mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
Merge branch 'master' into very_experimental_input_stuff
This commit is contained in:
commit
c32be322ab
81 changed files with 1287 additions and 850 deletions
|
@ -1,12 +1,26 @@
|
|||
Version 1.0.1
|
||||
=============
|
||||
|
||||
- Added antialiasing support.
|
||||
- Fixed some issues with shimmying between diagonal ledges and walls.
|
||||
- Fixed rope transparency.
|
||||
- Fixed objects disappearing under certain angles at the edges of the screen.
|
||||
- Fixed incorrect polerope grabbing.
|
||||
- Fixed camera behaviour with pushable blocks.
|
||||
- Fixed minecart unduck on inclines.
|
||||
- Fixed quadbike dismount with jump key and allow to shoot big gun with action key.
|
||||
- Fixed rollingball incorrectly killing Lara in water and in jump.
|
||||
- Fixed resurfacing on underwater death.
|
||||
- Fixed ripples not appearing on water connections higher than room bottom.
|
||||
- Prevent title music audio from starting in a random place.
|
||||
- Update harpoon speed on room change.
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||||
- Timer.Create now lets you choose the units to display remaining time.
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||||
- Fatal script errors now boot you to the title (it will crash if the title itself has these errors).
|
||||
- SetFarView has been removed, and Flow.Level.farView is now uncapped.
|
||||
- DisplayString text will now be cleared when a level is exited or reloaded.
|
||||
- EventSequence.lua has been added and documented.
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||||
|
||||
Version 1.0
|
||||
===========
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||||
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||||
First beta release.
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||||
First beta release.
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||||
|
|
|
@ -9,9 +9,13 @@ new_type("tenclass", "2 Classes", true)
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|||
new_type("tenprimitive", "3 Primitive Classes", true)
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||||
new_type("enum", "4 Enums", true)
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||||
new_type("luautil", "5 Lua utility modules", true)
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||||
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||||
not_luadoc = true
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||||
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||||
local version = "1.0.1"
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||||
project = "TombEngine"
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title = "TombEngine Lua API"
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||||
description = "TombEngine scripting interface"
|
||||
title = "TombEngine " .. version .. " Lua API"
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||||
description = "TombEngine " .. version .. " scripting interface"
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||||
full_description = [[Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse. At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on the wiki at https://github.com/MontyTRC89/TombEngine/wiki.
|
||||
####Module Hierarchy (boring but important)
|
||||
Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
|
||||
|
@ -24,7 +28,7 @@ This will put the modules and classes in the global table. In other words, it me
|
|||
local door = GetMoveableByName("door_type4_14")
|
||||
|
||||
####Always check logs/TENLog.txt
|
||||
If you are scripting levels, TombEngine will often crash, even if `errorMode` (see Flow.Settings) is set to `ErrorMode.WARN` or `ErrorMode.SILENT`.
|
||||
If you are scripting levels, TombEngine will often kick you back to the title screen, even if `errorMode` (see Flow.Settings) is set to `ErrorMode.WARN` or `ErrorMode.SILENT`.
|
||||
|
||||
This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing `end` at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.
|
||||
|
||||
|
@ -34,10 +38,11 @@ Enjoy.
|
|||
|
||||
\- _squidshire_
|
||||
]]
|
||||
|
||||
style = true
|
||||
wrap = true
|
||||
template = true
|
||||
format = 'markdown'
|
||||
format='markdown'
|
||||
no_space_before_args = true
|
||||
|
||||
custom_display_name_handler = function(item, default_handler)
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -244,7 +245,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><span class="type">BlendID</span></span>
|
||||
(default TEN.Misc.BlendID.ALPHABLEND) How will we blend this with its surroundings?
|
||||
(default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
|
@ -281,7 +282,7 @@
|
|||
</span> -<span class="number">2</span>, <span class="comment">-- rot
|
||||
</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
|
||||
</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
|
||||
</span> TEN.Misc.BlendID.ADDITIVE, <span class="comment">-- blendMode
|
||||
</span> TEN.Effects.BlendID.ADDITIVE, <span class="comment">-- blendMode
|
||||
</span> <span class="number">15</span>, <span class="comment">-- startSize
|
||||
</span> <span class="number">50</span>, <span class="comment">-- endSize
|
||||
</span> <span class="number">20</span>, <span class="comment">-- lifetime
|
||||
|
@ -510,7 +511,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -79,6 +79,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -108,10 +109,6 @@
|
|||
<td class="name" ><a href="#SetTitleScreenImagePath">SetTitleScreenImagePath(path)</a></td>
|
||||
<td class="summary">Image to show in the background of the title screen.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetFarView">SetFarView(farview)</a></td>
|
||||
<td class="summary">Maximum draw distance.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#settings_lua">settings.lua </a></h2>
|
||||
<table class="function_list">
|
||||
|
@ -221,30 +218,6 @@ Must be a .jpg or .png image.
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetFarView"></a>
|
||||
<strong>SetFarView(farview)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Maximum draw distance.
|
||||
The maximum draw distance, in sectors (blocks), of any level in the game.
|
||||
This is equivalent to TRNG's WorldFarView variable.
|
||||
<strong>(not yet implemented)</strong>
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">farview</span>
|
||||
<span class="types"><span class="type">byte</span></span>
|
||||
Number of sectors. Must be in the range [1, 127].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header has-description"><a name="settings_lua"></a>settings.lua </h2>
|
||||
|
@ -380,7 +353,7 @@ Specify which translations in the strings table correspond to which languages.
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -203,7 +204,7 @@ Similar to <a href="../1 modules/Inventory.html#GiveItem">GiveItem</a> but repla
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -278,7 +279,7 @@ and provides the delta time (a float representing game time since last call) via
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -632,7 +633,7 @@ To be used with <a href="../2 classes/Strings.DisplayString.html#DisplayString:G
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-08-02 21:24:26 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -296,7 +297,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -168,7 +169,7 @@ with a call to <a href="../1 modules/Strings.html#ShowString">ShowString</a>, or
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -73,6 +73,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -99,7 +100,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -226,7 +227,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -181,7 +182,7 @@ EXAMINE
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -159,10 +160,6 @@
|
|||
<td class="summary">(<a href="../2 classes/Flow.Mirror.html#">Flow.Mirror</a>) Location and size of the level's mirror, if present.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(byte) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#unlimitedAir">unlimitedAir</a></td>
|
||||
<td class="summary">(bool) Enable unlimited oxygen supply when in water.</td>
|
||||
</tr>
|
||||
|
@ -170,6 +167,10 @@
|
|||
<td class="name" ><a href="#objects">objects</a></td>
|
||||
<td class="summary">(table of <a href="../2 classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
|
@ -297,9 +298,7 @@
|
|||
<dd>
|
||||
(<a href="../2 classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.
|
||||
As seen in TR4's Desert Railroad.
|
||||
If not provided, distance fog will be black.</p>
|
||||
|
||||
<p> <strong>(not yet implemented)</strong>
|
||||
If not provided, distance fog will be black.
|
||||
|
||||
|
||||
|
||||
|
@ -441,26 +440,6 @@ Invisible
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(byte) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be in the range [1, 127], and equal to or less than the value passed to SetGameFarView.</p>
|
||||
|
||||
<p>This is equivalent to TRNG's LevelFarView variable.</p>
|
||||
|
||||
<p><strong>(not yet implemented)</strong>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "unlimitedAir"></a>
|
||||
|
@ -491,6 +470,24 @@ Must be in the range [1, 127], and equal to or less than the value passed to Set
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be at least 4.</p>
|
||||
|
||||
<p>This is equivalent to TRNG's LevelFarView variable.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
@ -522,7 +519,7 @@ Must be in the range [1, 127], and equal to or less than the value passed to Set
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -73,6 +73,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -99,7 +100,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -142,7 +143,7 @@ an invalid argument.</p>
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -198,7 +199,7 @@ Less is more. City of The Dead, for example, uses a speed value of 16.
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -371,7 +372,7 @@ aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)</pre>
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -259,7 +260,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -99,11 +100,11 @@ pickups, and Lara herself.</p>
|
|||
associated getters and setters.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:EnableItem">Moveable:EnableItem()</a></td>
|
||||
<td class="name" ><a href="#Moveable:Enable">Moveable:Enable()</a></td>
|
||||
<td class="summary">Enable the item, as if a trigger for it had been stepped on.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:DisableItem">Moveable:DisableItem()</a></td>
|
||||
<td class="name" ><a href="#Moveable:Disable">Moveable:Disable()</a></td>
|
||||
<td class="summary">Disable the item</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -401,8 +402,8 @@ most can just be ignored (see usage).
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:EnableItem"></a>
|
||||
<strong>Moveable:EnableItem()</strong>
|
||||
<a name = "Moveable:Enable"></a>
|
||||
<strong>Moveable:Enable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable the item, as if a trigger for it had been stepped on.
|
||||
|
@ -415,8 +416,8 @@ most can just be ignored (see usage).
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:DisableItem"></a>
|
||||
<strong>Moveable:DisableItem()</strong>
|
||||
<a name = "Moveable:Disable"></a>
|
||||
<strong>Moveable:Disable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Disable the item
|
||||
|
@ -1487,7 +1488,7 @@ sas:SetPosition(destinationPosition)</pre>
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -261,7 +262,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -259,7 +260,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -357,7 +358,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -306,7 +307,7 @@ TEN.Strings.DisplayStringOption.SHADOW -- will give the text a small shadow
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -311,7 +312,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -249,7 +250,7 @@ All values will be clamped to [-32768, 32767].</p>
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -78,6 +78,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -276,7 +277,7 @@ However, this function would return it as (0, 1, 1).
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -148,7 +149,7 @@ ALPHABLEND
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -357,7 +358,7 @@ EXAMINE_ITEM8_COMBO2
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -77,6 +77,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -1095,7 +1096,7 @@ PANEL_MIDDLE_CORNER
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -38,6 +38,7 @@
|
|||
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><strong>Timer</strong></li>
|
||||
<li><a href="../5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -89,17 +90,26 @@
|
|||
<p>Basic timer - after a specified number of seconds, the specified thing happens.</p>
|
||||
<p>
|
||||
|
||||
<p> Usage:</p>
|
||||
<p> Example usage:</p>
|
||||
|
||||
<pre>
|
||||
<span class="keyword">local</span> Timer = <span class="global">require</span>(<span class="string">"Timer"</span>)
|
||||
|
||||
LevelFuncs.FinishTimer = <span class="keyword">function</span>(healthWhenStarted, victoryMessage)
|
||||
DoSomething(healthWhenStarted, victoryMessage)
|
||||
<span class="comment">-- This will be called when the timer runs out
|
||||
</span>LevelFuncs.FinishTimer = <span class="keyword">function</span>(healthWhenStarted, victoryMessage)
|
||||
<span class="comment">-- Open a door, display a message, make an explosion... whatever you wish
|
||||
</span> DoSomething(healthWhenStarted, victoryMessage)
|
||||
<span class="keyword">end</span>
|
||||
|
||||
LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
|
||||
<span class="keyword">local</span> myTimer = Timer.Create(<span class="string">"my_timer"</span>, <span class="number">5.0</span>, <span class="keyword">false</span>, <span class="keyword">true</span>, <span class="string">"FinishTimer"</span>, Lara:GetHP(), <span class="string">"Well done!"</span>)
|
||||
<span class="comment">-- This function triggers the timer
|
||||
</span>LevelFuncs.TriggerTimer = <span class="keyword">function</span>(obj)
|
||||
<span class="keyword">local</span> myTimer = Timer.Create(<span class="string">"my_timer"</span>,
|
||||
<span class="number">5.0</span>,
|
||||
<span class="keyword">false</span>,
|
||||
{minutes = <span class="keyword">false</span>, seconds = <span class="keyword">true</span>, deciseconds = <span class="keyword">true</span>},
|
||||
<span class="string">"FinishTimer"</span>,
|
||||
Lara:GetHP(),
|
||||
<span class="string">"Well done!"</span>)
|
||||
myTimer:Start()
|
||||
<span class="keyword">end</span>
|
||||
|
||||
|
@ -114,7 +124,7 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Create">Create(name, totalTime, loop, showString, func, funcArgs)</a></td>
|
||||
<td class="name" ><a href="#Create">Create(name, totalTime, loop, timerFormat, func[, ...])</a></td>
|
||||
<td class="summary">Create (but do not start) a new timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -122,45 +132,53 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
<td class="summary">Get a timer by its name.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetFunction">SetFunction(t, func, funcArgs)</a></td>
|
||||
<td class="name" ><a href="#UpdateAll">UpdateAll(dt)</a></td>
|
||||
<td class="summary">Update all active timers.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#myTimer:SetFunction">myTimer:SetFunction(func[, ...])</a></td>
|
||||
<td class="summary">Give the timer a new function and args</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Start">Start(t)</a></td>
|
||||
<td class="name" ><a href="#myTimer:Start">myTimer:Start()</a></td>
|
||||
<td class="summary">Begin or unpause a timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Pause">Pause(t)</a></td>
|
||||
<td class="summary">Pause the timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Stop">Stop(t)</a></td>
|
||||
<td class="name" ><a href="#myTimer:Stop">myTimer:Stop()</a></td>
|
||||
<td class="summary">Stop the timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRemainingTime">GetRemainingTime(t)</a></td>
|
||||
<td class="name" ><a href="#myTimer:IsActive">myTimer:IsActive()</a></td>
|
||||
<td class="summary">Get whether or not the timer is active</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#myTimer:SetPaused">myTimer:SetPaused(p)</a></td>
|
||||
<td class="summary">Pause or unpause the timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#myTimer:IsPaused">myTimer:IsPaused()</a></td>
|
||||
<td class="summary">Get whether or not the timer is paused</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#myTimer:GetRemainingTime">myTimer:GetRemainingTime()</a></td>
|
||||
<td class="summary">Get the remaining time for a timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetRemainingTime">SetRemainingTime(t, remainingTime)</a></td>
|
||||
<td class="name" ><a href="#myTimer:SetRemainingTime">myTimer:SetRemainingTime(remainingTime)</a></td>
|
||||
<td class="summary">Set the remaining time for a timer</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetTotalTime">GetTotalTime(t)</a></td>
|
||||
<td class="name" ><a href="#myTimer:GetRemainingTime">myTimer:GetRemainingTime()</a></td>
|
||||
<td class="summary">Get the total time for a timer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTotalTime">SetTotalTime(t, totalTime)</a></td>
|
||||
<td class="name" ><a href="#myTimer:SetTotalTime">myTimer:SetTotalTime(totalTime)</a></td>
|
||||
<td class="summary">Set the total time for a timer</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetLooping">SetLooping(t, looping)</a></td>
|
||||
<td class="name" ><a href="#myTimer:SetLooping">myTimer:SetLooping(looping)</a></td>
|
||||
<td class="summary">Set whether or not the timer loops</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#UpdateAll">UpdateAll(dt)</a></td>
|
||||
<td class="summary">Update all active timers.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
|
@ -172,10 +190,31 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Create"></a>
|
||||
<strong>Create(name, totalTime, loop, showString, func, funcArgs)</strong>
|
||||
<strong>Create(name, totalTime, loop, timerFormat, func[, ...])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create (but do not start) a new timer.
|
||||
Create (but do not start) a new timer. </p>
|
||||
|
||||
<p> You have the option of displaying the remaining time on the clock. Timer format details:</p>
|
||||
|
||||
<pre><code>-- deciseconds are 1/10th of a second
|
||||
|
||||
-- mins:secs
|
||||
local myTimeFormat1 = {minutes = true, seconds = true, deciseconds = false}
|
||||
|
||||
-- also mins:secs
|
||||
local myTimeFormat2 = {minutes = true, seconds = true}
|
||||
|
||||
-- secs:decisecs
|
||||
local myTimeFormat3 = {seconds = true, deciseconds = true}
|
||||
|
||||
-- secs; also what is printed if you pass true instead of a table
|
||||
local myTimeFormat4 = {seconds = true}
|
||||
</code></pre>
|
||||
|
||||
<p><strong>At any given time, only one timer can show its countdown</strong>.</p>
|
||||
|
||||
<p>Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
|
@ -192,16 +231,17 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
<span class="types"><span class="type">bool</span></span>
|
||||
if true, the timer will start again immediately after the time has elapsed
|
||||
</li>
|
||||
<li><span class="parameter">showString</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if true, the remaining time, rounded up, will show at the bottom of the screen. <strong>At any given time, only one timer can show its remaining time</strong>.
|
||||
<li><span class="parameter">timerFormat</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.5">table</a> or <span class="type">bool</span></span>
|
||||
If a table is given, the remaining time will be shown as a string, formatted according to the values in the table. If true, the remaining seconds, rounded up, will show at the bottom of the screen. If false, the remaining time will not be shown on screen.
|
||||
</li>
|
||||
<li><span class="parameter">func</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
|
||||
The name of the LevelFunc member to call when the time is up
|
||||
The name of the LevelFunc member to call when the time is upssss
|
||||
</li>
|
||||
<li><span class="parameter">funcArgs</span>
|
||||
the arguments with which the above function will be called
|
||||
<li><span class="parameter">...</span>
|
||||
a variable number of arguments with which the above function will be called
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -240,216 +280,6 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetFunction"></a>
|
||||
<strong>SetFunction(t, func, funcArgs)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Give the timer a new function and args
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
<li><span class="parameter">func</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
|
||||
The name of the LevelFunc member to call when the time is up
|
||||
</li>
|
||||
<li><span class="parameter">funcArgs</span>
|
||||
the arguments with which the above function will be called
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Start"></a>
|
||||
<strong>Start(t)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Pause"></a>
|
||||
<strong>Pause(t)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Pause the timer. If showing the remaining time on-screen, its color will be set to yellow.
