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https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 00:37:15 +01:00
Implemented functions to create sphere entities and added constructor to create an entity reference from a base reference.
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commit
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@ -1,5 +1,6 @@
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#include "Entity/Sphere.hpp"
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#include "Base/Color3.hpp"
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#include "Core.hpp"
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#include "Register.hpp"
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// ------------------------------------------------------------------------------------------------
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@ -14,6 +15,13 @@ SQUint32 CSphere::s_ColorR;
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SQUint32 CSphere::s_ColorG;
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SQUint32 CSphere::s_ColorB;
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// ------------------------------------------------------------------------------------------------
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CSphere::CSphere(const Reference< CSphere > & o) noexcept
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: Reference(o)
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{
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/* ... */
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}
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// ------------------------------------------------------------------------------------------------
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bool CSphere::IsStreamedFor(const Reference< CPlayer > & player) const noexcept
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{
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@ -208,6 +216,150 @@ SQInt32 CSphere::GetOwnerID() const noexcept
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return SQMOD_UNKNOWN;
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CSphere > CreateBaseSphere_PEF(SQInt32 player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CSphere > CreateBaseSphere_PEF(SQInt32 player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CSphere > CreateBaseSphere_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CSphere > CreateBaseSphere_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CSphere > CreateBaseSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CSphere > CreateBaseSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CSphere > CreateBaseSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CSphere > CreateBaseSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CSphere CreateSphere_PEF(SQInt32 player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CSphere CreateSphere_PEF(SQInt32 player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CSphere CreateSphere_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CSphere CreateSphere_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CSphere CreateSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CSphere CreateSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
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SQFloat x, SQFloat y, SQFloat z,
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Uint8 r, Uint8 g, Uint8 b,
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SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CSphere CreateSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CSphere CreateSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color3 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
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header, payload);
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}
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// ================================================================================================
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bool Register_CSphere(HSQUIRRELVM vm)
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{
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@ -218,10 +370,12 @@ bool Register_CSphere(HSQUIRRELVM vm)
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// Registration failed
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return false;
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}
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// Typedef the base reference type for simplicity
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typedef Reference< CSphere > RefType;
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// Output debugging information
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LogDbg("Beginning registration of <CSphere> type");
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// Attempt to register the actual reference that implements all of the entity functionality
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Sqrat::RootTable(vm).Bind(_SC("CSphere"), Sqrat::DerivedClass< CSphere, Reference< CSphere > >(vm, _SC("CSphere"))
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Sqrat::RootTable(vm).Bind(_SC("CSphere"), Sqrat::DerivedClass< CSphere, RefType >(vm, _SC("CSphere"))
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/* Constructors */
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.Ctor()
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.Ctor< SQInt32 >()
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@ -239,6 +393,52 @@ bool Register_CSphere(HSQUIRRELVM vm)
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);
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// Output debugging information
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LogDbg("Registration of <CSphere> type was successful");
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// Output debugging information
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LogDbg("Beginning registration of <Sphere functions> type");
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// Register global functions related to this entity type
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Sqrat::RootTable(vm)
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/* Create BaseSphere [P]rimitive [E]xtended [F]Full */
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.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateBaseSphere_PEF"), &CreateBaseSphere_PEF)
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.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseSphere_PEF"), &CreateBaseSphere_PEF)
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/* Create BaseSphere [P]rimitive [C]ompact [F]ull */
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.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
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(_SC("CreateBaseSphere_PCF"), &CreateBaseSphere_PCF)
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.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseSphere_PCF"), &CreateBaseSphere_PCF)
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/* Create BaseSphere [E]xtended [F]Full */
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateBaseSphere_EF"), &CreateBaseSphere_EF)
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseSphere_EF"), &CreateBaseSphere_EF)
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/* Create BaseSphere [C]ompact [F]ull */
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
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(_SC("CreateBaseSphere_CF"), &CreateBaseSphere_CF)
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseSphere_CF"), &CreateBaseSphere_CF)
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/* Create CSphere [P]rimitive [E]xtended [F]Full */
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.Overload< CSphere (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateSphere_PEF"), &CreateSphere_PEF)
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.Overload< CSphere (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateSphere_PEF"), &CreateSphere_PEF)
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/* Create CSphere [P]rimitive [C]ompact [F]ull */
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.Overload< CSphere (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
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(_SC("CreateSphere_PCF"), &CreateSphere_PCF)
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.Overload< CSphere (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateSphere_PCF"), &CreateSphere_PCF)
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/* Create CSphere [E]xtended [F]Full */
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.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateSphere_EF"), &CreateSphere_EF)
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.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateSphere_EF"), &CreateSphere_EF)
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/* Create CSphere [C]ompact [F]ull */
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.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
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(_SC("CreateSphere_CF"), &CreateSphere_CF)
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.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateSphere_CF"), &CreateSphere_CF);
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// Output debugging information
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LogDbg("Registration of <Sphere functions> type was successful");
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// Registration succeeded
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return true;
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}
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*/
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using RefType::Reference;
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/* --------------------------------------------------------------------------------------------
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* Construct a reference from a base reference.
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*/
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CSphere(const Reference< CSphere > & o) noexcept;
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/* --------------------------------------------------------------------------------------------
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* See if the referenced sphere instance is streamed for the specified player.
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*/
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