryObject.html#">InventoryObject</a>s) table of inventory object overrides
(table of <a href="../2 classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides
@ -526,7 +515,7 @@ Must be in the range [1, 127], and equal to or less than the value passed to Set
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -0,0 +1,99 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><strong>Flow.Mirror</strong></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Flow.Mirror</code></h1>
<p>A mirror effect.</p>
<p>As seen in TR4's Coastal Ruins and Sacred Lake levels.</p>
<p><strong>Not currently implemented.</strong> </p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
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</body>
</html>

View file

@ -36,47 +36,49 @@
</ul>
<h2>Pre-game script classes</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><strong>Settings</strong></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><strong>Flow.Settings</strong></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Settings</code></h1>
<h1>Class <code>Flow.Settings</code></h1>
<p>Settings that will be run on game startup.</p>
<p>
@ -133,7 +135,7 @@ an invalid argument.</p>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -37,47 +37,49 @@
</ul>
<h2>Pre-game script classes</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><strong>SkyLayer</strong></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><strong>Flow.SkyLayer</strong></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>SkyLayer</code></h1>
<h1>Class <code>Flow.SkyLayer</code></h1>
<p>Describes a layer of moving clouds.</p>
<p>As seen in TR4's City of the Dead.</p>
@ -86,7 +88,7 @@
<table class="function_list">
<tr>
<td class="name" ><a href="#color">color</a></td>
<td class="summary">(<a href="../misc classes/Color.html#">Color</a>) RGB sky color</td>
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB sky color</td>
</tr>
<tr>
<td class="name" ><a href="#speed">speed</a></td>
@ -115,7 +117,7 @@
<strong>color</strong>
</dt>
<dd>
(<a href="../misc classes/Color.html#">Color</a>) RGB sky color
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB sky color
@ -189,7 +191,7 @@ Less is more. City of The Dead, for example, uses a speed value of 16.
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
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</body>

View file

@ -0,0 +1,371 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><strong>Objects.AIObject</strong></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Objects.AIObject</code></h1>
<p>AI object</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the object's position</td>
</tr>
<tr>
<td class="name" ><a href="#SetPosition">SetPosition(position)</a></td>
<td class="summary">Set the object's position</td>
</tr>
<tr>
<td class="name" ><a href="#GetRotationY">GetRotationY()</a></td>
<td class="summary">Get the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.</td>
</tr>
<tr>
<td class="name" ><a href="#SetRotationY">SetRotationY(The)</a></td>
<td class="summary">Set the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.</td>
</tr>
<tr>
<td class="name" ><a href="#GetName">GetName()</a></td>
<td class="summary">Get the object's unique string identifier</td>
</tr>
<tr>
<td class="name" ><a href="#SetName">SetName(name)</a></td>
<td class="summary">Set the object's name (its unique string identifier)</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:GetRoom">AIObject:GetRoom()</a></td>
<td class="summary">Get the current room of the object</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:SetRoom">AIObject:SetRoom(ID)</a></td>
<td class="summary">Set room of object
This is used in conjunction with SetPosition to teleport the object to a new room.</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:GetObjectID">AIObject:GetObjectID()</a></td>
<td class="summary">Retrieve the object ID</td>
</tr>
<tr>
<td class="name" ><a href="#AIObject:SetObjectID">AIObject:SetObjectID(ID)</a></td>
<td class="summary">Change the object's ID.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the object's position
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Position</span></span>
a copy of the object's position
</ol>
</dd>
<dt>
<a name = "SetPosition"></a>
<strong>SetPosition(position)</strong>
</dt>
<dd>
Set the object's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Position</span></span>
the new position of the object
</li>
</ul>
</dd>
<dt>
<a name = "GetRotationY"></a>
<strong>GetRotationY()</strong>
</dt>
<dd>
Get the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">number</span></span>
the object's Y-axis rotation
</ol>
</dd>
<dt>
<a name = "SetRotationY"></a>
<strong>SetRotationY(The)</strong>
</dt>
<dd>
Set the object's Y-axis rotation
To the best of my knowledge, the rotation of an AIObject has no effect.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">The</span>
<span class="types"><span class="type">number</span></span>
object's new Y-axis rotation
</li>
</ul>
</dd>
<dt>
<a name = "GetName"></a>
<strong>GetName()</strong>
</dt>
<dd>
Get the object's unique string identifier
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the object's name
</ol>
</dd>
<dt>
<a name = "SetName"></a>
<strong>SetName(name)</strong>
</dt>
<dd>
Set the object's name (its unique string identifier)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
The object's new name
</li>
</ul>
</dd>
<dt>
<a name = "AIObject:GetRoom"></a>
<strong>AIObject:GetRoom()</strong>
</dt>
<dd>
Get the current room of the object
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
number representing the current room of the object
</ol>
</dd>
<dt>
<a name = "AIObject:SetRoom"></a>
<strong>AIObject:SetRoom(ID)</strong>
</dt>
<dd>
Set room of object
This is used in conjunction with SetPosition to teleport the object to a new room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><span class="type">int</span></span>
the ID of the new room
</li>
</ul>
</dd>
<dt>
<a name = "AIObject:GetObjectID"></a>
<strong>AIObject:GetObjectID()</strong>
</dt>
<dd>
Retrieve the object ID
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
a number representing the ID of the object
</ol>
</dd>
<dt>
<a name = "AIObject:SetObjectID"></a>
<strong>AIObject:SetObjectID(ID)</strong>
</dt>
<dd>
Change the object's ID. This will change the type of AI object it is.
Note that a baddy will gain the behaviour of the tile it's on <em>before</em> said baddy is triggered.
This means that changing the type of an AI object beneath a moveable will have no effect.
Instead, this function can be used to change an object that the baddy isn't standing on.
For example, you could have a pair of AI<em>GUARD objects, and change one or the other two
AI</em>PATROL_1 based on whether the player has a certain item or not.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><span class="type">ObjectID</span></span>
the new ID
</li>
</ul>
<h3>Usage:</h3>
<ul>
<pre class="example">aiObj = TEN.Objects.GetMoveableByName(<span class="string">"ai_guard_sphinx_room"</span>)
aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)</pre>
</ul>
</dd>
</dl>
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<ul>
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<h2>2 Classes</h2>
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<li><a href="../1 modules/Objects.html">Objects</a></li>
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<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
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<div id="content">
<h1>Class <code>Objects.Camera</code></h1>
<p>Basic cameras that can point at Lara or at a CAMERA_TARGET.</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the camera's position</td>
</tr>
<tr>
<td class="name" ><a href="#SetPosition">SetPosition(position)</a></td>
<td class="summary">Set the camera's position</td>
</tr>
<tr>
<td class="name" ><a href="#GetName">GetName()</a></td>
<td class="summary">Get the camera's unique string identifier</td>
</tr>
<tr>
<td class="name" ><a href="#SetName">SetName(name)</a></td>
<td class="summary">Set the camera's name (its unique string identifier)</td>
</tr>
<tr>
<td class="name" ><a href="#Camera:GetRoom">Camera:GetRoom()</a></td>
<td class="summary">Get the current room of the camera</td>
</tr>
<tr>
<td class="name" ><a href="#Camera:SetRoom">Camera:SetRoom(ID)</a></td>
<td class="summary">Set room of camera
This is used in conjunction with SetPosition to teleport the camera to a new room.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the camera's position
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Position</span></span>
a copy of the camera's position
</ol>
</dd>
<dt>
<a name = "SetPosition"></a>
<strong>SetPosition(position)</strong>
</dt>
<dd>
Set the camera's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Position</span></span>
the new position of the camera
</li>
</ul>
</dd>
<dt>
<a name = "GetName"></a>
<strong>GetName()</strong>
</dt>
<dd>
Get the camera's unique string identifier
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the camera's name
</ol>
</dd>
<dt>
<a name = "SetName"></a>
<strong>SetName(name)</strong>
</dt>
<dd>
Set the camera's name (its unique string identifier)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
The camera's new name
</li>
</ul>
</dd>
<dt>
<a name = "Camera:GetRoom"></a>
<strong>Camera:GetRoom()</strong>
</dt>
<dd>
Get the current room of the camera
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
number representing the current room of the camera
</ol>
</dd>
<dt>
<a name = "Camera:SetRoom"></a>
<strong>Camera:SetRoom(ID)</strong>
</dt>
<dd>
Set room of camera
This is used in conjunction with SetPosition to teleport the camera to a new room.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">ID</span>
<span class="types"><span class="type">int</span></span>
the ID of the new room
</li>
</ul>
</dd>
</dl>
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<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
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<li><strong>Objects.Sink</strong></li>
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<h2>3 Primitive Classes</h2>
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<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Objects.Sink</code></h1>
<p>Sink</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the sink's position</td>
</tr>
<tr>
<td class="name" ><a href="#SetPosition">SetPosition(position)</a></td>
<td class="summary">Set the sink's position</td>
</tr>
<tr>
<td class="name" ><a href="#GetName">GetName()</a></td>
<td class="summary">Get the sink's unique string identifier
e.g.</td>
</tr>
<tr>
<td class="name" ><a href="#SetName">SetName(name)</a></td>
<td class="summary">Set the sink's name (its unique string identifier)</td>
</tr>
<tr>
<td class="name" ><a href="#GetStrength">GetStrength()</a></td>
<td class="summary">Get the sink's strength</td>
</tr>
<tr>
<td class="name" ><a href="#SetStrength">SetStrength(strength)</a></td>
<td class="summary">Set the strength of the sink
Higher numbers provide stronger currents.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the sink's position
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Position</span></span>
a copy of the sink's position
</ol>
</dd>
<dt>
<a name = "SetPosition"></a>
<strong>SetPosition(position)</strong>
</dt>
<dd>
Set the sink's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Position</span></span>
the new position of the sink
</li>
</ul>
</dd>
<dt>
<a name = "GetName"></a>
<strong>GetName()</strong>
</dt>
<dd>
Get the sink's unique string identifier
e.g. "strong_river_current" or "propeller_death_sink"
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the sink's name
</ol>
</dd>
<dt>
<a name = "SetName"></a>
<strong>SetName(name)</strong>
</dt>
<dd>
Set the sink's name (its unique string identifier)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
The sink's new name
</li>
</ul>
</dd>
<dt>
<a name = "GetStrength"></a>
<strong>GetStrength()</strong>
</dt>
<dd>
Get the sink's strength
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the sink's current strength
</ol>
</dd>
<dt>
<a name = "SetStrength"></a>
<strong>SetStrength(strength)</strong>
</dt>
<dd>
Set the strength of the sink
Higher numbers provide stronger currents. Will be clamped to [1, 32].