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Stop"></a>
|
||||
<strong>Stop(t)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Stop the timer.
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRemainingTime"></a>
|
||||
<strong>GetRemainingTime(t)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the remaining time for a timer.
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
the time in seconds remaining on the clock
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetRemainingTime"></a>
|
||||
<strong>SetRemainingTime(t, remainingTime)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the remaining time for a timer
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
<li><span class="parameter">remainingTime</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
the new time remaining for the timer
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetTotalTime"></a>
|
||||
<strong>GetTotalTime(t)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the total time for a timer.
|
||||
This is the amount of time the timer will start with, as well as when starting a new loop
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
the timer's total time
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTotalTime"></a>
|
||||
<strong>SetTotalTime(t, totalTime)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the total time for a timer
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
<li><span class="parameter">totalTime</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
timer's new total time
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetLooping"></a>
|
||||
<strong>SetLooping(t, looping)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set whether or not the timer loops
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">t</span>
|
||||
the timer in question
|
||||
</li>
|
||||
<li><span class="parameter">looping</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
whether or not the timer loops
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "UpdateAll"></a>
|
||||
|
@ -472,6 +302,220 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:SetFunction"></a>
|
||||
<strong>myTimer:SetFunction(func[, ...])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Give the timer a new function and args
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">func</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
|
||||
The name of the LevelFunc member to call when the time is up
|
||||
</li>
|
||||
<li><span class="parameter">...</span>
|
||||
a variable number of arguments with which the above function will be called
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:Start"></a>
|
||||
<strong>myTimer:Start()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:Stop"></a>
|
||||
<strong>myTimer:Stop()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Stop the timer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:IsActive"></a>
|
||||
<strong>myTimer:IsActive()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get whether or not the timer is active
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
true if the timer is active, false if otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:SetPaused"></a>
|
||||
<strong>myTimer:SetPaused(p)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Pause or unpause the timer. If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">p</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if true, the timer will be paused; if false, it would be unpaused
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:IsPaused"></a>
|
||||
<strong>myTimer:IsPaused()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get whether or not the timer is paused
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
true if the timer is paused, false if otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:GetRemainingTime"></a>
|
||||
<strong>myTimer:GetRemainingTime()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the remaining time for a timer.
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
the time in seconds remaining on the clock
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:SetRemainingTime"></a>
|
||||
<strong>myTimer:SetRemainingTime(remainingTime)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the remaining time for a timer
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">remainingTime</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
the new time remaining for the timer
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:GetRemainingTime"></a>
|
||||
<strong>myTimer:GetRemainingTime()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the total time for a timer.
|
||||
This is the amount of time the timer will start with, as well as when starting a new loop
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
the timer's total time
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:SetTotalTime"></a>
|
||||
<strong>myTimer:SetTotalTime(totalTime)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the total time for a timer
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">totalTime</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
timer's new total time
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "myTimer:SetLooping"></a>
|
||||
<strong>myTimer:SetLooping(looping)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set whether or not the timer loops
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">looping</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
whether or not the timer loops
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
@ -480,7 +524,7 @@ LevelFuncs.OnControlPhase = <span class="keyword">function</span>(dt)
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-08-01 20:38:26 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -38,6 +38,7 @@
|
|||
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><strong>Util</strong></li>
|
||||
</ul>
|
||||
|
@ -137,7 +138,7 @@
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine Lua API</title>
|
||||
<title>TombEngine 1.0.1 Lua API</title>
|
||||
<link rel="stylesheet" href="ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -70,6 +70,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li><a href="5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li><a href="5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li><a href="5 lua utility modules/Util.html">Util</a></li>
|
||||
</ul>
|
||||
|
@ -79,7 +80,7 @@
|
|||
<div id="content">
|
||||
|
||||
|
||||
<h2>TombEngine scripting interface</h2>
|
||||
<h2>TombEngine 1.0.1 scripting interface</h2>
|
||||
<p>Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse. At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on the wiki at https://github.com/MontyTRC89/TombEngine/wiki.</p>
|
||||
<h4>Module Hierarchy (boring but important)</h4>
|
||||
<p>Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
|
||||
|
@ -95,7 +96,7 @@ Util.ShortenTENCalls()
|
|||
</code></pre>
|
||||
|
||||
<h4>Always check logs/TENLog.txt</h4>
|
||||
<p>If you are scripting levels, TombEngine will often crash, even if <code>errorMode</code> (see Flow.Settings) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p>
|
||||
<p>If you are scripting levels, TombEngine will often kick you back to the title screen, even if <code>errorMode</code> (see Flow.Settings) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p>
|
||||
|
||||
<p>This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing <code>end</code> at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.</p>
|
||||
|
||||
|
@ -227,6 +228,10 @@ Util.ShortenTENCalls()
|
|||
</table>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/EventSequence.html">EventSequence</a></td>
|
||||
<td class="summary">Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/Timer.html">Timer</a></td>
|
||||
<td class="summary">Basic timer - after a specified number of seconds, the specified thing happens.</td>
|
||||
|
@ -241,7 +246,7 @@ Util.ShortenTENCalls()
|
|||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
|
||||
<i style="float:right;">Last updated 2022-07-31 20:38:24 </i>
|
||||
<i style="float:right;">Last updated 2022-08-11 22:43:52 </i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
|
|
|
@ -1,3 +1,20 @@
|
|||
|
||||
/* styles for prettification of source */
|
||||
pre .comment { color: #558817; }
|
||||
pre .constant { color: #a8660d; }
|
||||
pre .escape { color: #844631; }
|
||||
pre .keyword { color: #aa5050; font-weight: bold; }
|
||||
pre .library { color: #0e7c6b; }
|
||||
pre .marker { color: #512b1e; background: #fedc56; font-weight: bold; }
|
||||
pre .string { color: #8080ff; }
|
||||
pre .number { color: #f8660d; }
|
||||
pre .operator { color: #2239a8; font-weight: bold; }
|
||||
pre .preprocessor, pre .prepro { color: #a33243; }
|
||||
pre .global { color: #800080; }
|
||||
pre .user-keyword { color: #800080; }
|
||||
pre .prompt { color: #558817; }
|
||||
pre .url { color: #272fc2; text-decoration: underline; }
|
||||
|
||||
body {
|
||||
margin-left: 1em;
|
||||
margin-right: 1em;
|
||||
|
|
|
@ -1,3 +1,20 @@
|
|||
|
||||
/* styles for prettification of source */
|
||||
pre .comment { color: #558817; }
|
||||
pre .constant { color: #a8660d; }
|
||||
pre .escape { color: #844631; }
|
||||
pre .keyword { color: #aa5050; font-weight: bold; }
|
||||
pre .library { color: #0e7c6b; }
|
||||
pre .marker { color: #512b1e; background: #fedc56; font-weight: bold; }
|
||||
pre .string { color: #8080ff; }
|
||||
pre .number { color: #f8660d; }
|
||||
pre .operator { color: #2239a8; font-weight: bold; }
|
||||
pre .preprocessor, pre .prepro { color: #a33243; }
|
||||
pre .global { color: #800080; }
|
||||
pre .user-keyword { color: #800080; }
|
||||
pre .prompt { color: #558817; }
|
||||
pre .url { color: #272fc2; text-decoration: underline; }
|
||||
|
||||
body {
|
||||
margin-left: 1em;
|
||||
margin-right: 1em;
|
||||
|
@ -19,7 +36,10 @@ p, ul { margin: 10px 0 0 0px;}
|
|||
strong { font-weight: bold;}
|
||||
|
||||
em { font-style: italic;}
|
||||
|
||||
address,caption,cite,code,dfn,em,strong,th,var,optgroup {
|
||||
font-style: inherit;
|
||||
font-weight: inherit;
|
||||
}
|
||||
h1 {
|
||||
font-size: 1.5em;
|
||||
margin: 20px 0 20px 0;
|
||||
|
|
|
@ -1,11 +1,81 @@
|
|||
-----
|
||||
--- Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.
|
||||
-- Example usage:
|
||||
-- local EventSequence = require("EventSequence")
|
||||
--
|
||||
-- -- These will be called by the sequence
|
||||
-- LevelFuncs.HealLara = function()
|
||||
-- Lara:SetHP(Lara:GetHP()+10)
|
||||
-- end
|
||||
--
|
||||
-- local nSpawned = 0
|
||||
-- LevelFuncs.SpawnBaddy = function(baddy, name, pos)
|
||||
-- local myBaddy = TEN.Objects.Moveable(baddy, name..nSpawned, pos, nil, 0)
|
||||
-- myBaddy:Enable()
|
||||
-- nSpawned = nSpawned + 1
|
||||
-- end
|
||||
--
|
||||
-- -- This function triggers the sequence
|
||||
-- LevelFuncs.TriggerSequence = function(obj)
|
||||
-- local posSteve = TEN.Objects.GetMoveableByName("stevePosNullmesh"):GetPosition()
|
||||
-- local posChris = TEN.Objects.GetMoveableByName("chrisPosNullmesh"):GetPosition()
|
||||
-- local mySeq = EventSequence.Create("my_seq",
|
||||
-- false, -- does not loop
|
||||
-- {seconds = true, deciseconds = true}, -- timer format, see Timer for details
|
||||
-- 6, -- seconds until call the function specified in next arg
|
||||
-- "HealLara", -- first function to call. If we don't need to pass any arguments, we can just give the func name as a string
|
||||
-- 2.1, -- seconds until the next function, after the previous one has been called
|
||||
-- {"SpawnBaddy", TEN.Objects.ObjID.BADDY1, "steve", posSteve}, -- if we DO want to pass arguments to the function to be called, we give a table with the name of the function ("SpawnBaddy" in this case) followed by the args to pass to it
|
||||
-- 0.5,
|
||||
-- {"SpawnBaddy", TEN.Objects.ObjID.SAS_CAIRO, "chris", posChris},
|
||||
-- 1,
|
||||
-- "HealLara")
|
||||
--
|
||||
-- -- event sequences are inactive to begin with and so need to be started
|
||||
-- mySeq:Start()
|
||||
-- end
|
||||
--
|
||||
-- -- EventSequence runs on Timer, so this call is required
|
||||
-- LevelFuncs.OnControlPhase = function(dt)
|
||||
-- Timer.UpdateAll(dt)
|
||||
-- end
|
||||
--
|
||||
-- @luautil EventSequence
|
||||
|
||||
local Timer = require("Timer")
|
||||
|
||||
local EventSequence
|
||||
|
||||
LevelVars.__TEN_eventSequence = {sequences = {}}
|
||||
|
||||
LevelFuncs.__TEN_eventSequence_callNext = function(sequenceName, nextTimerName, func, ...)
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[sequenceName]
|
||||
LevelFuncs[func](...)
|
||||
|
||||
thisES.currentTimer = thisES.currentTimer + 1
|
||||
if thisES.currentTimer <= #thisES.timers then
|
||||
local theTimer = Timer.Get(nextTimerName)
|
||||
theTimer:SetRemainingTime(theTimer:GetTotalTime())
|
||||
theTimer:Start()
|
||||
elseif thisES.loop then
|
||||
local theTimer = Timer.Get(thisES.firstTimerName)
|
||||
theTimer:SetRemainingTime(theTimer:GetTotalTime())
|
||||
theTimer:Start()
|
||||
thisES.currentTimer = 1
|
||||
else
|
||||
thisES.currentTimer = 1
|
||||
end
|
||||
end
|
||||
|
||||
EventSequence = {
|
||||
Create = function(name, showString, ...)
|
||||
--- Create (but do not start) a new event sequence.
|
||||
--
|
||||
-- @string name A label to give the sequence; used to retrieve the timer later as well as internally by TEN.
|
||||
-- @bool loop if true, the sequence will start again from its first timer once its final function has been called
|
||||
-- @tparam ?table|bool timerFormat same as in Timer. This is mainly for debugging. __This will not work properly if another sequence or timer is showing a countdown.__
|
||||
-- @param[opt] ... a variable number of pairs of arguments - a time in seconds, followed by the function (must be defined in the LevelFuncs table) to call once the time has elapsed, followed by another duration in seconds, another function name, etc. You can specify a function either by its name as a string, or by a table with the function name as the first member, followed by its arguments (see above example).
|
||||
-- @return The inactive sequence.
|
||||
Create = function(name, loop, timerFormat, ...)
|
||||
local obj = {}
|
||||
local mt = {}
|
||||
mt.__index = EventSequence
|
||||
|
@ -13,10 +83,11 @@ EventSequence = {
|
|||
|
||||
obj.name = name
|
||||
|
||||
LevelVars.__TEN_eventSequence.sequences[name] ={}
|
||||
LevelVars.__TEN_eventSequence.sequences[name] = {}
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[name]
|
||||
thisES.name = name
|
||||
thisES.timesFuncsAndArgs = {...}
|
||||
thisES.loop = loop
|
||||
|
||||
local tfa = thisES.timesFuncsAndArgs
|
||||
thisES.timers = {}
|
||||
|
@ -35,6 +106,10 @@ EventSequence = {
|
|||
local funcAndArgs = tfa[i+1]
|
||||
local func
|
||||
|
||||
if i == 1 then
|
||||
thisES.firstTimerName = timerName
|
||||
end
|
||||
|
||||
if type(funcAndArgs) == "string" then
|
||||
-- we only have a function
|
||||
func = funcAndArgs
|
||||
|
@ -44,29 +119,15 @@ EventSequence = {
|
|||
func = table.remove(funcAndArgs, 1)
|
||||
end
|
||||
|
||||
if nextTimer < #tfa then
|
||||
-- This function must start next timer
|
||||
-- AND do its function
|
||||
LevelFuncs[funcName] = function(...)
|
||||
LevelFuncs[func](...)
|
||||
Timer.Get(nextTimerName):Start()
|
||||
thisES.currentTimer = timerIndex + 1
|
||||
end
|
||||
else
|
||||
-- final timer
|
||||
LevelFuncs[funcName] = function(...)
|
||||
LevelFuncs[func](...)
|
||||
Timer.Get(timerName):Stop()
|
||||
thisES.currentTimer = 1
|
||||
end
|
||||
end
|
||||
|
||||
local thisTimer = Timer.Create(timerName,
|
||||
tfa[i], -- time
|
||||
false,
|
||||
showString,
|
||||
funcName,
|
||||
funcAndArgs -- now with func removed
|
||||
timerFormat,
|
||||
"__TEN_eventSequence_callNext",
|
||||
name,
|
||||
nextTimerName,
|
||||
func,
|
||||
table.unpack(funcAndArgs) -- now with func removed
|
||||
)
|
||||
|
||||
thisES.timers[timerIndex] = timerName
|
||||
|
@ -75,6 +136,9 @@ EventSequence = {
|
|||
return obj
|
||||
end;
|
||||
|
||||
--- Get an event sequence by its name.
|
||||
-- @string name The label that was given to the sequence when it was created
|
||||
-- @return The sequence
|
||||
Get = function(name)
|
||||
if LevelVars.__TEN_eventSequence.sequences[name] then
|
||||
local obj = {}
|
||||
|
@ -85,22 +149,45 @@ EventSequence = {
|
|||
return obj
|
||||
end
|
||||
return nil
|
||||
end,
|
||||
end;
|
||||
|
||||
Pause = function(t)
|
||||
--- Pause or unpause the sequence. If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
|
||||
-- @function mySequence:SetPaused
|
||||
-- @bool p if true, the sequence will be paused; if false, it will be unpaused
|
||||
SetPaused = function(t, p)
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
|
||||
Timer.Get(thisES.timers[thisES.currentTimer]):Pause()
|
||||
end,
|
||||
Timer.Get(thisES.timers[thisES.currentTimer]):SetPaused(p)
|
||||
end;
|
||||
|
||||
Stop = function(t)
|
||||
--- Get whether or not the sequence is paused
|
||||
-- @function mySequence:IsPaused
|
||||
-- @return true if the timer is paused, false if otherwise
|
||||
IsPaused = function(t)
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
|
||||
Timer.Get(thisES.timers[thisES.currentTimer]):Stop()
|
||||
end,
|
||||
|
||||
return Timer.Get(thisES.timers[thisES.currentTimer]):IsPaused()
|
||||
end;
|
||||
|
||||
--- Begin or unpause a sequence. If showing the remaining time on-screen, its color will be set to white.
|
||||
-- @function mySequence:Start
|
||||
Start = function(t)
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
|
||||
Timer.Get(thisES.timers[thisES.currentTimer]):Start()
|
||||
end;
|
||||
|
||||
--- Stop the sequence.
