1
0
mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2025-01-31 09:57:14 +01:00

Documented the Weapon type and made minor fixes.

This commit is contained in:
Sandu Liviu Catalin 2015-10-29 22:58:49 +02:00
parent 14cba720dd
commit 6f3579192a
2 changed files with 265 additions and 65 deletions

View File

@ -11,7 +11,7 @@ const CWeapon CWeapon::NIL = CWeapon();
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
CWeapon::CWeapon() noexcept CWeapon::CWeapon() noexcept
: m_ID(SQMOD_UNKNOWN), m_Ammo(0), m_Name() : m_ID(SQMOD_UNKNOWN), m_Ammo(0)
{ {
} }
@ -23,22 +23,24 @@ CWeapon::CWeapon(SQInt32 id) noexcept
} }
CWeapon::CWeapon(SQInt32 id, SQInt32 ammo) noexcept CWeapon::CWeapon(SQInt32 id, SQInt32 ammo) noexcept
: m_ID(VALID_ENTITYGETEX(id, Max)), m_Ammo(ammo), m_Name(GetWeaponName(id)) : m_ID(VALID_ENTITYGETEX(id, Max)), m_Ammo(ammo)
{ {
} }
CWeapon::CWeapon(const SQChar * name, SQInt32 id, SQInt32 ammo) noexcept CWeapon::CWeapon(const SQChar * name, SQInt32 id, SQInt32 ammo) noexcept
: CWeapon((IsWeaponValid(GetWeaponID(name)) ? GetWeaponID(name) : id), ammo) : m_ID(GetWeaponID(name)), m_Ammo(ammo)
{ {
if (VALID_ENTITYEX(m_ID, Max))
{
m_ID = id;
}
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
CWeapon::CWeapon(const CWeapon & w) noexcept CWeapon::CWeapon(const CWeapon & w) noexcept
: m_ID(w.m_ID) : m_ID(w.m_ID)
, m_Ammo(w.m_Ammo) , m_Ammo(w.m_Ammo)
, m_Name(w.m_Name)
, m_Tag(w.m_Tag) , m_Tag(w.m_Tag)
, m_Data(w.m_Data) , m_Data(w.m_Data)
{ {
@ -48,7 +50,6 @@ CWeapon::CWeapon(const CWeapon & w) noexcept
CWeapon::CWeapon(CWeapon && w) noexcept CWeapon::CWeapon(CWeapon && w) noexcept
: m_ID(w.m_ID) : m_ID(w.m_ID)
, m_Ammo(w.m_Ammo) , m_Ammo(w.m_Ammo)
, m_Name(w.m_Name)
, m_Tag(w.m_Tag) , m_Tag(w.m_Tag)
, m_Data(w.m_Data) , m_Data(w.m_Data)
{ {
@ -66,7 +67,6 @@ CWeapon & CWeapon::operator = (const CWeapon & w) noexcept
{ {
m_ID = w.m_ID; m_ID = w.m_ID;
m_Ammo = w.m_Ammo; m_Ammo = w.m_Ammo;
m_Name = w.m_Name;
m_Tag = w.m_Tag; m_Tag = w.m_Tag;
m_Data = w.m_Data; m_Data = w.m_Data;
@ -77,7 +77,6 @@ CWeapon & CWeapon::operator = (CWeapon && w) noexcept
{ {
m_ID = w.m_ID; m_ID = w.m_ID;
m_Ammo = w.m_Ammo; m_Ammo = w.m_Ammo;
m_Name = w.m_Name;
m_Tag = w.m_Tag; m_Tag = w.m_Tag;
m_Data = w.m_Data; m_Data = w.m_Data;
@ -87,11 +86,7 @@ CWeapon & CWeapon::operator = (CWeapon && w) noexcept
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
CWeapon & CWeapon::operator = (SQInt32 id) noexcept CWeapon & CWeapon::operator = (SQInt32 id) noexcept
{ {
if (m_ID != id) m_ID = VALID_ENTITYGETEX(id, Max);
{
m_Name = GetWeaponName(id);
m_ID = id;
}
return *this; return *this;
} }
@ -130,13 +125,24 @@ bool CWeapon::operator >= (const CWeapon & w) const noexcept
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
SQInteger CWeapon::Cmp(const CWeapon & w) const noexcept SQInteger CWeapon::Cmp(const CWeapon & w) const noexcept
{ {
return m_ID == w.m_ID ? 0 : (m_ID > w.m_ID ? 1 : -1); if (m_ID == w.m_ID)
{
return 0;
}
else if (m_ID > w.m_ID)
{
return 1;
}
else
{
return -1;
}
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const SQChar * CWeapon::ToString() const noexcept const SQChar * CWeapon::ToString() const noexcept
