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SqMod/source/Entity/Checkpoint.cpp

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// ------------------------------------------------------------------------------------------------
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#include "Entity/Checkpoint.hpp"
#include "Entity/Player.hpp"
#include "Base/Color4.hpp"
#include "Base/Vector3.hpp"
#include "Core.hpp"
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// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
Color4 CCheckpoint::s_Color4;
Vector3 CCheckpoint::s_Vector3;
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::s_ColorR;
Int32 CCheckpoint::s_ColorG;
Int32 CCheckpoint::s_ColorB;
Int32 CCheckpoint::s_ColorA;
// ------------------------------------------------------------------------------------------------
const Int32 CCheckpoint::Max = SQMOD_CHECKPOINT_POOL;
// ------------------------------------------------------------------------------------------------
SQInteger CCheckpoint::Typename(HSQUIRRELVM vm)
{
static const SQChar name[] = _SC("SqCheckpoint");
sq_pushstring(vm, name, sizeof(name));
return 1;
}
// ------------------------------------------------------------------------------------------------
CCheckpoint::CCheckpoint(Int32 id)
: m_ID(VALID_ENTITYGETEX(id, SQMOD_CHECKPOINT_POOL))
, m_Tag(ToStrF("%d", id))
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
CCheckpoint::~CCheckpoint()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::Cmp(const CCheckpoint & o) const
{
if (m_ID == o.m_ID)
{
return 0;
}
else if (m_ID > o.m_ID)
{
return 1;
}
else
{
return -1;
}
}
// ------------------------------------------------------------------------------------------------
const String & CCheckpoint::ToString() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
const String & CCheckpoint::GetTag() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetTag(CSStr tag)
{
m_Tag.assign(tag);
}
// ------------------------------------------------------------------------------------------------
Object & CCheckpoint::GetData()
{
// Validate the managed identifier
Validate();
// Return the requested information
return m_Data;
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetData(Object & data)
{
// Validate the managed identifier
Validate();
// Apply the specified value
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
bool CCheckpoint::Destroy(Int32 header, Object & payload)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().DelCheckpoint(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::BindEvent(Int32 evid, Object & env, Function & func) const
{
// Validate the managed identifier
Validate();
// Obtain the function instance called for this event
Function & event = Core::Get().GetCheckpointEvent(m_ID, evid);
// Is the specified callback function null?
if (func.IsNull())
{
event.ReleaseGently(); // Then release the current callback
}
// Does this function need a custom environment?
else if (env.IsNull())
{
event = func;
}
// Assign the specified environment and function
else
{
event = Function(env.GetVM(), env, func.GetFunc());
}
}
// ------------------------------------------------------------------------------------------------
bool CCheckpoint::IsStreamedFor(CPlayer & player) const
{
// Is the specified player even valid?
if (!player.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsCheckPointStreamedForPlayer(m_ID, player.GetID());
}
// ------------------------------------------------------------------------------------------------
bool CCheckpoint::IsSphere() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsCheckPointSphere(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::GetWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetCheckPointWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetWorld(Int32 world) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointWorld(m_ID, world);
}
// ------------------------------------------------------------------------------------------------
const Color4 & CCheckpoint::GetColor() const
{
// Validate the managed identifier
Validate();
// Clear previous color information, if any
s_ColorR = s_ColorG = s_ColorB = s_ColorA = 0;
// Query the server for the color values
_Func->GetCheckPointColour(m_ID, &s_ColorR, &s_ColorG, &s_ColorB, &s_ColorA);
// Convert and assign the retrieved values
s_Color4.Set(s_ColorR, s_ColorG, s_ColorB, s_ColorA);
// Return the requested information
return s_Color4;
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColor(const Color4 & col) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, col.r, col.g, col.b, col.a);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, r, g, b, 0xFF);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColorEx(Uint8 r, Uint8 g, Uint8 b, Uint8 a) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, r, g, b, a);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CCheckpoint::GetPosition() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.Clear();