|
||||
--@function mySequence:Stop
|
||||
Stop = function(t)
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
|
||||
Timer.Get(thisES.timers[thisES.currentTimer]):Stop()
|
||||
end;
|
||||
|
||||
--- Get whether or not the sequence is active
|
||||
-- @function mySequence:IsActive
|
||||
-- @return true if the sequence is active, false if otherwise
|
||||
IsActive = function(t)
|
||||
local thisES = LevelVars.__TEN_eventSequence.sequences[t.name]
|
||||
return Timer.Get(thisES.timers[thisES.currentTimer]):IsActive()
|
||||
end;
|
||||
}
|
||||
|
||||
return EventSequence
|
||||
|
|
|
@ -17,10 +17,6 @@ local ItemAction = Flow.ItemAction
|
|||
Flow.SetIntroImagePath("Screens\\main.jpg")
|
||||
Flow.SetTitleScreenImagePath("Screens\\main.jpg")
|
||||
|
||||
-- Flow.SetFarView sets global far view distance in blocks.
|
||||
-- It will be overwritten by level.farView value, if it is specified.
|
||||
|
||||
Flow.SetFarView(20)
|
||||
|
||||
--------------------------------------------------
|
||||
|
||||
|
@ -71,7 +67,6 @@ test.objects = {
|
|||
-1,
|
||||
ItemAction.USE
|
||||
),
|
||||
myObj,
|
||||
InventoryItem.new(
|
||||
"tut1_ba_cartouche2",
|
||||
InvID.PUZZLE_ITEM3_COMBO2,
|
||||
|
@ -114,4 +109,4 @@ test.objects = {
|
|||
)
|
||||
}
|
||||
|
||||
Flow.AddLevel(test)
|
||||
Flow.AddLevel(test)
|
||||
|
|
|
@ -1109,6 +1109,46 @@ local strings = {
|
|||
"",
|
||||
""
|
||||
},
|
||||
antialiasing = {
|
||||
"Antialiasing",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
||||
low = {
|
||||
"Low",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
||||
medium = {
|
||||
"Medium",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
||||
high = {
|
||||
"High",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
"",
|
||||
""
|
||||
},
|
||||
waiting_for_key = {
|
||||
"Waiting For Key",
|
||||
"",
|
||||
|
|
|
@ -3,9 +3,17 @@
|
|||
local Util = require("Util")
|
||||
Util.ShortenTENCalls()
|
||||
|
||||
-- Called when entering a level, not called when loading from a save
|
||||
LevelFuncs.OnStart = function() end
|
||||
|
||||
-- Called only when loading from a save
|
||||
LevelFuncs.OnLoad = function() end
|
||||
|
||||
LevelFuncs.OnSave = function() end
|
||||
LevelFuncs.OnControlPhase = function() end
|
||||
|
||||
-- dt stands for "delta time", and holds the time in seconds since the last call to OnControlPhase
|
||||
LevelFuncs.OnControlPhase = function(dt) end
|
||||
|
||||
LevelFuncs.OnEnd = function() end
|
||||
|
||||
-- An example function which prints a string and leaves it on screen for 1 second.
|
||||
|
@ -114,4 +122,4 @@ LevelFuncs.EmitHaloOnActionPush = function(Triggerer)
|
|||
Effects.EmitParticle(pos, velocity, 2, 1, rot, Color.new(color * 0.5, color * 0.5, color), Color.new(color * 0.2, color * 0.1, color), 2, 16, 64, 1, false, false)
|
||||
Effects.EmitLight(pos, Color.new(color * 0.5, color * 0.5, color), 7)
|
||||
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1,14 +1,23 @@
|
|||
-----
|
||||
--- Basic timer - after a specified number of seconds, the specified thing happens.
|
||||
-- Usage:
|
||||
-- Example usage:
|
||||
-- local Timer = require("Timer")
|
||||
--
|
||||
-- -- This will be called when the timer runs out
|
||||
-- LevelFuncs.FinishTimer = function(healthWhenStarted, victoryMessage)
|
||||
-- -- Open a door, display a message, make an explosion... whatever you wish
|
||||
-- DoSomething(healthWhenStarted, victoryMessage)
|
||||
-- end
|
||||
--
|
||||
-- -- This function triggers the timer
|
||||
-- LevelFuncs.TriggerTimer = function(obj)
|
||||
-- local myTimer = Timer.Create("my_timer", 5.0, false, true, "FinishTimer", Lara:GetHP(), "Well done!")
|
||||
-- local myTimer = Timer.Create("my_timer",
|
||||
-- 5.0,
|
||||
-- false,
|
||||
-- {minutes = false, seconds = true, deciseconds = true},
|
||||
-- "FinishTimer",
|
||||
-- Lara:GetHP(),
|
||||
-- "Well done!")
|
||||
-- myTimer:Start()
|
||||
-- end
|
||||
--
|
||||
|
@ -22,20 +31,42 @@ LevelVars.__TEN_timer = {timers = {}}
|
|||
|
||||
local Timer
|
||||
|
||||
local unpausedColor = Color(255, 255, 255)
|
||||
local pausedColor = Color(255, 255, 0)
|
||||
local unpausedColor = TEN.Color(255, 255, 255)
|
||||
local pausedColor = TEN.Color(255, 255, 0)
|
||||
local str = TEN.Strings.DisplayString("TIMER", 0, 0, unpausedColor, false, {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW} )
|
||||
|
||||
Timer = {
|
||||
--- Create (but do not start) a new timer.
|
||||
--
|
||||
-- You have the option of displaying the remaining time on the clock. Timer format details:
|
||||
--
|
||||
-- -- deciseconds are 1/10th of a second
|
||||
--
|
||||
-- -- mins:secs
|
||||
-- local myTimeFormat1 = {minutes = true, seconds = true, deciseconds = false}
|
||||
--
|
||||
-- -- also mins:secs
|
||||
-- local myTimeFormat2 = {minutes = true, seconds = true}
|
||||
--
|
||||
-- -- secs:decisecs
|
||||
-- local myTimeFormat3 = {seconds = true, deciseconds = true}
|
||||
--
|
||||
-- -- secs; also what is printed if you pass true instead of a table
|
||||
-- local myTimeFormat4 = {seconds = true}
|
||||
--
|
||||
--__At any given time, only one timer can show its countdown__.
|
||||
--
|
||||
--Use this sparingly; in the classics, timed challenges did not have visible countdowns. For shorter timers, the gameplay benefit from showing the remaining time might not be necessary, and could interfere with the atmosphere of the level.
|
||||
--
|
||||
-- @string name A label to give this timer; used to retrieve the timer later
|
||||
-- @number totalTime The duration of the timer, in seconds
|
||||
-- @bool loop if true, the timer will start again immediately after the time has elapsed
|
||||
-- @bool showString if true, the remaining time, rounded up, will show at the bottom of the screen. __At any given time, only one timer can show its remaining time__.
|
||||
-- @string func The name of the LevelFunc member to call when the time is up
|
||||
-- @param funcArgs the arguments with which the above function will be called
|
||||
-- @tparam ?table|bool timerFormat If a table is given, the remaining time will be shown as a string, formatted according to the values in the table. If true, the remaining seconds, rounded up, will show at the bottom of the screen. If false, the remaining time will not be shown on screen.
|
||||
-- @string func The name of the LevelFunc member to call when the time is upssss
|
||||
-- @param[opt] ... a variable number of arguments with which the above function will be called
|
||||
-- @return The timer in its paused state
|
||||
Create = function(name, totalTime, loop, showString, func, ...)
|
||||
--
|
||||
Create = function(name, totalTime, loop, timerFormat, func, ...)
|
||||
local obj = {}
|
||||
local mt = {}
|
||||
mt.__index = Timer
|
||||
|
@ -45,7 +76,6 @@ Timer = {
|
|||
LevelVars.__TEN_timer.timers[name] ={}
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[name]
|
||||
thisTimer.name = name
|
||||
thisTimer.showString = showString
|
||||
thisTimer.totalTime = totalTime
|
||||
thisTimer.remainingTime = totalTime
|
||||
thisTimer.func = func
|
||||
|
@ -53,6 +83,11 @@ Timer = {
|
|||
thisTimer.loop = loop
|
||||
thisTimer.active = false
|
||||
thisTimer.paused = true
|
||||
if type(timerFormat) == "table" then
|
||||
thisTimer.timerFormat = timerFormat
|
||||
elseif timerFormat then
|
||||
thisTimer.timerFormat = {seconds = true}
|
||||
end
|
||||
return obj
|
||||
end;
|
||||
|
||||
|
@ -69,92 +104,6 @@ Timer = {
|
|||
return obj
|
||||
end
|
||||
return nil
|
||||
end,
|
||||
|
||||
--- Give the timer a new function and args
|
||||
-- @param t the timer in question
|
||||
-- @string func The name of the LevelFunc member to call when the time is up
|
||||
-- @param funcArgs the arguments with which the above function will be called
|
||||
SetFunction = function(t, func, ...)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.func = func
|
||||
thisTimer.funcArgs = {...}
|
||||
end,
|
||||
|
||||
--- Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
|
||||
-- @param t the timer in question
|
||||
Start = function(t)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
if not thisTimer.active then
|
||||
thisTimer.active = true
|
||||
end
|
||||
|
||||
LevelVars.__TEN_timer.timers[t.name].paused = false
|
||||
|
||||
if thisTimer.showString then
|
||||
str:SetColor(unpausedColor)
|
||||
end
|
||||
end;
|
||||
|
||||
--- Pause the timer. If showing the remaining time on-screen, its color will be set to yellow.
|
||||
-- @param t the timer in question
|
||||
Pause = function(t)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.paused = true
|
||||
if thisTimer.showString then
|
||||
str:SetColor(pausedColor)
|
||||
end
|
||||
end,
|
||||
|
||||
--- Stop the timer.
|
||||
-- @param t the timer in question
|
||||
Stop = function(t)
|
||||
LevelVars.__TEN_timer.timers[t.name].active = false
|
||||
end,
|
||||
|
||||
--- Get the remaining time for a timer.
|
||||
-- @param t the timer in question
|
||||
-- @return the time in seconds remaining on the clock
|
||||
GetRemainingTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].remainingTime
|
||||
end,
|
||||
|
||||
--- Set the remaining time for a timer
|
||||
-- @param t the timer in question
|
||||
-- @number remainingTime the new time remaining for the timer
|
||||
SetRemainingTime = function(t, remainingTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].remainingTime = remainingTime
|
||||
end,
|
||||
|
||||
--- Get the total time for a timer.
|
||||
-- This is the amount of time the timer will start with, as well as when starting a new loop
|
||||
-- @param t the timer in question
|
||||
-- @return the timer's total time
|
||||
GetTotalTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].totalTime
|
||||
end,
|
||||
|
||||
--- Set the total time for a timer
|
||||
-- @param t the timer in question
|
||||
-- @number totalTime timer's new total time
|
||||
SetTotalTime = function(t, totalTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].totalTime = totalTime
|
||||
end,
|
||||
|
||||
--- Set whether or not the timer loops
|
||||
-- @param t the timer in question
|
||||
-- @bool looping whether or not the timer loops
|
||||
SetLooping = function(t, looping)
|
||||
LevelVars.__TEN_timer.timers[t.name].loop = looping
|
||||
end,
|
||||
|
||||
--- Update all active timers.
|
||||
-- Should be called in LevelFuncs.OnControlPhase
|
||||
-- @number dt The time in seconds since the last frame
|
||||
UpdateAll = function(dt)
|
||||
for _, t in pairs(LevelVars.__TEN_timer.timers) do
|
||||
Timer.Update(t, dt)
|
||||
end
|
||||
end;
|
||||
|
||||
Update = function(t, dt)
|
||||
|
@ -173,17 +122,178 @@ Timer = {
|
|||
end
|
||||
end
|
||||
|
||||
if t.showString then
|
||||
if t.timerFormat then
|
||||
TEN.Strings.HideString(str)
|
||||
str:SetKey(tostring(math.ceil(t.remainingTime)))
|
||||
|
||||
local fmt = ""
|
||||
local remaining = math.max(t.remainingTime, 0)
|
||||
|
||||
local round = math.floor
|
||||
local subSecond = remaining - math.floor(remaining)
|
||||
|
||||
local fmtBefore = false
|
||||
|
||||
-- deciseconds
|
||||
if t.timerFormat.deciseconds then
|
||||
fmt = math.floor(10*subSecond)
|
||||
fmtBefore = true
|
||||
end
|
||||
|
||||
-- seconds
|
||||
if t.timerFormat.seconds then
|
||||
if not fmtBefore then
|
||||
round = math.ceil
|
||||
else
|
||||
round = math.floor
|
||||
fmt = ":" .. fmt
|
||||
end
|
||||
local roundedSeconds = round(remaining)
|
||||
local toBeDisplayed = roundedSeconds
|
||||
if t.timerFormat.minutes then
|
||||
toBeDisplayed = roundedSeconds % 60
|
||||
end
|
||||
fmt = string.format("%02d", toBeDisplayed) .. fmt
|
||||
|
||||
remaining = roundedSeconds
|
||||
fmtBefore = true
|
||||
end
|
||||
|
||||
-- minutes
|
||||
if t.timerFormat.minutes then
|
||||
if not fmtBefore then
|
||||
round = math.ceil
|
||||
else
|
||||
round = math.floor
|
||||
fmt = ":" .. fmt
|
||||
end
|
||||
|
||||
local roundedMinutes = round(remaining/60)
|
||||
local toBeDisplayed = roundedMinutes
|
||||
|
||||
fmt = string.format("%02d", toBeDisplayed) .. fmt
|
||||
fmtBefore = true
|
||||
end
|
||||
|
||||
str:SetKey(fmt)
|
||||
local myX, myY = PercentToScreen(50, 90)
|
||||
str:SetPosition(myX, myY)
|
||||
|
||||
-- Do this again in case the player has loaded while the timer was paused already
|
||||
-- Need a better solution for this
|
||||
if t.paused then
|
||||
str:SetColor(pausedColor)
|
||||
end
|
||||
|
||||
TEN.Strings.ShowString(str, 1)
|
||||
end
|
||||
|
||||
end
|
||||
end;
|
||||
|
||||
--- Update all active timers.
|
||||
-- Should be called in LevelFuncs.OnControlPhase
|
||||
-- @number dt The time in seconds since the last frame
|
||||
UpdateAll = function(dt)
|
||||
for _, t in pairs(LevelVars.__TEN_timer.timers) do
|
||||
Timer.Update(t, dt)
|
||||
end
|
||||
end;
|
||||
|
||||
--- Give the timer a new function and args
|
||||
-- @function myTimer:SetFunction
|
||||
-- @string func The name of the LevelFunc member to call when the time is up
|
||||
-- @param[opt] ... a variable number of arguments with which the above function will be called
|
||||
SetFunction = function(t, func, ...)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.func = func
|
||||
thisTimer.funcArgs = {...}
|
||||
end;
|
||||
|
||||
--- Begin or unpause a timer. If showing the remaining time on-screen, its color will be set to white.
|
||||
-- @function myTimer:Start
|
||||
Start = function(t)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
if not thisTimer.active then
|
||||
thisTimer.active = true
|
||||
end
|
||||
|
||||
thisTimer.paused = false
|
||||
|
||||
if thisTimer.timerFormat then
|
||||
str:SetColor(unpausedColor)
|
||||
end
|
||||
end;
|
||||
|
||||
--- Stop the timer.
|
||||
-- @function myTimer:Stop
|
||||
Stop = function(t)
|
||||
LevelVars.__TEN_timer.timers[t.name].active = false
|
||||
end;
|
||||
|
||||
--- Get whether or not the timer is active
|
||||
-- @function myTimer:IsActive
|
||||
-- @return true if the timer is active, false if otherwise
|
||||
IsActive = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].active
|
||||
end;
|
||||
|
||||
--- Pause or unpause the timer. If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
|
||||
-- @function myTimer:SetPaused
|
||||
-- @bool p if true, the timer will be paused; if false, it would be unpaused
|
||||
SetPaused = function(t, p)
|
||||
local thisTimer = LevelVars.__TEN_timer.timers[t.name]
|
||||
thisTimer.paused = p
|
||||
if thisTimer.timerFormat then
|
||||
if p then
|
||||
str:SetColor(pausedColor)
|
||||
else
|
||||
str:SetColor(unpausedColor)
|
||||
end
|
||||
end
|
||||
end;
|
||||
|
||||
--- Get whether or not the timer is paused
|
||||
-- @function myTimer:IsPaused
|
||||
-- @return true if the timer is paused, false if otherwise
|
||||
IsPaused = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].paused
|
||||
end;
|
||||
|
||||
--- Get the remaining time for a timer.
|
||||
-- @function myTimer:GetRemainingTime
|
||||
-- @return the time in seconds remaining on the clock
|
||||
GetRemainingTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].remainingTime
|
||||
end;
|
||||
|
||||
--- Set the remaining time for a timer
|
||||
-- @function myTimer:SetRemainingTime
|
||||
-- @number remainingTime the new time remaining for the timer
|
||||
SetRemainingTime = function(t, remainingTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].remainingTime = remainingTime
|
||||
end;
|
||||
|
||||
--- Get the total time for a timer.
