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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 16:57:16 +01:00
SqMod/source/Entity/Forcefield.cpp

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// ------------------------------------------------------------------------------------------------
#include "Entity/Forcefield.hpp"
#include "Entity/Player.hpp"
#include "Base/Color3.hpp"
#include "Base/Vector3.hpp"
#include "Core.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
Color3 CForcefield::s_Color3;
Vector3 CForcefield::s_Vector3;
// ------------------------------------------------------------------------------------------------
Uint32 CForcefield::s_ColorR;
Uint32 CForcefield::s_ColorG;
Uint32 CForcefield::s_ColorB;
// ------------------------------------------------------------------------------------------------
SQChar CForcefield::s_StrID[SQMOD_FORCEFIELD_POOL][8];
// ------------------------------------------------------------------------------------------------
const Int32 CForcefield::Max = SQMOD_FORCEFIELD_POOL;
// ------------------------------------------------------------------------------------------------
CForcefield::CForcefield(Int32 id)
: m_ID(VALID_ENTITYGETEX(id, SQMOD_FORCEFIELD_POOL))
, m_Tag(VALID_ENTITY(m_ID) ? s_StrID[m_ID] : _SC("-1"))
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
CForcefield::~CForcefield()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Int32 CForcefield::Cmp(const CForcefield & o) const
{
if (m_ID == o.m_ID)
return 0;
else if (m_ID > o.m_ID)
return 1;
else
return -1;
}
CSStr CForcefield::ToString() const
{
return VALID_ENTITYEX(m_ID, SQMOD_FORCEFIELD_POOL) ? s_StrID[m_ID] : _SC("-1");
}
// ------------------------------------------------------------------------------------------------
CSStr CForcefield::GetTag() const
{
return m_Tag.c_str();
}
void CForcefield::SetTag(CSStr tag)
{
m_Tag.assign(tag);
}
Object & CForcefield::GetData()
{
if (Validate())
return m_Data;
return NullObject();
}
void CForcefield::SetData(Object & data)
{
if (Validate())
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
bool CForcefield::Destroy(Int32 header, Object & payload)
{
return _Core->DelForcefield(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
bool CForcefield::BindEvent(Int32 evid, Object & env, Function & func) const
{
if (!Validate())
return false;
Function & event = _Core->GetForcefieldEvent(m_ID, evid);
if (func.IsNull())
event.Release();
else
event = Function(env.GetVM(), env, func.GetFunc());
return true;
}
// ------------------------------------------------------------------------------------------------
bool CForcefield::IsStreamedFor(CPlayer & player) const
{
if (!player.IsActive())
SqThrow("Invalid player argument: null");
else if (Validate())
return _Func->IsSphereStreamedForPlayer(m_ID, player.GetID());
return false;
}
Int32 CForcefield::GetWorld() const
{
if (Validate())
return _Func->GetSphereWorld(m_ID);
return -1;
}
void CForcefield::SetWorld(Int32 world) const
{
if (Validate())
_Func->SetSphereWorld(m_ID, world);
}
const Color3 & CForcefield::GetColor() const
{
s_Color3.Clear();
if (Validate())
{
_Func->GetSphereColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB);
s_Color3.Set(s_ColorR, s_ColorG, s_ColorB);
}
return s_Color3;
}
void CForcefield::SetColor(const Color3 & col) const
{
if (Validate())
_Func->SetSphereColor(m_ID, col.r, col.g, col.b);
}
void CForcefield::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const
{
if (Validate())
