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.
This commit is contained in:
hispidence 2021-07-20 17:18:39 +01:00
parent 075a8cf7dd
commit 24b7d549f6
2 changed files with 202 additions and 182 deletions

View file

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

View file

@ -1,14 +1,5 @@
#pragma once
#include <functional>
/***
Represents any object inside the game world.
Examples include statics, enemies, doors,
pickups, and Lara herself.
@classmod ItemInfo
@pragma nostrip
*/
namespace sol {
class state;
template <typename T> struct as_table_t;
@ -23,14 +14,8 @@ using callbackRemoveName = std::function<bool(std::string const&)>;
class GameScriptItemInfo
{
private:
ITEM_INFO* m_item;
short m_num;
bool m_initialised = false;
static callbackSetName s_callbackSetName;
static callbackRemoveName s_callbackRemoveName;
public:
GameScriptItemInfo(short num);
GameScriptItemInfo(short num, bool temporary);
~GameScriptItemInfo();
GameScriptItemInfo& operator=(GameScriptItemInfo const& other) = delete;
GameScriptItemInfo(GameScriptItemInfo const& other) = delete;
@ -38,185 +23,71 @@ public:
static void Register(sol::state *);
/*** Create a GameScriptItemInfo representing the Lara object.
@function ItemInfo.GetLara
*/
static std::unique_ptr<GameScriptItemInfo> GetLara();
/*** If you create items with this you NEED to give a position, room,
and object number, and then call InitialiseItem before it will work.
@function ItemInfo.new
*/
static std::unique_ptr<GameScriptItemInfo> CreateEmpty();
/*** For more information on each parameter, see the
associated getters and setters. If you do not know what to set for these,
most can just be set them to zero (see usage) or use the overload which
takes no arguments.
@function ItemInfo.new
@tparam int object ID
@tparam string name Lua name of the item
@tparam Position position position in level
@tparam Rotation rotation rotation about x, y, and z axes
@tparam int room room ID item is in
@tparam int currentAnimState current animation state
@tparam int requiredAnimState required animation state
@tparam int goalAnimState goal animation state
@tparam int animNumber anim number
@tparam int frameNumber frame number
@tparam int hp HP of item
@tparam int OCB ocb of item
@tparam int itemFlags item flags
@tparam int AIBits byte with AI bits
@tparam int status status of object
@tparam bool active is item active or not?
@tparam bool hitStatus hit status of object
@return reference to new ItemInfo object
@usage
local item = ItemInfo.new(
950, -- object id. 950 is pistols
"test", -- name
Position.new(18907, 0, 21201),
Rotation.new(0,0,0),
0, -- room
0, -- currentAnimState
0, -- requiredAnimState
0, -- goalAnimState
0, -- animNumber
0, -- frameNumber
0, -- HP
0, -- OCB
{0,0,0,0,0,0,0,0}, -- itemFlags
0, -- AIBits
0, -- status
false, -- active
false, -- hitStatus
)
*/
static std::unique_ptr<GameScriptItemInfo> Create(
GAME_OBJECT_ID objID,
std::string Name,
GameScriptPosition pos,
GameScriptRotation aRot,
short room,
short aCurrentAnimState,
short aRequiredAnimState,
short goalAnimState,
short animNumber,
short frameNumber,
short aHp,
short aOcb,
sol::as_table_t<std::array<short, 8>> aFlags,
byte aAiBits,
short aStatus,
bool aActive,
bool aHitStatus
);
static void SetNameCallbacks(callbackSetName, callbackRemoveName);
/// (int) object ID
//@mem objectID
GAME_OBJECT_ID GetObjectID() const;
void SetObjectID(GAME_OBJECT_ID id);
/// (string) unique string identifier.
// e.g. "door_back_room" or "cracked_greek_statue"
//@mem name
std::string GetName() const;
void SetName(std::string const &);
/// (@{Position}) position in level
//@mem pos
GameScriptPosition GetPos() const;
void SetPos(GameScriptPosition const& pos);
/// (@{Rotation}) rotation represented as degree angles about X, Y, and Z axes
//@mem rot
GameScriptRotation GetRot() const;
void SetRot(GameScriptRotation const& rot);
/// (int) State of current animation
//@mem currentAnimState
//@todo what does this actually mean/should we expose it to the user?
short GetCurrentAnimState() const;
void SetCurrentAnimState(short animState);
/// (int) animation number
//@mem animNumber
short GetAnimNumber() const;
void SetAnimNumber(short animNumber);
/// (int) frame number
//@mem frameNumber
short GetFrameNumber() const;
void SetFrameNumber(short frameNumber);
/// (int) State of required animation
//@mem requiredAnimState
//@todo what does this actually mean/should we expose it to the user?
short GetRequiredAnimState() const;
void SetRequiredAnimState(short animState);
/// (int) State of goal animation
//@mem goalAnimState
//@todo what does this actually mean/should we expose it to the user?
short GetGoalAnimState() const;
void SetGoalAnimState(short animState);
/// (int) HP (hit points/health points) of object
//@raise an exception if the object is intelligent and an invalid
//hp value is given
//@mem HP
short GetHP() const;
void SetHP(short hp);
/// (int) OCB (object code bit) of object
//@mem OCB
short GetOCB() const;
void SetOCB(short ocb);
/// (table) item flags of object (table of 8 ints)
//@mem itemFlags
sol::as_table_t<std::array<short, 8>> GetItemFlags() const;
void SetItemFlags(sol::as_table_t<std::array<short, 8>> const & arr);
/// (int) AIBits of object. Will be clamped to [0, 255]
// @mem AIBits
byte GetAIBits() const;
void SetAIBits(byte bits);
/// (int) status of object.
// possible values:
// 0 - not active
// 1 - active
// 2 - deactivated
// 3 - invisible
// @mem status
short GetStatus() const;
void SetStatus(short status);
/// (bool) hit status of object
// @mem hitStatus
bool GetHitStatus() const;
void SetHitStatus(bool status);
/// (bool) whether or not the object is active
// @mem hitStatus
bool GetActive() const;
void SetActive(bool active);
/// (short) room the item is in
// @mem room
short GetRoom() const;
void SetRoom(short Room);
/// Enable the item
// @function ItemInfo:EnableItem
void EnableItem();
/// Disable the item
// @function ItemInfo:DisableItem
void DisableItem();
/// Initialise an item. Use this if you called new with no arguments
void Init();
private:
ITEM_INFO* m_item;
short m_num;
bool m_initialised;
bool m_temporary;
static callbackSetName s_callbackSetName;
static callbackRemoveName s_callbackRemoveName;
};