|
||||
-- This is the amount of time the timer will start with, as well as when starting a new loop
|
||||
-- @function myTimer:GetRemainingTime
|
||||
-- @return the timer's total time
|
||||
GetTotalTime = function(t)
|
||||
return LevelVars.__TEN_timer.timers[t.name].totalTime
|
||||
end;
|
||||
|
||||
--- Set the total time for a timer
|
||||
-- @function myTimer:SetTotalTime
|
||||
-- @number totalTime timer's new total time
|
||||
SetTotalTime = function(t, totalTime)
|
||||
LevelVars.__TEN_timer.timers[t.name].totalTime = totalTime
|
||||
end;
|
||||
|
||||
--- Set whether or not the timer loops
|
||||
-- @function myTimer:SetLooping
|
||||
-- @bool looping whether or not the timer loops
|
||||
SetLooping = function(t, looping)
|
||||
LevelVars.__TEN_timer.timers[t.name].loop = looping
|
||||
end;
|
||||
}
|
||||
|
||||
return Timer
|
||||
|
|
|
@ -555,6 +555,16 @@ void LaraControl(ItemInfo* item, CollisionInfo* coll)
|
|||
break;
|
||||
|
||||
case WaterStatus::Underwater:
|
||||
|
||||
// Disable potential Lara resurfacing if her health is zero or below.
|
||||
// For some reason, originals worked without this condition, but TEN does not. -- Lwmte, 11.08.22
|
||||
|
||||
if (item->HitPoints <= 0)
|
||||
break;
|
||||
|
||||
// Determine if Lara's head is above water surface. This is needed to prevent
|
||||
// pre-TR5 bug where Lara would keep submerged until her root mesh (butt) is above water level.
|
||||
|
||||
isWaterOnHeadspace = TestEnvironment(ENV_FLAG_WATER, item->Pose.Position.x, item->Pose.Position.y - CLICK(1), item->Pose.Position.z,
|
||||
GetCollision(item->Pose.Position.x, item->Pose.Position.y - CLICK(1), item->Pose.Position.z, item->RoomNumber).RoomNumber);
|
||||
|
||||
|
|
|
@ -504,7 +504,6 @@ void HarpoonBoltControl(short itemNumber)
|
|||
|
||||
// Store old position for later
|
||||
auto oldPos = item->Pose.Position;
|
||||
short roomNumber = item->RoomNumber;
|
||||
bool aboveWater = false;
|
||||
|
||||
// Update speed and check if above water
|
||||
|
@ -525,10 +524,9 @@ void HarpoonBoltControl(short itemNumber)
|
|||
else
|
||||
{
|
||||
// Create bubbles
|
||||
if ((Wibble & 15) == 0)
|
||||
CreateBubble((Vector3Int*)&item->Pose, item->RoomNumber, 0, 0, BUBBLE_FLAG_CLUMP | BUBBLE_FLAG_HIGH_AMPLITUDE, 0, 0, 0); // CHECK
|
||||
if (Wibble & 4)
|
||||
CreateBubble((Vector3Int*)&item->Pose, item->RoomNumber, 0, 0, BUBBLE_FLAG_CLUMP | BUBBLE_FLAG_HIGH_AMPLITUDE, 0, 0, 0);
|
||||
|
||||
TriggerRocketSmoke(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, 64);
|
||||
item->Animation.VerticalVelocity = -HARPOON_VELOCITY * phd_sin(item->Pose.Orientation.x) / 2;
|
||||
item->Animation.Velocity = HARPOON_VELOCITY * phd_cos(item->Pose.Orientation.x) / 2;
|
||||
aboveWater = false;
|
||||
|
@ -561,8 +559,8 @@ void HarpoonBoltControl(short itemNumber)
|
|||
}
|
||||
|
||||
// Has harpoon changed room?
|
||||
if (item->RoomNumber != roomNumber)
|
||||
ItemNewRoom(itemNumber, roomNumber);
|
||||
if (item->RoomNumber != probe.RoomNumber)
|
||||
ItemNewRoom(itemNumber, probe.RoomNumber);
|
||||
|
||||
// If now in water and before in land, add a ripple
|
||||
if (TestEnvironment(ENV_FLAG_WATER, item) && aboveWater)
|
||||
|
|
|
@ -95,10 +95,9 @@ void LookAt(CAMERA_INFO* cam, short roll)
|
|||
float fov = TO_RAD(CurrentFOV / 1.333333f);
|
||||
float r = TO_RAD(roll);
|
||||
|
||||
float gameFarView = g_GameFlow->GetGameFarView() * float(SECTOR(1));
|
||||
float levelFarView = g_GameFlow->GetLevel(CurrentLevel)->GetFarView() * float(SECTOR(1));
|
||||
|
||||
g_Renderer.UpdateCameraMatrices(cam, r, fov, std::min(gameFarView, levelFarView));
|
||||
g_Renderer.UpdateCameraMatrices(cam, r, fov, levelFarView);
|
||||
}
|
||||
|
||||
void AlterFOV(int value)
|
||||
|
|
|
@ -946,6 +946,12 @@ short GetNearestLedgeAngle(ItemInfo* item, CollisionInfo* coll, float& distance)
|
|||
auto ffpX = eX + frontFloorProbeOffset * s;
|
||||
auto ffpZ = eZ + frontFloorProbeOffset * c;
|
||||
|
||||
// Calculate block min/max points to filter out out-of-bounds checks.
|
||||
float minX = floor(ffpX / WALL_SIZE) * WALL_SIZE - 1.0f;
|
||||
float minZ = floor(ffpZ / WALL_SIZE) * WALL_SIZE - 1.0f;
|
||||
float maxX = ceil(ffpX / WALL_SIZE) * WALL_SIZE + 1.0f;
|
||||
float maxZ = ceil(ffpZ / WALL_SIZE) * WALL_SIZE + 1.0f;
|
||||
|
||||
// Get front floor block
|
||||
auto room = GetRoom(item->Location, ffpX, y, ffpZ).roomNumber;
|
||||
auto block = GetCollision(ffpX, y, ffpZ, room).Block;
|
||||
|
@ -1072,6 +1078,11 @@ short GetNearestLedgeAngle(ItemInfo* item, CollisionInfo* coll, float& distance)
|
|||
if (!ray.Intersects(plane[i], distance))
|
||||
continue;
|
||||
|
||||
// Intersection point is out of block bounds, discard
|
||||
auto cPoint = ray.position + ray.direction * distance;
|
||||
if (cPoint.x < minX || cPoint.x > maxX || cPoint.z < minZ || cPoint.z > maxZ)
|
||||
continue;
|
||||
|
||||
// Process plane intersection only if distance is smaller
|
||||
// than already found minimum
|
||||
if (distance < closestDistance[p])
|
||||
|
@ -1122,8 +1133,8 @@ short GetNearestLedgeAngle(ItemInfo* item, CollisionInfo* coll, float& distance)
|
|||
// Remember distance to the closest plane with same angle (it happens sometimes with bridges)
|
||||
float dist1 = FLT_MAX;
|
||||
float dist2 = FLT_MAX;
|
||||
auto r1 = originRay.Intersects(closestPlane[p], dist1);
|
||||
auto r2 = originRay.Intersects(closestPlane[firstEqualAngle], dist2);
|
||||
bool r1 = originRay.Intersects(closestPlane[p], dist1);
|
||||
bool r2 = originRay.Intersects(closestPlane[firstEqualAngle], dist2);
|
||||
|
||||
finalDistance[h] = (dist1 > dist2 && r2) ? dist2 : (r1 ? dist1 : dist2);
|
||||
finalResult[h] = result[p];
|
||||
|
@ -1131,16 +1142,41 @@ short GetNearestLedgeAngle(ItemInfo* item, CollisionInfo* coll, float& distance)
|
|||
}
|
||||
}
|
||||
|
||||
// Store first result in case all 3 results are different (no priority) or prioritized result if long-distance misfire occured
|
||||
// A case when all 3 results are different (no priority) or prioritized result
|
||||
// is a long-distance misfire
|
||||
|
||||
if (finalDistance[h] == FLT_MAX || finalDistance[h] > WALL_SIZE / 2)
|
||||
{
|
||||
finalDistance[h] = closestDistance[0];
|
||||
finalResult[h] = result[0];
|
||||
// Prioritize angle which is similar to coll setup's forward angle.
|
||||
// This helps to solve some borderline cases with diagonal shimmying,
|
||||
// when centerpoint probe lands exactly on a block which has no
|
||||
// diagonal split. If no angle similarity exists, just use centerpoint angle.
|
||||
|
||||
auto itr = std::find(result, result + 3, coll->Setup.ForwardAngle);
|
||||
int prioritizedAngle = (itr != std::end(result)) ? std::distance(result, itr) : 0;
|
||||
|
||||
finalDistance[h] = closestDistance[prioritizedAngle];
|
||||
finalResult[h] = result[prioritizedAngle];
|
||||
}
|
||||
}
|
||||
|
||||
int usedProbe = 0; // 0 = upper probe
|
||||
|
||||
// Return upper probe result in case it returned lower distance or has hit a bridge.
|
||||
auto usedProbe = ((finalDistance[0] < finalDistance[1]) || hitBridge) ? 0 : 1;
|
||||
// For unique case when both distances are equal, again make a comparison to current
|
||||
// forward angle and return prioritized result.
|
||||
|
||||
if (!hitBridge)
|
||||
{
|
||||
if (floor(finalDistance[0]) == floor(finalDistance[1]))
|
||||
{
|
||||
auto itr = std::find(finalDistance, finalDistance + 2, coll->Setup.ForwardAngle);
|
||||
usedProbe = (itr != std::end(finalDistance)) ? std::distance(finalDistance, itr) : 0;
|
||||
}
|
||||
else if (finalDistance[1] < finalDistance[0])
|
||||
usedProbe = 1;
|
||||
}
|
||||
|
||||
distance = finalDistance[usedProbe] - (coll->Setup.Radius - frontalOffset);
|
||||
return finalResult[usedProbe];
|
||||
}
|
||||
|
|
|
@ -363,33 +363,24 @@ GameStatus ControlPhase(int numFrames, int demoMode)
|
|||
|
||||
unsigned CALLBACK GameMain(void *)
|
||||
{
|
||||
try
|
||||
{
|
||||
TENLog("Starting GameMain...", LogLevel::Info);
|
||||
TENLog("Starting GameMain...", LogLevel::Info);
|
||||
|
||||
TimeInit();
|
||||
TimeInit();
|
||||
|
||||
if (g_GameFlow->IntroImagePath.empty())
|
||||
throw TENScriptException("Intro image path is not set.");
|
||||
if (g_GameFlow->IntroImagePath.empty())
|
||||
throw TENScriptException("Intro image path is not set.");
|
||||
|
||||
// Do a fixed time title image
|
||||
g_Renderer.RenderTitleImage();
|
||||
// Do a fixed time title image
|
||||
g_Renderer.RenderTitleImage();
|
||||
|
||||
// Execute the LUA gameflow and play the game
|
||||
g_GameFlow->DoFlow();
|
||||
// Execute the LUA gameflow and play the game
|
||||
g_GameFlow->DoFlow();
|
||||
|
||||
DoTheGame = false;
|
||||
DoTheGame = false;
|
||||
|
||||
// Finish the thread
|
||||
PostMessage(WindowsHandle, WM_CLOSE, NULL, NULL);
|
||||
EndThread();
|
||||
}
|
||||
catch (TENScriptException const& e)
|
||||
{
|
||||
std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what();
|
||||
TENLog(msg, LogLevel::Error, LogConfig::All);
|
||||
throw;
|
||||
}
|
||||
// Finish the thread
|
||||
PostMessage(WindowsHandle, WM_CLOSE, NULL, NULL);
|
||||
EndThread();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -404,6 +395,9 @@ GameStatus DoTitle(int index, std::string const& ambient)
|
|||
|
||||
InventoryResult inventoryResult;
|
||||
|
||||
g_GameStringsHandler->ClearDisplayStrings();
|
||||
g_GameScript->ResetScripts(true);
|
||||
|
||||
if (g_GameFlow->TitleType == TITLE_TYPE::FLYBY)
|
||||
{
|
||||
// Initialise items, effects, lots, camera
|
||||
|
@ -411,8 +405,6 @@ GameStatus DoTitle(int index, std::string const& ambient)
|
|||
InitialisePickupDisplay();
|
||||
InitialiseCamera();
|
||||
|
||||
g_GameScript->ResetScripts(true);
|
||||
|
||||
// Run the level script
|
||||
ScriptInterfaceLevel* level = g_GameFlow->GetLevel(index);
|
||||
|
||||
|
@ -515,6 +507,7 @@ GameStatus DoLevel(int index, std::string const& ambient, bool loadFromSavegame)
|
|||
InitialisePickupDisplay();
|
||||
InitialiseCamera();
|
||||
|
||||
g_GameStringsHandler->ClearDisplayStrings();
|
||||
g_GameScript->ResetScripts(loadFromSavegame);
|
||||
|
||||
// Run the level script
|
||||
|
|
|
@ -37,6 +37,7 @@ enum TriggerVolumeActivators
|
|||
struct TriggerVolume
|
||||
{
|
||||
TriggerVolumeType Type;
|
||||
std::string LuaName;
|
||||
int EventSetIndex;
|
||||
|
||||
Vector3 Position;
|
||||
|
|
|
@ -22,11 +22,11 @@ void InitTENLog()
|
|||
logger->set_pattern("[%Y-%b-%d %T] [%^%l%$] %v");
|
||||
}
|
||||
|
||||
void TENLog(std::string_view str, LogLevel level, LogConfig config)
|
||||
void TENLog(std::string_view str, LogLevel level, LogConfig config, bool allowSpam)
|
||||
{
|
||||
static std::string lastString = {};
|
||||
|
||||
if (lastString == str)
|
||||
if (lastString == str && !allowSpam)
|
||||
return;
|
||||
|
||||
if constexpr (!DebugBuild)
|
||||
|
@ -40,7 +40,7 @@ void TENLog(std::string_view str, LogLevel level, LogConfig config)
|
|||
{
|
||||
case LogLevel::Error:
|
||||
logger->error(str);
|
||||
break;
|
||||
break;
|
||||
case LogLevel::Warning:
|
||||
logger->warn(str);
|
||||
break;
|
||||
|
|
|
@ -21,7 +21,7 @@ enum class LogConfig
|
|||
All
|
||||
};
|
||||
|
||||
void TENLog(std::string_view str, LogLevel level = LogLevel::Info, LogConfig config = LogConfig::All);
|
||||
void TENLog(std::string_view str, LogLevel level = LogLevel::Info, LogConfig config = LogConfig::All, bool allowSpam = false);
|
||||
void ShutdownTENLog();
|
||||
void InitTENLog();
|
||||
|
||||
|
|
|
@ -1214,19 +1214,11 @@ void SetupRipple(int x, int y, int z, int size, int flags)
|
|||
|
||||
void WadeSplash(ItemInfo* item, int wh, int wd)
|
||||
{
|
||||
short roomNumber = item->RoomNumber;
|
||||
GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
|
||||
|
||||
auto* room = &g_Level.Rooms[roomNumber];
|
||||
if (!TestEnvironment(ENV_FLAG_WATER, room))
|
||||
return;
|
||||
|
||||
short roomNumber2 = item->RoomNumber;
|
||||
GetFloor(item->Pose.Position.x, room->y - 128, item->Pose.Position.z, &roomNumber2);
|
||||
|
||||
auto* room2 = &g_Level.Rooms[roomNumber2];
|
||||
|
||||
if (TestEnvironment(ENV_FLAG_WATER, room2))
|
||||
auto probe1 = GetCollision(item);
|
||||
auto probe2 = GetCollision(probe1.Block, item->Pose.Position.x, probe1.Position.Ceiling, item->Pose.Position.z);
|
||||
|
||||
if (!TestEnvironment(ENV_FLAG_WATER, probe1.RoomNumber) ||
|
||||
TestEnvironment(ENV_FLAG_WATER, probe1.RoomNumber) == TestEnvironment(ENV_FLAG_WATER, probe2.RoomNumber))
|
||||
return;
|
||||
|
||||
auto* frame = GetBestFrame(item);
|
||||
|
@ -1256,7 +1248,7 @@ void WadeSplash(ItemInfo* item, int wh, int wd)
|
|||
SplashSetup.z = item->Pose.Position.z;
|
||||
SplashSetup.innerRadius = 16;
|
||||
SplashSetup.splashPower = item->Animation.Velocity;
|
||||
SetupSplash(&SplashSetup, roomNumber);
|
||||
SetupSplash(&SplashSetup, probe1.RoomNumber);
|
||||
SplashCount = 16;
|
||||
}
|
||||
}
|
||||
|
@ -1390,52 +1382,6 @@ void TriggerRocketFire(int x, int y, int z)
|
|||
|
||||
void TriggerRocketSmoke(int x, int y, int z, int bodyPart)
|
||||
{
|
||||
/*auto* sptr = GetFreeParticle();
|
||||
|
||||
sptr->on = true;
|
||||
sptr->sR = 0;
|
||||
sptr->sG = 0;
|
||||
sptr->sB = 0;
|
||||
|
||||
sptr->dR = 64 + bodyPart;
|
||||
sptr->dG = 64 + bodyPart;
|
||||
sptr->dB = 64 + bodyPart;
|
||||
|
||||
sptr->colFadeSpeed = 4 + (GetRandomControl() & 3);
|
||||
sptr->fadeToBlack = 12;
|
||||
sptr->sLife = sptr->life = (GetRandomControl() & 3) + 20;
|
||||
sptr->blendMode = BLEND_MODES::BLENDMODE_ADDITIVE;
|
||||
sptr->extras = 0;
|
||||
sptr->dynamic = -1;
|
||||
|
||||
sptr->x = x + ((GetRandomControl() & 15) - 8);
|
||||
sptr->y = y + ((GetRandomControl() & 15) - 8);
|
||||
sptr->z = z + ((GetRandomControl() & 15) - 8);
|
||||
sptr->xVel = ((GetRandomControl() & 255) - 128);
|
||||
sptr->yVel = -(GetRandomControl() & 3) - 4;
|
||||
sptr->zVel = ((GetRandomControl() & 255) - 128);
|
||||
sptr->friction = 4;
|
||||
|
||||
if (GetRandomControl() & 1)
|
||||
{
|
||||
sptr->flags = SP_SCALE | SP_DEF | SP_ROTATE | SP_EXPDEF;
|
||||
sptr->rotAng = GetRandomControl() & 4095;
|
||||
if (GetRandomControl() & 1)
|
||||
sptr->rotAdd = -(GetRandomControl() & 15) - 16;
|
||||
else
|
||||
sptr->rotAdd = (GetRandomControl() & 15) + 16;
|
||||
}
|
||||
else
|
||||
sptr->flags = SP_SCALE | SP_DEF | SP_EXPDEF;
|
||||
|
||||
// TODO: right sprite
|
||||
sptr->def = Objects[ID_DEFAULT_SPRITES].meshIndex;
|
||||
sptr->scalar = 15;
|
||||
sptr->gravity = -(GetRandomControl() & 3) - 4;
|
||||
sptr->maxYvel = -(GetRandomControl() & 3) - 4;
|
||||
|
||||
int size = (GetRandomControl() & 7) + 32;
|
||||
sptr->size = sptr->sSize = size >> 2;*/
|
||||
TEN::Effects::Smoke::TriggerRocketSmoke(x, y, z, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -339,10 +339,12 @@ namespace TEN::Gui
|
|||
|
||||
case 2:
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, nullptr, SoundEnvironment::Always);
|
||||
|
||||
if (CurrentSettings.Configuration.ShadowType == ShadowMode::None)
|
||||
CurrentSettings.Configuration.ShadowType = ShadowMode::All;
|
||||
else
|
||||
CurrentSettings.Configuration.ShadowType = ShadowMode(int(CurrentSettings.Configuration.ShadowType) - 1);
|
||||
|
||||
break;
|
||||
|
||||
case 3:
|
||||
|
@ -352,7 +354,12 @@ namespace TEN::Gui
|
|||
|
||||
case 4:
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, nullptr, SoundEnvironment::Always);
|
||||
CurrentSettings.Configuration.EnableVolumetricFog = !CurrentSettings.Configuration.EnableVolumetricFog;
|
||||
|
||||
if (CurrentSettings.Configuration.Antialiasing == AntialiasingMode::None)
|
||||
CurrentSettings.Configuration.Antialiasing = AntialiasingMode::High;
|
||||
else
|
||||
CurrentSettings.Configuration.Antialiasing = AntialiasingMode(int(CurrentSettings.Configuration.Antialiasing) - 1);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -387,7 +394,12 @@ namespace TEN::Gui
|
|||
|
||||
case 4:
|
||||
SoundEffect(SFX_TR4_MENU_CHOOSE, nullptr, SoundEnvironment::Always);
|
||||
CurrentSettings.Configuration.EnableVolumetricFog = !CurrentSettings.Configuration.EnableVolumetricFog;
|
||||
|
||||
if (CurrentSettings.Configuration.Antialiasing == AntialiasingMode::High)
|
||||
CurrentSettings.conf.Antialiasing = AntialiasingMode::None;
|
||||
else
|
||||
CurrentSettings.Configuration.Antialiasing = AntialiasingMode(int(CurrentSettings.Configuration.Antialiasing) + 1);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -195,7 +195,7 @@ namespace TEN::Entities::Vehicles
|
|||
bigGun->Flags = BGUN_FLAG_AUTO_ROT;
|
||||
else
|
||||
{
|
||||
if (TrInput & VEHICLE_IN_FIRE && !bigGun->FireCount)
|
||||
if (TrInput & (VEHICLE_IN_ACCELERATE | VEHICLE_IN_FIRE) && !bigGun->FireCount)
|
||||
{
|
||||
BigGunFire(bigGunItem, laraItem);
|
||||
bigGun->FireCount = BGUN_RECOIL_TIME;
|
||||
|
|
|
@ -959,7 +959,7 @@ namespace TEN::Entities::Vehicles
|
|||
}
|
||||
|
||||
// Driving back / braking.