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">strength</span>
<span class="types"><span class="type">int</span></span>
The sink's new strength
</li>
</ul>
</dd>
</dl>
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<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
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<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
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<li><strong>Objects.SoundSource</strong></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
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<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Objects.SoundSource</code></h1>
<p>Sound source</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the sound source's position</td>
</tr>
<tr>
<td class="name" ><a href="#SetPosition">SetPosition(position)</a></td>
<td class="summary">Set the sound source's position</td>
</tr>
<tr>
<td class="name" ><a href="#GetName">GetName()</a></td>
<td class="summary">Get the sound source's unique string identifier</td>
</tr>
<tr>
<td class="name" ><a href="#SetName">SetName(name)</a></td>
<td class="summary">Set the sound source's name (its unique string identifier)</td>
</tr>
<tr>
<td class="name" ><a href="#GetSoundID">GetSoundID()</a></td>
<td class="summary">Get the sound source's unique int identifier</td>
</tr>
<tr>
<td class="name" ><a href="#SetSoundID">SetSoundID(name)</a></td>
<td class="summary">Set the sound source's ID
<strong>TODO</strong> this and getSoundID should use enums</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the sound source's position
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Position</span></span>
a copy of the sound source's position
</ol>
</dd>
<dt>
<a name = "SetPosition"></a>
<strong>SetPosition(position)</strong>
</dt>
<dd>
Set the sound source's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Position</span></span>
the new position of the sound source
</li>
</ul>
</dd>
<dt>
<a name = "GetName"></a>
<strong>GetName()</strong>
</dt>
<dd>
Get the sound source's unique string identifier
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the sound source's name
</ol>
</dd>
<dt>
<a name = "SetName"></a>
<strong>SetName(name)</strong>
</dt>
<dd>
Set the sound source's name (its unique string identifier)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
The sound source's new name
</li>
</ul>
</dd>
<dt>
<a name = "GetSoundID"></a>
<strong>GetSoundID()</strong>
</dt>
<dd>
Get the sound source's unique int identifier
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the ID of the sound
</ol>
</dd>
<dt>
<a name = "SetSoundID"></a>
<strong>SetSoundID(name)</strong>
</dt>
<dd>
Set the sound source's ID
<strong>TODO</strong> this and getSoundID should use enums
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><span class="type">int</span></span>
The sound source's new name
</li>
</ul>
</dd>
</dl>
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<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
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@ -0,0 +1,357 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
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<!-- Menu -->
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<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><strong>Objects.Static</strong></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Objects.Static</code></h1>
<p>Mesh info</p>
<p>
</p>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
<td class="summary">Get the static's position</td>
</tr>
<tr>
<td class="name" ><a href="#SetPosition">SetPosition(position)</a></td>
<td class="summary">Set the static's position</td>
</tr>
<tr>
<td class="name" ><a href="#GetRotation">GetRotation()</a></td>
<td class="summary">Get the static's rotation</td>
</tr>
<tr>
<td class="name" ><a href="#SetRotation">SetRotation(The)</a></td>
<td class="summary">Set the static's rotation</td>
</tr>
<tr>
<td class="name" ><a href="#GetName">GetName()</a></td>
<td class="summary">Get the static's unique string identifier</td>
</tr>
<tr>
<td class="name" ><a href="#SetName">SetName(name)</a></td>
<td class="summary">Set the static's name (its unique string identifier)
e.g.</td>
</tr>
<tr>
<td class="name" ><a href="#GetSlot">GetSlot()</a></td>
<td class="summary">Get the static's slot number (as listed in Tomb Editor and WadTool)</td>
</tr>
<tr>
<td class="name" ><a href="#SetSlot">SetSlot(slot)</a></td>
<td class="summary">Set the static's slot number (as listed in Tomb Editor and WadTool)</td>
</tr>
<tr>
<td class="name" ><a href="#GetColor">GetColor()</a></td>
<td class="summary">Get the static's color</td>
</tr>
<tr>
<td class="name" ><a href="#SetColor">SetColor(color)</a></td>
<td class="summary">Set the static's color</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "GetPosition"></a>
<strong>GetPosition()</strong>
</dt>
<dd>
Get the static's position
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Position</span></span>
a copy of the static's position
</ol>
</dd>
<dt>
<a name = "SetPosition"></a>
<strong>SetPosition(position)</strong>
</dt>
<dd>
Set the static's position
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Position</span></span>
the new position of the static
</li>
</ul>
</dd>
<dt>
<a name = "GetRotation"></a>
<strong>GetRotation()</strong>
</dt>
<dd>
Get the static's rotation
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Rotation</span></span>
a copy of the static's rotation
</ol>
</dd>
<dt>
<a name = "SetRotation"></a>
<strong>SetRotation(The)</strong>
</dt>
<dd>
Set the static's rotation
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">The</span>
<span class="types"><span class="type">Rotation</span></span>
static's new rotation
</li>
</ul>
</dd>
<dt>
<a name = "GetName"></a>
<strong>GetName()</strong>
</dt>
<dd>
Get the static's unique string identifier
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the static's name
</ol>
</dd>
<dt>
<a name = "SetName"></a>
<strong>SetName(name)</strong>
</dt>
<dd>
Set the static's name (its unique string identifier)
e.g. "my_vase" or "oldrubble"
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
The static's new name
</li>
</ul>
</dd>
<dt>
<a name = "GetSlot"></a>
<strong>GetSlot()</strong>
</dt>
<dd>
Get the static's slot number (as listed in Tomb Editor and WadTool)
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
the static's slot number
</ol>
</dd>
<dt>
<a name = "SetSlot"></a>
<strong>SetSlot(slot)</strong>
</dt>
<dd>
Set the static's slot number (as listed in Tomb Editor and WadTool)
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">slot</span>
<span class="types"><span class="type">int</span></span>
The static's slot number
</li>
</ul>
</dd>
<dt>
<a name = "GetColor"></a>
<strong>GetColor()</strong>
</dt>
<dd>
Get the static's color
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Color</span></span>
a copy of the static's color
</ol>
</dd>
<dt>
<a name = "SetColor"></a>
<strong>SetColor(color)</strong>
</dt>
<dd>
Set the static's color
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
the new color of the static
</li>
</ul>
</dd>
</dl>
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -32,53 +32,53 @@
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Misc classes</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><strong>DisplayString</strong></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><strong>Strings.DisplayString</strong></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/Animations.html">Animations</a></li>
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>DisplayString</code></h1>
<h1>Class <code>Strings.DisplayString</code></h1>
<p>A string appearing on the screen.</p>
<p>Can be used for subtitles and "2001, somewhere in Egypt"-style messages.</p>
@ -86,21 +86,10 @@
and y values specifying the number of pixels from the top of the window.</p>
<p>Since different players will have different resolutions, you should work in terms of percentages where possible,
and use <a href="../script files/Level-specific.html#ScreenToPercent">ScreenToPercent</a> and <a href="../script files/Level-specific.html#PercentToScreen">PercentToScreen</a>
and use <a href="../1 modules/Misc.html#ScreenToPercent">ScreenToPercent</a> and <a href="../1 modules/Misc.html#PercentToScreen">PercentToScreen</a>
when you need to use screen-space coordinates.</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#col">col</a></td>
<td class="summary">(<a href="../misc classes/Color.html#">Color</a>) RBG color</td>
</tr>
<tr>
<td class="name" ><a href="#key">key</a></td>
<td class="summary">(string) String key to use.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
@ -108,11 +97,23 @@ when you need to use screen-space coordinates.</p>
<td class="summary">Create a DisplayString.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplayString:SetPos">DisplayString:SetPos(x, y)</a></td>
<td class="name" ><a href="#GetColor">GetColor()</a></td>
<td class="summary">Get the display string's color</td>
</tr>
<tr>
<td class="name" ><a href="#SetColor">SetColor(color)</a></td>
<td class="summary">Set the display string's color</td>
</tr>
<tr>
<td class="name" ><a href="#SetKey">SetKey(string)</a></td>
<td class="summary">Set the string key to use.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplayString:SetPosition">DisplayString:SetPosition(x, y)</a></td>
<td class="summary">Set the position of the string.</td>
</tr>
<tr>
<td class="name" ><a href="#DisplayString:GetPos">DisplayString:GetPos()</a></td>
<td class="name" ><a href="#DisplayString:GetPosition">DisplayString:GetPosition()</a></td>
<td class="summary">Get the position of the string.</td>
</tr>
</table>
@ -121,40 +122,6 @@ when you need to use screen-space coordinates.</p>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "col"></a>
<strong>col</strong>
</dt>
<dd>
(<a href="../misc classes/Color.html#">Color</a>) RBG color
</dd>
<dt>
<a name = "key"></a>
<strong>key</strong>
</dt>
<dd>
(string) String key to use. If <code>translated</code> is true when <a href="../misc classes/DisplayString.html#DisplayString.new">DisplayString.new</a>
is called, this will be the string key for the translation that will be displayed.
If false or omitted, this will be the string that's displayed.
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
@ -164,7 +131,7 @@ when you need to use screen-space coordinates.</p>
</dt>
<dd>
Create a DisplayString.
For use in <a href="../script files/Level-specific.html#ShowString">ShowString</a> and <a href="../script files/Level-specific.html#HideString">HideString</a>.
For use in <a href="../1 modules/Strings.html#ShowString">ShowString</a> and <a href="../1 modules/Strings.html#HideString">HideString</a>.
