TombEngine/TR5Main/Scripting/GameScript.cpp
2018-09-17 12:09:23 +02:00

257 lines
No EOL
6.2 KiB
C++

#include "GameScript.h"
GameScript::GameScript()
{
m_lua.open_libraries(sol::lib::base);
m_lua.new_usertype<GameScriptSettings>("GameScriptSettings",
"screenwidth", &GameScriptSettings::ScreenWidth,
"screenheight", &GameScriptSettings::ScreenHeight,
"windowtitle", &GameScriptSettings::WindowTitle,
"enabledynamicshadows", &GameScriptSettings::EnableDynamicShadows,
"windowed", &GameScriptSettings::Windowed,
"enablewatercaustics", &GameScriptSettings::EnableWaterCaustics,
"drawingdistance", &GameScriptSettings::DrawingDistance
);
m_lua.new_usertype<GameScriptSkyLayer>("SkyLayer",
sol::constructors<GameScriptSkyLayer(byte, byte, byte, __int16)>(),
"r", &GameScriptSkyLayer::R,
"g", &GameScriptSkyLayer::G,
"b", &GameScriptSkyLayer::B,
"speed", &GameScriptSkyLayer::CloudSpeed
);
m_lua.new_usertype<GameScriptFog>("Fog",
sol::constructors<GameScriptFog(byte, byte, byte)>(),
"r", &GameScriptFog::R,
"g", &GameScriptFog::G,
"b", &GameScriptFog::B
);
m_lua.new_usertype<GameScriptLevel>("Level",
sol::constructors<GameScriptLevel()>(),
"name", &GameScriptLevel::Name,
"script", &GameScriptLevel::ScriptFileName,
"filename", &GameScriptLevel::FileName,
"loadscreen", &GameScriptLevel::LoadScreenFileName,
"soundtrack", &GameScriptLevel::Soundtrack,
"layer1", &GameScriptLevel::Layer1,
"layer2", &GameScriptLevel::Layer2,
"fog", &GameScriptLevel::Fog,
"horizon", &GameScriptLevel::Horizon,
"coladdhorizon", &GameScriptLevel::ColAddHorizon,
"storm", &GameScriptLevel::Storm,
"background", &GameScriptLevel::Background,
"rain", &GameScriptLevel::Rain,
"snow", &GameScriptLevel::Snow,
"laratype", &GameScriptLevel::LaraType,
"resethub", &GameScriptLevel::ResetHub
);
m_lua.new_usertype<GameScript>("GameScript",
"levels", &GameScript::m_levels,
"settings", &GameScript::m_settings,
"strings", &GameScript::m_strings,
"addLevel", &GameScript::AddLevel
);
m_strings.resize(NUM_STRINGS);
// define some constants
m_lua["LaraType"] = m_lua.create_table_with(
"Normal", LARA_DRAW_TYPE::LARA_NORMAL,
"Young", LARA_DRAW_TYPE::LARA_YOUNG,
"DiveSuit", LARA_DRAW_TYPE::LARA_DIVESUIT,
"CatSuit", LARA_DRAW_TYPE::LARA_CATSUIT
);
m_lua["Gameflow"] = this;
}
GameScript::~GameScript()
{
}
string GameScript::loadScriptFromFile(char* luaFilename)
{
ifstream ifs(luaFilename, ios::in | ios::binary | ios::ate);
ifstream::pos_type fileSize = ifs.tellg();
ifs.seekg(0, ios::beg);
vector<char> bytes(fileSize);
ifs.read(bytes.data(), fileSize);
return string(bytes.data(), fileSize);
}
bool GameScript::LoadGameStrings(char* luaFilename)
{
string script = loadScriptFromFile(luaFilename);
m_lua.script(script);
return true;
}
bool GameScript::LoadGameSettings(char* luaFilename)
{
string script = loadScriptFromFile(luaFilename);
m_lua.script(script);
return true;
}
bool GameScript::ExecuteScript(char* luaFilename)
{
