Move all internal headers to Scripting/src. Only the ScriptInterface* should be visible to the rest of TEN.

This commit is contained in:
hispidence 2022-01-29 22:28:18 +00:00
parent a8f1d3b3be
commit 7c380d12a2
30 changed files with 1 additions and 1 deletions

View file

@ -0,0 +1,66 @@
#pragma once
#include "LanguageScript.h"
#include "LuaHandler.h"
#include "GameLogicScript.h"
#include "GameScriptColor.h"
#include "GameScriptLevel.h"
#include "GameScriptSettings.h"
#include "GameScriptAudioTrack.h"
#include "GameScriptAnimations.h"
#include "ScriptInterfaceGame.h"
#include "ScriptInterfaceFlow.h"
class GameFlow : public LuaHandler, public ScriptInterfaceFlow
{
private:
GameScriptSettings m_settings;
std::unordered_map < std::string, std::vector<std::string > > m_translationsMap;
std::vector<std::string> m_languageNames;
std::map<short, short> m_itemsMap;
public:
int FogInDistance{ 0 };
int FogOutDistance{ 0 };
bool PlayAnyLevel{ true };
bool FlyCheat{ true };
bool DebugMode{ false };
byte GameFarView{ 0 };
// New animation flag table
GameScriptAnimations Animations{};
// Selected language set
std::vector<GameScriptLevel*> Levels;
GameFlow(sol::state* lua);
~GameFlow();
void AddLevel(GameScriptLevel const& level);
void SetAudioTracks(sol::as_table_t<std::vector<GameScriptAudioTrack>>&& src);
void LoadGameFlowScript();
char const * GetString(const char* id) const;
void SetStrings(sol::nested<std::unordered_map<std::string, std::vector<std::string>>> && src);
void SetLanguageNames(sol::as_table_t<std::vector<std::string>> && src);
void SetAnimations(GameScriptAnimations const & src);
void SetSettings(GameScriptSettings const & src);
GameScriptSettings* GetSettings();
GameScriptLevel* GetLevel(int id);
int GetNumLevels() const;
void SetIntroImagePath(std::string const& path);
void SetTitleScreenImagePath(std::string const& path);
void SetGameFarView(byte val);
bool IsFlyCheatEnabled() const;
bool CanPlayAnyLevel() const;
bool HasCrawlExtended() const override { return Animations.CrawlExtended; }
bool HasCrouchRoll() const override { return Animations.CrouchRoll; }
bool HasCrawlspaceSwandive() const override { return Animations.CrawlspaceSwandive; }
bool HasMonkeyTurn180() const override { return Animations.MonkeyTurn180; }
bool HasMonkeyAutoJump() const override { return Animations.MonkeyAutoJump; }
bool HasOscillateHang() const override { return Animations.OscillateHang; }
bool HasAFKPose() const override { return Animations.Pose; }
bool DoGameflow() override;
};