{ {
return m_Name.c_str(); return GetWeaponName(m_ID);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -147,21 +153,13 @@ SQInteger CWeapon::GetID() const noexcept
void CWeapon::SetID(SQInt32 id) noexcept void CWeapon::SetID(SQInt32 id) noexcept
{ {
if (m_ID != id) m_ID = VALID_ENTITYGETEX(id, Max);
{
m_Name = GetWeaponName(id);
m_ID = id;
}
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
CWeapon & CWeapon::SetnGet(SQInt32 id) noexcept CWeapon & CWeapon::SetnGet(SQInt32 id) noexcept
{ {
if (m_ID != id) m_ID = VALID_ENTITYGETEX(id, Max);
{
m_Name = GetWeaponName(id);
m_ID = id;
}
return *this; return *this;
} }
@ -213,13 +211,20 @@ void CWeapon::SetLocalData(SqObj & data) noexcept
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
bool CWeapon::IsValid() const noexcept bool CWeapon::IsValid() const noexcept
{ {
return (m_ID > 0); return (VALID_ENTITYEX(m_ID, Max));
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
const SQChar * CWeapon::GetName() const noexcept const SQChar * CWeapon::GetName() const noexcept
{ {
return m_Name.c_str(); return GetWeaponName(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CWeapon::SetName(const SQChar * name) noexcept
{
m_ID = GetWeaponID(name);
m_ID = VALID_ENTITYGETEX(m_ID, Max);
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -339,28 +344,29 @@ bool Register_CWeapon(HSQUIRRELVM vm)
LogDbg("Beginning registration of <CWeapon> type"); LogDbg("Beginning registration of <CWeapon> type");
// Attempt to register the specified type // Attempt to register the specified type
Sqrat::RootTable(vm).Bind(_SC("CWeapon"), Sqrat::Class< CWeapon >(vm, _SC("CWeapon")) Sqrat::RootTable(vm).Bind(_SC("CWeapon"), Sqrat::Class< CWeapon >(vm, _SC("CWeapon"))
/* Constructors */
.Ctor() .Ctor()
.Ctor< SQInt32 >() .Ctor< SQInt32 >()
.Ctor< SQInt32, SQInt32 >() .Ctor< SQInt32, SQInt32 >()
.Ctor< const SQChar *, SQInt32, SQInt32 >() .Ctor< const SQChar *, SQInt32, SQInt32 >()
/* Metamethods */
.Func(_SC("_cmp"), &CWeapon::Cmp) .Func(_SC("_cmp"), &CWeapon::Cmp)
/* Properties */
.Prop(_SC("id"), &CWeapon::GetID, &CWeapon::SetID) .Prop(_SC("id"), &CWeapon::GetID, &CWeapon::SetID)
.Prop(_SC("gtag"), &CWeapon::GetGlobalTag, &CWeapon::SetGlobalTag) .Prop(_SC("gtag"), &CWeapon::GetGlobalTag, &CWeapon::SetGlobalTag)
.Prop(_SC("gdata"), &CWeapon::GetGlobalData, &CWeapon::SetGlobalData) .Prop(_SC("gdata"), &CWeapon::GetGlobalData, &CWeapon::SetGlobalData)
.Prop(_SC("ltag"), &CWeapon::GetLocalTag, &CWeapon::SetLocalTag) .Prop(_SC("ltag"), &CWeapon::GetLocalTag, &CWeapon::SetLocalTag)
.Prop(_SC("ldata"), &CWeapon::GetLocalData, &CWeapon::SetLocalData) .Prop(_SC("ldata"), &CWeapon::GetLocalData, &CWeapon::SetLocalData)
.Prop(_SC("name"), &CWeapon::GetName, &CWeapon::SetName)
.Prop(_SC("valid"), &CWeapon::IsValid) .Prop(_SC("valid"), &CWeapon::IsValid)
.Prop(_SC("name"), &CWeapon::GetName)
.Prop(_SC("ammo"), &CWeapon::GetAmmo, &CWeapon::SetAmmo) .Prop(_SC("ammo"), &CWeapon::GetAmmo, &CWeapon::SetAmmo)
.Prop(_SC("natural"), &CWeapon::IsNatural) .Prop(_SC("natural"), &CWeapon::IsNatural)
