Add SOUND_SOURCE_INFO and AI_OBJECT names when loading in the level data. Implement remaining functions on the GameLogicScript side.

This commit is contained in:
hispidence 2021-07-24 12:45:33 +01:00
parent 07d8a254b9
commit 9dd4bcf4ca
2 changed files with 38 additions and 4 deletions

View file

@ -188,6 +188,18 @@ auto makeReadOnlyTable = [this](std::string const & tableName, auto const& conta
[this](std::string const& str) { return RemoveLuaNameSink(str); } [this](std::string const& str) { return RemoveLuaNameSink(str); }
); );
GameScriptAIObject::Register(m_lua);
GameScriptAIObject::SetNameCallbacks(
[this](std::string const& str, AI_OBJECT & info) { return AddLuaNameAIObject(str, info); },
[this](std::string const& str) { return RemoveLuaNameAIObject(str); }
);
GameScriptSoundSourceInfo::Register(m_lua);
GameScriptSoundSourceInfo::SetNameCallbacks(
[this](std::string const& str, SOUND_SOURCE_INFO & info) { return AddLuaNameSoundSource(str, info); },
[this](std::string const& str) { return RemoveLuaNameSoundSource(str); }
);
GameScriptPosition::Register(m_lua); GameScriptPosition::Register(m_lua);
GameScriptRotation::Register(m_lua); GameScriptRotation::Register(m_lua);
GameScriptColor::Register(m_lua); GameScriptColor::Register(m_lua);
@ -254,6 +266,25 @@ bool GameScript::AddLuaNameSink(std::string const& luaName, SINK_INFO& infoRef)
{ {
return m_sinksMapName.insert(std::pair<std::string, SINK_INFO&>(luaName, infoRef)).second; return m_sinksMapName.insert(std::pair<std::string, SINK_INFO&>(luaName, infoRef)).second;
} }
bool GameScript::RemoveLuaNameSoundSource(std::string const & luaName)
{
return m_soundSourcesMapName.erase(luaName);
}
bool GameScript::AddLuaNameSoundSource(std::string const& luaName, SOUND_SOURCE_INFO& infoRef)
{
return m_soundSourcesMapName.insert(std::pair<std::string, SOUND_SOURCE_INFO&>(luaName, infoRef)).second;
}
bool GameScript::RemoveLuaNameAIObject(std::string const & luaName)
{
return m_aiObjectsMapName.erase(luaName);
}
bool GameScript::AddLuaNameAIObject(std::string const& luaName, AI_OBJECT & ref)
{
return m_aiObjectsMapName.insert(std::pair<std::string, AI_OBJECT&>(luaName, ref)).second;
}
void GameScript::FreeLevelScripts() void GameScript::FreeLevelScripts()
{ {

View file

@ -855,7 +855,8 @@ void LoadSoundEffects()
g_Level.SoundSources.resize(numSoundSources); g_Level.SoundSources.resize(numSoundSources);
for (int i = 0; i < numSoundSources; i++) for (int i = 0; i < numSoundSources; i++)
{ {
SOUND_SOURCE_INFO source; g_Level.SoundSources.push_back(SOUND_SOURCE_INFO{});
auto & source = g_Level.SoundSources.back();
source.x = ReadInt32(); source.x = ReadInt32();
source.y = ReadInt32(); source.y = ReadInt32();
@ -870,6 +871,7 @@ void LoadSoundEffects()
source.luaName = std::string((const char*)buffer); source.luaName = std::string((const char*)buffer);
g_Level.SoundSources.push_back(source); g_Level.SoundSources.push_back(source);
g_GameScript->AddLuaNameSoundSource(source.luaName, source);
} }
} }
@ -926,7 +928,8 @@ void LoadAIObjects()
g_Level.AIObjects.resize(nAIObjects); g_Level.AIObjects.resize(nAIObjects);
for (int i = 0; i < nAIObjects; i++) for (int i = 0; i < nAIObjects; i++)
{ {
AI_OBJECT obj; g_Level.AIObjects.push_back(AI_OBJECT{});
auto & obj = g_Level.AIObjects.back();
obj.objectNumber = (GAME_OBJECT_ID)ReadInt16(); obj.objectNumber = (GAME_OBJECT_ID)ReadInt16();
obj.roomNumber = ReadInt16(); obj.roomNumber = ReadInt16();
@ -943,8 +946,8 @@ void LoadAIObjects()
ZeroMemory(buffer, 256); ZeroMemory(buffer, 256);
ReadBytes(buffer, numBytes); ReadBytes(buffer, numBytes);
obj.luaName = std::string((const char*)buffer); obj.luaName = std::string((const char*)buffer);
g_Level.AIObjects.push_back(obj); g_GameScript->AddLuaNameAIObject(obj.luaName, obj);
} }
} }