Adds support for scripts for item use handling.
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Signed-off-by: Deukhoofd <Deukhoofd@gmail.com>
This commit is contained in:
20
CInterface/Battling/ItemUseScript.cpp
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20
CInterface/Battling/ItemUseScript.cpp
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@@ -0,0 +1,20 @@
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#include "../../src/Battling/ScriptHandling/ItemUseScript.hpp"
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#include "../Core.hpp"
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using namespace CreatureLib::Battling;
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export void CreatureLib_ItemUseScript_Destruct(ItemUseScript* p) { delete p; }
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export uint8_t CreatureLib_ItemUseScript_IsItemUsable(ItemUseScript* p, uint8_t& out) { Try(out = p->IsItemUsable()) }
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export uint8_t CreatureLib_ItemUseScript_IsCreatureUseItem(ItemUseScript* p, uint8_t& out) {
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Try(out = p->IsCreatureUseItem())
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}
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export uint8_t CreatureLib_ItemUseScript_IsUseValidForCreature(ItemUseScript* p, Creature* creature, uint8_t& out) {
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Try(out = p->IsUseValidForCreature(creature))
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}
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export uint8_t CreatureLib_ItemUseScript_IsHoldable(ItemUseScript* p, uint8_t& out) { Try(out = p->IsHoldable()) }
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export uint8_t CreatureLib_ItemUseScript_OnUse(ItemUseScript* p) { Try(p->OnUse()) }
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export uint8_t CreatureLib_ItemUseScript_OnCreatureUse(ItemUseScript* p, Creature* creature) {
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Try(p->OnCreatureUse(creature))
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}
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@@ -13,3 +13,8 @@ export uint8_t CreatureLib_ScriptResolver_LoadScript(BattleScript*& out, ScriptR
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const char* scriptName) {
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Try(out = p->LoadScript(category, ArbUt::StringView(scriptName));)
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};
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export uint8_t CreatureLib_ScriptResolver_LoadItemScript(ItemUseScript*& out, ScriptResolver* p,
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const char* scriptName) {
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Try(out = p->LoadItemScript(ArbUt::StringView(scriptName));)
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};
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