<h3>Parameters:</h3>
@ -188,8 +155,8 @@ For use in <a href="../script files/Level-specific.html#ShowString">ShowString</
<li><span class="parameter">flags</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a></span>
a table of display options. Can be empty or omitted. The possible values and their effects are...</p>
<pre><code>DisplayStringOption.CENTER -- see x and y parameters
DisplayStringOption.SHADOW -- will give the text a small shadow
<pre><code>TEN.Strings.DisplayStringOption.CENTER -- see x and y parameters
TEN.Strings.DisplayStringOption.SHADOW -- will give the text a small shadow
</code></pre>
<p><strong>Default: empty</strong>
</li>
@ -212,8 +179,72 @@ strings.lua. <strong>Default: false</strong>.
</dd>
<dt>
<a name = "DisplayString:SetPos"></a>
<strong>DisplayString:SetPos(x, y)</strong>
<a name = "GetColor"></a>
<strong>GetColor()</strong>
</dt>
<dd>
Get the display string's color
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">Color</span></span>
a copy of the display string's color
</ol>
</dd>
<dt>
<a name = "SetColor"></a>
<strong>SetColor(color)</strong>
</dt>
<dd>
Set the display string's color
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">color</span>
<span class="types"><span class="type">Color</span></span>
the new color of the display string
</li>
</ul>
</dd>
<dt>
<a name = "SetKey"></a>
<strong>SetKey(string)</strong>
</dt>
<dd>
Set the string key to use. If <code>translated</code> is true when <a href="../2 classes/Strings.DisplayString.html#DisplayString.new">DisplayString.new</a>
is called, this will be the string key for the translation that will be displayed.
If false or omitted, this will be the string that's displayed.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">string</span>
<span class="types"><span class="type">String</span></span>
the new key for the display string
</li>
</ul>
</dd>
<dt>
<a name = "DisplayString:SetPosition"></a>
<strong>DisplayString:SetPosition(x, y)</strong>
</dt>
<dd>
Set the position of the string.
@ -238,8 +269,8 @@ strings.lua. <strong>Default: false</strong>.
</dd>
<dt>
<a name = "DisplayString:GetPos"></a>
<strong>DisplayString:GetPos()</strong>
<a name = "DisplayString:GetPosition"></a>
<strong>DisplayString:GetPosition()</strong>
</dt>
<dd>
Get the position of the string.
@ -268,7 +299,7 @@ strings.lua. <strong>Default: false</strong>.
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-01-15 12:32:01 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
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</div> <!-- id="container" -->
</body>

View file

@ -37,47 +37,49 @@
</ul>
<h2>Misc classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><strong>Color</strong></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Color</code></h1>
<h1>Tenprimitive <code>Color</code></h1>
<p>An RGBA or RGB color.</p>
<p>Components are specified in bytes; all values are clamped to [0, 255].</p>
@ -287,7 +289,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
A string showing the r, g, b, and a values of the color
</ol>
@ -302,7 +304,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -37,47 +37,49 @@
</ul>
<h2>Misc classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><strong>Position</strong></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Position</code></h1>
<h1>Tenprimitive <code>Position</code></h1>
<p>Represents a position in the game world.</p>
<p>
@ -225,7 +227,7 @@
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
A string showing the x, y, and z values of the position
</ol>
@ -240,7 +242,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -37,47 +37,49 @@
</ul>
<h2>Misc classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><strong>Rotation</strong></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Entity classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Rotation</code></h1>
<h1>Tenprimitive <code>Rotation</code></h1>
<p>Represents a rotation.</p>
<p>Rotations are specifed as a combination of individual
angles, in degrees, about each axis.
@ -225,7 +227,7 @@ All values will be clamped to [-32768, 32767].</p>
<h3>Returns:</h3>
<ol>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
A string showing the x, y, and z values of the rotation
</ol>
@ -240,7 +242,7 @@ All values will be clamped to [-32768, 32767].</p>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -32,62 +32,64 @@
<h2>Contents</h2>
<ul>
<li><a href="#InvItem_constants">InvItem constants </a></li>
<li><a href="#InvID_constants">InvID constants </a></li>
</ul>
<h2>Enums</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><strong>InvItem</strong></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
<li><strong>Flow.InvID</strong></li>
<li><a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Entity classes</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Pre-game script classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>InvItem</code></h1>
<p>Constants for items that can be used with GetInvItem and SetInvItem.</p>
<h1>Enum <code>Flow.InvID</code></h1>
<p>Constants for items that can be used with GetItem and SetItem.</p>
<p>
</p>
<h2><a href="#InvItem_constants">InvItem constants </a></h2>
<h2><a href="#InvID_constants">InvID constants </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#CONSTANT_STRING_HERE">CONSTANT_STRING_HERE</a></td>
<td class="summary">Table of constants to use with GetInvItem and SetInvItem.</td>
<td class="summary">Table of constants to use with GetItem and SetItem.</td>
</tr>
</table>
@ -95,13 +97,13 @@
<br/>
<h2 class="section-header has-description"><a name="InvItem_constants"></a>InvItem constants </h2>
<h2 class="section-header has-description"><a name="InvID_constants"></a>InvID constants </h2>
<div class="section-description">
<p>The following constants are inside InvItem.</p>
<p>The following constants are inside InvID.</p>
<pre><code>PISTOLS_ITEM
PISTOLS_AMMO_ITEM
@ -332,7 +334,7 @@ EXAMINE_ITEM8_COMBO2
<strong>CONSTANT_STRING_HERE</strong>
</dt>
<dd>
Table of constants to use with GetInvItem and SetInvItem.
Table of constants to use with GetItem and SetItem.
@ -348,7 +350,7 @@ EXAMINE_ITEM8_COMBO2
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -36,47 +36,49 @@
</ul>
<h2>Enums</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><strong>ObjID</strong></li>
<li><a href="../4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><strong>Objects.ObjID</strong></li>
</ul>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="../1 modules/Flow.html">Flow</a></li>
<li><a href="../1 modules/Inventory.html">Inventory</a></li>
<li><a href="../1 modules/Logic.html">Logic</a></li>
<li><a href="../1 modules/Misc.html">Misc</a></li>
<li><a href="../1 modules/Objects.html">Objects</a></li>
<li><a href="../1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Entity classes</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
<li><a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Pre-game script classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
<li><a href="../3 primitive classes/Color.html">Color</a></li>
<li><a href="../3 primitive classes/Position.html">Position</a></li>
<li><a href="../3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Enum <code>ObjID</code></h1>
<h1>Enum <code>Objects.ObjID</code></h1>
<p>Constants for object IDs.</p>
<p>
@ -1086,7 +1088,7 @@ PANEL_MIDDLE_CORNER
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
<i style="float:right;">Last updated 2022-04-10 00:37:11 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>

View file

@ -1,253 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><strong>AIObject</strong></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>AIObject</code></h1>
<p>AI object</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#pos">pos</a></td>
<td class="summary">(<a href="../misc classes/Position.html#">Position</a>) position in level</td>
</tr>
<tr>
<td class="name" ><a href="#yRot">yRot</a></td>
<td class="summary">(int) y-axis rotation</td>
</tr>
<tr>
<td class="name" ><a href="#name">name</a></td>
<td class="summary">(string) unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#room">room</a></td>
<td class="summary">(int) room number</td>
</tr>
<tr>
<td class="name" ><a href="#objID">objID</a></td>
<td class="summary">(<a href="../enums/ObjID.html#">ObjID</a>) object ID</td>
</tr>
<tr>
<td class="name" ><a href="#flags">flags</a></td>
<td class="summary">(short) flags</td>
</tr>
<tr>
<td class="name" ><a href="#triggerFlags">triggerFlags</a></td>
<td class="summary">(short) trigger flags</td>
</tr>
<tr>
<td class="name" ><a href="#boxNumber">boxNumber</a></td>
<td class="summary">(short) box number</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "pos"></a>
<strong>pos</strong>
</dt>
<dd>
(<a href="../misc classes/Position.html#">Position</a>) position in level
</dd>
<dt>
<a name = "yRot"></a>
<strong>yRot</strong>
</dt>
<dd>
(int) y-axis rotation
</dd>
<dt>
<a name = "name"></a>
<strong>name</strong>
</dt>
<dd>
(string) unique string identifier.
e.g. "door<em>back</em>room" or "cracked<em>greek</em>statue"
</dd>
<dt>
<a name = "room"></a>
<strong>room</strong>
</dt>
<dd>
(int) room number
</dd>
<dt>
<a name = "objID"></a>
<strong>objID</strong>
</dt>
<dd>
(<a href="../enums/ObjID.html#">ObjID</a>) object ID
</dd>
<dt>
<a name = "flags"></a>
<strong>flags</strong>
</dt>
<dd>
(short) flags
</dd>
<dt>
<a name = "triggerFlags"></a>
<strong>triggerFlags</strong>
</dt>
<dd>
(short) trigger flags
</dd>
<dt>
<a name = "boxNumber"></a>
<strong>boxNumber</strong>
</dt>
<dd>
(short) box number
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><strong>CameraInfo</strong></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>CameraInfo</code></h1>
<p>Camera info</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#pos">pos</a></td>
<td class="summary">(<a href="../misc classes/Position.html#">Position</a>) position in level</td>
</tr>
<tr>
<td class="name" ><a href="#name">name</a></td>
<td class="summary">(string) unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#room">room</a></td>
<td class="summary">(string) room number</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "pos"></a>
<strong>pos</strong>
</dt>
<dd>
(<a href="../misc classes/Position.html#">Position</a>) position in level
</dd>
<dt>
<a name = "name"></a>
<strong>name</strong>
</dt>
<dd>
(string) unique string identifier.
