mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 00:37:58 +03:00
271 lines
No EOL
6.4 KiB
C++
271 lines
No EOL
6.4 KiB
C++
#include "GameFlowScript.h"
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#include "..\Game\items.h"
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#include "..\Game\box.h"
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#include "..\Game\lot.h"
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#include "..\Game\sound.h"
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GameFlow::GameFlow(sol::state* lua)
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{
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m_lua = lua;
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// Settings type
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m_lua->new_usertype<GameScriptSettings>("GameScriptSettings",
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"screenWidth", &GameScriptSettings::ScreenWidth,
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"screenHeight", &GameScriptSettings::ScreenHeight,
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"windowTitle", &GameScriptSettings::WindowTitle,
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"enableDynamicShadows", &GameScriptSettings::EnableDynamicShadows,
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"windowed", &GameScriptSettings::Windowed,
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"enableWaterCaustics", &GameScriptSettings::EnableWaterCaustics,
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"drawingDistance", &GameScriptSettings::DrawingDistance
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);
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// Layer type
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m_lua->new_usertype<GameScriptSkyLayer>("SkyLayer",
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sol::constructors<GameScriptSkyLayer(byte, byte, byte, __int16)>(),
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"r", &GameScriptSkyLayer::R,
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"g", &GameScriptSkyLayer::G,
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"b", &GameScriptSkyLayer::B,
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"speed", &GameScriptSkyLayer::CloudSpeed
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);
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// Fog type
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m_lua->new_usertype<GameScriptFog>("Fog",
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sol::constructors<GameScriptFog(byte, byte, byte)>(),
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"r", &GameScriptFog::R,
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"g", &GameScriptFog::G,
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"b", &GameScriptFog::B
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);
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// Level type
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m_lua->new_usertype<GameScriptLevel>("Level",
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sol::constructors<GameScriptLevel()>(),
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"name", &GameScriptLevel::Name,
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"script", &GameScriptLevel::ScriptFileName,
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"fileName", &GameScriptLevel::FileName,
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"loadScreen", &GameScriptLevel::LoadScreenFileName,
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"soundTrack", &GameScriptLevel::Soundtrack,
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"layer1", &GameScriptLevel::Layer1,
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"layer2", &GameScriptLevel::Layer2,
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"fog", &GameScriptLevel::Fog,
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"horizon", &GameScriptLevel::Horizon,
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"colAddHorizon", &GameScriptLevel::ColAddHorizon,
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"storm", &GameScriptLevel::Storm,
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"background", &GameScriptLevel::Background,
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"rain", &GameScriptLevel::Rain,
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"snow", &GameScriptLevel::Snow,
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"laraType", &GameScriptLevel::LaraType,
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"resetHub", &GameScriptLevel::ResetHub
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);
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// Item type
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m_lua->new_usertype<ITEM_INFO>("ItemInfo",
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"hitPoints", &ITEM_INFO::hitPoints
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);
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// Gameflow type
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m_lua->new_usertype<GameFlow>("GameFlow",
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"levels", &GameFlow::m_levels,
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"settings", &GameFlow::m_settings,
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"strings", &GameFlow::m_strings,
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"AddLevel", &GameFlow::AddLevel
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);
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m_strings.resize(NUM_STRINGS);
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// define some constants
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(*m_lua)["LaraType"] = m_lua->create_table_with(
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"Normal", LARA_DRAW_TYPE::LARA_NORMAL,
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"Young", LARA_DRAW_TYPE::LARA_YOUNG,
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"DiveSuit", LARA_DRAW_TYPE::LARA_DIVESUIT,
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"CatSuit", LARA_DRAW_TYPE::LARA_CATSUIT
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);
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(*m_lua)["Gameflow"] = this;
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}
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GameFlow::~GameFlow()
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{
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}
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string GameFlow::loadScriptFromFile(char* luaFilename)
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{
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ifstream ifs(luaFilename, ios::in | ios::binary | ios::ate);
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ifstream::pos_type fileSize = ifs.tellg();
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ifs.seekg(0, ios::beg);
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vector<char> bytes(fileSize);
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ifs.read(bytes.data(), fileSize);
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return string(bytes.data(), fileSize);
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}
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bool GameFlow::LoadGameStrings(char* luaFilename)
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{
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string script = loadScriptFromFile(luaFilename);
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m_lua->script(script);
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return true;
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}
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bool GameFlow::LoadGameSettings(char* luaFilename)
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{
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string script = loadScriptFromFile(luaFilename);
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m_lua->script(script);
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return true;
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}
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bool GameFlow::ExecuteScript(char* luaFilename)
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{
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string script = loadScriptFromFile(luaFilename);
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m_lua->script(script);
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return true;
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}
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char* GameFlow::GetString(__int32 id)
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{
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return ((char*)m_strings[id - 1].c_str());
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}
