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