MontyTRC89
a455a091c0
Removed test code; Removed scripts from project (they will be created by LD); Added some missing strings for inventory; Added scripting for puzzles; Removed some old code for scripting;
2021-06-23 05:58:24 +02:00
hispidence
befb08c759
Remove test code.
2021-06-21 16:23:18 +01:00
MontyTRC89
be7ca082d9
Added Strings.lua
2021-06-20 06:34:52 +02:00
MontyTRC89
dc5db910f2
Added translations support and fixed some bugs with strings
2021-06-20 06:33:44 +02:00
MontyTRC89
e2e4022188
Merge branch 'master' into NewLuaScripting
...
# Conflicts:
# TR5Main/Scripting/GameFlowScript.cpp
# TR5Main/Scripting/GameFlowScript.h
2021-06-19 07:20:04 +02:00
MontyTRC89
a6b3916d72
Merge conflicts
2021-06-19 07:14:38 +02:00
MontyTRC89
a4467c2a4b
Moving to stringed keys for game strings
2021-06-19 07:11:22 +02:00
hispidence
c87a2d6650
Add some missing strings so I can remap controls. These will very likely be replaced when the new strings system is finished.
2021-06-18 02:16:08 +01:00
asasas9500
f5d5070373
Improve expanding platform
2021-06-17 20:13:28 -03:00
wolfcheese
26860575a2
Added bridge collision to FALLING_BLOCK
2021-06-16 10:19:46 -04:00
hispidence
73e16375f0
Add new source files to VS project.
2021-06-16 15:10:25 +01:00
hispidence
ea551c4219
Load script data from Lua.
2021-06-16 15:10:05 +01:00
hispidence
7ff1ab2349
GameFlowScript changes:
...
Remove all code related to reading SCRIPT.DAT.
Include AudioTracks.h, which, I emphasise, is temporary until we start listing audio tracks in Lua.
Hardcode language to English for now.
Add WeatherType and LaraType usertypes. These were in the Lua scripts but weren't connected with their related C++ types.
Name -> NameStringIndex; the latter is what the engine reads, and as far as I can tell, that is what GameFlow.lua is passing.
Add _GameFlow usertype to correspond to the GameFlow class. I don't think this is the perfect way to expose this functionality to Lua, but it will do the job for now.
GameFlow's destructor now deletes its dynamically allocated memory. Note that I haven't fully looked into whether said memory needs to be dynamically allocated; I just new'd GameScriptLevels and LanguageScripts because they were being new'd in the original implementation.
2021-06-16 15:05:10 +01:00
hispidence
0671780c89
Change string back; I was using this for debugging.
2021-06-16 14:52:30 +01:00
hispidence
b4ffd55914
GameFlowScript changes:
...
Inherit from LuaHandler.
Remove the SCRIPT.DAT-related code.
Add m_translationsMap which stores strings by key and holds a vector with their translations. The index of a translation corresponds with the index of the language in m_languageNames; e.g. if Italian is at index 2 in m_languageNames, then the Italian translation of a string will be at index 2 in the vector. See GameFlow:SetStrings in English.lua.
Add m_languageNames which stores a vector of language names. See GameFlow:SetLanguageNames in English.lua.
Add WriteDefaults and AddTracks, which is there for data which isn't in Lua scripts yet. It will be removed in the future.
Add AddLevel, which corresponds with GameFlow:AddLevel in Gameflow.lua.
Add LoadGameFlowScript, which loads (for now) Gameflow.lua and English.lua.
Add GetLang, which is to load the old-style strings and which will be removed when the switch to new strings is complete.
2021-06-16 14:51:58 +01:00
hispidence
a70bd1f13d
GameLogicScript inherits from LuaHandler now.
2021-06-16 14:39:43 +01:00
hispidence
5dfd9eda6f
Call WriteDefaults and AddTracks. These are temporary things to add the settings which were in SCRIPT.DAT but which have no Lua counterpart yet.
...
The bool "rain" is now the WeatherType "Weather" to reflect what's in the C++ implementation.
Gameflow -> GameFlow to be consistent with C++.
2021-06-16 14:38:59 +01:00
hispidence
f8d19c32b9
Add working demo of new strings system. I believe the plan is that in the future, this will be automatically generated in TombIDE - right now it's only for demonstration purposes.
...
Gameflow -> GameFlow for consistency with the C++ source.