_Func->SetSphereColor(m_ID, r, g, b);
}
const Vector3 & CForcefield::GetPosition() const
{
s_Vector3.Clear();
if (Validate())
_Func->GetSpherePos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
return s_Vector3;
}
void CForcefield::SetPosition(const Vector3 & pos) const
{
if (Validate())
_Func->SetSpherePos(m_ID, pos.x, pos.y, pos.z);
}
void CForcefield::SetPositionEx(Float32 x, Float32 y, Float32 z) const
{
if (Validate())
_Func->SetSpherePos(m_ID, x, y, z);
}
Float32 CForcefield::GetRadius() const
{
if (Validate())
_Func->GetSphereRadius(m_ID);
return 0;
}
void CForcefield::SetRadius(Float32 radius) const
{
if (Validate())
_Func->SetSphereRadius(m_ID, radius);
}
Object & CForcefield::GetOwner() const
{
if (Validate())
return _Core->GetPlayer(_Func->GetSphereOwner(m_ID)).mObj;
return NullObject();
}
Int32 CForcefield::GetOwnerID() const
{
if (Validate())
_Func->GetSphereOwner(m_ID);
return -1;
}
// ------------------------------------------------------------------------------------------------
Float32 CForcefield::GetPosX() const
{
s_Vector3.x = 0;
if (Validate())
_Func->GetSpherePos(m_ID, &s_Vector3.x, NULL, NULL);
return s_Vector3.x;
}
Float32 CForcefield::GetPosY() const
{
s_Vector3.y = 0;
if (Validate())
_Func->GetSpherePos(m_ID, NULL, &s_Vector3.y, NULL);
return s_Vector3.y;
}
Float32 CForcefield::GetPosZ() const
{
s_Vector3.z = 0;
if (Validate())
_Func->GetSpherePos(m_ID, NULL, NULL, &s_Vector3.z);
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CForcefield::SetPosX(Float32 x) const
{
if (Validate())
{
_Func->GetSpherePos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z);
_Func->SetSpherePos(m_ID, x, s_Vector3.y, s_Vector3.z);
}
}
void CForcefield::SetPosY(Float32 y) const
{
if (Validate())
{
_Func->GetSpherePos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z);
_Func->SetSpherePos(m_ID, s_Vector3.x, y, s_Vector3.z);
}
}
void CForcefield::SetPosZ(Float32 z) const
{
if (Validate())
{
_Func->GetSpherePos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL);
_Func->SetSpherePos(m_ID, s_Vector3.z, s_Vector3.y, z);
}
}
// ------------------------------------------------------------------------------------------------
Uint32 CForcefield::GetColR() const
{
s_ColorR = 0;
if (Validate())
_Func->GetSphereColor(m_ID, &s_ColorR, NULL, NULL);
return s_ColorR;
}
Uint32 CForcefield::GetColG() const
{
s_ColorG = 0;
if (Validate())
_Func->GetSphereColor(m_ID, NULL, &s_ColorG, NULL);
return s_ColorG;
}
Uint32 CForcefield::GetColB() const
{
s_ColorB = 0;
if (Validate())
_Func->GetSphereColor(m_ID, NULL, NULL, &s_ColorB);
return s_ColorB;
}
// ------------------------------------------------------------------------------------------------
void CForcefield::SetColR(Uint32 r) const
{
if (Validate())
{
_Func->GetSphereColor(m_ID, NULL, &s_ColorG, &s_ColorB);
_Func->SetSphereColor(m_ID, r, s_ColorG, s_ColorB);
}
}
void CForcefield::SetColG(Uint32 g) const
{
if (Validate())
{
_Func->GetSphereColor(m_ID, &s_ColorR, NULL, &s_ColorB);
_Func->SetSphereColor(m_ID, s_ColorR, g, s_ColorB);
}
}
void CForcefield::SetColB(Uint32 b) const
{
if (Validate())
{
_Func->GetSphereColor(m_ID, &s_ColorB, &s_ColorG, NULL);
_Func->SetSphereColor(m_ID, s_ColorB, s_ColorG, b);
}
}
// ------------------------------------------------------------------------------------------------
static Object & CreateForcefieldEx(CPlayer & player, Int32 world, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Float32 radius)
{
