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https://github.com/TombEngine/TombEngine.git
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Add SOUND_SOURCE_INFO and AI_OBJECT names when loading in the level data. Implement remaining functions on the GameLogicScript side.
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parent
07d8a254b9
commit
9dd4bcf4ca
2 changed files with 38 additions and 4 deletions
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@ -188,6 +188,18 @@ auto makeReadOnlyTable = [this](std::string const & tableName, auto const& conta
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[this](std::string const& str) { return RemoveLuaNameSink(str); }
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);
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GameScriptAIObject::Register(m_lua);
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GameScriptAIObject::SetNameCallbacks(
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[this](std::string const& str, AI_OBJECT & info) { return AddLuaNameAIObject(str, info); },
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[this](std::string const& str) { return RemoveLuaNameAIObject(str); }
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);
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GameScriptSoundSourceInfo::Register(m_lua);
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GameScriptSoundSourceInfo::SetNameCallbacks(
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[this](std::string const& str, SOUND_SOURCE_INFO & info) { return AddLuaNameSoundSource(str, info); },
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[this](std::string const& str) { return RemoveLuaNameSoundSource(str); }
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);
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GameScriptPosition::Register(m_lua);
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GameScriptRotation::Register(m_lua);
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GameScriptColor::Register(m_lua);
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@ -254,6 +266,25 @@ bool GameScript::AddLuaNameSink(std::string const& luaName, SINK_INFO& infoRef)
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{
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return m_sinksMapName.insert(std::pair<std::string, SINK_INFO&>(luaName, infoRef)).second;
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}
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bool GameScript::RemoveLuaNameSoundSource(std::string const & luaName)
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{
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return m_soundSourcesMapName.erase(luaName);
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}
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bool GameScript::AddLuaNameSoundSource(std::string const& luaName, SOUND_SOURCE_INFO& infoRef)
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{
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return m_soundSourcesMapName.insert(std::pair<std::string, SOUND_SOURCE_INFO&>(luaName, infoRef)).second;
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}
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bool GameScript::RemoveLuaNameAIObject(std::string const & luaName)
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{
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return m_aiObjectsMapName.erase(luaName);
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}
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bool GameScript::AddLuaNameAIObject(std::string const& luaName, AI_OBJECT & ref)
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{
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return m_aiObjectsMapName.insert(std::pair<std::string, AI_OBJECT&>(luaName, ref)).second;
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}
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void GameScript::FreeLevelScripts()
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{
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@ -855,7 +855,8 @@ void LoadSoundEffects()
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g_Level.SoundSources.resize(numSoundSources);
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for (int i = 0; i < numSoundSources; i++)
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{
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SOUND_SOURCE_INFO source;
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g_Level.SoundSources.push_back(SOUND_SOURCE_INFO{});
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auto & source = g_Level.SoundSources.back();
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source.x = ReadInt32();
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source.y = ReadInt32();
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@ -870,6 +871,7 @@ void LoadSoundEffects()
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source.luaName = std::string((const char*)buffer);
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g_Level.SoundSources.push_back(source);
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g_GameScript->AddLuaNameSoundSource(source.luaName, source);
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}
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}
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@ -926,7 +928,8 @@ void LoadAIObjects()
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g_Level.AIObjects.resize(nAIObjects);
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for (int i = 0; i < nAIObjects; i++)
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{
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AI_OBJECT obj;
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g_Level.AIObjects.push_back(AI_OBJECT{});
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auto & obj = g_Level.AIObjects.back();
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obj.objectNumber = (GAME_OBJECT_ID)ReadInt16();
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obj.roomNumber = ReadInt16();
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@ -944,7 +947,7 @@ void LoadAIObjects()
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ReadBytes(buffer, numBytes);
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obj.luaName = std::string((const char*)buffer);
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g_Level.AIObjects.push_back(obj);
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g_GameScript->AddLuaNameAIObject(obj.luaName, obj);
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}
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}
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