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https://github.com/TombEngine/TombEngine.git
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Merge branch 'NewLuaScripting' of https://github.com/MontyTRC89/TR5Main into NewLuaScripting
# Conflicts: # TR5Main/Game/control.cpp # TR5Main/Scripting/GameScriptItemInfo.cpp
This commit is contained in:
commit
d85d624609
10 changed files with 521 additions and 345 deletions
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@ -3,60 +3,317 @@
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#include "items.h"
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#include "objectslist.h"
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#include "level.h"
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#include "setup.h"
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#include "lot.h"
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#include "GameScriptPosition.h"
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#include "GameScriptRotation.h"
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#include "trmath.h"
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extern bool const WarningsAsErrors;
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GameScriptItemInfo::GameScriptItemInfo(short num) : m_item{ &g_Level.Items[num]}, m_num { num }
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{};
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GameScriptItemInfo::GameScriptItemInfo(GameScriptItemInfo&& other) noexcept : m_item { std::exchange(other.m_item, nullptr) }, m_num{ std::exchange(other.m_num, -1) } {};
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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 > -1)
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{
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KillItem(m_num);
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}
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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>("ItemInfo",
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"new", sol::factories(&GameScriptItemInfo::Create));
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"new", sol::overload(&GameScriptItemInfo::Create, &GameScriptItemInfo::CreateEmpty),
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"Init", &GameScriptItemInfo::Init,
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"currentAnim", sol::property(&GameScriptItemInfo::GetCurrentAnim, &GameScriptItemInfo::SetCurrentAnim),
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"requiredAnim", sol::property(&GameScriptItemInfo::GetRequiredAnim, &GameScriptItemInfo::SetRequiredAnim),
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"goalAnim", sol::property(&GameScriptItemInfo::GetGoalAnim, &GameScriptItemInfo::SetGoalAnim),
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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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"Enable", &GameScriptItemInfo::EnableItem,
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"Disable", &GameScriptItemInfo::DisableItem);
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}
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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short hp,
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short currentAnim,
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short requiredAnimState,
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sol::as_table_t<std::array<int, 3>> pos,
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sol::as_table_t<std::array<short, 3>> rot,
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sol::as_table_t<std::array<short, 8>> itemFlags,
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short ocb,
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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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std::unique_ptr<GameScriptItemInfo> 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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auto p = pos.value();
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auto r = rot.value();
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item->pos = PHD_3DPOS(
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p[0],
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p[1],
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p[2],
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r[0],
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r[1],
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r[2]
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);
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//make it a big medipack by default for now
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item->objectNumber = ID_BIGMEDI_ITEM;
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InitialiseItem(num);
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item->hitPoints = hp;
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item->currentAnimState = currentAnim;
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item->requiredAnimState = requiredAnimState;
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memcpy(item->itemFlags, itemFlags.value().data(), sizeof(item->itemFlags));
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item->triggerFlags = ocb;
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item->aiBits = aiBits;
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item->status = status;
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item->active = active;
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item->hitStatus = hitStatus;
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item->objectNumber = ID_SMALLMEDI_ITEM;
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return std::make_unique<GameScriptItemInfo>(num);
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}
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GameScriptItemInfo::GameScriptItemInfo(short num) : m_num{ num } {};
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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GameScriptPosition pos,
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GameScriptRotation rot,
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short room,
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short currentAnim,
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short requiredAnim,
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short goalAnim,
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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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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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short num = CreateItem();
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auto ptr = std::make_unique<GameScriptItemInfo>(num);
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GameScriptItemInfo::~GameScriptItemInfo() {
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KillItem(m_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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//make it a big medipack by default for now
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item->objectNumber = ID_BIGMEDI_ITEM;
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InitialiseItem(num);
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ptr->SetCurrentAnim(currentAnim);
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ptr->SetRequiredAnim(requiredAnim);
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ptr->SetGoalAnim(requiredAnim);
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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->SetAIBits(aiBits);
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ptr->SetStatus(status);
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ptr->SetActive(active);
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ptr->SetHitStatus(hitStatus);
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return ptr;
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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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}
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GameScriptPosition GameScriptItemInfo::GetPos() const
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{
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return GameScriptPosition( m_item->pos );
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}
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void GameScriptItemInfo::SetPos(GameScriptPosition const& pos)
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{
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pos.StoreInPHDPos(m_item->pos);
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}
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// This does not guarantee that the returned value will be identical
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// to a value written in via SetRot - only that the angle measures
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// will be mathematically equal
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// (e.g. 90 degrees = -270 degrees = 450 degrees)
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GameScriptRotation GameScriptItemInfo::GetRot() const
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{
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return GameScriptRotation( int(TO_DEGREES(m_item->pos.xRot)) % 360,
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int(TO_DEGREES(m_item->pos.yRot)) % 360,
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int(TO_DEGREES(m_item->pos.zRot)) % 360);
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}
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void GameScriptItemInfo::SetRot(GameScriptRotation const& rot)
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{
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m_item->pos.xRot = FROM_DEGREES(rot.x);
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m_item->pos.yRot = FROM_DEGREES(rot.y);
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m_item->pos.zRot = FROM_DEGREES(rot.z);
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}
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short GameScriptItemInfo::GetGoalAnim() const
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{
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return m_item->goalAnimState;
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}
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void GameScriptItemInfo::SetGoalAnim(short state)
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{
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m_item->goalAnimState = state;
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}
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short GameScriptItemInfo::GetHP() const
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{