string script = loadScriptFromFile(luaFilename);
m_lua.script(script);
return true;
}
char* GameScript::GetString(__int32 id)
{
return ((char*)m_strings[id - 1].c_str());
}
GameScriptSettings* GameScript::GetSettings()
{
return &m_settings;
}
GameScriptLevel* GameScript::GetLevel(__int32 id)
{
return m_levels[id];
}
void GameScript::SetHorizon(bool horizon, bool colAddHorizon)
{
DrawHorizon = horizon;
ColAddHorizon = colAddHorizon;
}
void GameScript::SetLayer1(byte r, byte g, byte b, __int16 speed)
{
SkyColor1.r = r;
SkyColor1.g = g;
SkyColor1.b = b;
SkyVelocity1 = speed;
SkyColorLayer1.x = r / 255.0f;
SkyColorLayer1.y = g / 255.0f;
SkyColorLayer1.z = b / 255.0f;
SkySpeedLayer1 = speed;
}
void GameScript::SetLayer2(byte r, byte g, byte b, __int16 speed)
{
SkyColor2.r = r;
SkyColor2.g = g;
SkyColor2.b = b;
SkyVelocity2 = speed;
SkyColorLayer2.x = r / 255.0f;
SkyColorLayer2.y = g / 255.0f;
SkyColorLayer2.z = b / 255.0f;
SkySpeedLayer2 = speed;
}
void GameScript::SetFog(byte r, byte g, byte b, __int16 startDistance, __int16 endDistance)
{
FogColor.x = r / 255.0f;
FogColor.y = g / 255.0f;
FogColor.z = b / 255.0f;
FogInDistance = startDistance;
FogOutDistance = endDistance;
}
__int32 GameScript::GetNumLevels()
{
return m_levels.size();
}
void GameScript::AddLevel(GameScriptLevel* level)
{
m_levels.push_back(level);
}
bool GameScript::DoGameflow()
{
// We start with the title level
CurrentLevel = 0;
SelectedLevelForNewGame = 0;
// We loop indefinitely, looking for return values of DoTitle or DoLevel
bool loadFromSavegame = false;
while (true)
{
// First we need to fill some legacy variables in PCTomb5.exe
GameScriptLevel* level = m_levels[CurrentLevel];
CurrentAtmosphere = level->Soundtrack;
if (level->Horizon)
{
SkyColor1.r = level->Layer1.R;
SkyColor1.g = level->Layer1.G;
SkyColor1.b = level->Layer1.B;
SkyVelocity1 = level->Layer1.CloudSpeed;
SkyColor2.r = level->Layer2.R;
SkyColor2.g = level->Layer2.G;
SkyColor2.b = level->Layer2.B;
SkyVelocity2 = level->Layer2.CloudSpeed;
}
if (level->Storm)
{
SkyStormColor[0] = level->Layer1.R;
SkyStormColor[1] = level->Layer1.G;
SkyStormColor[2] = level->Layer1.B;
}
GAME_STATUS status;
if (CurrentLevel == 0)
{
status = DoTitle(0);
}
else
{
status = DoLevel(CurrentLevel, CurrentAtmosphere, loadFromSavegame);
loadFromSavegame = false;
}
switch (status)
{
case GAME_STATUS::GAME_STATUS_EXIT_GAME:
return true;
case GAME_STATUS::GAME_STATUS_EXIT_TO_TITLE:
CurrentLevel = 0;
break;
case GAME_STATUS::GAME_STATUS_NEW_GAME:
CurrentLevel = (SelectedLevelForNewGame != 0 ? SelectedLevelForNewGame : 1);
SelectedLevelForNewGame = 0;
gfInitialiseGame = true;
break;
case GAME_STATUS::GAME_STATUS_LOAD_GAME:
CurrentLevel = Savegame.LevelNumber;
loadFromSavegame = true;
break;
case GAME_STATUS::GAME_STATUS_LEVEL_COMPLETED:
if (CurrentLevel == m_levels.size())
{
// TODO: final credits
}
else
CurrentLevel++;
break;
}
}
return true;
}
GameScript* g_Script;