TombEngine/TR5Main/Scripting/GameScriptInventoryObject.h

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#pragma once
#include <string>
#include "ItemEnumPair.h"
#include "GameScriptRotation.h"
#include "newinv2.h"
static const std::unordered_map<std::string, rotflags> kRotAxes{
{"X", rotflags::INV_ROT_X},
{"Y", rotflags::INV_ROT_Y},
{"Z", rotflags::INV_ROT_Z}
};
static const std::unordered_map<std::string, item_options> kItemActions{
{"USE", item_options::OPT_USE},
{"EQUIP", item_options::OPT_EQUIP},
{"EXAMINE", item_options::OPT_EXAMINABLE}
};
namespace sol {
class state;
}
struct GameScriptInventoryObject
{
std::string name{};
inv_objects slot{ INV_OBJECT_PISTOLS };
float yOffset{ 0.0f };
float scale{ 1.0f };
GameScriptRotation rot{};
rotflags rotationFlags{ rotflags::INV_ROT_X };
int meshBits{ 0 };
item_options action{ item_options::OPT_USE };
GameScriptInventoryObject() = default;
GameScriptInventoryObject(std::string const & a_name, ItemEnumPair a_slot, float a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, item_options a_actions);
static void Register(sol::state* lua);
void SetAction(item_options a_action);
void SetSlot(ItemEnumPair a_slot);
};