mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-01 01:08:01 +03:00

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.
585 lines
No EOL
14 KiB
C++
585 lines
No EOL
14 KiB
C++
#include "framework.h"
|
|
#include "GameScriptItemInfo.h"
|
|
#include "items.h"
|
|
#include "objectslist.h"
|
|
#include "level.h"
|
|
#include "setup.h"
|
|
#include "lot.h"
|
|
#include "GameScriptPosition.h"
|
|
#include "GameScriptRotation.h"
|
|
#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, bool temp) : m_item{ &g_Level.Items[num] }, m_num{ num }, m_initialised{ false }, m_temporary{ temp }
|
|
{};
|
|
|
|
GameScriptItemInfo::GameScriptItemInfo(GameScriptItemInfo&& other) noexcept :
|
|
m_item { std::exchange(other.m_item, nullptr) },
|
|
m_num{ std::exchange(other.m_num, NO_ITEM) },
|
|
m_initialised{ std::exchange(other.m_initialised, false) }
|
|
{};
|
|
|
|
// 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_temporary && (m_num > NO_ITEM))
|
|
{
|
|
s_callbackRemoveName(m_item->luaName);
|
|
KillItem(m_num);
|
|
}
|
|
}
|
|
|
|
static void index_error(GameScriptItemInfo & item, sol::object key)
|
|
{
|
|
std::string err = "Attempted to read non-existant var \"" + key.as<std::string>() + "\" from " + LUA_CLASS_NAME;
|
|
if (WarningsAsErrors)
|
|
{
|
|
throw std::runtime_error(err);
|
|
}
|
|
}
|
|
|
|
callbackSetName GameScriptItemInfo::s_callbackSetName = [] (std::string const & n, int num) {
|
|
std::string err = "\"Set Name\" callback is not set.";
|
|
if (WarningsAsErrors)
|
|
{
|
|
throw std::runtime_error(err);
|
|
}
|
|
return false;
|
|
};
|
|
|
|
callbackRemoveName GameScriptItemInfo::s_callbackRemoveName = [] (std::string const & n) {
|
|
std::string err = "\"Remove Name\" callback is not set.";
|
|
if (WarningsAsErrors)
|
|
{
|
|
throw std::runtime_error(err);
|
|
}
|
|
return false;
|
|
};
|
|
|
|
void GameScriptItemInfo::SetNameCallbacks(callbackSetName cbs, callbackRemoveName cbr)
|
|
{
|
|
s_callbackSetName = cbs;
|
|
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
|
|
*/
|
|
|
|
/*** 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, temp);
|
|
}
|
|
|
|
|
|
|
|
|
|
/*** 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,
|
|
GameScriptRotation rot,
|
|
short room,
|
|
short currentAnimState,
|
|
short requiredAnimState,
|
|
short goalAnimState,
|
|
short animNumber,
|
|
short frameNumber,
|
|
short hp,
|
|
short ocb,
|
|
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, temp);
|
|
|
|
ITEM_INFO* item = &g_Level.Items[num];
|
|
ptr->SetPos(pos);
|
|
ptr->SetRot(rot);
|
|
ptr->SetRoom(room);
|
|
ptr->SetObjectID(objID);
|
|
InitialiseItem(num);
|
|
|
|
ptr->SetName(name);
|
|
ptr->SetCurrentAnimState(currentAnimState);
|
|
ptr->SetRequiredAnimState(requiredAnimState);
|
|
ptr->SetGoalAnimState(goalAnimState);
|
|
ptr->SetAnimNumber(animNumber);
|
|
ptr->SetFrameNumber(frameNumber);
|
|
ptr->SetHP(hp);
|
|
ptr->SetOCB(ocb);
|
|
ptr->SetItemFlags(flags);
|
|
ptr->SetAIBits(aiBits);
|
|
ptr->SetStatus(status);
|
|
ptr->SetActive(active);
|
|
ptr->SetHitStatus(hitStatus);
|
|
|
|
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);
|
|
m_initialised = true;
|
|
}
|
|
|
|
GAME_OBJECT_ID GameScriptItemInfo::GetObjectID() const
|
|
{
|
|
return m_item->objectNumber;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetObjectID(GAME_OBJECT_ID item)
|
|
{
|
|
m_item->objectNumber = item;
|
|
}
|
|
|
|
|
|
std::string GameScriptItemInfo::GetName() const
|
|
{
|
|
return m_item->luaName;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetName(std::string const & id)
|
|
{
|
|
if (id.empty() && WarningsAsErrors)
|
|
throw std::runtime_error("Name cannot be blank");
|
|
|
|
// remove the old name if we have one
|
|
s_callbackRemoveName(m_item->luaName);
|
|
|
|
// un-register any other objects using this name.
