Working on scripts

This commit is contained in:
Vladislav Khorev committed 2026-05-17 14:39:02 +03:00
1 parent c086fe1ef0
commit 4044acefb2
35 files changed
+107190 -185

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+11
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@@ -432,6 +432,17 @@ void Character::update(int64_t deltaMs) {
if (currentState == AnimationState::ACTION_TO_DEATH)
{
currentState = AnimationState::DEATH_IDLE;
if (onDeathAnimComplete) {
auto cb = std::move(onDeathAnimComplete);
onDeathAnimComplete = nullptr;
cb();
//TODO: need to add some delay here
currentState = AnimationState::STAND;
resetAnim = true;
showWeapon = false;
battle_state = 0;
attack = 0;
}
}
}
+3
View File
@@ -146,6 +146,9 @@ public:
float slowMoActiveTime = 6.0f;
float getSpeedMultiplier(float transitionProgress) const;
// Called once when the death animation finishes and the character enters DEATH_IDLE.
std::function<void()> onDeathAnimComplete;
private:
std::map<AnimationState, BoneAnimationDataNew> animations;
+136 -16
View File
@@ -147,6 +147,18 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x1" << std::endl;
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x3" << std::endl;
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x4" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
std::cout << "Load resurces step 12x5" << std::endl;
renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_web.fragment", CONST_ZIP_FILE);
#else
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
@@ -161,6 +173,15 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("darklands_fog", "resources/shaders/darklands_fog.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_fog_skinning", "resources/shaders/darklands_fog_skinning.vertex", "resources/shaders/darklands_fog_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("darklands_flash", "resources/shaders/default.vertex", "resources/shaders/darklands_flash_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("shadow_depth", "resources/shaders/shadow_depth.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("shadow_depth_skinning", "resources/shaders/shadow_depth_skinning.vertex", "resources/shaders/shadow_depth_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default_shadow", "resources/shaders/default_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("skinning_shadow", "resources/shaders/skinning_shadow.vertex", "resources/shaders/default_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_shadow", "resources/shaders/fog_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
#endif
std::cout << "Load resurces step 4" << std::endl;
@@ -201,19 +222,29 @@ namespace ZL
locations["uni_interior"] = std::make_shared<Location>(renderer, inventory);
locations["uni_interior"]->setup(uniInteriorParams);
locations["uni_interior"]->scriptEngine.setGlobalStore(&globalInts);
locations["uni_interior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
if (locations["uni_interior"]->player)
locations["uni_interior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
LocationSetup uniExteriorParams = uniInteriorParams;
uniExteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects2.json";
uniExteriorParams.interactiveObjectsJsonPath = "";
uniExteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects_uni_exterior.json";
uniExteriorParams.interactiveObjectsJsonPath = "resources/config2/interactive_objects_uni_exterior.json";
//uniExteriorParams.navigationJsonPaths = {"resources/config2/navigation2.json"};
uniExteriorParams.navigationJsonPaths = { "resources/w/nav_uni_exterior.txt" };
uniExteriorParams.teleportsJsonPath = "resources/config2/teleports2.json";
uniExteriorParams.triggerZonesJsonPath = "resources/config2/trigger_zones2.json";
uniExteriorParams.scriptPath = "resources/start2.lua";
uniExteriorParams.teleportsJsonPath = "resources/config2/teleports_uni_exterior.json";
uniExteriorParams.triggerZonesJsonPath = "resources/config2/trigger_zones_uni_exterior.json";
uniExteriorParams.scriptPath = "resources/start_uni_exterior.lua";
uniExteriorParams.playerPosition = Eigen::Vector3f(5, 0, -18.4);
uniExteriorParams.npcsJsonPath = "resources/config2/npcs2.json";
uniExteriorParams.npcsJsonPath = "resources/config2/npcs_uni_exterior.json";
uniExteriorParams.dialoguesJsonPath = "resources/dialogue/uni_exterior_dialogues.json";
locations["uni_exterior"] = std::make_shared<Location>(renderer, inventory);
locations["uni_exterior"]->setup(uniExteriorParams);
locations["uni_exterior"]->scriptEngine.setGlobalStore(&globalInts);
locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
if (locations["uni_exterior"]->player)
locations["uni_exterior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
LocationSetup params_dorm;
params_dorm.gameObjectsJsonPath = "resources/config2/gameobjects_dorm.json";
@@ -230,6 +261,10 @@ namespace ZL
locations["location_dorm"] = std::make_shared<Location>(renderer, inventory);
locations["location_dorm"]->setup(params_dorm);
locations["location_dorm"]->scriptEngine.setGlobalStore(&globalInts);
locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
if (locations["location_dorm"]->player)
locations["location_dorm"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
// Teleport callbacks: destination name and position come from the teleport zone data.
