TombEngine/TR5Main/Scripting/GameScriptAIObject.cpp

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#pragma once
#include "framework.h"
#include "GameScriptAIObject.h"
#include "GameScriptPosition.h"
#include <sol.hpp>
/***
AI object
@classmod AIObject
@pragma nostrip
*/
extern bool const WarningsAsErrors;
constexpr auto LUA_CLASS_NAME{ "AIObject" };
static auto index_error = index_error_maker(GameScriptAIObject, LUA_CLASS_NAME);
GameScriptAIObject::GameScriptAIObject(AI_OBJECT & ref, bool temp) : m_aiObject{ref}, m_temporary{ temp }
{};
GameScriptAIObject::~GameScriptAIObject() {
if (m_temporary)
{
s_callbackRemoveName(m_aiObject.luaName);
}
}
void GameScriptAIObject::Register(sol::state* state)
{
state->new_usertype<GameScriptAIObject>(LUA_CLASS_NAME,
sol::meta_function::index, index_error,
/// (@{Position}) position in level
// @mem pos
"pos", sol::property(&GameScriptAIObject::GetPos, &GameScriptAIObject::SetPos),
/// (int) y-axis rotation
// @mem yRot
"yRot", sol::property(&GameScriptAIObject::GetYRot, &GameScriptAIObject::SetYRot),
/// (string) unique string identifier.
// e.g. "door_back_room" or "cracked_greek_statue"
// @mem name
"name", sol::property(&GameScriptAIObject::GetName, &GameScriptAIObject::SetName),
/// (int) room number
// @mem room
"room", sol::property(&GameScriptAIObject::GetRoom, &GameScriptAIObject::SetRoom),
/// (@{ObjID}) object ID
// @mem objID
"objID", sol::property(&GameScriptAIObject::GetObjID, &GameScriptAIObject::SetObjID),
/// (short) flags
// @mem flags
"flags", sol::property(&GameScriptAIObject::GetFlags, &GameScriptAIObject::SetFlags),
/// (short) trigger flags
// @mem triggerFlags
"triggerFlags", sol::property(&GameScriptAIObject::GetTriggerFlags, &GameScriptAIObject::SetTriggerFlags),
/// (short) box number
// @mem boxNumber
"boxNumber", sol::property(&GameScriptAIObject::GetBoxNumber, &GameScriptAIObject::SetBoxNumber)
);
}
GameScriptPosition GameScriptAIObject::GetPos() const
{
return GameScriptPosition{ m_aiObject.x, m_aiObject.y, m_aiObject.z };
}
void GameScriptAIObject::SetPos(GameScriptPosition const& pos)
{
m_aiObject.x = pos.x;
m_aiObject.y = pos.y;
m_aiObject.z = pos.z;
}
GAME_OBJECT_ID GameScriptAIObject::GetObjID() const
{
return m_aiObject.objectNumber;
}
void GameScriptAIObject::SetObjID(GAME_OBJECT_ID objNum)
{
m_aiObject.objectNumber = objNum;
}
short GameScriptAIObject::GetYRot() const
{
return m_aiObject.yRot;
}
void GameScriptAIObject::SetYRot(short yRot)
{
m_aiObject.yRot = yRot;
}
std::string GameScriptAIObject::GetName() const
{
return m_aiObject.luaName;
}
void GameScriptAIObject::SetName(std::string const & id)
{
if (id.empty() && WarningsAsErrors)
throw TENScriptException("Name cannot be blank");
// remove the old name if we have one
s_callbackRemoveName(m_aiObject.luaName);
// un-register any other objects using this name.
// maybe we should throw an error if another object
// already uses the name...
s_callbackRemoveName(id);
m_aiObject.luaName = id;
// todo add error checking
s_callbackSetName(id, m_aiObject);
}
short GameScriptAIObject::GetRoom() const
{
return m_aiObject.roomNumber;
}
void GameScriptAIObject::SetRoom(short room)
{
m_aiObject.roomNumber = room;
}
short GameScriptAIObject::GetTriggerFlags() const
{
return m_aiObject.triggerFlags;
}
void GameScriptAIObject::SetTriggerFlags(short tf)
{
m_aiObject.triggerFlags = tf;
}
short GameScriptAIObject::GetFlags() const
{
return m_aiObject.flags;
}
void GameScriptAIObject::SetFlags(short tf)
{
m_aiObject.flags = tf;
}
short GameScriptAIObject::GetBoxNumber() const
{
return m_aiObject.boxNumber;
}
void GameScriptAIObject::SetBoxNumber(short bn)
{
m_aiObject.boxNumber = bn;
}