e.g. "flyby_start" or "big_door_hint"
</dd>
<dt>
<a name = "room"></a>
<strong>room</strong>
</dt>
<dd>
(string) room number
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
</div> <!-- id="about" -->
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</body>
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View file

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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><strong>ItemInfo</strong></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>ItemInfo</code></h1>
<p>Represents any object inside the game world.</p>
<p>Examples include statics, enemies, doors,
pickups, and Lara herself.</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#objectID">objectID</a></td>
<td class="summary">(<a href="../enums/ObjID.html#">ObjID</a>) object ID</td>
</tr>
<tr>
<td class="name" ><a href="#currentAnimState">currentAnimState</a></td>
<td class="summary">(int) current animation state</p>
<p>The state number of the animation the object is currently doing.</td>
</tr>
<tr>
<td class="name" ><a href="#requiredAnimState">requiredAnimState</a></td>
<td class="summary">(int) State of required animation</td>
</tr>
<tr>
<td class="name" ><a href="#goalAnimState">goalAnimState</a></td>
<td class="summary">(int) State of goal animation</td>
</tr>
<tr>
<td class="name" ><a href="#animNumber">animNumber</a></td>
<td class="summary">(int) animation number</p>
<p>The index of the animation the object is currently doing.</td>
</tr>
<tr>
<td class="name" ><a href="#frameNumber">frameNumber</a></td>
<td class="summary">(int) frame number</p>
<p>Current fame of the animation the object is currently doing.</td>
</tr>
<tr>
<td class="name" ><a href="#HP">HP</a></td>
<td class="summary">(int) HP (hit points/health points) of object</td>
</tr>
<tr>
<td class="name" ><a href="#OCB">OCB</a></td>
<td class="summary">(int) OCB (object code bit) of object</td>
</tr>
<tr>
<td class="name" ><a href="#itemFlags">itemFlags</a></td>
<td class="summary">(table) item flags of object (table of 8 ints)</td>
</tr>
<tr>
<td class="name" ><a href="#AIBits">AIBits</a></td>
<td class="summary">(int) AIBits of object.</td>
</tr>
<tr>
<td class="name" ><a href="#status">status</a></td>
<td class="summary">(int) status of object.</td>
</tr>
<tr>
<td class="name" ><a href="#hitStatus">hitStatus</a></td>
<td class="summary">(bool) hit status of object</td>
</tr>
<tr>
<td class="name" ><a href="#active">active</a></td>
<td class="summary">(bool) whether or not the object is active</td>
</tr>
<tr>
<td class="name" ><a href="#room">room</a></td>
<td class="summary">(int) room the item is in</td>
</tr>
<tr>
<td class="name" ><a href="#pos">pos</a></td>
<td class="summary">(<a href="../misc classes/Position.html#">Position</a>) position in level</td>
</tr>
<tr>
<td class="name" ><a href="#rot">rot</a></td>
<td class="summary">(<a href="../misc classes/Rotation.html#">Rotation</a>) rotation represented as degree angles about X, Y, and Z axes</td>
</tr>
<tr>
<td class="name" ><a href="#name">name</a></td>
<td class="summary">(string) unique string identifier.</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#ItemInfo.new">ItemInfo.new()</a></td>
<td class="summary">If you create items with this you NEED to give a position, room,
and object number, and then call InitialiseItem before it will work.</td>
</tr>
<tr>
<td class="name" ><a href="#ItemInfo.newTemporary">ItemInfo.newTemporary()</a></td>
<td class="summary">Like above, but the returned variable controls the
lifetime of the object (it will be destroyed when the variable goes
out of scope).</td>
</tr>
<tr>
<td class="name" ><a href="#ItemInfo.new">ItemInfo.new(object, name, position, rotation, room, currentAnimState, requiredAnimState, goalAnimState, animNumber, frameNumber, hp, OCB, itemFlags, AIBits, status, active, hitStatus)</a></td>
<td class="summary">For more information on each parameter, see the
associated getters and setters.</td>
</tr>
<tr>
<td class="name" ><a href="#ItemInfo.newTemporary">ItemInfo.newTemporary(see_above)</a></td>
<td class="summary">Like the above, but the returned variable controls the
lifetime of the object (it will be destroyed when the variable goes
out of scope).</td>
</tr>
<tr>
<td class="name" ><a href="#ItemInfo.Init">ItemInfo.Init()</a></td>
<td class="summary">Initialise an item.</td>
</tr>
<tr>
<td class="name" ><a href="#ItemInfo:EnableItem">ItemInfo:EnableItem()</a></td>
<td class="summary">Enable the item</td>
</tr>
<tr>
<td class="name" ><a href="#ItemInfo:DisableItem">ItemInfo:DisableItem()</a></td>
<td class="summary">Disable the item</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "objectID"></a>
<strong>objectID</strong>
</dt>
<dd>
(<a href="../enums/ObjID.html#">ObjID</a>) object ID
</dd>
<dt>
<a name = "currentAnimState"></a>
<strong>currentAnimState</strong>
</dt>
<dd>
(int) current animation state</p>
<p>The state number of the animation the object is currently doing.
This corresponds to "state" number shown in the animation editor of WadTool.
</dd>
<dt>
<a name = "requiredAnimState"></a>
<strong>requiredAnimState</strong>
</dt>
<dd>
(int) State of required animation
</dd>
<dt>
<a name = "goalAnimState"></a>
<strong>goalAnimState</strong>
</dt>
<dd>
(int) State of goal animation
</dd>
<dt>
<a name = "animNumber"></a>
<strong>animNumber</strong>
</dt>
<dd>
(int) animation number</p>
<p>The index of the animation the object is currently doing.
This corresponds to the number shown in the item's animation list in WadTool.
</dd>
<dt>
<a name = "frameNumber"></a>
<strong>frameNumber</strong>
</dt>
<dd>
(int) frame number</p>
<p>Current fame of the animation the object is currently doing.
The number of frames in an animation can be seen under the heading "End frame" in
the WadTool animation editor.
</dd>
<dt>
<a name = "HP"></a>
<strong>HP</strong>
</dt>
<dd>
(int) HP (hit points/health points) of object
</dd>
<dt>
<a name = "OCB"></a>
<strong>OCB</strong>
</dt>
<dd>
(int) OCB (object code bit) of object
</dd>
<dt>
<a name = "itemFlags"></a>
<strong>itemFlags</strong>
</dt>
<dd>
(table) item flags of object (table of 8 ints)
</dd>
<dt>
<a name = "AIBits"></a>
<strong>AIBits</strong>
</dt>
<dd>
(int) AIBits of object. Will be clamped to [0, 255]
</dd>
<dt>
<a name = "status"></a>
<strong>status</strong>
</dt>
<dd>
(int) status of object.
possible values:
0 - not active
1 - active
2 - deactivated
3 - invisible
</dd>
<dt>
<a name = "hitStatus"></a>
<strong>hitStatus</strong>
</dt>
<dd>
(bool) hit status of object
</dd>
<dt>
<a name = "active"></a>
<strong>active</strong>
</dt>
<dd>
(bool) whether or not the object is active
</dd>
<dt>
<a name = "room"></a>
<strong>room</strong>
</dt>
<dd>
(int) room the item is in
</dd>
<dt>
<a name = "pos"></a>
<strong>pos</strong>
</dt>
<dd>
(<a href="../misc classes/Position.html#">Position</a>) position in level
</dd>
<dt>
<a name = "rot"></a>
<strong>rot</strong>
</dt>
<dd>
(<a href="../misc classes/Rotation.html#">Rotation</a>) rotation represented as degree angles about X, Y, and Z axes
</dd>
<dt>
<a name = "name"></a>
<strong>name</strong>
</dt>
<dd>
(string) unique string identifier.
e.g. "door_back_room" or "cracked_greek_statue"
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "ItemInfo.new"></a>
<strong>ItemInfo.new()</strong>
</dt>
<dd>
If you create items with this you NEED to give a position, room,
and object number, and then call InitialiseItem before it will work.
</dd>
<dt>
<a name = "ItemInfo.newTemporary"></a>
<strong>ItemInfo.newTemporary()</strong>
</dt>
<dd>
Like above, but the returned variable controls the
lifetime of the object (it will be destroyed when the variable goes
out of scope).
</dd>
<dt>
<a name = "ItemInfo.new"></a>
<strong>ItemInfo.new(object, name, position, rotation, room, currentAnimState, requiredAnimState, goalAnimState, animNumber, frameNumber, hp, OCB, itemFlags, AIBits, status, active, hitStatus)</strong>
</dt>
<dd>
For more information on each parameter, see the
associated getters and setters. If you do not know what to set for these,
most can just be set to zero (see usage). See also the overload which
takes no arguments.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">object</span>
<span class="types"><span class="type">ObjID</span></span>
ID
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
Lua name of the item
</li>
<li><span class="parameter">position</span>
<span class="types"><span class="type">Position</span></span>
position in level
</li>
<li><span class="parameter">rotation</span>
<span class="types"><span class="type">Rotation</span></span>
rotation about x, y, and z axes
</li>
<li><span class="parameter">room</span>
<span class="types"><span class="type">int</span></span>
room ID item is in
</li>
<li><span class="parameter">currentAnimState</span>
<span class="types"><span class="type">int</span></span>
current animation state
</li>
<li><span class="parameter">requiredAnimState</span>
<span class="types"><span class="type">int</span></span>
required animation state
</li>
<li><span class="parameter">goalAnimState</span>
<span class="types"><span class="type">int</span></span>
goal animation state
</li>
<li><span class="parameter">animNumber</span>
<span class="types"><span class="type">int</span></span>
anim number
</li>
<li><span class="parameter">frameNumber</span>
<span class="types"><span class="type">int</span></span>
frame number
</li>
<li><span class="parameter">hp</span>
<span class="types"><span class="type">int</span></span>
HP of item
</li>
<li><span class="parameter">OCB</span>
<span class="types"><span class="type">int</span></span>
ocb of item
</li>
<li><span class="parameter">itemFlags</span>
<span class="types"><span class="type">int</span></span>
item flags
</li>
<li><span class="parameter">AIBits</span>
<span class="types"><span class="type">int</span></span>
byte with AI bits
</li>
<li><span class="parameter">status</span>
<span class="types"><span class="type">int</span></span>
status of object
</li>
<li><span class="parameter">active</span>
<span class="types"><span class="type">bool</span></span>
is item active or not?