|
||||
if (TrInput & (VEHICLE_IN_REVERSE | VEHICLE_IN_BRAKE))
|
||||
if (TrInput & VEHICLE_IN_REVERSE)
|
||||
{
|
||||
if (TrInput & VEHICLE_IN_SPEED &&
|
||||
(quadBike->CanStartDrift || quadBike->DriftStarting))
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "Game/camera.h"
|
||||
#include "Game/control/control.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Specific/setup.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Game/effects/effects.h"
|
||||
|
@ -19,11 +20,14 @@ void RollingBallCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* c
|
|||
{
|
||||
auto* ballItem = &g_Level.Items[itemNumber];
|
||||
|
||||
if (TestBoundsCollide(ballItem, laraItem, coll->Setup.Radius))
|
||||
if (TestBoundsCollide(ballItem, laraItem, coll->Setup.Radius) &&
|
||||
TestCollision(ballItem, laraItem))
|
||||
{
|
||||
if (TestCollision(ballItem, laraItem))
|
||||
if (TriggerActive(ballItem) && (ballItem->ItemFlags[0] || ballItem->Animation.VerticalVelocity))
|
||||
{
|
||||
if (TriggerActive(ballItem) && (ballItem->ItemFlags[0] || ballItem->Animation.VerticalVelocity))
|
||||
if (laraItem->Animation.IsAirborne || TestEnvironment(RoomEnvFlags::ENV_FLAG_WATER, laraItem))
|
||||
laraItem->HitPoints = 0;
|
||||
else
|
||||
{
|
||||
laraItem->Animation.AnimNumber = LA_BOULDER_DEATH;
|
||||
laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
|
||||
|
@ -31,9 +35,9 @@ void RollingBallCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* c
|
|||
laraItem->Animation.ActiveState = LS_DEATH;
|
||||
laraItem->Animation.IsAirborne = false;
|
||||
}
|
||||
else
|
||||
ObjectCollision(itemNumber, laraItem, coll);
|
||||
}
|
||||
else
|
||||
ObjectCollision(itemNumber, laraItem, coll);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4,4 +4,5 @@ struct alignas(16) CPostProcessBuffer
|
|||
float ScreenFadeFactor;
|
||||
int ViewportWidth;
|
||||
int ViewportHeight;
|
||||
int FXAA;
|
||||
};
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "framework.h"
|
||||
#include "RenderTarget2D.h"
|
||||
#include "Utils.h"
|
||||
#include "Specific/configuration.h"
|
||||
|
||||
namespace TEN::Renderer
|
||||
{
|
||||
|
@ -8,13 +9,36 @@ namespace TEN::Renderer
|
|||
|
||||
RenderTarget2D::RenderTarget2D(ID3D11Device* device, int w, int h, DXGI_FORMAT colorFormat, DXGI_FORMAT depthFormat)
|
||||
{
|
||||
// Check if antialiasing quality is available, and set it if it is.
|
||||
|
||||
D3D11_SRV_DIMENSION srvDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
D3D11_DSV_DIMENSION dsvDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||||
D3D11_RTV_DIMENSION rtvDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
int sampleCount = 1;
|
||||
|
||||
if (g_Configuration.Antialiasing > AntialiasingMode::Low)
|
||||
{
|
||||
int potentialSampleCount = (g_Configuration.Antialiasing == AntialiasingMode::Medium) ? 2 : 4;
|
||||
unsigned int qualityLevels = 0;
|
||||
if (device->CheckMultisampleQualityLevels(colorFormat, potentialSampleCount, &qualityLevels) == S_OK &&
|
||||
qualityLevels > 0)
|
||||
{
|
||||
sampleCount = potentialSampleCount;
|
||||
dsvDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
|
||||
rtvDimension = D3D11_RTV_DIMENSION_TEXTURE2DMS;
|
||||
srvDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
|
||||
}
|
||||
}
|
||||
|
||||
// Now set up render target.
|
||||
|
||||
D3D11_TEXTURE2D_DESC desc = {};
|
||||
desc.Width = w;
|
||||
desc.Height = h;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.Format = colorFormat;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Count = sampleCount;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
|
||||
|
@ -26,7 +50,7 @@ namespace TEN::Renderer
|
|||
|
||||
D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
|
||||
viewDesc.Format = desc.Format;
|
||||
viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||
viewDesc.ViewDimension = rtvDimension;
|
||||
viewDesc.Texture2D.MipSlice = 0;
|
||||
|
||||
res = device->CreateRenderTargetView(Texture.Get(), &viewDesc, &RenderTargetView);
|
||||
|
@ -35,7 +59,7 @@ namespace TEN::Renderer
|
|||
// Setup the description of the shader resource view.
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
|
||||
shaderDesc.Format = desc.Format;
|
||||
shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
shaderDesc.ViewDimension = srvDimension;
|
||||
shaderDesc.Texture2D.MostDetailedMip = 0;
|
||||
shaderDesc.Texture2D.MipLevels = 1;
|
||||
|
||||
|
@ -47,7 +71,7 @@ namespace TEN::Renderer
|
|||
depthTexDesc.Height = h;
|
||||
depthTexDesc.MipLevels = 1;
|
||||
depthTexDesc.ArraySize = 1;
|
||||
depthTexDesc.SampleDesc.Count = 1;
|
||||
depthTexDesc.SampleDesc.Count = sampleCount;
|
||||
depthTexDesc.SampleDesc.Quality = 0;
|
||||
depthTexDesc.Format = depthFormat;
|
||||
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
|
@ -61,7 +85,7 @@ namespace TEN::Renderer
|
|||
D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc = {};
|
||||
dsvDesc.Format = depthTexDesc.Format;
|
||||
dsvDesc.Flags = 0;
|
||||
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||||
dsvDesc.ViewDimension = dsvDimension;
|
||||
dsvDesc.Texture2D.MipSlice = 0;
|
||||
|
||||
res = device->CreateDepthStencilView(DepthStencilTexture.Get(), &dsvDesc, &DepthStencilView);
|
||||
|
|
|
@ -526,7 +526,7 @@ namespace TEN::Renderer
|
|||
void DrawSimpleParticles(RenderView& view);
|
||||
void DrawFootprints(RenderView& view);
|
||||
void DrawLoadingBar(float percent);
|
||||
void DrawFadeAndBars(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget, RenderView& view);
|
||||
void DrawPostprocess(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget, RenderView& view);
|
||||
|
||||
void RenderInventoryScene(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget,
|
||||
ID3D11ShaderResourceView* background);
|
||||
|
|
|
@ -357,56 +357,54 @@ namespace TEN::Renderer
|
|||
|
||||
void Renderer11::DrawRopes(RenderView& view)
|
||||
{
|
||||
for (int n = 0; n < Ropes.size(); n++)
|
||||
for (auto& rope : Ropes)
|
||||
{
|
||||
ROPE_STRUCT* rope = &Ropes[n];
|
||||
if (!rope.active)
|
||||
continue;
|
||||
|
||||
if (rope->active)
|
||||
Matrix world = Matrix::CreateTranslation(
|
||||
rope.position.x,
|
||||
rope.position.y,
|
||||
rope.position.z
|
||||
);
|
||||
|
||||
Vector3 absolute[24];
|
||||
|
||||
for (int n = 0; n < ROPE_SEGMENTS; n++)
|
||||
{
|
||||
Matrix world = Matrix::CreateTranslation(
|
||||
rope->position.x,
|
||||
rope->position.y,
|
||||
rope->position.z
|
||||
);
|
||||
Vector3Int* s = &rope.meshSegment[n];
|
||||
Vector3 t;
|
||||
Vector3 output;
|
||||
|
||||
Vector3 absolute[24];
|
||||
t.x = s->x >> FP_SHIFT;
|
||||
t.y = s->y >> FP_SHIFT;
|
||||
t.z = s->z >> FP_SHIFT;
|
||||
|
||||
for (int n = 0; n < ROPE_SEGMENTS; n++)
|
||||
{
|
||||
Vector3Int* s = &rope->meshSegment[n];
|
||||
Vector3 t;
|
||||
Vector3 output;
|
||||
output = Vector3::Transform(t, world);
|
||||
|
||||
t.x = s->x >> FP_SHIFT;
|
||||
t.y = s->y >> FP_SHIFT;
|
||||
t.z = s->z >> FP_SHIFT;
|
||||
Vector3 absolutePosition = Vector3(output.x, output.y, output.z);
|
||||
absolute[n] = absolutePosition;
|
||||
}
|
||||
|
||||
output = Vector3::Transform(t, world);
|
||||
for (int n = 0; n < ROPE_SEGMENTS - 1; n++)
|
||||
{
|
||||
Vector3 pos1 = Vector3(absolute[n].x, absolute[n].y, absolute[n].z);
|
||||
Vector3 pos2 = Vector3(absolute[n + 1].x, absolute[n + 1].y, absolute[n + 1].z);
|
||||
|
||||
Vector3 absolutePosition = Vector3(output.x, output.y, output.z);
|
||||
absolute[n] = absolutePosition;
|
||||
}
|
||||
Vector3 d = pos2 - pos1;
|
||||
d.Normalize();
|
||||
|
||||
for (int n = 0; n < ROPE_SEGMENTS - 1; n++)
|
||||
{
|
||||
Vector3 pos1 = Vector3(absolute[n].x, absolute[n].y, absolute[n].z);
|
||||
Vector3 pos2 = Vector3(absolute[n + 1].x, absolute[n + 1].y, absolute[n + 1].z);
|
||||
Vector3 c = (pos1 + pos2) / 2.0f;
|
||||
|
||||
Vector3 d = pos2 - pos1;
|
||||
d.Normalize();
|
||||
|
||||
Vector3 c = (pos1 + pos2) / 2.0f;
|
||||
|
||||
AddSpriteBillboardConstrained(&m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_EMPTY1],
|
||||
c,
|
||||
m_rooms[rope->room].AmbientLight,
|
||||
(PI / 2),
|
||||
1.0f,
|
||||
{ 32,
|
||||
Vector3::Distance(pos1, pos2) },
|
||||
BLENDMODE_ALPHABLEND,
|
||||
d, view);
|
||||
}
|
||||
AddSpriteBillboardConstrained(&m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_EMPTY1],
|
||||
c,
|
||||
m_rooms[rope.room].AmbientLight,
|
||||
(PI / 2),
|
||||
1.0f,
|
||||
{ 32,
|
||||
Vector3::Distance(pos1, pos2) },
|
||||
BLENDMODE_ALPHATEST,
|
||||
d, view);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1550,6 +1548,8 @@ namespace TEN::Renderer
|
|||
|
||||
DrawTransparentFaces(view);
|
||||
|
||||
DrawPostprocess(target, depthTarget, view);
|
||||
|
||||
// Draw GUI stuff at the end
|
||||
DrawLines2D();
|
||||
|
||||
|
@ -1565,7 +1565,6 @@ namespace TEN::Renderer
|
|||
|
||||
DrawDebugInfo(view);
|
||||
DrawAllStrings();
|
||||
DrawFadeAndBars(target, depthTarget, view);
|
||||
|
||||
ClearScene();
|
||||
}
|
||||
|
@ -2281,8 +2280,9 @@ namespace TEN::Renderer
|
|||
BindTexture(TEXTURE_NORMAL_MAP, &std::get<1>(m_moveablesTextures[bucket.Texture]),
|
||||
SAMPLER_NONE);
|
||||
|
||||
SetBlendMode(bucket.BlendMode);
|
||||
SetAlphaTest(bucket.BlendMode == BLEND_MODES::BLENDMODE_ALPHATEST ? ALPHA_TEST_GREATER_THAN : ALPHA_TEST_NONE, ALPHA_TEST_THRESHOLD);
|
||||
// Always render horizon as alpha-blended surface
|
||||
SetBlendMode(bucket.BlendMode == BLEND_MODES::BLENDMODE_ALPHATEST ? BLEND_MODES::BLENDMODE_ALPHABLEND : bucket.BlendMode);
|
||||
SetAlphaTest(ALPHA_TEST_NONE, ALPHA_TEST_THRESHOLD);
|
||||
|
||||
// Draw vertices
|
||||
DrawIndexedTriangles(bucket.NumIndices, bucket.StartIndex, 0);
|
||||
|
|
|
@ -251,8 +251,7 @@ namespace TEN::Renderer
|
|||
}
|
||||
}
|
||||
|
||||
void Renderer11::DrawFadeAndBars(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget,
|
||||
RenderView& view)
|
||||
void Renderer11::DrawPostprocess(ID3D11RenderTargetView* target, ID3D11DepthStencilView* depthTarget, RenderView& view)
|
||||
{
|
||||
SetBlendMode(BLENDMODE_OPAQUE);
|
||||
SetCullMode(CULL_MODE_CCW);
|
||||
|
@ -299,6 +298,7 @@ namespace TEN::Renderer
|
|||
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