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return(m_item->hitPoints);
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}
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void GameScriptItemInfo::SetHP(short hp)
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{
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if (hp < 0 || hp > Objects[m_item->objectNumber].hitPoints)
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{
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if (WarningsAsErrors)
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throw std::runtime_error("invalid HP");
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if (hp < 0)
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{
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hp = 0;
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}
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else if (hp > Objects[m_item->objectNumber].hitPoints)
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{
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hp = Objects[m_item->objectNumber].hitPoints;
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}
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}
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m_item->hitPoints = hp;
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}
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short GameScriptItemInfo::GetOCB() const
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{
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return m_item->triggerFlags;
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}
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void GameScriptItemInfo::SetOCB(short ocb)
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{
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m_item->triggerFlags = ocb;
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}
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byte GameScriptItemInfo::GetAIBits() const
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{
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return m_item->aiBits;
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}
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void GameScriptItemInfo::SetAIBits(byte bits)
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{
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m_item->aiBits = bits;
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}
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sol::as_table_t<std::array<short, 8>> GameScriptItemInfo::GetItemFlags() const
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{
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std::array<short, 8> ret{};
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memcpy(ret.data(), m_item->itemFlags, sizeof(m_item->itemFlags));
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return ret;
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}
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void GameScriptItemInfo::SetItemFlags(sol::as_table_t<std::array<short, 8>> const& arr)
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{
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memcpy(m_item->itemFlags, arr.value().data(), sizeof(m_item->itemFlags));
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}
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short GameScriptItemInfo::GetCurrentAnim() const
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{
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return m_item->currentAnimState;
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}
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void GameScriptItemInfo::SetCurrentAnim(short anim)
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{
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m_item->currentAnimState = anim;
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}
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short GameScriptItemInfo::GetRequiredAnim() const
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{
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return m_item->requiredAnimState;
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}
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void GameScriptItemInfo::SetRequiredAnim(short anim)
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{
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m_item->requiredAnimState = anim;
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}
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short GameScriptItemInfo::GetStatus() const
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{
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return m_item->status;
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}
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void GameScriptItemInfo::SetStatus(short status)
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{
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m_item->status = status;
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}
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bool GameScriptItemInfo::GetActive() const
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{
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return m_item->active;
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}
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void GameScriptItemInfo::SetActive(bool active)
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{
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m_item->active = active;
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}
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bool GameScriptItemInfo::GetHitStatus() const
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{
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return m_item->hitStatus;
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}
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void GameScriptItemInfo::SetHitStatus(bool hitStatus)
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{
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m_item->hitStatus = hitStatus;
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}
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short GameScriptItemInfo::GetRoom() const
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{
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return m_item->roomNumber;
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}
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void GameScriptItemInfo::SetRoom(short room)
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{
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if (room < 0 || room >= g_Level.Rooms.size())
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{
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if (WarningsAsErrors)
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throw std::runtime_error("invalid room number");
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return;
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}
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m_item->roomNumber = room;
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}
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void GameScriptItemInfo::EnableItem()
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{
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if (!m_item->active)
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{
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if (Objects[m_item->objectNumber].intelligent)
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{
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if (m_item->status == ITEM_DEACTIVATED)
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{
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m_item->touchBits = 0;
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m_item->status = ITEM_ACTIVE;
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AddActiveItem(m_num);
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EnableBaddieAI(m_num, 1);
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}
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else if (m_item->status == ITEM_INVISIBLE)
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{
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m_item->touchBits = 0;
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if (EnableBaddieAI(m_num, 0))
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m_item->status = ITEM_ACTIVE;
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else
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m_item->status = ITEM_INVISIBLE;
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AddActiveItem(m_num);
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}
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}
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else
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{
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m_item->touchBits = 0;
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AddActiveItem(m_num);
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m_item->status = ITEM_ACTIVE;
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}
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}
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}
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void GameScriptItemInfo::DisableItem()
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{
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if (m_item->active)
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{
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if (Objects[m_item->objectNumber].intelligent)
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{
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if (m_item->status == ITEM_ACTIVE)
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{
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m_item->touchBits = 0;
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m_item->status = ITEM_DEACTIVATED;
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RemoveActiveItem(m_num);
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DisableBaddieAI(m_num);
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}
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}
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else
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{
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m_item->touchBits = 0;
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RemoveActiveItem(m_num);
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m_item->status = ITEM_DEACTIVATED;
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}
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}
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}
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