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Tier 3
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parent
7f088caeda
commit
40d59cddf9
5 changed files with 21 additions and 21 deletions
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@ -67,9 +67,9 @@ const char* controlmsgs[] =
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#define phd_centery phd_winymax / 2
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#define phd_centery phd_winymax / 2
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/*
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/*
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if you wanna add an object to the inventory, edit the inv_objects array then edit THIS inventry_objects_list array with the object IN THE RIGHT PLACE
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if you wanna add an object to the inventory, edit the InventoryObjectTypes array then edit THIS inventry_objects_list array with the object IN THE RIGHT PLACE
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the #s MUST MATCH.
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the #s MUST MATCH.
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i.e if uzi item is #2 in inv_objects (starting count from 0), IT HAS TO BE THE THIRD ELEMENT IN inventry_objects_list. thank you.
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i.e if uzi item is #2 in InventoryObjectTypes (starting count from 0), IT HAS TO BE THE THIRD ELEMENT IN inventry_objects_list. thank you.
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note: don't forget to add your object to the proper list construction function
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note: don't forget to add your object to the proper list construction function
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and if it's a weapon, add its ammo handling shit. (look at vars at the beginning of the file)
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and if it's a weapon, add its ammo handling shit. (look at vars at the beginning of the file)
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@ -399,7 +399,7 @@ TitleSettings InventoryClass::GetCurrentSettings()
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return CurrentSettings;
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return CurrentSettings;
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}
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}
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RINGME* InventoryClass::GetRings(char num)
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InventoryRing* InventoryClass::GetRings(char num)
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{
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{
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return rings[num];
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return rings[num];
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}
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}
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@ -55,7 +55,7 @@ enum ItemOptions : uint64_t
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OPT_DIARY = 1 << 18
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OPT_DIARY = 1 << 18
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};
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};
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enum rotflags
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enum RotationFlags
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{
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{
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INV_ROT_X = 1,
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INV_ROT_X = 1,
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INV_ROT_Y = 2,
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INV_ROT_Y = 2,
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@ -81,7 +81,7 @@ enum class Menu
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Sound
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Sound
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};
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};
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enum inv_objects
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enum InventoryObjectTypes
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{
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{
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// Weapons and ammos
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// Weapons and ammos
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INV_OBJECT_PISTOLS,
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INV_OBJECT_PISTOLS,
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@ -336,7 +336,7 @@ struct ObjectList
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unsigned short bright;
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unsigned short bright;
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};
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};
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struct RINGME
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struct InventoryRing
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{
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{
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ObjectList current_object_list[INVENTORY_TABLE_SIZE + 1];
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ObjectList current_object_list[INVENTORY_TABLE_SIZE + 1];
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int ringactive;
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int ringactive;
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@ -401,7 +401,7 @@ public:
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void DrawCompass();
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void DrawCompass();
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//getters
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//getters
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RINGME* GetRings(char num);
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InventoryRing* GetRings(char num);
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short GetSelectedOption();
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short GetSelectedOption();
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Menu GetMenuToDisplay();
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Menu GetMenuToDisplay();
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InventoryMode GetInventoryMode();
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InventoryMode GetInventoryMode();
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@ -464,9 +464,9 @@ private:
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char seperate_type_flag;
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char seperate_type_flag;
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char combine_type_flag;
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char combine_type_flag;
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int compassNeedleAngle;
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int compassNeedleAngle;
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RINGME pcring1;
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InventoryRing pcring1;
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RINGME pcring2;
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InventoryRing pcring2;
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RINGME* rings[2];
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InventoryRing* rings[2];
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int current_selected_option;
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int current_selected_option;
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int menu_active;
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int menu_active;
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char ammo_selector_flag;
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char ammo_selector_flag;
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@ -29,7 +29,7 @@ associated getters and setters.
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@tparam ItemAction action is this usable, equippable, or examinable?
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@tparam ItemAction action is this usable, equippable, or examinable?
