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Add concept of 'temporary' ItemInfo instances. These instances will kill the ITEM_INFO they reference when they are destroyed. This was previously the default behaviour. However, now that we're using things like GetItemByName, it makes more sense for ItemInfos to be non-owning by default.
Move LDoc from GameScriptItemInfo.h to GameScriptItemInfo.cpp. This might seem counter-intuitive, but LDoc is concerned with the Lua interfaces rather than the actual C++ functions; since the Lua interfaces are defined in GameScriptItemInfo::Register, it makes more sense for the comments to be nearby.
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2 changed files with 202 additions and 182 deletions
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@ -10,11 +10,20 @@
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#include "trmath.h"
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#include "lara.h"
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/***
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Represents any object inside the game world.
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Examples include statics, enemies, doors,
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pickups, and Lara herself.
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@classmod ItemInfo
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@pragma nostrip
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*/
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extern bool const WarningsAsErrors;
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constexpr auto LUA_CLASS_NAME{ "ItemInfo" };
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GameScriptItemInfo::GameScriptItemInfo(short num) : m_item{ &g_Level.Items[num]}, m_num { num }
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GameScriptItemInfo::GameScriptItemInfo(short num, bool temp) : m_item{ &g_Level.Items[num] }, m_num{ num }, m_initialised{ false }, m_temporary{ temp }
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{};
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GameScriptItemInfo::GameScriptItemInfo(GameScriptItemInfo&& other) noexcept :
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@ -26,7 +35,7 @@ GameScriptItemInfo::GameScriptItemInfo(GameScriptItemInfo&& other) noexcept :
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// todo.. how to check if item is killed outside of script?
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GameScriptItemInfo::~GameScriptItemInfo() {
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// todo.. see if there's a better default state than -1
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if (m_num > NO_ITEM)
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if (m_temporary && (m_num > NO_ITEM))
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{
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s_callbackRemoveName(m_item->luaName);
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KillItem(m_num);
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@ -66,48 +75,79 @@ void GameScriptItemInfo::SetNameCallbacks(callbackSetName cbs, callbackRemoveNam
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s_callbackRemoveName = cbr;
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}
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/*** If you create items with this you NEED to give a position, room,
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and object number, and then call InitialiseItem before it will work.
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@function ItemInfo.newItem
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*/
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void GameScriptItemInfo::Register(sol::state* state)
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{
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state->new_usertype<GameScriptItemInfo>(LUA_CLASS_NAME,
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"new", sol::overload(&GameScriptItemInfo::Create, &GameScriptItemInfo::CreateEmpty),
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sol::meta_function::index, &index_error,
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"Init", &GameScriptItemInfo::Init,
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"GetLara", &GameScriptItemInfo::GetLara,
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"objectID", sol::property(&GameScriptItemInfo::GetObjectID, &GameScriptItemInfo::SetObjectID),
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"currentAnimState", sol::property(&GameScriptItemInfo::GetCurrentAnimState, &GameScriptItemInfo::SetCurrentAnimState),
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"requiredAnimState", sol::property(&GameScriptItemInfo::GetRequiredAnimState, &GameScriptItemInfo::SetRequiredAnimState),
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"goalAnimState", sol::property(&GameScriptItemInfo::GetGoalAnimState, &GameScriptItemInfo::SetGoalAnimState),
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"animNumber", sol::property(&GameScriptItemInfo::GetAnimNumber, &GameScriptItemInfo::SetAnimNumber),
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"frameNumber", sol::property(&GameScriptItemInfo::GetFrameNumber, &GameScriptItemInfo::SetFrameNumber),
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"HP", sol::property(&GameScriptItemInfo::GetHP, &GameScriptItemInfo::SetHP),
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"OCB", sol::property(&GameScriptItemInfo::GetOCB, &GameScriptItemInfo::SetOCB),
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"itemFlags", sol::property(&GameScriptItemInfo::GetItemFlags, &GameScriptItemInfo::SetItemFlags),
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"AIBits", sol::property(&GameScriptItemInfo::GetAIBits, &GameScriptItemInfo::SetAIBits),
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"status", sol::property(&GameScriptItemInfo::GetStatus, &GameScriptItemInfo::SetStatus),
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"hitStatus", sol::property(&GameScriptItemInfo::GetHitStatus, &GameScriptItemInfo::SetHitStatus),
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"active", sol::property(&GameScriptItemInfo::GetActive, &GameScriptItemInfo::SetActive),
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"room", sol::property(&GameScriptItemInfo::GetRoom, &GameScriptItemInfo::SetRoom),
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"pos", sol::property(&GameScriptItemInfo::GetPos, &GameScriptItemInfo::SetPos),
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"rot", sol::property(&GameScriptItemInfo::GetRot, &GameScriptItemInfo::SetRot),
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"name", sol::property(&GameScriptItemInfo::GetName, &GameScriptItemInfo::SetName),
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"Enable", &GameScriptItemInfo::EnableItem,
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"Disable", &GameScriptItemInfo::DisableItem);
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}
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::GetLara()
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{
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return std::make_unique<GameScriptItemInfo>(Lara.itemNumber);
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}
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::CreateEmpty()
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/*** Like above, but the returned variable controls the
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lifetime of the object (it will be destroyed when the variable goes
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out of scope).
