Move GameScriptInventoryObject to Scripting (and some stuff to Common to make it compile).

This commit is contained in:
hispidence 2022-01-23 00:04:49 +00:00
parent 71946c6f93
commit a2ecc0e55c
13 changed files with 16 additions and 9 deletions

View file

@ -0,0 +1,41 @@
#pragma once
#include <string>
#include "ItemEnumPair.h"
#include "GameScriptRotation.h"
#include "Game/gui.h"
static const std::unordered_map<std::string, RotationFlags> kRotAxes{
{"X", RotationFlags::INV_ROT_X},
{"Y", RotationFlags::INV_ROT_Y},
{"Z", RotationFlags::INV_ROT_Z}
};
static const std::unordered_map<std::string, ItemOptions> kItemActions{
{"USE", ItemOptions::OPT_USE},
{"EQUIP", ItemOptions::OPT_EQUIP},
{"EXAMINE", ItemOptions::OPT_EXAMINABLE}
};
namespace sol {
class state;
}
struct GameScriptInventoryObject
{
std::string name{};
InventoryObjectTypes slot{ INV_OBJECT_PISTOLS };
short yOffset{ 0 };
float scale{ 1.0f };
GameScriptRotation rot{};
RotationFlags rotationFlags{ RotationFlags::INV_ROT_X };
int meshBits{ 0 };
ItemOptions action{ ItemOptions::OPT_USE };
GameScriptInventoryObject() = default;
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);
static void Register(sol::state* lua);
void SetAction(ItemOptions a_action);
void SetSlot(ItemEnumPair a_slot);
};