m_context->IASetInputLayout(m_inputLayout.Get());
|
||||
|
||||
m_stPostProcessBuffer.FXAA = g_Configuration.Antialiasing == AntialiasingMode::Low ? 1 : 0;
|
||||
m_stPostProcessBuffer.ViewportWidth = m_screenWidth;
|
||||
m_stPostProcessBuffer.ViewportHeight = m_screenHeight;
|
||||
m_stPostProcessBuffer.ScreenFadeFactor = ScreenFadeCurrent;
|
||||
|
|
|
@ -808,9 +808,20 @@ namespace TEN::Renderer
|
|||
void Renderer11::DrawSprites(RenderView& view)
|
||||
{
|
||||
const int numSpritesToDraw = view.spritesToDraw.size();
|
||||
|
||||
if (numSpritesToDraw == 0)
|
||||
return;
|
||||
|
||||
BindRenderTargetAsTexture(TEXTURE_DEPTH_MAP, &m_depthMap, SAMPLER_LINEAR_CLAMP);
|
||||
|
||||
SetDepthState(DEPTH_STATE_READ_ONLY_ZBUFFER);
|
||||
SetCullMode(CULL_MODE_NONE);
|
||||
|
||||
m_context->VSSetShader(m_vsSprites.Get(), NULL, 0);
|
||||
m_context->PSSetShader(m_psSprites.Get(), NULL, 0);
|
||||
|
||||
BindConstantBufferVS(CB_SPRITE, m_cbSprite.get());
|
||||
|
||||
std::sort(
|
||||
view.spritesToDraw.begin(),
|
||||
view.spritesToDraw.end(),
|
||||
|
@ -853,9 +864,8 @@ namespace TEN::Renderer
|
|||
spriteMatrix = Matrix::Identity;
|
||||
}
|
||||
|
||||
if (DoesBlendModeRequireSorting(spr.BlendMode))
|
||||
if (DoesBlendModeRequireSorting(spr.BlendMode)) // Collect sprites
|
||||
{
|
||||
// Collect sprites
|
||||
int distance = (spr.pos - Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z)).Length();
|
||||
RendererTransparentFace face;
|
||||
face.type = RendererTransparentFaceType::TRANSPARENT_FACE_SPRITE;
|
||||
|
@ -867,36 +877,31 @@ namespace TEN::Renderer
|
|||
RendererRoom& room = m_rooms[FindRoomNumber(Vector3Int(spr.pos))];
|
||||
room.TransparentFacesToDraw.push_back(face);
|
||||
}
|
||||
else
|
||||
else // Draw sprites immediately
|
||||
{
|
||||
// Draw sprites immediately
|
||||
SetBlendMode(spr.BlendMode);
|
||||
// Set up vertex buffer and parameters
|
||||
UINT stride = sizeof(RendererVertex);
|
||||
UINT offset = 0;
|
||||
m_context->IASetInputLayout(m_inputLayout.Get());
|
||||
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
m_context->IASetVertexBuffers(0, 1, quadVertexBuffer.GetAddressOf(), &stride, &offset);
|
||||
|
||||
SetBlendMode(spr.BlendMode);
|
||||
BindTexture(TEXTURE_COLOR_MAP, spr.Sprite->Texture, SAMPLER_LINEAR_CLAMP);
|
||||
|
||||
if (spr.BlendMode == BLEND_MODES::BLENDMODE_ALPHATEST)
|
||||
SetAlphaTest(ALPHA_TEST_GREATER_THAN, ALPHA_TEST_THRESHOLD, true);
|
||||
else
|
||||
SetAlphaTest(ALPHA_TEST_NONE, 0);
|
||||
|
||||
Matrix scale = Matrix::CreateScale((spr.Width) * spr.Scale, (spr.Height) * spr.Scale, spr.Scale);
|
||||
|
||||
if (spr.Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD)
|
||||
{
|
||||
UINT stride = sizeof(RendererVertex);
|
||||
UINT offset = 0;
|
||||
|
||||
SetDepthState(DEPTH_STATE_READ_ONLY_ZBUFFER);
|
||||
SetCullMode(CULL_MODE_NONE);
|
||||
SetAlphaTest(ALPHA_TEST_GREATER_THAN, ALPHA_TEST_THRESHOLD);
|
||||
|
||||
m_context->VSSetShader(m_vsSprites.Get(), NULL, 0);
|
||||
m_context->PSSetShader(m_psSprites.Get(), NULL, 0);
|
||||
|
||||
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
m_context->IASetInputLayout(m_inputLayout.Get());
|
||||
m_context->IASetVertexBuffers(0, 1, quadVertexBuffer.GetAddressOf(), &stride, &offset);
|
||||
|
||||
m_stSprite.billboardMatrix = spriteMatrix;
|
||||
m_stSprite.color = spr.color;
|
||||
m_stSprite.isBillboard = true;
|
||||
m_cbSprite.updateData(m_stSprite, m_context.Get());
|
||||
BindConstantBufferVS(CB_SPRITE, m_cbSprite.get());
|
||||
|
||||
m_context->Draw(4, 0);
|
||||
m_numDrawCalls++;
|
||||
|
@ -906,26 +911,10 @@ namespace TEN::Renderer
|
|||
}
|
||||
else if (spr.Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD_CUSTOM)
|
||||
{
|
||||
UINT stride = sizeof(RendererVertex);
|
||||
UINT offset = 0;
|
||||
|
||||
SetDepthState(DEPTH_STATE_READ_ONLY_ZBUFFER);
|
||||
SetCullMode(CULL_MODE_NONE);
|
||||
|
||||
m_context->VSSetShader(m_vsSprites.Get(), NULL, 0);
|
||||
m_context->PSSetShader(m_psSprites.Get(), NULL, 0);
|
||||
|
||||
SetAlphaTest(ALPHA_TEST_GREATER_THAN, ALPHA_TEST_THRESHOLD);
|
||||
|
||||
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
m_context->IASetInputLayout(m_inputLayout.Get());
|
||||
m_context->IASetVertexBuffers(0, 1, quadVertexBuffer.GetAddressOf(), &stride, &offset);
|
||||
|
||||
m_stSprite.billboardMatrix = spriteMatrix;
|
||||
m_stSprite.color = spr.color;
|
||||
m_stSprite.isBillboard = true;
|
||||
m_cbSprite.updateData(m_stSprite, m_context.Get());
|
||||
BindConstantBufferVS(CB_SPRITE, m_cbSprite.get());
|
||||
|
||||
m_context->Draw(4, 0);
|
||||
m_numDrawCalls++;
|
||||
|
@ -935,25 +924,10 @@ namespace TEN::Renderer
|
|||
}
|
||||
else if (spr.Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_BILLBOARD_LOOKAT)
|
||||
{
|
||||
UINT stride = sizeof(RendererVertex);
|
||||
UINT offset = 0;
|
||||
SetDepthState(DEPTH_STATE_READ_ONLY_ZBUFFER);
|
||||
SetCullMode(CULL_MODE_NONE);
|
||||
|
||||
m_context->VSSetShader(m_vsSprites.Get(), NULL, 0);
|
||||
m_context->PSSetShader(m_psSprites.Get(), NULL, 0);
|
||||
|
||||
SetAlphaTest(ALPHA_TEST_GREATER_THAN, ALPHA_TEST_THRESHOLD);
|
||||
|
||||
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
m_context->IASetInputLayout(m_inputLayout.Get());
|
||||
m_context->IASetVertexBuffers(0, 1, quadVertexBuffer.GetAddressOf(), &stride, &offset);
|
||||
|
||||
m_stSprite.billboardMatrix = spriteMatrix;
|
||||
m_stSprite.color = spr.color;
|
||||
m_stSprite.isBillboard = true;
|
||||
m_cbSprite.updateData(m_stSprite, m_context.Get());
|
||||
BindConstantBufferVS(CB_SPRITE, m_cbSprite.get());
|
||||
|
||||
m_context->Draw(4, 0);
|
||||
m_numDrawCalls++;
|
||||
|
@ -963,19 +937,6 @@ namespace TEN::Renderer
|
|||
}
|
||||
else if (spr.Type == RENDERER_SPRITE_TYPE::SPRITE_TYPE_3D)
|
||||
{
|
||||
UINT stride = sizeof(RendererVertex);
|
||||
UINT offset = 0;
|
||||
SetDepthState(DEPTH_STATE_READ_ONLY_ZBUFFER);
|
||||
SetCullMode(CULL_MODE_NONE);
|
||||
|
||||
m_context->VSSetShader(m_vsSprites.Get(), NULL, 0);
|
||||
m_context->PSSetShader(m_psSprites.Get(), NULL, 0);
|
||||
|
||||
SetAlphaTest(ALPHA_TEST_GREATER_THAN, ALPHA_TEST_THRESHOLD);
|
||||
|
||||
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
m_context->IASetInputLayout(m_inputLayout.Get());
|
||||
m_context->IASetVertexBuffers(0, 1, quadVertexBuffer.GetAddressOf(), &stride, &offset);
|
||||
Vector3 p0t = spr.vtx1;
|
||||
Vector3 p1t = spr.vtx2;
|
||||
Vector3 p2t = spr.vtx3;
|
||||
|
@ -1016,7 +977,6 @@ namespace TEN::Renderer
|
|||
m_stSprite.color = spr.color;
|
||||
m_stSprite.isBillboard = false;
|
||||
m_cbSprite.updateData(m_stSprite, m_context.Get());
|
||||
BindConstantBufferVS(CB_SPRITE, m_cbSprite.get());
|
||||
|
||||
m_primitiveBatch->Begin();
|
||||
m_primitiveBatch->DrawTriangle(v0, v1, v3);
|
||||
|
|
|
@ -101,6 +101,27 @@ namespace TEN::Renderer
|
|||
auto* shadowMode = g_Gui.GetCurrentSettings().Configuration.ShadowType != ShadowMode::None ?
|
||||
(g_Gui.GetCurrentSettings().Configuration.ShadowType == ShadowMode::Lara ? STRING_SHADOWS_PLAYER : STRING_SHADOWS_ALL) : STRING_SHADOWS_NONE;
|
||||
|
||||
const char* antialiasMode;
|
||||
switch (g_Gui.GetCurrentSettings().conf.Antialiasing)
|
||||
{
|
||||
default:
|
||||
case AntialiasingMode::None:
|
||||
antialiasMode = STRING_ANTIALIASING_NONE;
|
||||
break;
|
||||
|
||||
case AntialiasingMode::Low:
|
||||
antialiasMode = STRING_ANTIALIASING_LOW;
|
||||
break;
|
||||
|
||||
case AntialiasingMode::Medium:
|
||||
antialiasMode = STRING_ANTIALIASING_MEDIUM;
|
||||
break;
|
||||
|
||||
case AntialiasingMode::High:
|
||||
antialiasMode = STRING_ANTIALIASING_HIGH;
|
||||
break;
|
||||
}
|
||||
|
||||
switch (menu)
|
||||
{
|
||||
case Menu::Options:
|
||||
|
@ -149,9 +170,9 @@ namespace TEN::Renderer
|
|||
AddString(MenuRightSideEntry, y, Str_Enabled(g_Gui.GetCurrentSettings().Configuration.EnableCaustics), PRINTSTRING_COLOR_WHITE, SF(title_option == 3));
|
||||
GetNextLinePosition(&y);
|
||||
|
||||
// Enable volumetric fog
|
||||
AddString(MenuLeftSideEntry, y, g_GameFlow->GetString(STRING_VOLUMETRIC_FOG), PRINTSTRING_COLOR_ORANGE, SF(title_option == 4));
|
||||
AddString(MenuRightSideEntry, y, Str_Enabled(g_Gui.GetCurrentSettings().Configuration.EnableVolumetricFog), PRINTSTRING_COLOR_WHITE, SF(title_option == 4));
|
||||
// Enable antialiasing
|
||||
AddString(MenuLeftSideEntry, y, g_GameFlow->GetString(STRING_ANTIALIASING), PRINTSTRING_COLOR_ORANGE, SF(title_option == 4));
|
||||
AddString(MenuRightSideEntry, y, g_GameFlow->GetString(antialiasMode), PRINTSTRING_COLOR_WHITE, SF(title_option == 4));
|
||||
GetNextBlockPosition(&y);
|
||||
|
||||
// Apply
|
||||
|
@ -468,6 +489,7 @@ namespace TEN::Renderer
|
|||
g_Gui.DrawAmmoSelector();
|
||||
g_Gui.FadeAmmoSelector();
|
||||
g_Gui.DrawCompass(LaraItem);
|
||||
|
||||
DrawAllStrings();
|
||||
}
|
||||
|
||||
|
|
|
@ -69,6 +69,14 @@ enum class ShadowMode
|
|||
All
|
||||
};
|
||||
|
||||
enum class AntialiasingMode
|
||||
{
|
||||
None,
|
||||
Low,
|
||||
Medium,
|
||||
High
|
||||
};
|
||||
|
||||
enum LIGHT_MODES
|
||||
{
|
||||
LIGHT_MODE_DYNAMIC,
|
||||
|
|
|
@ -363,10 +363,8 @@ namespace TEN::Renderer
|
|||
if (obj.ShadowType == ShadowMode::None)
|
||||
{
|
||||
auto bounds = TO_DX_BBOX(item->Pose, GetBoundsAccurate(item));
|
||||
Vector3 min = bounds.Center - bounds.Extents;
|
||||
Vector3 max = bounds.Center + bounds.Extents;
|
||||
|
||||
if (!renderView.camera.frustum.AABBInFrustum(min, max))
|
||||
auto length = Vector3(bounds.Extents).Length();
|
||||
if (!renderView.camera.frustum.SphereInFrustum(bounds.Center, length))
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -419,10 +417,8 @@ namespace TEN::Renderer
|
|||
|
||||
auto stat = &StaticObjects[mesh->staticNumber];
|
||||
auto bounds = TO_DX_BBOX(mesh->pos, &stat->visibilityBox);
|
||||
Vector3 min = bounds.Center - bounds.Extents;
|
||||
Vector3 max = bounds.Center + bounds.Extents;
|
||||
|
||||
if (!renderView.camera.frustum.AABBInFrustum(min, max))
|
||||
auto length = Vector3(bounds.Extents).Length();
|
||||
if (!renderView.camera.frustum.SphereInFrustum(bounds.Center, length))
|
||||
continue;
|
||||
|
||||
std::vector<RendererLight*> lights;
|
||||
|
|
Binary file not shown.
