TombEngine/TR5Main/Scripting/GameLogicScript.h

122 lines
No EOL
4 KiB
C++

#pragma once
#include "ChunkId.h"
#include "ChunkReader.h"
#include "ChunkWriter.h"
#include "LEB128.h"
#include "Streams.h"
#include "items.h"
#include "LuaHandler.h"
#include "trmath.h"
#include "GameScriptColor.h"
#include "GameScriptPosition.h"
#include "GameScriptRotation.h"
#include "GameScriptItemInfo.h"
typedef struct LuaFunction {
std::string Name;
std::string Code;
bool Executed;
};
struct GameScriptVector3 {
float x;
float y;
float z;
};
class LuaVariables
{
public:
std::map<std::string, sol::object> variables;
sol::object GetVariable(std::string key);
void SetVariable(std::string key, sol::object value);
};
typedef struct LuaVariable
{
bool IsGlobal;
std::string Name;
int Type;
float FloatValue;
int IntValue;
std::string StringValue;
bool BoolValue;
};
class GameScript : public LuaHandler
{
private:
LuaVariables m_globals;
LuaVariables m_locals;
std::map<int, short> m_itemsMapId;
std::map<std::string, short> m_itemsMapName;
std::vector<LuaFunction*> m_triggers;
sol::protected_function m_onStart;
sol::protected_function m_onLoad;
sol::protected_function m_onControlPhase;
sol::protected_function m_onSave;
sol::protected_function m_onEnd;
public:
GameScript(sol::state* lua);
void FreeLevelScripts();
void AddTrigger(LuaFunction* function);
void AddLuaId(int luaId, short itemNumber);
void AddLuaName(std::string luaName, short itemNumber);
void AssignItemsAndLara();
bool ExecuteTrigger(short index);
void MakeItemInvisible(short id);
std::unique_ptr<GameScriptItemInfo> GetItemById(int id);
std::unique_ptr<GameScriptItemInfo> GetItemByName(std::string name);
// Variables
template <typename T>
void GetVariables(std::map<std::string, T>& locals, std::map<std::string, T>& globals);
template <typename T>
void SetVariables(std::map<std::string, T>& locals, std::map<std::string, T>& globals);
void ResetVariables();
// Sound
static void PlayAudioTrack(std::string const & trackName, bool looped);
void PlaySoundEffect(int id, GameScriptPosition pos, int flags);
void PlaySoundEffect(int id, int flags);
static void SetAmbientTrack(std::string const & trackName);
// Special FX
void AddLightningArc(GameScriptPosition src, GameScriptPosition dest, GameScriptColor color, int lifetime, int amplitude, int beamWidth, int segments, int flags);
void AddShockwave(GameScriptPosition pos, int innerRadius, int outerRadius, GameScriptColor color, int lifetime, int speed, int angle, int flags);
void AddSprite(GameScriptPosition pos, VectorInt3 vel, VectorInt2 falloff, GameScriptColor startColor, GameScriptColor endColor, int lifeTime, int fadeIn, int fadeOut, int spriteNum, int startSize, int endSize, float angle, int rotation);
void AddDynamicLight(GameScriptPosition pos, GameScriptColor color, int radius, int lifetime);
void AddBlood(GameScriptPosition pos, int num);
void AddFireFlame(GameScriptPosition pos, int size);
void Earthquake(int strength);
// Inventory
static void InventoryAdd(int slot, int count);
static void InventoryRemove(int slot, int count);
void InventoryGetCount(int slot);
void InventorySetCount(int slot, int count);
void InventoryCombine(int slot1, int slot2);
void InventorySeparate(int slot);
// Misc
void PrintString(std::string key, GameScriptPosition pos, GameScriptColor color, int lifetime, int flags);
int FindRoomNumber(GameScriptPosition pos);
void JumpToLevel(int levelNum);
int GetSecretsCount();
void SetSecretsCount(int secretsNum);
void AddOneSecret();
int CalculateDistance(GameScriptPosition pos1, GameScriptPosition pos2);
int CalculateHorizontalDistance(GameScriptPosition pos1, GameScriptPosition pos2);
void InitCallbacks();
void OnStart();
void OnLoad();
void OnControlPhase();
void OnSave();
void OnEnd();
};