/* Functions */
.Func(_SC("setng"), &CWeapon::SetnGet) .Func(_SC("setng"), &CWeapon::SetnGet)
.Func(_SC("get_value"), &CWeapon::GetDataValue) .Func(_SC("get_value"), &CWeapon::GetDataValue)
.Func(_SC("set_value"), &CWeapon::SetDataValue) .Func(_SC("set_value"), &CWeapon::SetDataValue)
.Func(_SC("is_modified"), &CWeapon::IsDataModified) .Func(_SC("is_modified"), &CWeapon::IsDataModified)
/* Overloads */
.Overload< void (CWeapon::*)(void) const >(_SC("reset_data"), &CWeapon::ResetData) .Overload< void (CWeapon::*)(void) const >(_SC("reset_data"), &CWeapon::ResetData)
.Overload< void (CWeapon::*)(SQInt32) const >(_SC("reset_data"), &CWeapon::ResetData) .Overload< void (CWeapon::*)(SQInt32) const >(_SC("reset_data"), &CWeapon::ResetData)
.Overload< void (CWeapon::*)(const Reference< CPlayer > &) const >(_SC("set_on"), &CWeapon::SetOn) .Overload< void (CWeapon::*)(const Reference< CPlayer > &) const >(_SC("set_on"), &CWeapon::SetOn)

View File

@ -7,90 +7,284 @@
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
namespace SqMod { namespace SqMod {
// ------------------------------------------------------------------------------------------------ /* ------------------------------------------------------------------------------------------------
* Class responsible for managing and interacting with weapon models.
*/
class CWeapon : public IdentifierStorage< CWeapon, SQMOD_WEAPONID_CAP > class CWeapon : public IdentifierStorage< CWeapon, SQMOD_WEAPONID_CAP >
{ {
public: public:
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Helper member for times when a null reference to an instance of this type is needed.
*/
static const CWeapon NIL; static const CWeapon NIL;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Default constructor.
*/
CWeapon() noexcept; CWeapon() noexcept;
/* --------------------------------------------------------------------------------------------
* Construct an instance of this type and reference the model specified.
*/
CWeapon(SQInt32 id) noexcept; CWeapon(SQInt32 id) noexcept;
/* --------------------------------------------------------------------------------------------
* Construct an instance of this type and reference the model specified.
*/
CWeapon(SQInt32 id, SQInt32 ammo) noexcept; CWeapon(SQInt32 id, SQInt32 ammo) noexcept;
/* --------------------------------------------------------------------------------------------
* Construct an instance of this type and reference the model extracted from the specified name.
*/
CWeapon(const SQChar * name, SQInt32 id, SQInt32 ammo) noexcept; CWeapon(const SQChar * name, SQInt32 id, SQInt32 ammo) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Copy constructor.
*/
CWeapon(const CWeapon & w) noexcept; CWeapon(const CWeapon & w) noexcept;
/* --------------------------------------------------------------------------------------------
* Move constructor.
*/
CWeapon(CWeapon && w) noexcept; CWeapon(CWeapon && w) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Destructor.
*/
~CWeapon() noexcept; ~CWeapon() noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Copy assignment operator.