|
@ -27,7 +27,7 @@ LANGUAGE LANG_ENGLISH, SUBLANG_NEUTRAL
|
|||
|
||||
VS_VERSION_INFO VERSIONINFO
|
||||
FILEVERSION 1,0,0,0
|
||||
PRODUCTVERSION 1,5,1,0
|
||||
PRODUCTVERSION 1,5,2,0
|
||||
FILEFLAGSMASK 0x3fL
|
||||
#ifdef _DEBUG
|
||||
FILEFLAGS 0x1L
|
||||
|
@ -48,7 +48,7 @@ BEGIN
|
|||
VALUE "LegalCopyright", "Copyright (C) 2022"
|
||||
VALUE "OriginalFilename", "TombEngine.exe"
|
||||
VALUE "ProductName", "Tomb Engine"
|
||||
VALUE "ProductVersion", "1.5.1.0"
|
||||
VALUE "ProductVersion", "1.5.2.0"
|
||||
END
|
||||
END
|
||||
BLOCK "VarFileInfo"
|
||||
|
@ -82,7 +82,7 @@ BEGIN
|
|||
CONTROL "TXT_Windowed",IDC_WINDOWED,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,21,103,115,10
|
||||
CONTROL "TXT Shadows",IDC_SHADOWS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,155,79,159,10
|
||||
CONTROL "TXT Caustics",IDC_CAUSTICS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,155,94,160,10
|
||||
CONTROL "TXT Volumetric Fog",IDC_VOLUMETRIC_FOG,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,155,109,160,10
|
||||
CONTROL "TXT Antialiasing",IDC_ANTIALIASING,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,155,109,160,10
|
||||
GROUPBOX "Txt_Sound",IDC_GROUP_SOUND,7,151,320,33
|
||||
CONTROL "TXT_Enable",IDC_ENABLE_SOUNDS,"Button",BS_AUTOCHECKBOX | BS_LEFTTEXT | WS_TABSTOP,254,150,67,10
|
||||
COMBOBOX IDC_SNDADAPTER,13,164,308,71,CBS_DROPDOWNLIST | WS_VSCROLL | WS_TABSTOP
|
||||
|
|
|
@ -33,7 +33,6 @@ public:
|
|||
virtual bool HasSlideExtended() const = 0;
|
||||
virtual ScriptInterfaceLevel * GetLevel(int level) = 0;
|
||||
virtual int GetLevelNumber(std::string const& flieName) = 0;
|
||||
virtual short GetGameFarView() const = 0;
|
||||
virtual bool CanPlayAnyLevel() const = 0;
|
||||
virtual bool DoFlow() = 0;
|
||||
};
|
||||
|
|
|
@ -10,6 +10,7 @@ class ScriptInterfaceStringsHandler {
|
|||
public:
|
||||
virtual ~ScriptInterfaceStringsHandler() = default;
|
||||
virtual void ProcessDisplayStrings(float dt) = 0;
|
||||
virtual void ClearDisplayStrings() = 0;
|
||||
virtual void SetCallbackDrawString(CallbackDrawString) = 0;
|
||||
};
|
||||
|
||||
|
|
|
@ -68,6 +68,11 @@
|
|||
#define STRING_SHADOWS_NONE "none"
|
||||
#define STRING_CAUSTICS "caustics"
|
||||
#define STRING_VOLUMETRIC_FOG "volumetric_fog"
|
||||
#define STRING_ANTIALIASING "antialiasing"
|
||||
#define STRING_ANTIALIASING_NONE "none"
|
||||
#define STRING_ANTIALIASING_LOW "low"
|
||||
#define STRING_ANTIALIASING_MEDIUM "medium"
|
||||
#define STRING_ANTIALIASING_HIGH "high"
|
||||
#define STRING_APPLY "apply"
|
||||
#define STRING_BACK "back"
|
||||
#define STRING_SOUND "sound"
|
||||
|
|
|
@ -107,7 +107,7 @@ namespace Effects
|
|||
@tparam float rot (default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
|
||||
@tparam Color startColor (default Color(255, 255, 255)) color at start of life
|
||||
@tparam Color endColor (default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
|
||||
@tparam BlendID blendMode (default TEN.Misc.BlendID.ALPHABLEND) How will we blend this with its surroundings?
|
||||
@tparam BlendID blendMode (default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
|
||||
@tparam int startSize (default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
|
||||
@tparam int endSize (default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
|
||||
@tparam float lifetime (default 2) Lifespan in seconds
|
||||
|
@ -122,7 +122,7 @@ namespace Effects
|
|||
-2, -- rot
|
||||
Color(255, 0, 0), -- startColor
|
||||
Color(0, 255, 0), -- endColor
|
||||
TEN.Misc.BlendID.ADDITIVE, -- blendMode
|
||||
TEN.Effects.BlendID.ADDITIVE, -- blendMode
|
||||
15, -- startSize
|
||||
50, -- endSize
|
||||
20, -- lifetime
|
||||
|
|
|
@ -61,15 +61,6 @@ __(not yet implemented)__
|
|||
*/
|
||||
table_flow.set_function(ScriptReserved_SetTitleScreenImagePath, &FlowHandler::SetTitleScreenImagePath, this);
|
||||
|
||||
/*** Maximum draw distance.
|
||||
The maximum draw distance, in sectors (blocks), of any level in the game.
|
||||
This is equivalent to TRNG's WorldFarView variable.
|
||||
__(not yet implemented)__
|
||||
@function SetFarView
|
||||
@tparam byte farview Number of sectors. Must be in the range [1, 127].
|
||||
*/
|
||||
table_flow.set_function(ScriptReserved_SetFarView, &FlowHandler::SetGameFarView, this);
|
||||
|
||||
/*** settings.lua.
|
||||
These functions are called in settings.lua, a file which holds your local settings.
|
||||
settings.lua shouldn't be bundled with any finished levels/games.
|
||||
|
@ -171,19 +162,6 @@ void FlowHandler::SetTitleScreenImagePath(std::string const& path)
|
|||
TitleScreenImagePath = path;
|
||||
}
|
||||
|
||||
void FlowHandler::SetGameFarView(short val)
|
||||
{
|
||||
bool cond = val <= 127 && val >= 1;
|
||||
std::string msg{ "Game far view value must be in the range [1, 255]." };
|
||||
if (!ScriptAssert(cond, msg))
|
||||
{
|
||||
ScriptWarn("Setting game far view to 32.");
|
||||
GameFarView = 32;
|
||||
}
|
||||
else
|
||||
GameFarView = val;
|
||||
}
|
||||
|
||||
void FlowHandler::LoadFlowScript()
|
||||
{
|
||||
m_handler.ExecuteScript("Scripts/Gameflow.lua");
|
||||
|
@ -260,7 +238,16 @@ bool FlowHandler::DoFlow()
|
|||
|
||||
if (CurrentLevel == 0)
|
||||
{
|
||||
status = DoTitle(0, level->AmbientTrack);
|
||||
try
|
||||
{
|
||||
status = DoTitle(0, level->AmbientTrack);
|
||||
}
|
||||
catch (TENScriptException const& e)
|
||||
{
|
||||
std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what();
|
||||
TENLog(msg, LogLevel::Error, LogConfig::All);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -284,7 +271,16 @@ bool FlowHandler::DoFlow()
|
|||
}
|
||||
}
|
||||
|
||||
status = DoLevel(CurrentLevel, level->AmbientTrack, loadFromSavegame);
|
||||
try
|
||||
{
|
||||
status = DoLevel(CurrentLevel, level->AmbientTrack, loadFromSavegame);
|
||||
}
|
||||
catch (TENScriptException const& e)
|
||||
{
|
||||
std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what();
|
||||
TENLog(msg, LogLevel::Error, LogConfig::All);
|
||||
status = GameStatus::ExitToTitle;
|
||||
}
|
||||
loadFromSavegame = false;
|
||||
}
|
||||
|
||||
|
@ -329,7 +325,3 @@ bool FlowHandler::CanPlayAnyLevel() const
|
|||
return PlayAnyLevel;
|
||||
}
|
||||
|
||||
short FlowHandler::GetGameFarView() const
|
||||
{
|
||||
return GameFarView;
|
||||
}
|
|
@ -27,7 +27,6 @@ public:
|
|||
bool PlayAnyLevel{ true };
|
||||
bool FlyCheat{ true };
|
||||
bool DebugMode{ false };
|
||||
short GameFarView{ 0 };
|
||||
|
||||
// New animation flag table
|
||||
Animations Anims{};
|
||||
|
@ -51,8 +50,6 @@ public:
|
|||
int GetNumLevels() const;
|
||||
void SetIntroImagePath(std::string const& path);
|
||||
void SetTitleScreenImagePath(std::string const& path);
|
||||
void SetGameFarView(short val);
|
||||
short GetGameFarView() const;
|
||||
bool IsFlyCheatEnabled() const;
|
||||
bool CanPlayAnyLevel() const;
|
||||
|
||||
|
|
|
@ -56,8 +56,6 @@ void Level::Register(sol::table & parent)
|
|||
/// (@{Flow.Fog}) omni fog RGB color and distance.
|
||||
// As seen in TR4's Desert Railroad.
|
||||
// If not provided, distance fog will be black.
|
||||
//
|
||||
// __(not yet implemented)__
|
||||
//@mem fog
|
||||
"fog", &Level::Fog,
|
||||
|
||||
|
@ -117,15 +115,6 @@ e.g. `myLevel.laraType = LaraType.Divesuit`
|
|||
//@mem mirror
|
||||
"mirror", &Level::Mirror,
|
||||
|
||||
/*** (byte) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be in the range [1, 255], and equal to or less than the value passed to SetGameFarView.
|
||||
|
||||
This is equivalent to TRNG's LevelFarView variable.
|
||||
|
||||
__(not yet implemented)__
|
||||
@mem farView
|
||||
*/
|
||||
"farView", sol::property(&Level::SetLevelFarView),
|
||||
|
||||
/*** (bool) Enable unlimited oxygen supply when in water.
|
||||
|
@ -156,14 +145,25 @@ void Level::SetWeatherStrength(float val)
|
|||
}
|
||||
}
|
||||
|
||||
/*** (int) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be at least 4.
|
||||
|
||||
This is equivalent to TRNG's LevelFarView variable.
|
||||
|
||||
@mem farView
|
||||
*/
|
||||
void Level::SetLevelFarView(short val)
|
||||
{
|
||||
bool cond = val <= 255 && val >= 1;
|
||||
std::string msg{ "levelFarView value must be in the range [1, 127]." };
|
||||
static_assert(MIN_FAR_VIEW == 3200.0f, "Please update the comment, docs, and warning message if this number changes.");
|
||||
const short min = std::ceil(MIN_FAR_VIEW / SECTOR(1));
|
||||
bool cond = val >= min;
|
||||
|
||||
std::string msg{ "farView value must be 4 or greater." };
|
||||
if (!ScriptAssert(cond, msg))
|
||||
{
|
||||
ScriptWarn("Setting levelFarView view to 32.");
|
||||
LevelFarView = 32;
|
||||
// Will be set to default by the renderer
|
||||
LevelFarView = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -114,7 +114,7 @@ void LogicHandler::LogPrint(sol::variadic_args va)
|
|||
str += strPart;
|
||||
str += "\t";
|
||||
}
|
||||
TENLog(str);
|
||||
TENLog(str, LogLevel::Info, LogConfig::All, true);
|
||||
}
|
||||
|
||||
void LogicHandler::ResetScripts(bool clearGameVars)
|
||||
|
|
|
@ -141,11 +141,11 @@ void Moveable::Register(sol::table & parent)
|
|||
sol::meta_function::equal_to, std::equal_to<Moveable const>(),
|
||||
|
||||
/// Enable the item, as if a trigger for it had been stepped on.
|
||||
// @function Moveable:EnableItem
|
||||
// @function Moveable:Enable
|
||||
ScriptReserved_Enable, &Moveable::EnableItem,
|
||||
|
||||
/// Disable the item
|
||||
// @function Moveable:DisableItem
|
||||
// @function Moveable:Disable
|
||||
ScriptReserved_Disable, &Moveable::DisableItem,
|
||||
|
||||
/// Make the item invisible. Use EnableItem to make it visible again.
|
||||
|
|
|
@ -88,7 +88,7 @@ void StringsHandler::ProcessDisplayStrings(float dt)
|
|||
while (it != std::end(m_userDisplayStrings))
|
||||
{
|
||||
auto& str = it->second;
|
||||
bool endOfLife = (0.0f >= str.m_timeRemaining);
|
||||
bool endOfLife = 0.0f >= str.m_timeRemaining;
|
||||
if (str.m_deleteWhenZero && endOfLife)
|
||||
{
|
||||
ScriptAssertF(!str.m_isInfinite, "The infinite string {} (key \"{}\") went out of scope without being hidden.", it->first, str.m_key);
|
||||
|
@ -116,3 +116,9 @@ void StringsHandler::ProcessDisplayStrings(float dt)
|
|||
}
|
||||
}
|
||||
|
||||
void StringsHandler::ClearDisplayStrings()
|
||||
{
|
||||
m_userDisplayStrings.clear();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@ public:
|
|||
StringsHandler(sol::state* lua, sol::table & parent);
|
||||
void SetCallbackDrawString(CallbackDrawString cb) override;
|
||||
void ProcessDisplayStrings(float dt) override;
|
||||
void ClearDisplayStrings() override;
|
||||
bool SetDisplayString(DisplayStringIDType id, UserDisplayString const& ds);
|
||||
|
||||
std::optional<std::reference_wrapper<UserDisplayString>> GetDisplayString(DisplayStringIDType id);
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
#include "./VertexInput.hlsli"
|
||||
#include "./Math.hlsli"
|
||||
|
||||
#define FXAA_SPAN_MAX 8.0
|
||||
#define FXAA_REDUCE_MUL 1.0/4.0
|
||||
#define FXAA_REDUCE_MIN 1.0/64.0
|
||||
|
||||
cbuffer PostProcessBuffer : register(b7)
|
||||
{
|
||||
|
@ -6,6 +11,7 @@ cbuffer PostProcessBuffer : register(b7)
|
|||
float ScreenFadeFactor;
|
||||
int ViewportWidth;
|
||||
int ViewportHeight;
|
||||
int FXAA;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
|
@ -18,6 +24,53 @@ struct PixelShaderInput
|
|||
Texture2D Texture : register(t0);
|
||||
SamplerState Sampler : register(s0);
|
||||
|
||||
float4 Antialias(PixelShaderInput input)
|
||||
{
|
||||
float2 add = float2(1.0f, 1.0f) / float2(ViewportWidth, ViewportHeight);
|
||||
|
||||
float3 rgbNW = Texture.Sample(Sampler, input.UV + float2(-add.x, -add.y));
|
||||
float3 rgbNE = Texture.Sample(Sampler, input.UV + float2(add.x, -add.y));
|
||||
float3 rgbSW = Texture.Sample(Sampler, input.UV + float2(-add.x, add.y));
|
||||
float3 rgbSE = Texture.Sample(Sampler, input.UV + float2(add.x, add.y));
|
||||
float3 rgbM = Texture.Sample(Sampler, input.UV);
|
||||
|
||||
float lumaNW = Luma(rgbNW);
|
||||
float lumaNE = Luma(rgbNE);
|
||||
float lumaSW = Luma(rgbSW);
|
||||
float lumaSE = Luma(rgbSE);
|
||||
float lumaM = Luma(rgbM);
|
||||
|
||||
float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
|
||||
float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
|
||||
|
||||
float2 dir;
|
||||
dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
|
||||
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
|
||||
|
||||
float dirReduce = max(
|
||||
(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25f * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
|
||||
|
||||
float rcpDirMin = 1.0f / (min(abs(dir.x), abs(dir.y)) + dirReduce);
|
||||
|
||||
dir = min(float2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
|
||||
max(float2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * add;
|
||||
|
||||
float3 rgbA = (1.0f / 2.0f) *
|
||||
(Texture.Sample(Sampler, input.UV + dir * (1.0f / 3.0f - 0.5f)) +
|
||||
Texture.Sample(Sampler, input.UV + dir * (2.0f / 2.0f - 0.5f)));
|
||||
|
||||
float3 rgbB = rgbA * (1.0f / 2.0f) + (1.0f / 4.0f) *
|
||||
(Texture.Sample(Sampler, input.UV + dir * (0.0f / 3.0f - 0.5f)) +
|
||||
Texture.Sample(Sampler, input.UV + dir * (3.0f / 3.0f - 0.5f)));
|
||||
|
||||
float lumaB = Luma(rgbB);
|
||||
|
||||
if ((lumaB < lumaMin) || (lumaB > lumaMax))
|
||||
return float4(rgbA, 1.0f);
|
||||
else
|
||||
return float4(rgbB, 1.0f);
|
||||
}
|
||||
|
||||
PixelShaderInput VS(VertexShaderInput input)
|
||||
{
|
||||
PixelShaderInput output;
|
||||
|
@ -31,7 +84,8 @@ PixelShaderInput VS(VertexShaderInput input)
|
|||
|
||||
float4 PS(PixelShaderInput input) : SV_TARGET
|
||||
{
|
||||
float4 output = Texture.Sample(Sampler, input.UV);
|
||||
float4 output = FXAA ? Antialias(input) : Texture.Sample(Sampler, input.UV);
|
||||
|
||||
float3 colorMul = min(input.Color.xyz, 1.0f);
|
||||
|
||||
float y = input.Position.y / ViewportHeight;
|
||||
|
|
|
@ -60,6 +60,8 @@ float4 PS(PixelShaderInput input) : SV_TARGET
|
|||
{
|
||||
float4 output = Texture.Sample(Sampler, input.UV) * input.Color;
|
||||
|
||||
DoAlphaTest(output);
|
||||
|
||||
float particleDepth = input.PositionCopy.z / input.PositionCopy.w;
|
||||
input.PositionCopy.xy /= input.PositionCopy.w;
|
||||
float2 texCoord = 0.5f * (float2(input.PositionCopy.x, -input.PositionCopy.y) + 1);
|
||||
|
|
|
@ -444,7 +444,7 @@ void PlaySoundTrack(std::string track, SoundTrackType mode, QWORD position)
|
|||
// BGM tracks are crossfaded, and additionally shuffled a bit to make things more natural.
|
||||
// Think everybody are fed up with same start-up sounds of Caves ambience...
|
||||
|
||||
if (crossfade)
|
||||
if (crossfade && BASS_ChannelIsActive(BASS_Soundtrack[(int)SoundTrackType::BGM].Channel))
|
||||
{
|
||||
// Crossfade...