2021-06-16 14:35:27 +01:00
hispidence
d26b600539
Change Strings to std::unordered_map. This is a temporary thing to work nicely with the current English.lua, and will be removed/replaced/reworked when the new strings system is fully in place.
2021-06-16 14:33:43 +01:00
hispidence
046c712402
Add LuaHandler class to hold some repeated functionality between GameFlowScript and GameLogicScript.
2021-06-16 14:32:42 +01:00
hispidence
a887352ef2
Make hardcoded array of audio names, as they would normally be loaded from SCRIPT.DAT which is being removed - this is only present until a new system is in-place for them.
2021-06-16 14:29:50 +01:00
hispidence
eda7f9f2f2
Make const to allow for (temporarily) hardcoded names.
2021-06-16 14:28:08 +01:00
wolfcheese
afeb234ebe
Missed these from the previous commit
2021-06-15 19:52:39 -04:00
wolfcheese
d446c14175
Merge branch 'master' of https://github.com/MontyTRC89/TombEngine
2021-06-15 19:48:53 -04:00
wolfcheese
8da8973f19
Added checks to raising block, pushable block, floor and ceiling trapdoors to prevent crashing upon load
2021-06-15 19:48:30 -04:00
Trxye
cec71ac156
Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
2021-06-15 14:09:56 -05:00
Trxye
55b517010d
diary bs
2021-06-15 14:09:49 -05:00
wolfcheese
4301289df4
Updates to expanding platform
2021-06-15 10:43:13 -04:00
wolfcheese
b9e9971a35
Added height check to expanding_platform based on its animation
2021-06-13 11:34:46 -04:00
wolfcheese
d83cd56a50
Cleaned up code for generic trapdoors
2021-06-12 16:39:13 -04:00
wolfcheese
28f377789e
Added rudimentary implementation of EXPANDING_PLATFORM
2021-06-11 22:57:58 -04:00
wolfcheese
db6f0ea131
Merge branch 'master' of https://github.com/montytrc89/tombengine
2021-06-11 12:07:46 -04:00
wolfcheese
48ccbe0d8a
Added bridge collision to trapdoor
2021-06-11 12:07:09 -04:00
Trxye
43cc938825
fix kayak bug again
2021-06-11 11:03:42 -05:00
Trxye
a1b49f75bf
move options_table to the inventory list; implement rotation flags
2021-06-11 02:47:23 -05:00
Trxye
9a54e9a124
implement extra pickup items & examines
2021-06-11 01:06:43 -05:00
Trxye
0c6f3de5b7
fix pickup display; fix ring inv compile; implement extra puzzle/key items in inventory;
2021-06-10 14:40:28 -05:00
Trxye
fda0e1ac3d
fix compile
2021-06-10 11:36:34 -05:00
Trxye
f49c161b62
Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
2021-06-09 22:48:27 -05:00
Trxye
e2b0178cb8
InitialiseObelisk(); some of ObeliskControl()
2021-06-09 22:48:18 -05:00
wolfcheese
7f87f695b7
Prevent crouching from overriding lasersight
2021-06-09 18:28:25 -04:00
wolfcheese
866cfe6de1
Fixed skeleton OCB 3
2021-06-09 12:37:40 -04:00
wolfcheese
e43c45726a
Removed invalid camera from final spline (if snap to lara is not enabled)
2021-06-09 09:15:58 -04:00
wolfcheese
3b198afaef
Beetle's room number was not updating due to low height; added small adjustment to its GetFloor()
2021-06-08 16:04:43 -04:00
MontyTRC89
41fadcb4fd
Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
2021-06-08 06:33:00 +02:00
MontyTRC89
4baeab5ab9
Potentially fixed ID_PULLEY
2021-06-08 06:32:51 +02:00
wolfcheese
0ce18644b5
Merge branch 'master' of https://github.com/montytrc89/tombengine
2021-06-07 12:03:59 -04:00
wolfcheese
077766d662
Twoblockplatform ceiling adjusted to allow tall blocks to enter underneath. GetCollidingObjects no longer finds objects under the colliding item's floor
2021-06-07 12:03:53 -04:00
MontyTRC89
54e48e4c52
Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
2021-06-07 16:10:51 +02:00
MontyTRC89
3508c7217b
Fixed ID_SKELETON immortality
2021-06-07 16:10:43 +02:00