auto teleportCallback = [this](const std::string& destName, const Eigen::Vector3f& destPos, float destRotY) {
@@ -239,6 +274,8 @@ namespace ZL
std::cerr << "[TELEPORT] Unknown destination location: " << destName << std::endl;
return;
}
if (currentLocation)
currentLocation->scriptEngine.callLocationExitCallback();
currentLocation = it->second;
if (currentLocation->player) {
currentLocation->player->position = destPos;
@@ -247,7 +284,7 @@ namespace ZL
currentLocation->player->targetFacingAngle = destRotY;
}
currentLocation->cameraAzimuth = destRotY;
currentLocation->scriptEngine.callLocationEnterCallback();
};
locations["uni_exterior"]->onTeleport = teleportCallback;
@@ -255,9 +292,10 @@ namespace ZL
locations["location_dorm"]->onTeleport = teleportCallback;
currentLocation = locations["location_dorm"];
currentLocation->scriptEngine.callLocationEnterCallback();
std::cout << "Load resurces step 5" << std::endl;
/*
std::cout << "Load resurces step 12" << std::endl;
// Shadow mapping shaders
@@ -287,7 +325,7 @@ namespace ZL
renderer.shaderManager.AddShaderFromFiles("fog_skinning_shadow", "resources/shaders/fog_skinning_shadow.vertex", "resources/shaders/fog_shadow_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneFade", "resources/shaders/default.vertex", "resources/shaders/cutscene_fade_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("cutsceneBlack", "resources/shaders/default.vertex", "resources/shaders/cutscene_black_desktop.fragment", CONST_ZIP_FILE);
#endif
#endif*/
std::cout << "Load resurces step 13" << std::endl;
@@ -349,7 +387,10 @@ namespace ZL
{
if (currentLocation)
{
if (currentLocation->isDarklands) {
// Sync global darklands flag so Location's raycast and draw functions see it.
currentLocation->isDarklands = isDarklands;
if (isDarklands) {
currentLocation->drawGameDarklands();
CheckGlError(__FILE__, __LINE__);
}
@@ -370,6 +411,7 @@ namespace ZL
// ??? Main menu???
}
drawUI();
drawDarklandsFlash();
}
CheckGlError(__FILE__, __LINE__);
}
@@ -429,6 +471,8 @@ namespace ZL
lastTickCount = newTickCount;
updateDarklandsFlash(delta);
if (currentLocation)
{
currentLocation->update(delta);
@@ -543,8 +587,7 @@ namespace ZL
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) {
case SDLK_0:
if (currentLocation)
currentLocation->startDarklandsTransition();
startDarklandsTransition();
break;
case SDLK_1:
//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
@@ -577,15 +620,15 @@ namespace ZL
case SDLK_o:
//y = y + 0.002;
//currentLocation->player->hp = 200;
currentLocation->npcs[0]->walkSpeed += 0.01f;
std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
//currentLocation->npcs[0]->walkSpeed += 0.01f;
//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
break;
case SDLK_k:
//y = y - 0.002;
std::cout << "Player pos: " << currentLocation->player->position.transpose() << std::endl;
currentLocation->npcs[0]->walkSpeed -= 0.01f;
std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
//currentLocation->npcs[0]->walkSpeed -= 0.01f;
//std::cout << "Walk speed: " << currentLocation->npcs[0]->walkSpeed << std::endl;
break;
case SDLK_p:
@@ -865,4 +908,81 @@ namespace ZL
}
}
bool Game::startDarklandsTransition()
{
if (darklandsFlashActive) return false;
darklandsFlashActive = true;
darklandsFlashFadingIn = true;
darklandsFlashAlpha = 0.0f;
return true;
}
void Game::updateDarklandsFlash(int64_t deltaMs)
{
if (!darklandsFlashActive) return;
static constexpr float kFadeDurationMs = 500.0f;
const float step = static_cast<float>(deltaMs) / kFadeDurationMs;
if (darklandsFlashFadingIn) {
darklandsFlashAlpha = min(darklandsFlashAlpha + step, 1.0f);
if (darklandsFlashAlpha >= 1.0f) {