*/
CWeapon & operator = (const CWeapon & w) noexcept; CWeapon & operator = (const CWeapon & w) noexcept;
/* --------------------------------------------------------------------------------------------
* Move assignment operator.
*/
CWeapon & operator = (CWeapon && w) noexcept; CWeapon & operator = (CWeapon && w) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Model identifier assignment operator.
*/
CWeapon & operator = (SQInt32 id) noexcept; CWeapon & operator = (SQInt32 id) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Equality comparison operator.
*/
bool operator == (const CWeapon & w) const noexcept; bool operator == (const CWeapon & w) const noexcept;
/* --------------------------------------------------------------------------------------------
* Inequality comparison operator.
*/
bool operator != (const CWeapon & w) const noexcept; bool operator != (const CWeapon & w) const noexcept;
/* --------------------------------------------------------------------------------------------
* Less than comparison operator.
*/
bool operator < (const CWeapon & w) const noexcept; bool operator < (const CWeapon & w) const noexcept;
/* --------------------------------------------------------------------------------------------
* Greater than comparison operator.
*/
bool operator > (const CWeapon & w) const noexcept; bool operator > (const CWeapon & w) const noexcept;
/* --------------------------------------------------------------------------------------------
* Less than or equal comparison operator.
*/
bool operator <= (const CWeapon & w) const noexcept; bool operator <= (const CWeapon & w) const noexcept;
/* --------------------------------------------------------------------------------------------
* Greater than or equal comparison operator.
*/
bool operator >= (const CWeapon & w) const noexcept; bool operator >= (const CWeapon & w) const noexcept;
// --------------------------------------------------------------------------------------------
operator SQInt32 () const noexcept { return m_ID; } /* --------------------------------------------------------------------------------------------
operator bool () const noexcept { return IsWeaponValid(m_ID); } * Implicit conversion to model identifier.
// -------------------------------------------------------------------------------------------- */
bool operator ! () const noexcept { return !IsWeaponValid(m_ID); } operator SQInt32 () const noexcept
// -------------------------------------------------------------------------------------------- {
return m_ID;
}
/* --------------------------------------------------------------------------------------------
* Implicit conversion to boolean.
*/
operator bool () const noexcept
{
return IsWeaponValid(m_ID);
}
/* --------------------------------------------------------------------------------------------
* Negation operator.
*/
bool operator ! () const noexcept
{
return !IsWeaponValid(m_ID);
}
/* --------------------------------------------------------------------------------------------
* Used by the script to compare two instances of this type.
*/
SQInteger Cmp(const CWeapon & w) const noexcept; SQInteger Cmp(const CWeapon & w) const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Convert this type to a string.
*/
const SQChar * ToString() const noexcept; const SQChar * ToString() const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the identifier referenced by this instance.
*/
SQInteger GetID() const noexcept; SQInteger GetID() const noexcept;
/* --------------------------------------------------------------------------------------------
* Change the identifier referenced by this instance.
*/
void SetID(SQInt32 id) noexcept; void SetID(SQInt32 id) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Set the identifier that this insance should reference and
* get a reference to the instance to chain operations.
*/
CWeapon & SetnGet(SQInt32 id) noexcept; CWeapon & SetnGet(SQInt32 id) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the global tag.
*/
const SQChar * GetGlobalTag() const noexcept; const SQChar * GetGlobalTag() const noexcept;
/* --------------------------------------------------------------------------------------------
* Change the global tag.
*/
void SetGlobalTag(const SQChar * tag) const noexcept; void SetGlobalTag(const SQChar * tag) const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the global data.
*/
SqObj & GetGlobalData() const noexcept; SqObj & GetGlobalData() const noexcept;
/* --------------------------------------------------------------------------------------------
* Change the global data.
*/
void SetGlobalData(SqObj & data) const noexcept; void SetGlobalData(SqObj & data) const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the local tag.
*/
const SQChar * GetLocalTag() const noexcept; const SQChar * GetLocalTag() const noexcept;
/* --------------------------------------------------------------------------------------------
* Change the local tag.