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@function ItemInfo.newItemTemporary
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*/
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template <bool temp> std::unique_ptr<GameScriptItemInfo> CreateEmpty()
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{
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short num = CreateItem();
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ITEM_INFO * item = &g_Level.Items[num];
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return std::make_unique<GameScriptItemInfo>(num);
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return std::make_unique<GameScriptItemInfo>(num, temp);
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}
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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/*** For more information on each parameter, see the
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associated getters and setters. If you do not know what to set for these,
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most can just be set them to zero (see usage) or use the overload which
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takes no arguments.
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@function ItemInfo.newItem
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@tparam int object ID
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@tparam string name Lua name of the item
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@tparam Position position position in level
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@tparam Rotation rotation rotation about x, y, and z axes
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@tparam int room room ID item is in
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@tparam int currentAnimState current animation state
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@tparam int requiredAnimState required animation state
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@tparam int goalAnimState goal animation state
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@tparam int animNumber anim number
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@tparam int frameNumber frame number
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@tparam int hp HP of item
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@tparam int OCB ocb of item
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@tparam int itemFlags item flags
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@tparam int AIBits byte with AI bits
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@tparam int status status of object
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@tparam bool active is item active or not?
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@tparam bool hitStatus hit status of object
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@return reference to new ItemInfo object
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@usage
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local item = ItemInfo.new(
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950, -- object id. 950 is pistols
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"test", -- name
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Position.new(18907, 0, 21201),
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Rotation.new(0,0,0),
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0, -- room
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0, -- currentAnimState
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0, -- requiredAnimState
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0, -- goalAnimState
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0, -- animNumber
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0, -- frameNumber
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0, -- HP
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0, -- OCB
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{0,0,0,0,0,0,0,0}, -- itemFlags
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0, -- AIBits
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0, -- status
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false, -- active
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false, -- hitStatus
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)
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*/
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/*** Like the above, but the returned variable controls the
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lifetime of the object (it will be destroyed when the variable goes
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out of scope).
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@function ItemInfo.newItemTemporary
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@param see_above same as above function
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*/
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template <bool temp> static std::unique_ptr<GameScriptItemInfo> Create(
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GAME_OBJECT_ID objID,
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std::string name,
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GameScriptPosition pos,
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@ -120,17 +160,17 @@ std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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short frameNumber,
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short hp,
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short ocb,
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sol::as_table_t<std::array<short, 8>> itemFlags,
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sol::as_table_t<std::array<short, 8>> flags,
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byte aiBits,
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short status,
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bool active,
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bool hitStatus
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)
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)
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{
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short num = CreateItem();
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auto ptr = std::make_unique<GameScriptItemInfo>(num);
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auto ptr = std::make_unique<GameScriptItemInfo>(num, temp);
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ITEM_INFO * item = &g_Level.Items[num];
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ITEM_INFO* item = &g_Level.Items[num];
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ptr->SetPos(pos);
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ptr->SetRot(rot);
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ptr->SetRoom(room);
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@ -145,7 +185,7 @@ std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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ptr->SetFrameNumber(frameNumber);
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ptr->SetHP(hp);
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ptr->SetOCB(ocb);
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ptr->SetItemFlags(itemFlags);
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ptr->SetItemFlags(flags);
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ptr->SetAIBits(aiBits);
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ptr->SetStatus(status);
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ptr->SetActive(active);
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@ -154,6 +194,115 @@ std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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return ptr;
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}
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std::unique_ptr<GameScriptItemInfo> static GetLara()
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{
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return std::make_unique<GameScriptItemInfo>(Lara.itemNumber, false);
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}
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void GameScriptItemInfo::Register(sol::state* state)
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{
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state->new_usertype<GameScriptItemInfo>(LUA_CLASS_NAME,
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"newItem", sol::overload(Create<false>, CreateEmpty<false>),
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"newItemTemporary", sol::overload(Create<true>, CreateEmpty<true>),
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sol::meta_function::index, &index_error,
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/// Initialise an item.