isDarklands = !isDarklands;
if (currentLocation) {
if (isDarklands)
currentLocation->scriptEngine.callDarklandsEnterCallback();
else
currentLocation->scriptEngine.callDarklandsExitCallback();
}
darklandsFlashFadingIn = false;
}
} else {
darklandsFlashAlpha = max(darklandsFlashAlpha - step, 0.0f);
if (darklandsFlashAlpha <= 0.0f) {
darklandsFlashAlpha = 0.0f;
darklandsFlashActive = false;
}
}
}
void Game::drawDarklandsFlash()
{
if (darklandsFlashAlpha <= 0.001f) return;
const float W = static_cast<float>(Environment::projectionWidth);
const float H = static_cast<float>(Environment::projectionHeight);
if (darklandsFlashQuadW != W || darklandsFlashQuadH != H) {
darklandsFlashQuadW = W;
darklandsFlashQuadH = H;
VertexDataStruct data;
data.PositionData = {
{0.f, 0.f, 0.f}, {0.f, H, 0.f}, {W, H, 0.f},
{W, H, 0.f}, {W, 0.f, 0.f}, {0.f, 0.f, 0.f}
};
data.TexCoordData = {
{0.f, 0.f}, {0.f, 1.f}, {1.f, 1.f},
{1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}
};
darklandsFlashQuad.data = std::move(data);
darklandsFlashQuad.RefreshVBO();
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("darklands_flash");
renderer.PushProjectionMatrix(0.0f, W, 0.0f, H, -10.0f, 10.0f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.RenderUniform1f("uAlpha", darklandsFlashAlpha);
renderer.DrawVertexRenderStruct(darklandsFlashQuad);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
glDisable(GL_BLEND);
}
} // namespace ZL
+18
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@@ -47,9 +47,16 @@ namespace ZL {
bool navigationEditorMode = false;
// Global darklands state — persists across location transitions.
bool isDarklands = false;
// Returns false if a transition is already in progress.
bool startDarklandsTransition();
Inventory inventory;
InteractiveObject* pickedUpObject = nullptr;
std::unordered_map<std::string, int> globalInts;
MenuManager menuManager;
void activateSlowMoEffect();
@@ -105,6 +112,17 @@ namespace ZL {
static void onResourcesZipError(const char* filename);
#endif
// White-flash transition state
float darklandsFlashAlpha = 0.0f;
bool darklandsFlashActive = false;
bool darklandsFlashFadingIn = true;
VertexRenderStruct darklandsFlashQuad;
float darklandsFlashQuadW = -1.0f;
float darklandsFlashQuadH = -1.0f;
void updateDarklandsFlash(int64_t deltaMs);
void drawDarklandsFlash();
int64_t newTickCount;
int64_t lastTickCount;
-76
View File
@@ -270,77 +270,6 @@ namespace ZL
}
}
bool Location::startDarklandsTransition()
{
if (darklandsFlashActive) return false;
darklandsFlashActive = true;
darklandsFlashFadingIn = true;
darklandsFlashAlpha = 0.0f;
return true;
}
void Location::updateDarklandsFlash(int64_t deltaMs)
{
if (!darklandsFlashActive) return;
static constexpr float kFadeDurationMs = 500.0f;
const float step = static_cast<float>(deltaMs) / kFadeDurationMs;
if (darklandsFlashFadingIn) {
darklandsFlashAlpha = min(darklandsFlashAlpha + step, 1.0f);
if (darklandsFlashAlpha >= 1.0f) {
isDarklands = !isDarklands;
darklandsFlashFadingIn = false;
}
} else {
darklandsFlashAlpha = max(darklandsFlashAlpha - step, 0.0f);
if (darklandsFlashAlpha <= 0.0f) {
darklandsFlashAlpha = 0.0f;
darklandsFlashActive = false;
}
}
}
void Location::drawDarklandsFlash()
{
if (darklandsFlashAlpha <= 0.001f) return;
const float W = static_cast<float>(Environment::projectionWidth);
const float H = static_cast<float>(Environment::projectionHeight);
if (darklandsFlashQuadW != W || darklandsFlashQuadH != H) {
darklandsFlashQuadW = W;
darklandsFlashQuadH = H;
VertexDataStruct data;
data.PositionData = {
{0.f, 0.f, 0.f}, {0.f, H, 0.f}, {W, H, 0.f},
{W, H, 0.f}, {W, 0.f, 0.f}, {0.f, 0.f, 0.f}
};
data.TexCoordData = {
{0.f, 0.f}, {0.f, 1.f}, {1.f, 1.f},
{1.f, 1.f}, {1.f, 0.f}, {0.f, 0.f}
};
darklandsFlashQuad.data = std::move(data);
darklandsFlashQuad.RefreshVBO();
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderer.shaderManager.PushShader("darklands_flash");
renderer.PushProjectionMatrix(0.0f, W, 0.0f, H, -10.0f, 10.0f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.RenderUniform1f("uAlpha", darklandsFlashAlpha);
renderer.DrawVertexRenderStruct(darklandsFlashQuad);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
glDisable(GL_BLEND);
}
void Location::setupNavigation(const std::vector<std::string>& paths)
{
navigationMapPaths = paths;
@@ -777,7 +706,6 @@ namespace ZL
if (npc) npc->drawHealthBar(renderer, currentView, proj);
}
}
drawDarklandsFlash();
}
void Location::drawShadowDepthPass()
@@ -977,7 +905,6 @@ namespace ZL
if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj);
}
}
drawDarklandsFlash();
}
void Location::drawGameDarklands()
@@ -1047,7 +974,6 @@ namespace ZL
if (npc) npc->drawHealthBar(renderer, currentView, proj);
}
}
drawDarklandsFlash();
}
bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available)
@@ -1208,8 +1134,6 @@ namespace ZL
void Location::update(int64_t delta)
{
updateDarklandsFlash(delta);
for (auto& intObj : interactiveObjects) {
intObj.update(delta);
}
+5 -13
View File
@@ -83,10 +83,13 @@ namespace ZL
std::vector<TriggerZone> triggerZones;
// Set by Game and kept in sync across location transitions.
// Read by draw functions and raycast — do not write from Location code.
bool isDarklands = false;
// Returns false if a transition is already in progress (guards against double-press).
bool startDarklandsTransition();
// Set by Game after setup(). Lua and onDeathAnimComplete call this to
// request the transition without coupling Location to Game directly.
std::function<bool()> requestDarklandsTransition;
// Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon
bool navigationEditorMode = false;
@@ -143,17 +146,6 @@ namespace ZL
Inventory& inventory;
private:
// White-flash transition state for darklands toggle
float darklandsFlashAlpha = 0.0f;
bool darklandsFlashActive = false;
bool darklandsFlashFadingIn = true;
VertexRenderStruct darklandsFlashQuad;
float darklandsFlashQuadW = -1.0f;
float darklandsFlashQuadH = -1.0f;
void updateDarklandsFlash(int64_t deltaMs);
void drawDarklandsFlash();
void resolveCharacterCollisions();
void updateDynamicReplans(int64_t deltaMs);
void loadTeleportZones(const std::string& jsonPath, const char* zipFile);
+102
View File
@@ -16,6 +16,11 @@ namespace ZL {
std::unordered_map<std::string, sol::protected_function> triggerEnterCallbacks;
std::unordered_map<std::string, sol::protected_function> triggerExitCallbacks;
std::unordered_map<std::string, sol::protected_function> cutsceneCompleteCallbacks;
std::unordered_map<std::string, int>* globalInts = nullptr;
sol::protected_function locationEnterCallback;
sol::protected_function locationExitCallback;
sol::protected_function darklandsEnterCallback;
sol::protected_function darklandsExitCallback;
};
ScriptEngine::ScriptEngine() = default;
@@ -163,6 +168,63 @@ namespace ZL {
this_impl->triggerExitCallbacks[zoneId] = onExit.as<sol::protected_function>();
});
// start_darklands_transition()
// Triggers the white-flash transition to toggle darklands mode.
// Does nothing if a transition is already in progress.
api.set_function("start_darklands_transition",
[game]() {
if (game->requestDarklandsTransition)
game->requestDarklandsTransition();
});
// set_location_callbacks(on_enter, on_exit)
// on_enter() called once when the player arrives at this location.
