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CRYENGINE Show ScriptBind_ItemSystem.h Source code

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  1. // Copyright 2001-2016 Crytek GmbH / Crytek Group. All rights reserved.
  2.  
  3. /*************************************************************************
  4.    -------------------------------------------------------------------------
  5.    $Id$
  6.    $DateTime$
  7.    Description:
  8.  
  9.    -------------------------------------------------------------------------
  10.    History:
  11.    - 30:9:2004   14:21 : Created by M谩rcio Martins
  12.  
  13. *************************************************************************/
  14. #ifndef __SCRIPTBIND_ITEMSYSTEM_H__
  15. #define __SCRIPTBIND_ITEMSYSTEM_H__
  16.  
  17. #if _MSC_VER > 1000
  18.         #pragma once
  19. #endif
  20.  
  21. #include <CryScriptSystem/IScriptSystem.h>
  22. #include <CryScriptSystem/ScriptHelpers.h>
  23.  
  24. class CItemSystem;
  25. class CEquipmentManager;
  26.  
  27. class CScriptBind_ItemSystem :
  28.         public CScriptableBase
  29. {
  30. public:
  31.         CScriptBind_ItemSystem(ISystem* pSystem, CItemSystem* pItemSystem, IGameFramework* pGameFramework);
  32.         virtual ~CScriptBind_ItemSystem();
  33.  
  34.         void         Release() { delete this; };
  35.  
  36.         virtual void GetMemoryUsage(ICrySizer* pSizer) const
  37.         {
  38.                 pSizer->AddObject(this, sizeof(*this));
  39.         }
  40.  
  41.         //! <code>ItemSystem.Reset()</code>
  42.         //! <description>Resets the item system.</description>
  43.         int Reset(IFunctionHandler* pH);
  44.  
  45.         //! <code>ItemSystem.GiveItem( itemName )</code>
  46.         //!             <param name="itemName">Item name.</param>
  47.         //! <description>Gives the specified item.</description>
  48.         int GiveItem(IFunctionHandler* pH, const char* itemName);
  49.  
  50.         //! <code>ItemSystem.GiveItemPack( actorId, packName )</code>
  51.         //!             <param name="actorId">Actor identifier.</param>
  52.         //!             <param name="packName">Pack name.</param>
  53.         //! <description>Gives the item pack to the specified actor.</description>
  54.         int GiveItemPack(IFunctionHandler* pH, ScriptHandle actorId, const char* packName);
  55.  
  56.         //! <code>ItemSystem.GetPackPrimaryItem( packName )</code>
  57.         //!             <param name="packName">Pack name.</param>
  58.         //! <description>Gets the primary item of the specified pack.</description>
  59.         int GetPackPrimaryItem(IFunctionHandler* pH, const char* packName);
  60.  
  61.         //! <code>ItemSystem.GetPackNumItems()</code>
  62.         //! <description>Get the number of items in the specified pack.</description>
  63.         //!             <param name="packName">Pack name.</param>
  64.         int GetPackNumItems(IFunctionHandler* pH, const char* packName);
  65.  
  66.         //! <code>ItemSystem.GetPackItemByIndex( packName, index )</code>
  67.         //!             <param name="packName">Pack name.</param>
  68.         //!             <param name="index">Pack index.</param>
  69.         //! <description>Gets a pack item from its index.</description>
  70.         int GetPackItemByIndex(IFunctionHandler* pH, const char* packName, int index);
  71.  
  72.         //! <code>ItemSystem.SetActorItem( actorId, itemId, keepHistory )</code>
  73.         //!             <param name="actorId">Actor identifier.</param>
  74.         //!             <param name="itemId">Item identifier.</param>
  75.         //!             <param name="keepHistory">True to keep history, false otherwise.</param>
  76.         //! <description>Sets an actor item.</description>
  77.         int SetActorItem(IFunctionHandler* pH, ScriptHandle actorId, ScriptHandle itemId, bool keepHistory);
  78.  
  79.         //! <code>ItemSystem.SetActorItemByName( actorId, name, keepHistory )</code>
  80.         //!             <param name="actorId">Actor identifier.</param>
  81.         //!             <param name="name">Actor item name.</param>
  82.         //!             <param name="keepHistory">True to keep history, false otherwise.</param>
  83.         //! <description>Sets an actor item by name.</description>
  84.         int SetActorItemByName(IFunctionHandler* pH, ScriptHandle actorId, const char* name, bool keepHistory);
  85.  
  86.         //! <code>ItemSystem.SerializePlayerLTLInfo( reading )</code>
  87.         //!             <param name="reading">Boolean value.</param>
  88.         //! <description>Serializes player LTL info.</description>
  89.         int SerializePlayerLTLInfo(IFunctionHandler* pH, bool reading);
  90.  
  91. private:
  92.         void RegisterGlobals();
  93.         void RegisterMethods();
  94.  
  95.         CItemSystem*       m_pItemSystem;
  96.         IGameFramework*    m_pGameFramework;
  97.         CEquipmentManager* m_pEquipmentManager;
  98. };
  99.  
  100. #endif //__SCRIPTBIND_ITEMSYSTEM_H__
  101.  
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