*/
void SetLocalTag(const SQChar * tag) noexcept; void SetLocalTag(const SQChar * tag) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the local data.
*/
SqObj & GetLocalData() noexcept; SqObj & GetLocalData() noexcept;
/* --------------------------------------------------------------------------------------------
* Change the local data.
*/
void SetLocalData(SqObj & data) noexcept; void SetLocalData(SqObj & data) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* See whether the referenced model identifier is valid.
*/
bool IsValid() const noexcept; bool IsValid() const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the name of the referenced model.
*/
const SQChar * GetName() const noexcept; const SQChar * GetName() const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Change the identifier of the referenced model.
*/
void SetName(const SQChar * name) noexcept;
/* --------------------------------------------------------------------------------------------
* Retrieve the ammount of ammo associated with this instance.
*/
SQInteger GetAmmo() const noexcept; SQInteger GetAmmo() const noexcept;
/* --------------------------------------------------------------------------------------------
* Change the ammount of ammo associated with this instance.
*/
void SetAmmo(SQInt32 amount) noexcept; void SetAmmo(SQInt32 amount) noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* See whether the referenced weapon identifier points to a weapon that may not be used by
* another player to perform a kill. Such as a player fall, drown, explosion etc.
*/
bool IsNatural() const noexcept; bool IsNatural() const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Retrieve the value in the specified field from the weapon data.
*/
SQFloat GetDataValue(SQInt32 field) const noexcept; SQFloat GetDataValue(SQInt32 field) const noexcept;
/* --------------------------------------------------------------------------------------------
* Change the value in the specified field from the weapon data.
*/
void SetDataValue(SQInt32 field, SQFloat value) const noexcept; void SetDataValue(SQInt32 field, SQFloat value) const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Reset the data for the referenced weapon identifier.
*/
void ResetData() const noexcept; void ResetData() const noexcept;
/* --------------------------------------------------------------------------------------------
* Reset the foe;d data data for the referenced weapon identifier.
*/
void ResetData(SQInt32 field) const noexcept; void ResetData(SQInt32 field) const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* See whether the data at the specified field was modified.
*/
bool IsDataModified(SQInt32 field) const noexcept; bool IsDataModified(SQInt32 field) const noexcept;
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* Set the weapon of the specified player instance to the referenced weapon identifier.
*/
void SetOn(const Reference< CPlayer > & player) const noexcept; void SetOn(const Reference< CPlayer > & player) const noexcept;
/* --------------------------------------------------------------------------------------------
* Give the referenced weapon identifier to the specified player instance.
*/
void GiveTo(const Reference< CPlayer > & player) const noexcept; void GiveTo(const Reference< CPlayer > & player) const noexcept;
/* --------------------------------------------------------------------------------------------
* Set the weapon of the specified player instance to the referenced weapon identifier.
*/
void SetOn(const Reference< CPlayer > & player, SQInt32 ammo) const noexcept; void SetOn(const Reference< CPlayer > & player, SQInt32 ammo) const noexcept;
/* --------------------------------------------------------------------------------------------
* Give the referenced weapon identifier to the specified player instance.
*/
void GiveTo(const Reference< CPlayer > & player, SQInt32 ammo) const noexcept; void GiveTo(const Reference< CPlayer > & player, SQInt32 ammo) const noexcept;
private: private:
// --------------------------------------------------------------------------------------------
/* --------------------------------------------------------------------------------------------
* The identifier of the referenced model.
*/
SQInt32 m_ID; SQInt32 m_ID;
/* --------------------------------------------------------------------------------------------
* The ammo associated with this instance.
*/
SQInt32 m_Ammo; SQInt32 m_Ammo;
// --------------------------------------------------------------------------------------------
String m_Name; /* --------------------------------------------------------------------------------------------
// -------------------------------------------------------------------------------------------- * The local tag associated with this instance
*/
SqTag m_Tag; SqTag m_Tag;
/* --------------------------------------------------------------------------------------------
* The local data associated with this instance.
*/
SqObj m_Data; SqObj m_Data;
}; };