Clean up GameFlow and GameScriptLevel by adding default member initialisers. Replace GameScriptFog with GameScriptColor. Rename some enums for consistency. Make TITLE_TYPE and enum for consistency.

This commit is contained in:
hispidence 2021-07-26 18:23:29 +01:00
parent 831a0f7e8e
commit b94cc960a2
2 changed files with 33 additions and 74 deletions

View file

@ -2,10 +2,13 @@
#include "LanguageScript.h"
#include "LuaHandler.h"
#define TITLE_FLYBY 0
#define TITLE_BACKGROUND 1
enum TITLE_TYPE
{
TITLE_FLYBY,
TITLE_BACKGROUND
};
enum WEATHER_TYPES
enum WEATHER_TYPE
{
WEATHER_NORMAL,
WEATHER_RAIN,
@ -88,25 +91,6 @@ struct GameScriptSkyLayer
}
};
struct GameScriptFog
{
byte R;
byte G;
byte B;
GameScriptFog()
{
}
GameScriptFog(byte r, byte g, byte b)
{
R = r;
G = g;
B = b;
}
};
struct GameScriptMirror
{
short Room;
@ -142,32 +126,20 @@ struct GameScriptLevel
std::string AmbientTrack;
GameScriptSkyLayer Layer1;
GameScriptSkyLayer Layer2;
bool Horizon;
bool Horizon{ false };
bool Sky;
bool ColAddHorizon;
GameScriptFog Fog;
bool Storm;
WEATHER_TYPES Weather;
bool ResetHub;
bool Rumble;
LARA_DRAW_TYPE LaraType;
bool ColAddHorizon{ false };
GameScriptColor Fog{ 0,0,0 };
bool Storm{ false };
WEATHER_TYPE Weather{ WEATHER_NORMAL };
bool ResetHub{ false };
bool Rumble{ false };
LARA_DRAW_TYPE LaraType{ LARA_NORMAL };
GameScriptMirror Mirror;
byte UVRotate;
int LevelFarView;
bool UnlimitedAir;
bool UnlimitedAir{ false };
std::vector<GameScriptInventoryObject> InventoryObjects;
GameScriptLevel()
{
Storm = false;
Horizon = false;
ColAddHorizon = false;
ResetHub = false;
Rumble = false;
Weather = WEATHER_NORMAL;
LaraType = LARA_NORMAL;
UnlimitedAir = false;
}
};
struct GameScriptAudioTrack
@ -195,24 +167,24 @@ private:
std::map<short, short> m_itemsMap;
public:
Vector3 SkyColorLayer1;
int SkySpeedLayer1;
Vector3 SkyColorLayer2;
int SkySpeedLayer2;
Vector3 FogColor;
int FogInDistance;
int FogOutDistance;
bool DrawHorizon;
bool ColAddHorizon;
int SelectedLevelForNewGame;
int SelectedSaveGame;
bool EnableLoadSave;
bool PlayAnyLevel;
bool FlyCheat;
bool DebugMode;
int LevelFarView;
int TitleType;
char const * Intro;
Vector3 SkyColorLayer1{};
Vector3 SkyColorLayer2{};
Vector3 FogColor{};
int SkySpeedLayer1{ 0 };
int SkySpeedLayer2{ 0 };
int FogInDistance{ 0 };
int FogOutDistance{ 0 };
bool DrawHorizon{ false };
bool ColAddHorizon{ false };
int SelectedLevelForNewGame{ 0 };
int SelectedSaveGame{ 0 };
bool EnableLoadSave{ true };
bool PlayAnyLevel{ true };
bool FlyCheat{ true };
bool DebugMode{ false };
int LevelFarView{ 0 };
TITLE_TYPE TitleType{ TITLE_BACKGROUND };
char const* Intro{ nullptr };
// Selected language set
std::vector<GameScriptLevel*> Levels;