// on_exit() called once just before the player leaves this location.
api.set_function("set_location_callbacks",
[this_impl = impl.get()](sol::object onEnter, sol::object onExit) {
if (onEnter.is<sol::protected_function>())
this_impl->locationEnterCallback = onEnter.as<sol::protected_function>();
if (onExit.is<sol::protected_function>())
this_impl->locationExitCallback = onExit.as<sol::protected_function>();
});
// is_darklands() → bool
api.set_function("is_darklands",
[game]() { return game->isDarklands; });
// set_player_hp(value) — sets the player's current HP directly.
api.set_function("set_player_hp",
[game](float value) {
if (game->player)
game->player->hp = value;
});
// Global integer store — shared across all location scripts.
// setIntValue(key, value) / getIntValue(key) → int (0 if not set)
api.set_function("setIntValue",
[this_impl = impl.get()](const std::string& key, int value) {
if (this_impl->globalInts)
(*this_impl->globalInts)[key] = value;
});
api.set_function("getIntValue",
[this_impl = impl.get()](const std::string& key) -> int {
if (!this_impl->globalInts) return 0;
auto it = this_impl->globalInts->find(key);
return it != this_impl->globalInts->end() ? it->second : 0;
});
// set_darklands_callbacks(on_enter, on_exit)
// on_enter() called when the player switches into Darklands mode.
// on_exit() called when the player switches back to normal mode.
// Pass nil to omit either callback.
api.set_function("set_darklands_callbacks",
[this_impl = impl.get()](sol::object onEnter, sol::object onExit) {
if (onEnter.is<sol::protected_function>())
this_impl->darklandsEnterCallback = onEnter.as<sol::protected_function>();
if (onExit.is<sol::protected_function>())
this_impl->darklandsExitCallback = onExit.as<sol::protected_function>();
});
api.set_function("set_trigger_zone_enabled",
[game](int index, bool value) {
auto& triggerZones = game->triggerZones;
@@ -405,6 +467,46 @@ namespace ZL {
}
}
void ScriptEngine::setGlobalStore(std::unordered_map<std::string, int>* store) {
if (impl) impl->globalInts = store;
}
void ScriptEngine::callLocationEnterCallback() {
if (!impl || !impl->locationEnterCallback.valid()) return;
auto result = impl->locationEnterCallback();
if (!result.valid()) {
sol::error err = result;
std::cerr << "[SCRIPT] location enter callback error: " << err.what() << "\n";
}
}
void ScriptEngine::callLocationExitCallback() {
if (!impl || !impl->locationExitCallback.valid()) return;
auto result = impl->locationExitCallback();
if (!result.valid()) {
sol::error err = result;
std::cerr << "[SCRIPT] location exit callback error: " << err.what() << "\n";
}
}
void ScriptEngine::callDarklandsEnterCallback() {
if (!impl || !impl->darklandsEnterCallback.valid()) return;
auto result = impl->darklandsEnterCallback();
if (!result.valid()) {
sol::error err = result;
std::cerr << "[SCRIPT] darklands enter callback error: " << err.what() << "\n";
}
}
void ScriptEngine::callDarklandsExitCallback() {
if (!impl || !impl->darklandsExitCallback.valid()) return;
auto result = impl->darklandsExitCallback();
if (!result.valid()) {
sol::error err = result;
std::cerr << "[SCRIPT] darklands exit callback error: " << err.what() << "\n";
}
}
void ScriptEngine::callCutsceneCompleteCallback(const std::string& cutsceneId) {
if (!impl) return;
auto it = impl->cutsceneCompleteCallbacks.find(cutsceneId);
+9
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@@ -1,6 +1,7 @@
#pragma once
#include <string>
#include <memory>
#include <unordered_map>
namespace ZL {
@@ -27,6 +28,14 @@ public:
void callTriggerEnterCallback(const std::string& zoneId);
void callTriggerExitCallback(const std::string& zoneId);
void setGlobalStore(std::unordered_map<std::string, int>* store);
void callLocationEnterCallback();
void callLocationExitCallback();
void callDarklandsEnterCallback();
void callDarklandsExitCallback();
void callCutsceneCompleteCallback(const std::string& cutsceneId);
private:
+1
View File
@@ -180,6 +180,7 @@ namespace ZL {
}
if (shaderResourceMap.find(shaderName) == shaderResourceMap.end()) {
std::cout << "Shader does not exist: " << shaderName << std::endl;
throw std::runtime_error("Shader does not exist!");
}