// Query the server for the position values
_Func->GetCheckPointPosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetPosition(const Vector3 & pos) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointPosition(m_ID, pos.x, pos.y, pos.z);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetPositionEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointPosition(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
Float32 CCheckpoint::GetRadius() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetCheckPointRadius(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetRadius(Float32 radius) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCheckPointRadius(m_ID, radius);
}
// ------------------------------------------------------------------------------------------------
Object & CCheckpoint::GetOwner() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(_Func->GetCheckPointOwner(m_ID)).mObj;
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::GetOwnerID() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetCheckPointOwner(m_ID);
}
// ------------------------------------------------------------------------------------------------
Float32 CCheckpoint::GetPositionX() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.x = 0;
// Query the server for the requested component value
_Func->GetCheckPointPosition(m_ID, &s_Vector3.x, nullptr, nullptr);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CCheckpoint::GetPositionY() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.y = 0;
// Query the server for the requested component value
_Func->GetCheckPointPosition(m_ID, nullptr, &s_Vector3.y, nullptr);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CCheckpoint::GetPositionZ() const
{
// Validate the managed identifier
Validate();
// Clear previous position information, if any
s_Vector3.z = 0;
// Query the server for the requested component value
_Func->GetCheckPointPosition(m_ID, nullptr, nullptr, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetPositionX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointPosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->SetCheckPointPosition(m_ID, x, s_Vector3.y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetPositionY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointPosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->SetCheckPointPosition(m_ID, s_Vector3.x, y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetPositionZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointPosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->SetCheckPointPosition(m_ID, s_Vector3.z, s_Vector3.y, z);
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::GetColorR() const
{
// Validate the managed identifier
Validate();
// Clear previous color information, if any
s_ColorR = 0;
// Query the server for the requested component value
_Func->GetCheckPointColour(m_ID, &s_ColorR, NULL, NULL, NULL);
// Return the requested information
return s_ColorR;
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::GetColorG() const
{
// Validate the managed identifier
Validate();
// Clear previous color information, if any
s_ColorG = 0;
// Query the server for the requested component value
_Func->GetCheckPointColour(m_ID, NULL, &s_ColorG, NULL, NULL);
// Return the requested information
return s_ColorG;
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::GetColorB() const
{
// Validate the managed identifier
Validate();
// Clear previous color information, if any
s_ColorB = 0;
// Query the server for the requested component value
_Func->GetCheckPointColour(m_ID, NULL, NULL, &s_ColorB, NULL);
// Return the requested information
return s_ColorB;
}
// ------------------------------------------------------------------------------------------------
Int32 CCheckpoint::GetColorA() const
{
// Validate the managed identifier
Validate();
// Clear previous color information, if any
s_ColorA = 0;
// Query the server for the requested component value
_Func->GetCheckPointColour(m_ID, NULL, NULL, NULL, &s_ColorA);
// Return the requested information
return s_ColorA;
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColorR(Int32 r) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointColour(m_ID, NULL, &s_ColorG, &s_ColorB, &s_ColorA);
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, r, s_ColorG, s_ColorB, s_ColorA);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColorG(Int32 g) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointColour(m_ID, &s_ColorR, NULL, &s_ColorB, &s_ColorA);
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, s_ColorR, g, s_ColorB, s_ColorA);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColorB(Int32 b) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointColour(m_ID, &s_ColorB, &s_ColorG, NULL, &s_ColorA);