</li>
<li><span class="parameter">hitStatus</span>
<span class="types"><span class="type">bool</span></span>
hit status of object
</li>
</ul>
<h3>Returns:</h3>
<ol>
reference to new ItemInfo object
</ol>
<h3>Usage:</h3>
<ul>
<pre class="example"><span class="keyword">local</span> item = ItemInfo.new(
ObjID.PISTOLS_ITEM, <span class="comment">-- object id
</span> <span class="string">"test"</span>, <span class="comment">-- name
</span> Position.new(<span class="number">18907</span>, <span class="number">0</span>, <span class="number">21201</span>),
Rotation.new(<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>),
<span class="number">0</span>, <span class="comment">-- room
</span> <span class="number">0</span>, <span class="comment">-- currentAnimState
</span> <span class="number">0</span>, <span class="comment">-- requiredAnimState
</span> <span class="number">0</span>, <span class="comment">-- goalAnimState
</span> <span class="number">0</span>, <span class="comment">-- animNumber
</span> <span class="number">0</span>, <span class="comment">-- frameNumber
</span> <span class="number">0</span>, <span class="comment">-- HP
</span> <span class="number">0</span>, <span class="comment">-- OCB
</span> {<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>,<span class="number">0</span>}, <span class="comment">-- itemFlags
</span> <span class="number">0</span>, <span class="comment">-- AIBits
</span> <span class="number">0</span>, <span class="comment">-- status
</span> <span class="keyword">false</span>, <span class="comment">-- active
</span> <span class="keyword">false</span>, <span class="comment">-- hitStatus
</span> )</pre>
</ul>
</dd>
<dt>
<a name = "ItemInfo.newTemporary"></a>
<strong>ItemInfo.newTemporary(see_above)</strong>
</dt>
<dd>
Like the above, but the returned variable controls the
lifetime of the object (it will be destroyed when the variable goes
out of scope).
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">see_above</span>
same as above function
</li>
</ul>
</dd>
<dt>
<a name = "ItemInfo.Init"></a>
<strong>ItemInfo.Init()</strong>
</dt>
<dd>
Initialise an item.
Use this if you called new with no arguments
</dd>
<dt>
<a name = "ItemInfo:EnableItem"></a>
<strong>ItemInfo:EnableItem()</strong>
</dt>
<dd>
Enable the item
</dd>
<dt>
<a name = "ItemInfo:DisableItem"></a>
<strong>ItemInfo:DisableItem()</strong>
</dt>
<dd>
Disable the item
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -1,217 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><strong>MeshInfo</strong></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>MeshInfo</code></h1>
<p>Mesh info</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#pos">pos</a></td>
<td class="summary">(<a href="../misc classes/Position.html#">Position</a>) position in level</td>
</tr>
<tr>
<td class="name" ><a href="#yRot">yRot</a></td>
<td class="summary">(int) y-axis rotation</td>
</tr>
<tr>
<td class="name" ><a href="#name">name</a></td>
<td class="summary">(string) unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#staticNumber">staticNumber</a></td>
<td class="summary">(int) static number</td>
</tr>
<tr>
<td class="name" ><a href="#color">color</a></td>
<td class="summary">(<a href="../misc classes/Color.html#">Color</a>) color of mesh</td>
</tr>
<tr>
<td class="name" ><a href="#HP">HP</a></td>
<td class="summary">(int) hp</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "pos"></a>
<strong>pos</strong>
</dt>
<dd>
(<a href="../misc classes/Position.html#">Position</a>) position in level
</dd>
<dt>
<a name = "yRot"></a>
<strong>yRot</strong>
</dt>
<dd>
(int) y-axis rotation
</dd>
<dt>
<a name = "name"></a>
<strong>name</strong>
</dt>
<dd>
(string) unique string identifier.
e.g. "my_vase" or "oldrubble"
</dd>
<dt>
<a name = "staticNumber"></a>
<strong>staticNumber</strong>
</dt>
<dd>
(int) static number
</dd>
<dt>
<a name = "color"></a>
<strong>color</strong>
</dt>
<dd>
(<a href="../misc classes/Color.html#">Color</a>) color of mesh
</dd>
<dt>
<a name = "HP"></a>
<strong>HP</strong>
</dt>
<dd>
(int) hp
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -1,183 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><strong>SinkInfo</strong></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>SinkInfo</code></h1>
<p>Sink info</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#pos">pos</a></td>
<td class="summary">(<a href="../misc classes/Position.html#">Position</a>) position in level</td>
</tr>
<tr>
<td class="name" ><a href="#name">name</a></td>
<td class="summary">(string) unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#strength">strength</a></td>
<td class="summary">(int) strength.</td>
</tr>
<tr>
<td class="name" ><a href="#boxIndex">boxIndex</a></td>
<td class="summary">(int) box index.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "pos"></a>
<strong>pos</strong>
</dt>
<dd>
(<a href="../misc classes/Position.html#">Position</a>) position in level
</dd>
<dt>
<a name = "name"></a>
<strong>name</strong>
</dt>
<dd>
(string) unique string identifier.
e.g. "strong_river_current" or "propeller_death_sink"
</dd>
<dt>
<a name = "strength"></a>
<strong>strength</strong>
</dt>
<dd>
(int) strength.
Strength of the sink, with higher numbers providing stronger currents. Will be clamped to [1, 32].
</dd>
<dt>
<a name = "boxIndex"></a>
<strong>boxIndex</strong>
</dt>
<dd>
(int) box index.
I don't know what this does and it's not actually in the engine yet
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -1,181 +0,0 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
<div id="main">
<!-- Menu -->
<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><strong>SoundSourceInfo</strong></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>SoundSourceInfo</code></h1>
<p>Sound source info</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#pos">pos</a></td>
<td class="summary">(<a href="../misc classes/Position.html#">Position</a>) position in level</td>
</tr>
<tr>
<td class="name" ><a href="#name">name</a></td>
<td class="summary">(string) unique string identifier.</td>
</tr>
<tr>
<td class="name" ><a href="#soundID">soundID</a></td>
<td class="summary">(int) sound ID</td>
</tr>
<tr>
<td class="name" ><a href="#flags">flags</a></td>
<td class="summary">(int) flags</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "pos"></a>
<strong>pos</strong>
</dt>
<dd>
(<a href="../misc classes/Position.html#">Position</a>) position in level
</dd>
<dt>
<a name = "name"></a>
<strong>name</strong>
</dt>
<dd>
(string) unique string identifier.
e.g. "machine_sound_1" or "discordant_humming"
</dd>
<dt>
<a name = "soundID"></a>
<strong>soundID</strong>
</dt>
<dd>
(int) sound ID
</dd>
<dt>
<a name = "flags"></a>
<strong>flags</strong>
</dt>
<dd>
(int) flags
</dd>
</dl>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
</div> <!-- id="about" -->
</div> <!-- id="container" -->
</body>
</html>

View file

@ -29,40 +29,42 @@
<h2>Script Files</h2>
<h2>1 Modules</h2>
<ul class="nowrap">
<li><a href="script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="script files/Level-specific.html">Level-specific scripts</a></li>
<li><a href="1 modules/Flow.html">Flow</a></li>
<li><a href="1 modules/Inventory.html">Inventory</a></li>
<li><a href="1 modules/Logic.html">Logic</a></li>
<li><a href="1 modules/Misc.html">Misc</a></li>
<li><a href="1 modules/Objects.html">Objects</a></li>
<li><a href="1 modules/Strings.html">Strings</a></li>
</ul>
<h2>Enums</h2>
<h2>2 Classes</h2>
<ul class="nowrap">
<li><a href="enums/InvItem.html">InvItem</a></li>
<li><a href="enums/ObjID.html">ObjID</a></li>
<li><a href="2 classes/Flow.Animations.html">Flow.Animations</a></li>
<li><a href="2 classes/Flow.Fog.html">Flow.Fog</a></li>
<li><a href="2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
<li><a href="2 classes/Flow.Level.html">Flow.Level</a></li>
<li><a href="2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
<li><a href="2 classes/Flow.Settings.html">Flow.Settings</a></li>
<li><a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
<li><a href="2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
<li><a href="2 classes/Objects.Camera.html">Objects.Camera</a></li>
<li><a href="2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
<li><a href="2 classes/Objects.Sink.html">Objects.Sink</a></li>
<li><a href="2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
<li><a href="2 classes/Objects.Static.html">Objects.Static</a></li>
<li><a href="2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
</ul>
<h2>Entity classes</h2>
<h2>3 Primitive Classes</h2>
<ul class="nowrap">
<li><a href="entity classes/AIObject.html">AIObject</a></li>
<li><a href="entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
<li><a href="3 primitive classes/Color.html">Color</a></li>
<li><a href="3 primitive classes/Position.html">Position</a></li>
<li><a href="3 primitive classes/Rotation.html">Rotation</a></li>
</ul>
<h2>Pre-game script classes</h2>
<h2>4 Enums</h2>
<ul class="nowrap">
<li><a href="pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="pre-game script classes/Level.html">Level</a></li>
<li><a href="pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="pre-game script classes/Settings.html">Settings</a></li>
<li><a href="pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="misc classes/Color.html">Color</a></li>
<li><a href="misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="misc classes/Position.html">Position</a></li>
<li><a href="misc classes/Rotation.html">Rotation</a></li>
<li><a href="4 enums/Flow.InvID.html">Flow.InvID</a></li>
<li><a href="4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
</ul>
</div>
@ -72,107 +74,124 @@
<h2>TombEngine scripting interface</h2>
<h2>Script Files</h2>
<h2>1 Modules</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="script files/Pre-game.html">Pre-game</a></td>
<td class="name" ><a href="1 modules/Flow.html">Flow</a></td>
<td class="summary">Functions for use in Flow.lua, settings.lua and strings.lua</td>
</tr>
<tr>
<td class="name" ><a href="1 modules/Inventory.html">Inventory</a></td>
<td class="summary">Inventory manipulation</td>
</tr>
<tr>
<td class="name" ><a href="1 modules/Logic.html">Logic</a></td>
<td class="summary">Functions and callbacks for level-specific logic scripts.</td>
</tr>
<tr>
<td class="name" ><a href="1 modules/Misc.html">Misc</a></td>
<td class="summary">Scripts that will be run on game startup.</td>
</tr>
<tr>
<td class="name" ><a href="script files/Level-specific.html">Level-specific</a></td>
<td class="summary">Functions and callbacks for level-specific logic scripts.</td>
<td class="name" ><a href="1 modules/Objects.html">Objects</a></td>
<td class="summary">Scripts that will be run on game startup.</td>
</tr>
<tr>
<td class="name" ><a href="1 modules/Strings.html">Strings</a></td>
<td class="summary">Scripts that will be run on game startup.</td>