|
|
// maybe we should throw an error if another object
|
|
// already uses the name...
|
|
s_callbackRemoveName(id);
|
|
m_item->luaName = id;
|
|
// todo add error checking
|
|
s_callbackSetName(id, m_num);
|
|
}
|
|
|
|
GameScriptPosition GameScriptItemInfo::GetPos() const
|
|
{
|
|
return GameScriptPosition( m_item->pos );
|
|
}
|
|
|
|
void GameScriptItemInfo::SetPos(GameScriptPosition const& pos)
|
|
{
|
|
pos.StoreInPHDPos(m_item->pos);
|
|
}
|
|
|
|
// This does not guarantee that the returned value will be identical
|
|
// to a value written in via SetRot - only that the angle measures
|
|
// will be mathematically equal
|
|
// (e.g. 90 degrees = -270 degrees = 450 degrees)
|
|
GameScriptRotation GameScriptItemInfo::GetRot() const
|
|
{
|
|
return GameScriptRotation( int(TO_DEGREES(m_item->pos.xRot)) % 360,
|
|
int(TO_DEGREES(m_item->pos.yRot)) % 360,
|
|
int(TO_DEGREES(m_item->pos.zRot)) % 360);
|
|
}
|
|
|
|
void GameScriptItemInfo::SetRot(GameScriptRotation const& rot)
|
|
{
|
|
m_item->pos.xRot = FROM_DEGREES(rot.x);
|
|
m_item->pos.yRot = FROM_DEGREES(rot.y);
|
|
m_item->pos.zRot = FROM_DEGREES(rot.z);
|
|
}
|
|
|
|
short GameScriptItemInfo::GetHP() const
|
|
{
|
|
return(m_item->hitPoints);
|
|
}
|
|
|
|
void GameScriptItemInfo::SetHP(short hp)
|
|
{
|
|
if(Objects[m_item->objectNumber].intelligent &&
|
|
(hp < 0 || hp > Objects[m_item->objectNumber].hitPoints))
|
|
{
|
|
if (WarningsAsErrors)
|
|
throw std::runtime_error("invalid HP");
|
|
if (hp < 0)
|
|
{
|
|
hp = 0;
|
|
}
|
|
else if (hp > Objects[m_item->objectNumber].hitPoints)
|
|
{
|
|
hp = Objects[m_item->objectNumber].hitPoints;
|
|
}
|
|
}
|
|
|
|
m_item->hitPoints = hp;
|
|
}
|
|
|
|
short GameScriptItemInfo::GetOCB() const
|
|
{
|
|
return m_item->triggerFlags;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetOCB(short ocb)
|
|
{
|
|
m_item->triggerFlags = ocb;
|
|
}
|
|
|
|
byte GameScriptItemInfo::GetAIBits() const
|
|
{
|
|
return m_item->aiBits;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetAIBits(byte bits)
|
|
{
|
|
m_item->aiBits = bits;
|
|
}
|
|
|
|
sol::as_table_t<std::array<short, 8>> GameScriptItemInfo::GetItemFlags() const
|
|
{
|
|
std::array<short, 8> ret{};
|
|
memcpy(ret.data(), m_item->itemFlags, sizeof(m_item->itemFlags));
|
|
return ret;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetItemFlags(sol::as_table_t<std::array<short, 8>> const& arr)
|
|
{
|
|
memcpy(m_item->itemFlags, arr.value().data(), sizeof(m_item->itemFlags));
|
|
}
|
|
|
|
short GameScriptItemInfo::GetCurrentAnimState() const
|
|
{
|
|
return m_item->currentAnimState;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetCurrentAnimState(short animState)
|
|
{
|
|
m_item->currentAnimState = animState;
|
|
}
|
|
|
|
short GameScriptItemInfo::GetRequiredAnimState() const
|
|
{
|
|
return m_item->requiredAnimState;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetRequiredAnimState(short animState)
|
|
{
|
|
m_item->requiredAnimState = animState;
|
|
}
|
|
|
|
short GameScriptItemInfo::GetGoalAnimState() const
|
|
{
|
|
return m_item->goalAnimState;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetGoalAnimState(short state)
|
|
{
|
|
m_item->goalAnimState = state;
|
|
}
|
|
|
|
short GameScriptItemInfo::GetAnimNumber() const
|
|
{
|
|
return m_item->animNumber;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetAnimNumber(short animNumber)
|
|
{
|
|
m_item->animNumber = animNumber;
|
|
}
|
|
|
|
short GameScriptItemInfo::GetFrameNumber() const
|
|
{
|
|
return m_item->frameNumber;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetFrameNumber(short frameNumber)
|
|
{
|
|
m_item->frameNumber = frameNumber;
|
|
}
|
|
|
|
|
|
short GameScriptItemInfo::GetStatus() const
|
|
{
|
|
return m_item->status;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetStatus(short status)
|
|
{
|
|
m_item->status = status;
|
|
}
|
|
|
|
bool GameScriptItemInfo::GetActive() const
|
|
{
|
|
return m_item->active;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetActive(bool active)
|
|
{
|
|
m_item->active = active;
|
|
}
|
|
|
|
bool GameScriptItemInfo::GetHitStatus() const
|
|
{
|
|
return m_item->hitStatus;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetHitStatus(bool hitStatus)
|
|
{
|
|
m_item->hitStatus = hitStatus;
|
|
}
|
|
|
|
short GameScriptItemInfo::GetRoom() const
|
|
{
|
|
return m_item->roomNumber;
|
|
}
|
|
|
|
void GameScriptItemInfo::SetRoom(short room)
|
|
{
|
|
if (room < 0 || static_cast<size_t>(room) >= g_Level.Rooms.size())
|
|
{
|
|
if (WarningsAsErrors)
|
|
throw std::runtime_error("invalid room number");
|
|
return;
|
|
}
|
|
|
|
if (!m_initialised)
|
|
m_item->roomNumber = room;
|
|
else
|
|
ItemNewRoom(m_num, room);
|
|
}
|
|
|
|
|
|
void GameScriptItemInfo::EnableItem()
|
|
{
|
|
if (!m_item->active)
|
|
{
|
|
if (Objects[m_item->objectNumber].intelligent)
|
|
{
|
|
if (m_item->status == ITEM_DEACTIVATED)
|
|
{
|
|
m_item->touchBits = 0;
|
|
m_item->status = ITEM_ACTIVE;
|
|
AddActiveItem(m_num);
|
|
EnableBaddieAI(m_num, 1);
|
|
}
|
|
else if (m_item->status == ITEM_INVISIBLE)
|
|
{
|
|
m_item->touchBits = 0;
|
|
if (EnableBaddieAI(m_num, 0))
|
|
m_item->status = ITEM_ACTIVE;
|
|
else
|
|
m_item->status = ITEM_INVISIBLE;
|
|
AddActiveItem(m_num);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_item->touchBits = 0;
|
|
AddActiveItem(m_num);
|
|
m_item->status = ITEM_ACTIVE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void GameScriptItemInfo::DisableItem()
|
|
{
|
|
if (m_item->active)
|
|
{
|
|
if (Objects[m_item->objectNumber].intelligent)
|
|
{
|
|
if (m_item->status == ITEM_ACTIVE)
|
|
{
|
|
m_item->touchBits = 0;
|
|
m_item->status = ITEM_DEACTIVATED;
|
|
RemoveActiveItem(m_num);
|
|
DisableBaddieAI(m_num);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_item->touchBits = 0;
|
|
RemoveActiveItem(m_num);
|
|
m_item->status = ITEM_DEACTIVATED;
|
|
}
|
|
}
|
|
} |