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SqMod/source/Entity/Object.hpp

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#ifndef _ENTITY_OBJECT_HPP_
#define _ENTITY_OBJECT_HPP_
// ------------------------------------------------------------------------------------------------
#include "Entity.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
/* ------------------------------------------------------------------------------------------------
* Class responsible for managing the referenced object instance.
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*/
class CObject : public Reference< CObject >
{
// --------------------------------------------------------------------------------------------
static CModel s_Model;
// --------------------------------------------------------------------------------------------
static Vector3 s_Vector3;
static Quaternion s_Quaternion;
public:
/* --------------------------------------------------------------------------------------------
* Import the constructors, destructors and assignment operators from the base class.
*/
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using RefType::Reference;
/* --------------------------------------------------------------------------------------------
* Construct a reference from a base reference.
*/
CObject(const Reference< CObject > & o);
/* --------------------------------------------------------------------------------------------
* See if the referenced object instance is streamed for the specified player.
*/
bool IsStreamedFor(const Reference< CPlayer > & player) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the model of the referenced object instance.
*/
const CModel & GetModel() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the model identifier of the referenced object instance.
*/
SQInt32 GetModelID() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the world in which the referenced object instance exists.
*/
SQInt32 GetWorld() const;
/* --------------------------------------------------------------------------------------------
* Change the world in which the referenced object instance exists.
*/
void SetWorld(SQInt32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the alpha of the referenced object instance.
*/
SQInt32 GetAlpha() const;
/* --------------------------------------------------------------------------------------------
* Change the alpha of the referenced object instance.
*/
void SetAlpha(SQInt32 alpha) const;
/* --------------------------------------------------------------------------------------------
* Change the alpha of the referenced object instance over the specified time.
*/
void SetAlphaEx(SQInt32 alpha, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance to the specified position instantly.
*/
void MoveToPr(const Vector3 & pos) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance to the specified position over the specified time.
*/
void MoveTo(const Vector3 & pos, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance to the specified position instantly.
*/
void MoveToEx(SQFloat x, SQFloat y, SQFloat z) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance to the specified position over the specified time.
*/
void MoveToEx(SQFloat x, SQFloat y, SQFloat z, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance by the specified position instantly.
*/
void MoveByPr(const Vector3 & pos) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance by the specified position over the specified time.
*/
void MoveBy(const Vector3 & pos, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance by the specified position instantly.
*/
void MoveByEx(SQFloat x, SQFloat y, SQFloat z) const;
/* --------------------------------------------------------------------------------------------
* Move the referenced object instance by the specified position over the specified time.
*/
void MoveByEx(SQFloat x, SQFloat y, SQFloat z, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position of the referenced object instance.
*/
const Vector3 & GetPosition();
/* --------------------------------------------------------------------------------------------
* Change the position of the referenced object instance.
*/
void SetPosition(const Vector3 & pos) const;
/* --------------------------------------------------------------------------------------------
* Change the position of the referenced object instance.
*/
void SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified rotation instantly.
*/
void RotateToPr(const Quaternion & rot) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified rotation over the specified time.
*/
void RotateTo(const Quaternion & rot, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified rotation instantly.
*/
void RotateToEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified rotation over the specified time.
*/
void RotateToEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified euler rotation instantly.
*/
void RotateToEulerPr(const Vector3 & rot) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified euler rotation over the specified time.
*/
void RotateToEuler(const Vector3 & rot, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified euler rotation instantly.
*/
void RotateToEulerEx(SQFloat x, SQFloat y, SQFloat z) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance to the specified euler rotation over the specified time.
*/
void RotateToEulerEx(SQFloat x, SQFloat y, SQFloat z, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified rotation instantly.
*/
void RotateByPr(const Quaternion & rot) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified rotation over the specified time.
*/
void RotateBy(const Quaternion & rot, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified rotation instantly.
*/
void RotateByEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified rotation over the specified time.
*/
void RotateByEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified euler rotation instantly.
*/
void RotateByEulerPr(const Vector3 & rot) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified euler rotation over the specified time.
*/
void RotateByEuler(const Vector3 & rot, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified euler rotation instantly.
*/
void RotateByEulerEx(SQFloat x, SQFloat y, SQFloat z) const;
/* --------------------------------------------------------------------------------------------
* Rotate the referenced object instance by the specified euler rotation over the specified time.
*/
void RotateByEulerEx(SQFloat x, SQFloat y, SQFloat z, SQInt32 time) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the rotation of the referenced object instance.
*/
const Quaternion & GetRotation();
/* --------------------------------------------------------------------------------------------
* Retrieve the euler rotation of the referenced object instance.
*/
const Vector3 & GetRotationEuler();
/* --------------------------------------------------------------------------------------------
* See whether the referenced object instance reports gunshots.
*/
bool GetShotReport() const;
/* --------------------------------------------------------------------------------------------
* Set whether the referenced object instance reports gunshots.
*/
void SetShotReport(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the referenced object instance reports player bumps.
*/
bool GetBumpReport() const;
/* --------------------------------------------------------------------------------------------
* Set whether the referenced object instance reports player bumps.
*/
void SetBumpReport(bool toggle) const;
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};
} // Namespace:: SqMod
#endif // _ENTITY_OBJECT_HPP_