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GameScriptSettings* GameFlow::GetSettings()
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{
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return &m_settings;
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}
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GameScriptLevel* GameFlow::GetLevel(__int32 id)
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{
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return m_levels[id];
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}
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void GameFlow::SetHorizon(bool horizon, bool colAddHorizon)
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{
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DrawHorizon = horizon;
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ColAddHorizon = colAddHorizon;
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}
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void GameFlow::SetLayer1(byte r, byte g, byte b, __int16 speed)
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{
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SkyColor1.r = r;
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SkyColor1.g = g;
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SkyColor1.b = b;
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SkyVelocity1 = speed;
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SkyColorLayer1.x = r / 255.0f;
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SkyColorLayer1.y = g / 255.0f;
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SkyColorLayer1.z = b / 255.0f;
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SkySpeedLayer1 = speed;
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}
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void GameFlow::SetLayer2(byte r, byte g, byte b, __int16 speed)
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{
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SkyColor2.r = r;
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SkyColor2.g = g;
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SkyColor2.b = b;
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SkyVelocity2 = speed;
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SkyColorLayer2.x = r / 255.0f;
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SkyColorLayer2.y = g / 255.0f;
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SkyColorLayer2.z = b / 255.0f;
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SkySpeedLayer2 = speed;
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}
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void GameFlow::SetFog(byte r, byte g, byte b, __int16 startDistance, __int16 endDistance)
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{
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FogColor.x = r / 255.0f;
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FogColor.y = g / 255.0f;
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FogColor.z = b / 255.0f;
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FogInDistance = startDistance;
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FogOutDistance = endDistance;
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}
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__int32 GameFlow::GetNumLevels()
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{
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return m_levels.size();
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}
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void GameFlow::AddLevel(GameScriptLevel* level)
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{
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m_levels.push_back(level);
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}
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bool GameFlow::DoGameflow()
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{
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// We start with the title level
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CurrentLevel = 0;
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SelectedLevelForNewGame = 0;
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// We loop indefinitely, looking for return values of DoTitle or DoLevel
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bool loadFromSavegame = false;
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while (true)
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{
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// First we need to fill some legacy variables in PCTomb5.exe
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GameScriptLevel* level = m_levels[CurrentLevel];
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CurrentAtmosphere = level->Soundtrack;
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if (level->Horizon)
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{
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SkyColor1.r = level->Layer1.R;
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SkyColor1.g = level->Layer1.G;
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SkyColor1.b = level->Layer1.B;
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SkyVelocity1 = level->Layer1.CloudSpeed;
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SkyColor2.r = level->Layer2.R;
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SkyColor2.g = level->Layer2.G;
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SkyColor2.b = level->Layer2.B;
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SkyVelocity2 = level->Layer2.CloudSpeed;
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}
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if (level->Storm)
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{
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SkyStormColor[0] = level->Layer1.R;
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SkyStormColor[1] = level->Layer1.G;
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SkyStormColor[2] = level->Layer1.B;
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}
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GAME_STATUS status;
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if (CurrentLevel == 0)
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{
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status = DoTitle(0);
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}
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else
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{
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status = DoLevel(CurrentLevel, CurrentAtmosphere, loadFromSavegame);
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loadFromSavegame = false;
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}
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switch (status)
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{
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case GAME_STATUS::GAME_STATUS_EXIT_GAME:
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return true;
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case GAME_STATUS::GAME_STATUS_EXIT_TO_TITLE:
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CurrentLevel = 0;
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break;
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case GAME_STATUS::GAME_STATUS_NEW_GAME:
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CurrentLevel = (SelectedLevelForNewGame != 0 ? SelectedLevelForNewGame : 1);
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SelectedLevelForNewGame = 0;
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gfInitialiseGame = true;
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break;
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case GAME_STATUS::GAME_STATUS_LOAD_GAME:
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CurrentLevel = Savegame.LevelNumber;
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loadFromSavegame = true;
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break;
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case GAME_STATUS::GAME_STATUS_LEVEL_COMPLETED:
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if (LevelComplete == m_levels.size())
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{
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// TODO: final credits
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}
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else
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CurrentLevel++;
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break;
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}
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}
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return true;
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}
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GameFlow* g_GameFlow; |