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, s_ColorB, s_ColorG, b, s_ColorA);
}
// ------------------------------------------------------------------------------------------------
void CCheckpoint::SetColorA(Int32 a) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetCheckPointColour(m_ID, &s_ColorA, &s_ColorG, &s_ColorB, NULL);
// Perform the requested operation
_Func->SetCheckPointColour(m_ID, s_ColorA, s_ColorG, s_ColorB, a);
}
// ------------------------------------------------------------------------------------------------
static Object & Checkpoint_CreateEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius)
{
return Core::Get().NewCheckpoint(-1, world, sphere, x, y, z, r, g, b, a, radius,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Checkpoint_CreateEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
Int32 header, Object & payload)
{
return Core::Get().NewCheckpoint(-1, world, sphere, x, y, z, r, g, b, a,
radius, header, payload);
}
// ------------------------------------------------------------------------------------------------
static Object & Checkpoint_Create(Int32 world, bool sphere, const Vector3 & pos,
const Color4 & color, Float32 radius)
{
return Core::Get().NewCheckpoint(-1, world, sphere, pos.x, pos.y, pos.z,
color.r, color.g, color.b, color.a, radius,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Checkpoint_Create(Int32 world, bool sphere, const Vector3 & pos,
const Color4 & color, Float32 radius, Int32 header, Object & payload)
{
return Core::Get().NewCheckpoint(-1, world, sphere, pos.x, pos.y, pos.z,
color.r, color.g, color.b, color.a, radius, header, payload);
}
// ================================================================================================
void Register_CCheckpoint(HSQUIRRELVM vm)
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{
RootTable(vm).Bind(_SC("SqCheckpoint"),
Class< CCheckpoint, NoConstructor< CCheckpoint > >(vm, _SC("SqCheckpoint"))
// Meta-methods
.Func(_SC("_cmp"), &CCheckpoint::Cmp)
.SquirrelFunc(_SC("_typename"), &CCheckpoint::Typename)
.Func(_SC("_tostring"), &CCheckpoint::ToString)
// Static Values
.SetStaticValue(_SC("MaxID"), CCheckpoint::Max)
// Core Properties
.Prop(_SC("ID"), &CCheckpoint::GetID)
.Prop(_SC("Tag"), &CCheckpoint::GetTag, &CCheckpoint::SetTag)
.Prop(_SC("Data"), &CCheckpoint::GetData, &CCheckpoint::SetData)
.Prop(_SC("Active"), &CCheckpoint::IsActive)
// Core Methods
.Func(_SC("Bind"), &CCheckpoint::BindEvent)
// Core Overloads
.Overload< bool (CCheckpoint::*)(void) >(_SC("Destroy"), &CCheckpoint::Destroy)
.Overload< bool (CCheckpoint::*)(Int32) >(_SC("Destroy"), &CCheckpoint::Destroy)
.Overload< bool (CCheckpoint::*)(Int32, Object &) >(_SC("Destroy"), &CCheckpoint::Destroy)
// Properties
.Prop(_SC("Sphere"), &CCheckpoint::IsSphere)
.Prop(_SC("World"), &CCheckpoint::GetWorld, &CCheckpoint::SetWorld)
.Prop(_SC("Color"), &CCheckpoint::GetColor, &CCheckpoint::SetColor)
.Prop(_SC("Colour"), &CCheckpoint::GetColor, &CCheckpoint::SetColor)
.Prop(_SC("Pos"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition)
.Prop(_SC("Position"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition)
.Prop(_SC("Radius"), &CCheckpoint::GetRadius, &CCheckpoint::SetRadius)
.Prop(_SC("Owner"), &CCheckpoint::GetOwner)
.Prop(_SC("OwnerID"), &CCheckpoint::GetOwnerID)
.Prop(_SC("PosX"), &CCheckpoint::GetPositionX, &CCheckpoint::SetPositionX)
.Prop(_SC("PosY"), &CCheckpoint::GetPositionY, &CCheckpoint::SetPositionY)
.Prop(_SC("PosZ"), &CCheckpoint::GetPositionZ, &CCheckpoint::SetPositionZ)
.Prop(_SC("Red"), &CCheckpoint::GetColorR, &CCheckpoint::SetColorR)
.Prop(_SC("Green"), &CCheckpoint::GetColorG, &CCheckpoint::SetColorG)
.Prop(_SC("Blue"), &CCheckpoint::GetColorB, &CCheckpoint::SetColorB)
.Prop(_SC("Alpha"), &CCheckpoint::GetColorA, &CCheckpoint::SetColorA)
// Member Methods
.Func(_SC("StreamedFor"), &CCheckpoint::IsStreamedFor)
.Func(_SC("SetPos"), &CCheckpoint::SetPositionEx)
.Func(_SC("SetPosition"), &CCheckpoint::SetPositionEx)
// Member Overloads
.Overload< void (CCheckpoint::*)(Uint8, Uint8, Uint8) const >
(_SC("SetColor"), &CCheckpoint::SetColorEx)
.Overload< void (CCheckpoint::*)(Uint8, Uint8, Uint8, Uint8) const >
(_SC("SetColor"), &CCheckpoint::SetColorEx)
// Static Overloads
.StaticOverload< Object & (*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) >
(_SC("CreateEx"), &Checkpoint_CreateEx)
.StaticOverload< Object & (*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, Object &) >
(_SC("CreateEx"), &Checkpoint_CreateEx)
.StaticOverload< Object & (*)(Int32, bool, const Vector3 &, const Color4 &, Float32) >
(_SC("Create"), &Checkpoint_Create)
.StaticOverload< Object & (*)(Int32, bool, const Vector3 &, const Color4 &, Float32, Int32, Object &) >
(_SC("Create"), &Checkpoint_Create)
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);
}
} // Namespace:: SqMod