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Move all scripting header files into new folder.
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64
Scripting/Include/GameFlowScript.h
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64
Scripting/Include/GameFlowScript.h
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#pragma once
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#include "LanguageScript.h"
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#include "LuaHandler.h"
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#include "GameLogicScript.h"
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#include "GameScriptColor.h"
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#include "GameScriptLevel.h"
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#include "GameScriptSettings.h"
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#include "GameScriptAudioTrack.h"
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#include "ScriptInterfaceGame.h"
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enum class TITLE_TYPE
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{
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FLYBY,
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BACKGROUND
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};
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class GameFlow : public LuaHandler
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{
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private:
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GameScriptSettings m_settings;
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std::unordered_map < std::string, std::vector<std::string > > m_translationsMap;
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std::vector<std::string> m_languageNames;
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std::map<short, short> m_itemsMap;
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public:
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int FogInDistance{ 0 };
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int FogOutDistance{ 0 };
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int SelectedLevelForNewGame{ 0 };
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int SelectedSaveGame{ 0 };
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bool EnableLoadSave{ true };
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bool PlayAnyLevel{ true };
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bool FlyCheat{ true };
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bool DebugMode{ false };
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byte GameFarView{ 0 };
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TITLE_TYPE TitleType{ TITLE_TYPE::FLYBY };
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std::string IntroImagePath{};
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std::string TitleScreenImagePath{};
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// Selected language set
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std::vector<GameScriptLevel*> Levels;
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GameFlow(sol::state* lua);
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~GameFlow();
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void AddLevel(GameScriptLevel const& level);
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void SetAudioTracks(sol::as_table_t<std::vector<GameScriptAudioTrack>>&& src);
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void LoadGameFlowScript();
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char const * GetString(const char* id) const;
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void SetStrings(sol::nested<std::unordered_map<std::string, std::vector<std::string>>> && src);
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void SetLanguageNames(sol::as_table_t<std::vector<std::string>> && src);
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void SetSettings(GameScriptSettings const & src);
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GameScriptSettings* GetSettings();
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GameScriptLevel* GetLevel(int id);
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int GetNumLevels() const;
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bool DoGameflow();
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void SetIntroImagePath(std::string const& path);
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void SetTitleScreenImagePath(std::string const& path);
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void SetGameFarView(byte val);
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};
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extern GameFlow* g_GameFlow;
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extern ScriptInterfaceGame * g_GameScript;
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