pandemonium_engine/modules/entity_spell_system/inventory/inventory.cpp

87 lines
3.7 KiB
C++

/*************************************************************************/
/* inventory.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "inventory.h"
#include "../data/items/item_instance.h"
#include "../data/items/item_template.h"
#include "../entities/player.h"
int Inventory::get_allowed_item_types() const {
return _allowed_item_types;
}
void Inventory::set_allowed_item_types(const int value) {
_allowed_item_types = value;
}
Player *Inventory::target_get() const {
return _target;
}
void Inventory::target_set(Player *value) {
_target = value;
}
void Inventory::target_set_bind(Node *caster) {
if (!caster) {
return;
}
Player *e = Object::cast_to<Player>(caster);
if (!e) {
return;
}
_target = e;
}
Inventory::Inventory() {
_allowed_item_types = 0xFFFFFF;
}
Inventory::~Inventory() {
}
void Inventory::_bind_methods() {
ADD_SIGNAL(MethodInfo("changed", PropertyInfo(Variant::OBJECT, "inventory", PROPERTY_HINT_RESOURCE_TYPE, "Inventory")));
ClassDB::bind_method(D_METHOD("get_allowed_item_types"), &Inventory::get_allowed_item_types);
ClassDB::bind_method(D_METHOD("set_allowed_item_types", "count"), &Inventory::set_allowed_item_types);
ADD_PROPERTY(PropertyInfo(Variant::INT, "allowed_item_types", PROPERTY_HINT_FLAGS, ItemEnums::BINDING_STRING_ITEM_TYPE_FLAGS), "set_allowed_item_types", "get_allowed_item_types");
ClassDB::bind_method(D_METHOD("get_target"), &Inventory::get_target);
ClassDB::bind_method(D_METHOD("set_target", "target"), &Inventory::target_set_bind);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "target", PROPERTY_HINT_RESOURCE_TYPE, "Player"), "set_target", "get_target");
}