|
||||
BASS_ChannelSetAttribute(stream, BASS_ATTRIB_VOL, 0.0f);
|
||||
|
|
|
@ -78,7 +78,7 @@ BOOL CALLBACK DialogProc(HWND handle, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
SendMessageA(GetDlgItem(handle, IDC_GROUP_RENDER_OPTIONS), WM_SETTEXT, 0, (LPARAM)g_GameFlow->GetString(STRING_RENDER_OPTIONS));
|
||||
SendMessageA(GetDlgItem(handle, IDC_SHADOWS), WM_SETTEXT, 0, (LPARAM)g_GameFlow->GetString(STRING_SHADOWS));
|
||||
SendMessageA(GetDlgItem(handle, IDC_CAUSTICS), WM_SETTEXT, 0, (LPARAM)g_GameFlow->GetString(STRING_CAUSTICS));
|
||||
SendMessageA(GetDlgItem(handle, IDC_VOLUMETRIC_FOG), WM_SETTEXT, 0, (LPARAM)g_GameFlow->GetString(STRING_VOLUMETRIC_FOG));
|
||||
SendMessageA(GetDlgItem(handle, IDC_ANTIALIASING), WM_SETTEXT, 0, (LPARAM)g_GameFlow->GetString(STRING_ANTIALIASING));
|
||||
|
||||
LoadResolutionsInCombobox(handle);
|
||||
LoadSoundDevicesInCombobox(handle);
|
||||
|
@ -86,8 +86,8 @@ BOOL CALLBACK DialogProc(HWND handle, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
// Set some default values
|
||||
g_Configuration.AutoTarget = true;
|
||||
|
||||
g_Configuration.EnableVolumetricFog = true;
|
||||
SendDlgItemMessage(handle, IDC_VOLUMETRIC_FOG, BM_SETCHECK, 1, 0);
|
||||
g_Configuration.Antialiasing = AntialiasingMode::Low;
|
||||
SendDlgItemMessage(handle, IDC_ANTIALIASING, BM_SETCHECK, 1, 0);
|
||||
|
||||
g_Configuration.ShadowType = ShadowMode::Lara;
|
||||
SendDlgItemMessage(handle, IDC_SHADOWS, BM_SETCHECK, 1, 0);
|
||||
|
@ -116,7 +116,7 @@ BOOL CALLBACK DialogProc(HWND handle, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
g_Configuration.Windowed = (SendDlgItemMessage(handle, IDC_WINDOWED, BM_GETCHECK, 0, 0));
|
||||
g_Configuration.ShadowType = (ShadowMode)(SendDlgItemMessage(handle, IDC_SHADOWS, BM_GETCHECK, 0, 0));
|
||||
g_Configuration.EnableCaustics = (SendDlgItemMessage(handle, IDC_CAUSTICS, BM_GETCHECK, 0, 0));
|
||||
g_Configuration.EnableVolumetricFog = (SendDlgItemMessage(handle, IDC_VOLUMETRIC_FOG, BM_GETCHECK, 0, 0));
|
||||
g_Configuration.Antialiasing = (AntialiasingMode)(SendDlgItemMessage(handle, IDC_ANTIALIASING, BM_GETCHECK, 0, 0));
|
||||
g_Configuration.EnableSound = (SendDlgItemMessage(handle, IDC_ENABLE_SOUNDS, BM_GETCHECK, 0, 0));
|
||||
selectedMode = (SendDlgItemMessage(handle, IDC_RESOLUTION, CB_GETCURSEL, 0, 0));
|
||||
mode = g_Configuration.SupportedScreenResolutions[selectedMode];
|
||||
|
@ -210,7 +210,7 @@ bool SaveConfiguration()
|
|||
return false;
|
||||
}
|
||||
|
||||
if (SetBoolRegKey(rootKey, REGKEY_VOLUMETRIC_FOG, g_Configuration.EnableVolumetricFog) != ERROR_SUCCESS)
|
||||
if (SetDWORDRegKey(rootKey, REGKEY_ANTIALIASING, DWORD(g_Configuration.Antialiasing)) != ERROR_SUCCESS)
|
||||
{
|
||||
RegCloseKey(rootKey);
|
||||
return false;
|
||||
|
@ -299,7 +299,7 @@ void InitDefaultConfiguration()
|
|||
g_Configuration.EnableCaustics = true;
|
||||
g_Configuration.ShadowType = ShadowMode::Lara;
|
||||
g_Configuration.EnableSound = true;
|
||||
g_Configuration.EnableVolumetricFog = true;
|
||||
g_Configuration.Antialiasing = AntialiasingMode::Low;
|
||||
g_Configuration.MusicVolume = 100;
|
||||
g_Configuration.SfxVolume = 100;
|
||||
g_Configuration.Width = currentScreenResolution.x;
|
||||
|
@ -345,8 +345,8 @@ bool LoadConfiguration()
|
|||
return false;
|
||||
}
|
||||
|
||||
bool volumetricFog = false;
|
||||
if (GetBoolRegKey(rootKey, REGKEY_VOLUMETRIC_FOG, &volumetricFog, true) != ERROR_SUCCESS)
|
||||
DWORD antialiasing = 1;
|
||||
if (GetDWORDRegKey(rootKey, REGKEY_ANTIALIASING, &antialiasing, true) != ERROR_SUCCESS)
|
||||
{
|
||||
RegCloseKey(rootKey);
|
||||
return false;
|
||||
|
@ -452,7 +452,7 @@ bool LoadConfiguration()
|
|||
g_Configuration.ShadowType = ShadowMode(shadowMode);
|
||||
g_Configuration.ShadowMaxBlobs = shadowBlobs;
|
||||
g_Configuration.EnableCaustics = caustics;
|
||||
g_Configuration.EnableVolumetricFog = volumetricFog;
|
||||
g_Configuration.Antialiasing = AntialiasingMode(antialiasing);
|
||||
g_Configuration.ShadowMapSize = shadowMapSize;
|
||||
|
||||
g_Configuration.EnableSound = enableSound;
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
#define REGKEY_SHADOW_MAP "ShadowMap"
|
||||
#define REGKEY_SHADOW_BLOBS "ShadowBlobs"
|
||||
#define REGKEY_CAUSTICS "Caustics"
|
||||
#define REGKEY_VOLUMETRIC_FOG "VolumetricFog"
|
||||
#define REGKEY_ANTIALIASING "Antialiasing"
|
||||
|
||||
#define REGKEY_SOUND_DEVICE "SoundDevice"
|
||||
#define REGKEY_ENABLE_SOUND "EnableSound"
|
||||
|
@ -39,7 +39,7 @@ struct GameConfiguration
|
|||
int SfxVolume;
|
||||
|
||||
bool EnableCaustics;
|
||||
bool EnableVolumetricFog;
|
||||
AntialiasingMode Antialiasing;
|
||||
ShadowMode ShadowType;
|
||||
int ShadowMapSize = 1024;
|
||||
int ShadowMaxBlobs = 16;
|
||||
|
|
|
@ -34,19 +34,16 @@ using std::string;
|
|||
using namespace TEN::Input;
|
||||
using namespace TEN::Entities::Doors;
|
||||
|
||||
uintptr_t hLoadLevel;
|
||||
unsigned int ThreadId;
|
||||
char* LevelDataPtr;
|
||||
bool IsLevelLoading;
|
||||
bool LoadedSuccessfully;
|
||||
vector<int> MoveablesIds;
|
||||
vector<int> StaticObjectsIds;
|
||||
ChunkReader* g_levelChunkIO;
|
||||
LEVEL g_Level;
|
||||
|
||||
short ReadInt8()
|
||||
unsigned char ReadUInt8()
|
||||
{
|
||||
byte value = *(byte*)LevelDataPtr;
|
||||
unsigned char value = *(unsigned char*)LevelDataPtr;
|
||||
LevelDataPtr += 1;
|
||||
return value;
|
||||
}
|
||||
|
@ -106,22 +103,54 @@ Vector4 ReadVector4()
|
|||
return value;
|
||||
}
|
||||
|
||||
bool ReadBool()
|
||||
{
|
||||
return bool(ReadUInt8());
|
||||
}
|
||||
|
||||
void ReadBytes(void* dest, int count)
|
||||
{
|
||||
memcpy(dest, LevelDataPtr, count);
|
||||
LevelDataPtr += count;
|
||||
}
|
||||
|
||||
long long ReadLEB128(bool sign)
|
||||
{
|
||||
long long result = 0;
|
||||
int currentShift = 0;
|
||||
|
||||
unsigned char currentByte;
|
||||
do
|
||||
{
|
||||
currentByte = ReadUInt8();
|
||||
|
||||
result |= (long long)(currentByte & 0x7F) << currentShift;
|
||||
currentShift += 7;
|
||||
} while ((currentByte & 0x80) != 0);
|
||||
|
||||
if (sign) // Sign extend
|
||||
{
|
||||
int shift = 64 - currentShift;
|
||||
if (shift > 0)
|
||||
result = (long long)(result << shift) >> shift;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::string ReadString()
|
||||
{
|
||||
byte numBytes = ReadInt8(); // FIXME: incorrect, should be read in LEB128 format
|
||||
auto numBytes = ReadLEB128(false);
|
||||
|
||||
if (!numBytes)
|
||||
return std::string();
|
||||
|
||||
char buffer[255];
|
||||
ReadBytes(buffer, numBytes);
|
||||
return std::string(buffer, buffer + numBytes);
|
||||
else
|
||||
{
|
||||
auto newPtr = LevelDataPtr + numBytes;
|
||||
auto result = std::string(LevelDataPtr, newPtr);
|
||||
LevelDataPtr = newPtr;
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
void LoadItems()
|
||||
|
@ -178,7 +207,7 @@ void LoadObjects()
|
|||
{
|
||||
MESH mesh;
|
||||
|
||||
mesh.lightMode = (LIGHT_MODES)ReadInt8();
|
||||
mesh.lightMode = (LIGHT_MODES)ReadUInt8();
|
||||
|
||||
mesh.sphere.Center.x = ReadFloat();
|
||||
mesh.sphere.Center.y = ReadFloat();
|
||||
|
@ -206,8 +235,8 @@ void LoadObjects()
|
|||
BUCKET bucket;
|
||||
|
||||
bucket.texture = ReadInt32();
|
||||
bucket.blendMode = (BLEND_MODES)ReadInt8();
|
||||
bucket.animated = ReadInt8();
|
||||
bucket.blendMode = (BLEND_MODES)ReadUInt8();
|
||||
bucket.animated = ReadBool();
|
||||
bucket.numQuads = 0;
|
||||
bucket.numTriangles = 0;
|
||||
|
||||
|
@ -442,7 +471,7 @@ void LoadTextures()
|
|||
texture.colorMapData.resize(size);
|
||||
ReadBytes(texture.colorMapData.data(), size);
|
||||
|
||||
byte hasNormalMap = ReadInt8();
|
||||
bool hasNormalMap = ReadBool();
|
||||
if (hasNormalMap)
|
||||
{
|
||||
size = ReadInt32();
|
||||
|
@ -468,7 +497,7 @@ void LoadTextures()
|
|||
texture.colorMapData.resize(size);
|
||||
ReadBytes(texture.colorMapData.data(), size);
|
||||
|
||||
bool hasNormalMap = ReadInt8();
|
||||
bool hasNormalMap = ReadBool();
|
||||
if (hasNormalMap)
|
||||
{
|
||||
size = ReadInt32();
|
||||
|
@ -494,7 +523,7 @@ void LoadTextures()
|
|||
texture.colorMapData.resize(size);
|
||||
ReadBytes(texture.colorMapData.data(), size);
|
||||
|
||||
bool hasNormalMap = ReadInt8();
|
||||
bool hasNormalMap = ReadBool();
|
||||
if (hasNormalMap)
|
||||
{
|
||||
size = ReadInt32();
|
||||
|
@ -520,7 +549,7 @@ void LoadTextures()
|
|||
texture.colorMapData.resize(size);
|
||||
ReadBytes(texture.colorMapData.data(), size);
|
||||
|
||||
bool hasNormalMap = ReadInt8();
|
||||
bool hasNormalMap = ReadBool();
|
||||
if (hasNormalMap)
|
||||
{
|
||||
size = ReadInt32();
|
||||
|
@ -591,8 +620,8 @@ void ReadRooms()
|
|||
BUCKET bucket;
|
||||
|
||||
bucket.texture = ReadInt32();
|
||||
bucket.blendMode = (BLEND_MODES)ReadInt8();
|
||||
bucket.animated = ReadInt8();
|
||||
bucket.blendMode = (BLEND_MODES)ReadUInt8();
|
||||
bucket.animated = ReadBool();
|
||||
bucket.numQuads = 0;
|
||||
bucket.numTriangles = 0;
|
||||
|
||||
|
@ -687,15 +716,15 @@ void ReadRooms()
|
|||
floor.CeilingCollision.Planes[1].z = ReadFloat();
|
||||
floor.WallPortal = ReadInt32();
|
||||
|
||||
floor.Flags.Death = ReadInt8();
|
||||
floor.Flags.Monkeyswing = ReadInt8();
|
||||
floor.Flags.ClimbNorth = ReadInt8();
|
||||
floor.Flags.ClimbSouth = ReadInt8();
|
||||
floor.Flags.ClimbEast = ReadInt8();
|
||||
floor.Flags.ClimbWest = ReadInt8();
|
||||
floor.Flags.MarkTriggerer = ReadInt8();
|
||||
floor.Flags.Death = ReadBool();
|
||||
floor.Flags.Monkeyswing = ReadBool();
|
||||
floor.Flags.ClimbNorth = ReadBool();
|
||||
floor.Flags.ClimbSouth = ReadBool();
|
||||
floor.Flags.ClimbEast = ReadBool();
|
||||
floor.Flags.ClimbWest = ReadBool();
|
||||
floor.Flags.MarkTriggerer = ReadBool();
|
||||
floor.Flags.MarkTriggererActive = 0; // TODO: IT NEEDS TO BE WRITTEN/READ FROM SAVEGAMES!
|
||||
floor.Flags.MarkBeetle = ReadInt8();
|
||||
floor.Flags.MarkBeetle = ReadBool();
|
||||
|
||||
floor.Room = i;
|
||||
|
||||
|
@ -726,8 +755,8 @@ void ReadRooms()
|
|||
light.out = ReadFloat();
|
||||
light.length = ReadFloat();
|
||||
light.cutoff = ReadFloat();
|
||||
light.type = ReadInt8();
|
||||
light.castShadows = ReadInt8();
|
||||
light.type = ReadUInt8();
|
||||
light.castShadows = ReadBool();
|
||||
|
||||
room.lights.push_back(light);
|
||||
}
|
||||
|
@ -772,6 +801,7 @@ void ReadRooms()
|
|||
volume.Scale.y = ReadFloat();
|
||||
volume.Scale.z = ReadFloat();
|
||||
|
||||
//volume.LuaName = ReadString(); // TODO: Uncomment when lua API for volumes is implemented -- Lwmte, 09.08.22
|
||||
volume.EventSetIndex = ReadInt32();
|
||||
|
||||
volume.Status = TriggerStatus::Outside;
|
||||
|
@ -1057,14 +1087,12 @@ unsigned int _stdcall LoadLevel(void* data)
|
|||
else
|
||||
TENLog("Level compiler version: " + std::to_string(version[0]) + "." + std::to_string(version[1]) + "." + std::to_string(version[2]), LogLevel::Info);
|
||||
|
||||
// Check if level version is higher than engine version
|
||||
auto assemblyVersion = TEN::Utils::GetProductOrFileVersion(true);
|
||||
for (int i = 0; i < assemblyVersion.size(); i++)
|
||||
{
|
||||
if (assemblyVersion[i] != version[i])
|
||||
{
|
||||
TENLog("Level compiler version does not match with TEN version. Errors or crashes may be possible.", LogLevel::Warning);
|
||||
break;
|
||||
}
|
||||
if (assemblyVersion[i] < version[i])
|
||||
throw std::exception("Level version is higher than TEN version. Please update TEN.");
|
||||
}
|
||||
|
||||
// Check system name hash and reset it if it's valid (because we use build & play feature only once)
|
||||
|
@ -1152,6 +1180,7 @@ unsigned int _stdcall LoadLevel(void* data)
|
|||
|
||||
TENLog("Error while loading level: " + std::string(ex.what()), LogLevel::Error);
|
||||
LoadedSuccessfully = false;
|
||||
SystemNameHash = 0;
|
||||
}
|
||||
|
||||
if (dataPtr)
|
||||
|
@ -1254,13 +1283,14 @@ int LoadLevelFile(int levelIndex)
|
|||
|
||||
// Loading level is done is two threads, one for loading level and one for drawing loading screen
|
||||
IsLevelLoading = true;
|
||||
hLoadLevel = _beginthreadex(
|
||||
|
||||
_beginthreadex(
|
||||
nullptr,
|
||||
0,
|
||||
LoadLevel,
|
||||
reinterpret_cast<void*>(levelIndex),
|
||||
0,
|
||||
&ThreadId);
|
||||
NULL);
|
||||
|
||||
while (IsLevelLoading);
|
||||
|
||||
|
|
|
@ -18,8 +18,7 @@
|
|||
#define IDC_BILINEAR 1032
|
||||
#define IDC_CAUSTICS 1032
|
||||
#define IDC_TEXRESTXT 1033
|
||||
#define IDC_LOWTEXT 1034
|
||||
#define IDC_VOLUMETRIC_FOG 1034
|
||||
#define IDC_ANTIALIASING 1034
|
||||
#define IDC_LOWBUMP 1035
|
||||
#define IDC_BUMPMAP 1036
|
||||
#define IDC_SNDADAPTERTXT 1037
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue