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123 lines
4.1 KiB
C++
123 lines
4.1 KiB
C++
#include "frameworkandsol.h"
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#include "GameScriptInventoryObject.h"
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#include "ScriptAssert.h"
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#include <string>
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/***
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Represents the properties of an object as it appears in the inventory.
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@pregameclass InventoryObject
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@pragma nostrip
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*/
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/*** Create an inventoryObject item. Use this if you want to specify property values later later.
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The default property values are not disclosed here, since at the time of writing, they are subject to change.
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@function InventoryObject.new
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@return an InventoryObject
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*/
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/*** For more information on each parameter, see the
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associated getters and setters.
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@function InventoryObject.new
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@tparam string nameKey name key
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@tparam InvItem slot slot of inventory object to change
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@tparam int yOffset y-axis offset (positive values move the item down)
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@tparam float scale item size (1 being standard size)
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@tparam Rotation rot rotation about x, y, and z axes
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@tparam RotationAxis rotAxisWhenCurrent axis to rotate around in inventory
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@tparam int meshBits not currently implemented
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@tparam ItemAction action is this usable, equippable, or examinable?
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@return an InventoryObject
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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, RotationFlags a_rotationFlags, int a_meshBits, ItemOptions a_action) :
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name{ a_name },
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slot{ a_slot.m_pair.second },
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yOffset{ a_yOffset },
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scale{ a_scale },
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rot{ a_rot },
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rotationFlags{ a_rotationFlags },
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meshBits{ a_meshBits }
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{
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SetAction(a_action);
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}
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void GameScriptInventoryObject::Register(sol::state * lua)
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{
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lua->new_usertype<GameScriptInventoryObject>("InventoryObject",
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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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@mem nameKey
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*/
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"nameKey", &GameScriptInventoryObject::name,
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/*** (@{InvItem}) slot of item whose inventory display properties you wish to change
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@mem slot
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*/
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"slot", sol::property(&GameScriptInventoryObject::SetSlot),
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/*** (float) y-axis offset (positive values will move the item lower).
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A value of about 100 will cause the item to display directly below its usual position.
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@mem yOffset
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*/
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"yOffset", &GameScriptInventoryObject::yOffset,
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/*** (float) Item's size when displayed in the inventory as a multiple of its "regular" size.
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A value of 0.5 will cause the item to render at half the size,
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and a value of 2 will cause the item to render at twice the size.
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@mem scale
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*/
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"scale", &GameScriptInventoryObject::scale,
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/*** (@{Rotation}) Item's rotation about its origin when displayed in the inventory.
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@mem rot
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*/
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"rot", &GameScriptInventoryObject::rot,
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/*** (RotationAxis) Axis to rotate about when the item is being looked at in the inventory.
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Note that this is entirely separate from the `rot` field described above.
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Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
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e.g. `myItem.rotAxisWhenCurrent = RotationAxis.X`
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@mem rotAxisWhenCurrent
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*/
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"rotAxisWhenCurrent", &GameScriptInventoryObject::rotationFlags,
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/*** (int) __Not currently implemented__ (will have no effect regardless of what you set it to)
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@mem meshBits
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*/
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"meshBits", &GameScriptInventoryObject::meshBits,
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/*** (ItemAction) What can the player do with the item?
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Must be one of:
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EQUIP
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USE
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EXAMINE
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e.g. `myItem.action = ItemAction.EXAMINE`
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@mem action
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*/
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"action", sol::property(&GameScriptInventoryObject::SetAction)
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);
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}
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// Add validation so the user can't choose something unimplemented
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void GameScriptInventoryObject::SetAction(ItemOptions a_action)
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{
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bool isSupported = (a_action == ItemOptions::OPT_EQUIP) ||
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(a_action == ItemOptions::OPT_USE) ||
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(a_action == ItemOptions::OPT_EXAMINABLE);
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if (!ScriptAssert(isSupported, "Unsupported item action: " + std::to_string(a_action)))
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{
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ItemOptions def = ItemOptions::OPT_USE;
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ScriptWarn("Defaulting to " + std::to_string(def));
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action = def;
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}
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else
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{
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action = a_action;
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}
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}
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void GameScriptInventoryObject::SetSlot(ItemEnumPair a_slot)
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{
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slot = a_slot.m_pair.second;
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}
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