</tr>
</table>
<h2>Enums</h2>
<h2>2 Classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="enums/InvItem.html">InvItem</a></td>
<td class="summary">Constants for items that can be used with GetInvItem and SetInvItem.</td>
<td class="name" ><a href="2 classes/Flow.Animations.html">Flow.Animations</a></td>
<td class="summary">New custom animations which Lara can perform.</td>
</tr>
<tr>
<td class="name" ><a href="enums/ObjID.html">ObjID</a></td>
<td class="summary">Constants for object IDs.</td>
</tr>
</table>
<h2>Entity classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="entity classes/AIObject.html">AIObject</a></td>
<td class="summary">AI object</td>
<td class="name" ><a href="2 classes/Flow.Fog.html">Flow.Fog</a></td>
<td class="summary">Fog</td>
</tr>
<tr>
<td class="name" ><a href="entity classes/CameraInfo.html">CameraInfo</a></td>
<td class="summary">Camera info</td>
</tr>
<tr>
<td class="name" ><a href="entity classes/ItemInfo.html">ItemInfo</a></td>
<td class="summary">Represents any object inside the game world.</td>
</tr>
<tr>
<td class="name" ><a href="entity classes/MeshInfo.html">MeshInfo</a></td>
<td class="summary">Mesh info</td>
</tr>
<tr>
<td class="name" ><a href="entity classes/SinkInfo.html">SinkInfo</a></td>
<td class="summary">Sink info</td>
</tr>
<tr>
<td class="name" ><a href="entity classes/SoundSourceInfo.html">SoundSourceInfo</a></td>
<td class="summary">Sound source info</td>
</tr>
</table>
<h2>Pre-game script classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="pre-game script classes/AudioTrack.html">AudioTrack</a></td>
<td class="summary">Metadata about audio tracks (music and ambience).</td>
</tr>
<tr>
<td class="name" ><a href="pre-game script classes/InventoryObject.html">InventoryObject</a></td>
<td class="name" ><a href="2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
<td class="summary">Represents the properties of an object as it appears in the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="pre-game script classes/Level.html">Level</a></td>
<td class="name" ><a href="2 classes/Flow.Level.html">Flow.Level</a></td>
<td class="summary">Stores level metadata.</td>
</tr>
<tr>
<td class="name" ><a href="pre-game script classes/Mirror.html">Mirror</a></td>
<td class="name" ><a href="2 classes/Flow.Mirror.html">Flow.Mirror</a></td>
<td class="summary">A mirror effect.</td>
</tr>
<tr>
<td class="name" ><a href="pre-game script classes/Settings.html">Settings</a></td>
<td class="name" ><a href="2 classes/Flow.Settings.html">Flow.Settings</a></td>
<td class="summary">Settings that will be run on game startup.</td>
</tr>
<tr>
<td class="name" ><a href="pre-game script classes/SkyLayer.html">SkyLayer</a></td>
<td class="name" ><a href="2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td>
<td class="summary">Describes a layer of moving clouds.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.AIObject.html">Objects.AIObject</a></td>
<td class="summary">AI object</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.Camera.html">Objects.Camera</a></td>
<td class="summary">Basic cameras that can point at Lara or at a CAMERA_TARGET.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.Moveable.html">Objects.Moveable</a></td>
<td class="summary">Represents any object inside the game world.</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.Sink.html">Objects.Sink</a></td>
<td class="summary">Sink</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.SoundSource.html">Objects.SoundSource</a></td>
<td class="summary">Sound source</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Objects.Static.html">Objects.Static</a></td>
<td class="summary">Mesh info</td>
</tr>
<tr>
<td class="name" ><a href="2 classes/Strings.DisplayString.html">Strings.DisplayString</a></td>
<td class="summary">A string appearing on the screen.</td>
</tr>
</table>
<h2>Misc classes</h2>
<h2>3 Primitive Classes</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="misc classes/Color.html">Color</a></td>
<td class="name" ><a href="3 primitive classes/Color.html">Color</a></td>
<td class="summary">An RGBA or RGB color.</td>
</tr>
<tr>
<td class="name" ><a href="misc classes/DisplayString.html">DisplayString</a></td>
<td class="summary">A string appearing on the screen.</td>
</tr>
<tr>
<td class="name" ><a href="misc classes/Position.html">Position</a></td>
<td class="name" ><a href="3 primitive classes/Position.html">Position</a></td>
<td class="summary">Represents a position in the game world.</td>
</tr>
<tr>
<td class="name" ><a href="misc classes/Rotation.html">Rotation</a></td>
<td class="name" ><a href="3 primitive classes/Rotation.html">Rotation</a></td>
<td class="summary">Represents a rotation.</td>
</tr>
</table>
<h2>4 Enums</h2>
<table class="module_list">
<tr>
<td class="name" ><a href="4 enums/Flow.InvID.html">Flow.InvID</a></td>
<td class="summary">Constants for items that can be used with GetItem and SetItem.</td>
</tr>
<tr>
<td class="name" ><a href="4 enums/Objects.ObjID.html">Objects.ObjID</a></td>
<td class="summary">Constants for object IDs.</td>
</tr>
</table>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2021-08-30 18:45:10 </i>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<div id="product_description"></div>
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<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><strong>Animations</strong></li>
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Animations</code></h1>
<p>New custom animations which Lara can perform.</p>
<p>
</p>
<br/>
<br/>
</div> <!-- id="content" -->
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<head>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
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<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><strong>AudioTrack</strong></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>AudioTrack</code></h1>
<p>Metadata about audio tracks (music and ambience).</p>
<p><strong>In progress</strong> </p>
<br/>
<br/>
</div> <!-- id="content" -->
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<html>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
<div id="product_name"><big><b></b></big></div>
<div id="product_description"></div>
</div> <!-- id="product" -->
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<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Members">Members</a></li>
<li><a href="#Functions">Functions</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><strong>InventoryObject</strong></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>InventoryObject</code></h1>
<p>Represents the properties of an object as it appears in the inventory.</p>
<p>
</p>
<h2><a href="#Members">Members</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#nameKey">nameKey</a></td>
<td class="summary">(string) string key for the item's (localised) name.</td>
</tr>
<tr>
<td class="name" ><a href="#slot">slot</a></td>
<td class="summary">(<a href="../enums/InvItem.html#">InvItem</a>) slot of item whose inventory display properties you wish to change</td>
</tr>
<tr>
<td class="name" ><a href="#yOffset">yOffset</a></td>
<td class="summary">(float) y-axis offset (positive values will move the item lower).</td>
</tr>
<tr>
<td class="name" ><a href="#scale">scale</a></td>
<td class="summary">(float) Item's size when displayed in the inventory as a multiple of its "regular" size.</td>
</tr>
<tr>
<td class="name" ><a href="#rot">rot</a></td>
<td class="summary">(<a href="../misc classes/Rotation.html#">Rotation</a>) Item's rotation about its origin when displayed in the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#rotAxisWhenCurrent">rotAxisWhenCurrent</a></td>
<td class="summary">(RotationAxis) Axis to rotate about when the item is being looked at in the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#meshBits">meshBits</a></td>
<td class="summary">(int) <strong>Not currently implemented</strong> (will have no effect regardless of what you set it to)</td>
</tr>
<tr>
<td class="name" ><a href="#action">action</a></td>
<td class="summary">(ItemAction) What can the player do with the item?</td>
</tr>
</table>
<h2><a href="#Functions">Functions</a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#InventoryObject.new">InventoryObject.new()</a></td>
<td class="summary">Create an inventoryObject item.</td>
</tr>
<tr>
<td class="name" ><a href="#InventoryObject.new">InventoryObject.new(nameKey, slot, yOffset, scale, rot, rotAxisWhenCurrent, meshBits, action)</a></td>
<td class="summary">For more information on each parameter, see the
associated getters and setters.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Members"></a>Members</h2>
<dl class="function">
<dt>
<a name = "nameKey"></a>
<strong>nameKey</strong>
</dt>
<dd>
(string) string key for the item's (localised) name. Corresponds to an entry in strings.lua.
</dd>
<dt>
<a name = "slot"></a>
<strong>slot</strong>
</dt>
<dd>
(<a href="../enums/InvItem.html#">InvItem</a>) slot of item whose inventory display properties you wish to change
</dd>
<dt>
<a name = "yOffset"></a>
<strong>yOffset</strong>
</dt>
<dd>
(float) y-axis offset (positive values will move the item lower).
A value of about 100 will cause the item to display directly below its usual position.
</dd>
<dt>
<a name = "scale"></a>
<strong>scale</strong>
</dt>
<dd>
(float) Item's size when displayed in the inventory as a multiple of its "regular" size.
A value of 0.5 will cause the item to render at half the size,
and a value of 2 will cause the item to render at twice the size.
</dd>
<dt>
<a name = "rot"></a>
<strong>rot</strong>
</dt>
<dd>
(<a href="../misc classes/Rotation.html#">Rotation</a>) Item's rotation about its origin when displayed in the inventory.
</dd>
<dt>
<a name = "rotAxisWhenCurrent"></a>
<strong>rotAxisWhenCurrent</strong>
</dt>
<dd>
(RotationAxis) Axis to rotate about when the item is being looked at in the inventory.
Note that this is entirely separate from the <a href="../pre-game script classes/InventoryObject.html#rot">rot</a> field described above.
Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
e.g. <code>myItem.rotAxisWhenCurrent = RotationAxis.X</code>
</dd>
<dt>
<a name = "meshBits"></a>
<strong>meshBits</strong>
</dt>
<dd>
(int) <strong>Not currently implemented</strong> (will have no effect regardless of what you set it to)
</dd>
<dt>
<a name = "action"></a>
<strong>action</strong>
</dt>
<dd>
(ItemAction) What can the player do with the item?
Must be one of:</p>
<pre><code>EQUIP
USE
EXAMINE
</code></pre>
<p>e.g. <code>myItem.action = ItemAction.EXAMINE</code>
</dd>
</dl>
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
<dl class="function">
<dt>
<a name = "InventoryObject.new"></a>
<strong>InventoryObject.new()</strong>
</dt>
<dd>
Create an inventoryObject item. Use this if you want to specify property values later later.