return _Core->NewForcefield(player.GetID(), world, x, y, z, r, g, b, radius,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & CreateForcefieldEx(CPlayer & player, Int32 world, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Float32 radius,
Int32 header, Object & payload)
{
return _Core->NewForcefield(player.GetID(), world, x, y, z, r, g, b, radius, header, payload);
}
// ------------------------------------------------------------------------------------------------
static Object & CreateForcefield(CPlayer & player, Int32 world, const Vector3 & pos,
const Color3 & color, Float32 radius)
{
return _Core->NewForcefield(player.GetID(), world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & CreateForcefield(CPlayer & player, Int32 world, const Vector3 & pos,
const Color3 & color, Float32 radius, Int32 header, Object & payload)
{
return _Core->NewForcefield(player.GetID(), world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
header, payload);
}
// ================================================================================================
void Register_CForcefield(HSQUIRRELVM vm)
{
RootTable(vm).Bind(_SC("SqForcefield"),
Class< CForcefield, NoConstructor< CForcefield > >(vm, _SC("SqForcefield"))
/* Metamethods */
.Func(_SC("_cmp"), &CForcefield::Cmp)
.Func(_SC("_tostring"), &CForcefield::ToString)
/* Core Properties */
.Prop(_SC("ID"), &CForcefield::GetID)
.Prop(_SC("Tag"), &CForcefield::GetTag, &CForcefield::SetTag)
.Prop(_SC("Data"), &CForcefield::GetData, &CForcefield::SetData)
.Prop(_SC("MaxID"), &CForcefield::GetMaxID)
.Prop(_SC("Active"), &CForcefield::IsActive)
/* Core Functions */
.Func(_SC("Bind"), &CForcefield::BindEvent)
/* Core Overloads */
.Overload< bool (CForcefield::*)(void) >(_SC("Destroy"), &CForcefield::Destroy)
.Overload< bool (CForcefield::*)(Int32) >(_SC("Destroy"), &CForcefield::Destroy)
.Overload< bool (CForcefield::*)(Int32, Object &) >(_SC("Destroy"), &CForcefield::Destroy)
/* Properties */
.Prop(_SC("World"), &CForcefield::GetWorld, &CForcefield::SetWorld)
.Prop(_SC("Color"), &CForcefield::GetColor, &CForcefield::SetColor)
.Prop(_SC("Pos"), &CForcefield::GetPosition, &CForcefield::SetPosition)
.Prop(_SC("Position"), &CForcefield::GetPosition, &CForcefield::SetPosition)
.Prop(_SC("Radius"), &CForcefield::GetRadius, &CForcefield::SetRadius)
.Prop(_SC("Owner"), &CForcefield::GetOwner)
.Prop(_SC("OwnerID"), &CForcefield::GetOwnerID)
.Prop(_SC("X"), &CForcefield::GetPosX, &CForcefield::SetPosX)
.Prop(_SC("Y"), &CForcefield::GetPosY, &CForcefield::SetPosY)
.Prop(_SC("Z"), &CForcefield::GetPosZ, &CForcefield::SetPosZ)
.Prop(_SC("R"), &CForcefield::GetColR, &CForcefield::SetColR)
.Prop(_SC("G"), &CForcefield::GetColG, &CForcefield::SetColG)
.Prop(_SC("B"), &CForcefield::GetColB, &CForcefield::SetColB)
/* Functions */
.Func(_SC("StreamedFor"), &CForcefield::IsStreamedFor)
.Func(_SC("SetColor"), &CForcefield::SetColorEx)
.Func(_SC("SetPos"), &CForcefield::SetPositionEx)
.Func(_SC("SetPosition"), &CForcefield::SetPositionEx)
);
RootTable(vm)
.Overload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Float32) >
(_SC("CreateForcefieldEx"), &CreateForcefieldEx)
.Overload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Float32, Int32, Object &) >
(_SC("CreateForcefieldEx"), &CreateForcefieldEx)
.Overload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color3 &, Float32) >
(_SC("CreateForcefield"), &CreateForcefield)
.Overload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color3 &, Float32, Int32, Object &) >
(_SC("CreateForcefield"), &CreateForcefield);
}
} // Namespace:: SqMod