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@return an InventoryObject
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@return an InventoryObject
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*/
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*/
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GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name, ItemEnumPair a_slot, short a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, ItemOptions a_action) :
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GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name, ItemEnumPair a_slot, short a_yOffset, float a_scale, GameScriptRotation const & a_rot, RotationFlags a_rotationFlags, int a_meshBits, ItemOptions a_action) :
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name{ a_name },
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name{ a_name },
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slot{ a_slot.m_pair.second },
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slot{ a_slot.m_pair.second },
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yOffset{ a_yOffset },
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yOffset{ a_yOffset },
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@ -44,7 +44,7 @@ GameScriptInventoryObject::GameScriptInventoryObject(std::string const& a_name,
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void GameScriptInventoryObject::Register(sol::state * lua)
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void GameScriptInventoryObject::Register(sol::state * lua)
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{
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{
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lua->new_usertype<GameScriptInventoryObject>("InventoryObject",
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lua->new_usertype<GameScriptInventoryObject>("InventoryObject",
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sol::constructors<GameScriptInventoryObject(std::string const &, ItemEnumPair, short, float, GameScriptRotation const &, rotflags, int, ItemOptions), GameScriptInventoryObject()>(),
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sol::constructors<GameScriptInventoryObject(std::string const &, ItemEnumPair, short, float, GameScriptRotation const &, RotationFlags, int, ItemOptions), GameScriptInventoryObject()>(),
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/*** (string) string key for the item's (localised) name. Corresponds to an entry in strings.lua.
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/*** (string) string key for the item's (localised) name. Corresponds to an entry in strings.lua.
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@mem nameKey
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@mem nameKey
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*/
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*/
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@ -4,10 +4,10 @@
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#include "GameScriptRotation.h"
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#include "GameScriptRotation.h"
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#include "newinv2.h"
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#include "newinv2.h"
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static const std::unordered_map<std::string, rotflags> kRotAxes{
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static const std::unordered_map<std::string, RotationFlags> kRotAxes{
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{"X", rotflags::INV_ROT_X},
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{"X", RotationFlags::INV_ROT_X},
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{"Y", rotflags::INV_ROT_Y},
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{"Y", RotationFlags::INV_ROT_Y},
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{"Z", rotflags::INV_ROT_Z}
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{"Z", RotationFlags::INV_ROT_Z}
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};
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};
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static const std::unordered_map<std::string, ItemOptions> kItemActions{
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static const std::unordered_map<std::string, ItemOptions> kItemActions{
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@ -23,16 +23,16 @@ namespace sol {
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struct GameScriptInventoryObject
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struct GameScriptInventoryObject
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{
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{
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std::string name{};
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std::string name{};
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inv_objects slot{ INV_OBJECT_PISTOLS };
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InventoryObjectTypes slot{ INV_OBJECT_PISTOLS };
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short yOffset{ 0 };
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short yOffset{ 0 };
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float scale{ 1.0f };
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float scale{ 1.0f };
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GameScriptRotation rot{};
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GameScriptRotation rot{};
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rotflags rotationFlags{ rotflags::INV_ROT_X };
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RotationFlags rotationFlags{ RotationFlags::INV_ROT_X };
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int meshBits{ 0 };
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int meshBits{ 0 };
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ItemOptions action{ ItemOptions::OPT_USE };
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ItemOptions action{ ItemOptions::OPT_USE };
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GameScriptInventoryObject() = default;
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GameScriptInventoryObject() = default;
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GameScriptInventoryObject(std::string const & a_name, ItemEnumPair a_slot, short a_yOffset, float a_scale, GameScriptRotation const & a_rot, rotflags a_rotationFlags, int a_meshBits, ItemOptions a_actions);
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GameScriptInventoryObject(std::string const & a_name, ItemEnumPair a_slot, short a_yOffset, float a_scale, GameScriptRotation const & a_rot, RotationFlags a_rotationFlags, int a_meshBits, ItemOptions a_actions);
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static void Register(sol::state* lua);
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static void Register(sol::state* lua);
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@ -5,6 +5,6 @@
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struct ItemEnumPair
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struct ItemEnumPair
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{
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{
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std::pair<GAME_OBJECT_ID, inv_objects> m_pair;
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std::pair<GAME_OBJECT_ID, InventoryObjectTypes> m_pair;
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ItemEnumPair(GAME_OBJECT_ID id, inv_objects id2) : m_pair { id, id2 } {}
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ItemEnumPair(GAME_OBJECT_ID id, InventoryObjectTypes id2) : m_pair { id, id2 } {}
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};
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};
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