The default property values are not disclosed here, since at the time of writing, they are subject to change.
<h3>Returns:</h3>
<ol>
an InventoryObject
</ol>
</dd>
<dt>
<a name = "InventoryObject.new"></a>
<strong>InventoryObject.new(nameKey, slot, yOffset, scale, rot, rotAxisWhenCurrent, meshBits, action)</strong>
</dt>
<dd>
For more information on each parameter, see the
associated getters and setters.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">nameKey</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
name key
</li>
<li><span class="parameter">slot</span>
<span class="types"><span class="type">InvItem</span></span>
slot of inventory object to change
</li>
<li><span class="parameter">yOffset</span>
<span class="types"><span class="type">int</span></span>
y-axis offset (positive values move the item down)
</li>
<li><span class="parameter">scale</span>
<span class="types"><span class="type">float</span></span>
item size (1 being standard size)
</li>
<li><span class="parameter">rot</span>
<span class="types"><span class="type">Rotation</span></span>
rotation about x, y, and z axes
</li>
<li><span class="parameter">rotAxisWhenCurrent</span>
<span class="types"><span class="type">RotationAxis</span></span>
axis to rotate around in inventory
</li>
<li><span class="parameter">meshBits</span>
<span class="types"><span class="type">int</span></span>
not currently implemented
</li>
<li><span class="parameter">action</span>
<span class="types"><span class="type">ItemAction</span></span>
is this usable, equippable, or examinable?
</li>
</ul>
<h3>Returns:</h3>
<ol>
an InventoryObject
</ol>
</dd>
</dl>
</div> <!-- id="content" -->
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<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><strong>Mirror</strong></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><a href="../script files/Level-specific.html">Level-specific scripts</a></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Class <code>Mirror</code></h1>
<p>A mirror effect.</p>
<p>As seen in TR4's Coastal Ruins and Sacred Lake levels.</p>
<p><strong>Not currently implemented.</strong> </p>
<br/>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
<head>
<title>TombEngine Lua API</title>
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
</head>
<body>
<div id="container">
<div id="product">
<div id="product_logo"></div>
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<div id="product_description"></div>
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<div id="navigation">
<br/>
<h1>TombEngine</h1>
<ul>
<li><a href="../index.html">Index</a></li>
</ul>
<h2>Contents</h2>
<ul>
<li><a href="#Ambience_and_music">Ambience and music </a></li>
<li><a href="#Player_inventory_management">Player inventory management </a></li>
<li><a href="#Game_entity_getters">Game entity getters </a></li>
<li><a href="#Special_objects">Special objects </a></li>
<li><a href="#Special_tables">Special tables </a></li>
</ul>
<h2>Script Files</h2>
<ul class="nowrap">
<li><a href="../script files/Pre-game.html">Pre-game scripts</a></li>
<li><strong>Level-specific scripts</strong></li>
</ul>
<h2>Enums</h2>
<ul class="nowrap">
<li><a href="../enums/InvItem.html">InvItem</a></li>
<li><a href="../enums/ObjID.html">ObjID</a></li>
</ul>
<h2>Entity classes</h2>
<ul class="nowrap">
<li><a href="../entity classes/AIObject.html">AIObject</a></li>
<li><a href="../entity classes/CameraInfo.html">CameraInfo</a></li>
<li><a href="../entity classes/ItemInfo.html">ItemInfo</a></li>
<li><a href="../entity classes/MeshInfo.html">MeshInfo</a></li>
<li><a href="../entity classes/SinkInfo.html">SinkInfo</a></li>
<li><a href="../entity classes/SoundSourceInfo.html">SoundSourceInfo</a></li>
</ul>
<h2>Pre-game script classes</h2>
<ul class="nowrap">
<li><a href="../pre-game script classes/AudioTrack.html">AudioTrack</a></li>
<li><a href="../pre-game script classes/InventoryObject.html">InventoryObject</a></li>
<li><a href="../pre-game script classes/Level.html">Level</a></li>
<li><a href="../pre-game script classes/Mirror.html">Mirror</a></li>
<li><a href="../pre-game script classes/Settings.html">Settings</a></li>
<li><a href="../pre-game script classes/SkyLayer.html">SkyLayer</a></li>
</ul>
<h2>Misc classes</h2>
<ul class="nowrap">
<li><a href="../misc classes/Color.html">Color</a></li>
<li><a href="../misc classes/DisplayString.html">DisplayString</a></li>
<li><a href="../misc classes/Position.html">Position</a></li>
<li><a href="../misc classes/Rotation.html">Rotation</a></li>
</ul>
</div>
<div id="content">
<h1>Level-specific files</code></h1>
<p>Functions and callbacks for level-specific logic scripts.</p>
<p>
</p>
<h2><a href="#Ambience_and_music">Ambience and music </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#SetAmbientTrack">SetAmbientTrack(name)</a></td>
<td class="summary">Set and play an ambient track</td>
</tr>
<tr>
<td class="name" ><a href="#PlayAudioTrack">PlayAudioTrack(name, loop)</a></td>
<td class="summary">Play an audio track</td>
</tr>
</table>
<h2><a href="#Player_inventory_management">Player inventory management </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GiveInvItem">GiveInvItem(item, count)</a></td>
<td class="summary">Add x of an item to the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#TakeInvItem">TakeInvItem(item, count)</a></td>
<td class="summary">Remove x of a certain item from the inventory.</td>
</tr>
<tr>
<td class="name" ><a href="#GetInvItemCount">GetInvItemCount(item)</a></td>
<td class="summary">Get the amount the player holds of an item.</td>
</tr>
<tr>
<td class="name" ><a href="#SetInvItemCount">SetInvItemCount(item, count)</a></td>
<td class="summary">Set the amount of a certain item the player has in the inventory.</td>
</tr>
</table>
<h2><a href="#Game_entity_getters">Game entity getters </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#GetItemByName">GetItemByName(name)</a></td>
<td class="summary">Get an ItemInfo by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetMeshByName">GetMeshByName(name)</a></td>
<td class="summary">Get a MeshInfo by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetCameraByName">GetCameraByName(name)</a></td>
<td class="summary">Get a CameraInfo by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetSinkByName">GetSinkByName(name)</a></td>
<td class="summary">Get a SinkInfo by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#GetSoundSourceByName">GetSoundSourceByName(name)</a></td>
<td class="summary">Get a SoundSourceInfo by its name.</td>
</tr>
<tr>
<td class="name" ><a href="#CalculateDistance">CalculateDistance(posA, posB)</a></td>
<td class="summary">Calculate the distance between two positions.</td>
</tr>
<tr>
<td class="name" ><a href="#CalculateHorizontalDistance">CalculateHorizontalDistance(posA, posB)</a></td>
<td class="summary">Calculate the horizontal distance between two positions.</td>
</tr>
<tr>
<td class="name" ><a href="#ShowString">ShowString(str, time)</a></td>
<td class="summary">Show some text on-screen.</td>
</tr>
<tr>
<td class="name" ><a href="#HideString">HideString(str)</a></td>
<td class="summary">Hide some on-screen text.</td>
</tr>
<tr>
<td class="name" ><a href="#PercentToScreen">PercentToScreen(x, y)</a></td>
<td class="summary">Translate a pair of percentages to screen-space pixel coordinates.</td>
</tr>
<tr>
<td class="name" ><a href="#ScreenToPercent">ScreenToPercent(x, y)</a></td>
<td class="summary">Translate a pair of coordinates to percentages of window dimensions.</td>
</tr>
</table>
<h2><a href="#Special_objects">Special objects </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#Lara">Lara</a></td>
<td class="summary">An <a href="../entity classes/ItemInfo.html#">ItemInfo</a> representing Lara herself.</td>
</tr>
</table>
<h2><a href="#Special_tables">Special tables </a></h2>
<table class="function_list">
<tr>
<td class="name" ><a href="#LevelVars">LevelVars</a></td>
<td class="summary">A table with level-specific data which will be saved and loaded.</td>
</tr>
<tr>
<td class="name" ><a href="#GameVars">GameVars</a></td>
<td class="summary">A table with game data which will be saved and loaded.</td>
</tr>
<tr>
<td class="name" ><a href="#LevelFuncs">LevelFuncs</a></td>
<td class="summary">A table with level-specific functions.</td>
</tr>
</table>
<br/>
<br/>
<h2 class="section-header "><a name="Ambience_and_music"></a>Ambience and music </h2>
<dl class="function">
<dt>
<a name = "SetAmbientTrack"></a>
<strong>SetAmbientTrack(name)</strong>
</dt>
<dd>
Set and play an ambient track
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
of track (without file extension) to play
</li>
</ul>
</dd>
<dt>
<a name = "PlayAudioTrack"></a>
<strong>PlayAudioTrack(name, loop)</strong>
</dt>
<dd>
Play an audio track
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
of track (without file extension) to play
</li>
<li><span class="parameter">loop</span>
<span class="types"><span class="type">bool</span></span>
if true, the track will loop; if false, it won't (default: false)
</li>
</ul>
</dd>
</dl>
<h2 class="section-header "><a name="Player_inventory_management"></a>Player inventory management </h2>
<dl class="function">
<dt>
<a name = "GiveInvItem"></a>
<strong>GiveInvItem(item, count)</strong>
</dt>
<dd>
Add x of an item to the inventory.
A count of 0 will add the "default" amount of that item
(i.e. the amount the player would get from a pickup of that type).
For example, giving "zero" crossbow ammo would give the player
10 instead, whereas giving "zero" medkits would give the player 1 medkit.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvItem</span></span>
the item to be added
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
the number of items to add (default: 0)
</li>
</ul>
</dd>
<dt>
<a name = "TakeInvItem"></a>
<strong>TakeInvItem(item, count)</strong>
</dt>
<dd>
Remove x of a certain item from the inventory.
As in <a href="../script files/Level-specific.html#GiveInvItem">GiveInvItem</a>, a count of 0 will remove the "default" amount of that item.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvItem</span></span>
the item to be removed
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
the number of items to remove (default: 0)
</li>
</ul>
</dd>
<dt>
<a name = "GetInvItemCount"></a>
<strong>GetInvItemCount(item)</strong>
</dt>
<dd>
Get the amount the player holds of an item.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
<span class="types"><span class="type">InvItem</span></span>
the item to check
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the amount of the item the player has in the inventory
</ol>
</dd>
<dt>
<a name = "SetInvItemCount"></a>
<strong>SetInvItemCount(item, count)</strong>
</dt>
<dd>
Set the amount of a certain item the player has in the inventory.
Similar to <a href="../script files/Level-specific.html#GiveInvItem">GiveInvItem</a> but replaces with the new amount instead of adding it.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">item</span>
the item to be set
</li>
<li><span class="parameter">count</span>
<span class="types"><span class="type">int</span></span>
the number of items the player will have
</li>
</ul>
</dd>
</dl>
<h2 class="section-header has-description"><a name="Game_entity_getters"></a>Game entity getters </h2>
<div class="section-description">
All Lua variables created with these functions will be non-owning.
This means that the actual in-game entity (object/camera/sink/whatever)
will <em>not</em> be removed from the game if the Lua variable goes out of scope
or is destroyed in some other way.
</div>
<dl class="function">
<dt>
<a name = "GetItemByName"></a>
<strong>GetItemByName(name)</strong>
</dt>
<dd>
Get an ItemInfo by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
the unique name of the item as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">ItemInfo</span></span>
a non-owning ItemInfo referencing the item.
</ol>
</dd>
<dt>
<a name = "GetMeshByName"></a>
<strong>GetMeshByName(name)</strong>
</dt>
<dd>
Get a MeshInfo by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
the unique name of the mesh as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">MeshInfo</span></span>
a non-owning MeshInfo referencing the mesh.
</ol>
</dd>
<dt>
<a name = "GetCameraByName"></a>
<strong>GetCameraByName(name)</strong>
</dt>
<dd>
Get a CameraInfo by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
the unique name of the camera as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">CameraInfo</span></span>
a non-owning CameraInfo referencing the camera.
</ol>
</dd>
<dt>
<a name = "GetSinkByName"></a>
<strong>GetSinkByName(name)</strong>
</dt>
<dd>
Get a SinkInfo by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
the unique name of the sink as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">SinkInfo</span></span>
a non-owning SinkInfo referencing the sink.
</ol>
</dd>
<dt>
<a name = "GetSoundSourceByName"></a>
<strong>GetSoundSourceByName(name)</strong>
</dt>
<dd>
Get a SoundSourceInfo by its name.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.3/manual.html#6.4">string</a></span>
the unique name of the sink as set in, or generated by, Tomb Editor
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">SoundSourceInfo</span></span>
a non-owning SoundSourceInfo referencing the sink.
</ol>
</dd>
<dt>
<a name = "CalculateDistance"></a>
<strong>CalculateDistance(posA, posB)</strong>
</dt>
<dd>
Calculate the distance between two positions.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><span class="type">Position</span></span>
first position
</li>
<li><span class="parameter">posB</span>
<span class="types"><span class="type">Position</span></span>
second position
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the direct distance from one position to the other
</ol>
</dd>
<dt>
<a name = "CalculateHorizontalDistance"></a>
<strong>CalculateHorizontalDistance(posA, posB)</strong>
</dt>
<dd>
Calculate the horizontal distance between two positions.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">posA</span>
<span class="types"><span class="type">Position</span></span>
first position
</li>
<li><span class="parameter">posB</span>
<span class="types"><span class="type">Position</span></span>
second position
</li>
</ul>
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
the direct distance on the XZ plane from one position to the other
</ol>
</dd>
<dt>
<a name = "ShowString"></a>
<strong>ShowString(str, time)</strong>
</dt>
<dd>
Show some text on-screen.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">str</span>
<span class="types"><span class="type">DisplayString</span></span>
the string object to draw
</li>
<li><span class="parameter">time</span>
<span class="types"><span class="type">float</span></span>
the time in seconds for which to show the string.
If not given, the string will have an "infinite" life, and will show
until <a href="../script files/Level-specific.html#HideString">HideString</a> is called or until the level is finished.
Default: nil (i.e. infinite)
</li>
</ul>
</dd>
<dt>
<a name = "HideString"></a>
<strong>HideString(str)</strong>
</dt>
<dd>
Hide some on-screen text.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">str</span>
<span class="types"><span class="type">DisplayString</span></span>
the string object to hide. Must previously have been shown
with a call to <a href="../script files/Level-specific.html#ShowString">ShowString</a>, or this function will have no effect.
</li>
</ul>
</dd>
<dt>
<a name = "PercentToScreen"></a>
<strong>PercentToScreen(x, y)</strong>
</dt>
<dd>
Translate a pair of percentages to screen-space pixel coordinates.
To be used with <a href="../misc classes/DisplayString.html#DisplayString:SetPos">DisplayString:SetPos</a> and <a href="../misc classes/DisplayString.html#DisplayString.new">DisplayString.new</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">x</span>
<span class="types"><span class="type">float</span></span>
percent value to translate to x-coordinate
</li>
<li><span class="parameter">y</span>
<span class="types"><span class="type">float</span></span>
percent value to translate to y-coordinate
</li>
</ul>
<h3>Returns:</h3>
<ol>
<li>
<span class="types"><span class="type">int</span></span>
x x coordinate in pixels</li>
<li>
<span class="types"><span class="type">int</span></span>
y y coordinate in pixels</li>
</ol>
</dd>
<dt>
<a name = "ScreenToPercent"></a>
<strong>ScreenToPercent(x, y)</strong>
</dt>
<dd>
Translate a pair of coordinates to percentages of window dimensions.
To be used with <a href="../misc classes/DisplayString.html#DisplayString:GetPos">DisplayString:GetPos</a>.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">x</span>
<span class="types"><span class="type">int</span></span>
pixel value to translate to a percentage of the window width
</li>
<li><span class="parameter">y</span>
<span class="types"><span class="type">int</span></span>
pixel value to translate to a percentage of the window height
</li>
</ul>
<h3>Returns:</h3>
<ol>
<li>
<span class="types"><span class="type">float</span></span>
x coordinate as percentage</li>
<li>
<span class="types"><span class="type">float</span></span>
y coordinate as percentage</li>
</ol>
</dd>
</dl>
<h2 class="section-header "><a name="Special_objects"></a>Special objects </h2>
<dl class="function">
<dt>
<a name = "Lara"></a>
<strong>Lara</strong>
</dt>
<dd>
An <a href="../entity classes/ItemInfo.html#">ItemInfo</a> representing Lara herself.
</dd>
</dl>
<h2 class="section-header has-description"><a name="Special_tables"></a>Special tables </h2>
<div class="section-description">
TombEngine uses the following tables for specific things.
</div>
<dl class="function">
<dt>
<a name = "LevelVars"></a>
<strong>LevelVars</strong>
</dt>
<dd>
A table with level-specific data which will be saved and loaded.
This is for level-specific information that you want to store in saved games.</p>
<p>For example, you may have a level with a custom puzzle where Lara has
to kill exactly seven enemies to open a door to a secret. You could use
the following line each time an enemy is killed:</p>
<pre><code>LevelVars.enemiesKilled = LevelVars.enemiesKilled + 1
</code></pre>
<p>If the player saves the level after killing three, saves, and then reloads the save
some time later, the values <code>3</code> will be put back into <code>LevelVars.enemiesKilled.</code></p>
<p><strong>This table is emptied when a level is finished.</strong> If the player needs to be able
to return to the level (like in the Karnak and Alexandria levels in <em>The Last Revelation</em>),
you will need to use the <a href="../script files/Level-specific.html#GameVars">GameVars</a> table, below.
</dd>
<dt>
<a name = "GameVars"></a>
<strong>GameVars</strong>
</dt>
<dd>
A table with game data which will be saved and loaded.
This is for information not specific to any level, but which concerns your whole
levelset or game, that you want to store in saved games.</p>
<p>For example, you may wish to have a final boss say a specific voice line based on
a choice the player made in a previous level. In the level with the choice, you could
write:</p>
<pre><code>GameVars.playerSnoopedInDraws = true
</code></pre>
<p>And in the script file for the level with the boss, you could write:</p>
<pre><code>if GameVars.playerSnoopedInDraws then
PlayAudioTrack("how_dare_you.wav")
end
</code></pre>
<p>Unlike <a href="../script files/Level-specific.html#LevelVars">LevelVars</a>, this table will remain intact for the entirety of the game.
</dd>
<dt>
<a name = "LevelFuncs"></a>
<strong>LevelFuncs</strong>
</dt>
<dd>
A table with level-specific functions. </p>
<p>This serves two purposes: it holds the level callbacks (listed below) as well as
any trigger functions you might have specified. For example, if you give a trigger
a Lua name of "my_trigger" in Tomb Editor, you will have to implement it as a member
of this table:</p>
<pre><code>LevelFuncs.my_trigger = function()
-- implementation goes here
end
</code></pre>
<p>The following are the level callbacks. They are optional; if your level has no special
behaviour for a particular scenario, you do not need to implement the function. For
example, if your level does not need any special initialisation when it is loaded,
you can just leave out <code>LevelFuncs.OnStart</code>.
<h3>Fields:</h3>
<ul>
<li><span class="parameter">OnStart</span>
<span class="types"><span class="type">function</span></span>
Will be called when a level is loaded
</li>
<li><span class="parameter">OnLoad</span>
<span class="types"><span class="type">function</span></span>
Will be called when a saved game is loaded
</li>
<li><span class="parameter">OnControlPhase</span>
<span class="types"><span class="type">function(float)</span></span>
Will be called during the game's update loop,
and provides the delta time (a float representing game time since last call) via its argument.
</li>
<li><span class="parameter">OnSave</span>
<span class="types"><span class="type">function</span></span>
Will be called when the player saves the game
</li>
<li><span class="parameter">OnEnd</span>
<span class="types"><span class="type">function</span></span>
Will be called when leaving a level. This includes finishing it, exiting to the menu, or loading a save in a different level.
</li>
</ul>
</dd>
</dl>
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