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//Use this if you called new with no arguments
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// @function ItemInfo.Init
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"Init", &GameScriptItemInfo::Init,
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/// Enable the item
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// @function ItemInfo:EnableItem
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"Enable", &GameScriptItemInfo::EnableItem,
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/// Disable the item
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// @function ItemInfo:DisableItem
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"Disable", &GameScriptItemInfo::DisableItem,
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/// Create a GameScriptItemInfo representing the Lara object.
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// @function ItemInfo.GetLara
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"GetLara", GetLara,
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/// (int) object ID
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// @mem objectID
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"objectID", sol::property(&GameScriptItemInfo::GetObjectID, &GameScriptItemInfo::SetObjectID),
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/// (int) State of current animation
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// @mem currentAnimState
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"currentAnimState", sol::property(&GameScriptItemInfo::GetCurrentAnimState, &GameScriptItemInfo::SetCurrentAnimState),
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/// (int) State of required animation
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// @mem requiredAnimState
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"requiredAnimState", sol::property(&GameScriptItemInfo::GetRequiredAnimState, &GameScriptItemInfo::SetRequiredAnimState),
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/// (int) State of goal animation
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// @mem goalAnimState
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"goalAnimState", sol::property(&GameScriptItemInfo::GetGoalAnimState, &GameScriptItemInfo::SetGoalAnimState),
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/// (int) animation number
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// @mem animNumber
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"animNumber", sol::property(&GameScriptItemInfo::GetAnimNumber, &GameScriptItemInfo::SetAnimNumber),
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/// (int) frame number
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// @mem frameNumber
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"frameNumber", sol::property(&GameScriptItemInfo::GetFrameNumber, &GameScriptItemInfo::SetFrameNumber),
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/// (int) HP (hit points/health points) of object
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//@raise an exception if the object is intelligent and an invalid
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//hp value is given
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// @mem HP
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"HP", sol::property(&GameScriptItemInfo::GetHP, &GameScriptItemInfo::SetHP),
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/// (int) OCB (object code bit) of object
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// @mem OCB
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"OCB", sol::property(&GameScriptItemInfo::GetOCB, &GameScriptItemInfo::SetOCB),
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/// (table) item flags of object (table of 8 ints)
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// @mem itemFlags
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"itemFlags", sol::property(&GameScriptItemInfo::GetItemFlags, &GameScriptItemInfo::SetItemFlags),
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/// (int) AIBits of object. Will be clamped to [0, 255]
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// @mem AIBits
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"AIBits", sol::property(&GameScriptItemInfo::GetAIBits, &GameScriptItemInfo::SetAIBits),
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/// (int) status of object.
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// possible values:
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// 0 - not active
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// 1 - active
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// 2 - deactivated
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// 3 - invisible
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// @mem status
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"status", sol::property(&GameScriptItemInfo::GetStatus, &GameScriptItemInfo::SetStatus),
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/// (bool) hit status of object
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// @mem hitStatus
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"hitStatus", sol::property(&GameScriptItemInfo::GetHitStatus, &GameScriptItemInfo::SetHitStatus),
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/// (bool) whether or not the object is active
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// @mem active
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"active", sol::property(&GameScriptItemInfo::GetActive, &GameScriptItemInfo::SetActive),
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/// (short) room the item is in
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// @mem room
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"room", sol::property(&GameScriptItemInfo::GetRoom, &GameScriptItemInfo::SetRoom),
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/// (@{Position}) position in level
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// @mem pos
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"pos", sol::property(&GameScriptItemInfo::GetPos, &GameScriptItemInfo::SetPos),
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/// (@{Rotation}) rotation represented as degree angles about X, Y, and Z axes
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// @mem rot
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"rot", sol::property(&GameScriptItemInfo::GetRot, &GameScriptItemInfo::SetRot),
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/// (string) unique string identifier.
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// e.g. "door_back_room" or "cracked_greek_statue"
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// @mem name
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"name", sol::property(&GameScriptItemInfo::GetName, &GameScriptItemInfo::SetName)
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);
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}
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void GameScriptItemInfo::Init()
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{
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InitialiseItem(m_num);
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