mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 00:37:15 +01:00
Implemented functions to create checkpoint entities and added constructor to create an entity reference from a base reference.
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parent
2a3cef8318
commit
986fc5769e
@ -1,4 +1,5 @@
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#include "Entity/Checkpoint.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 CCheckpoint::s_ColorG;
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SQUint32 CCheckpoint::s_ColorB;
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SQUint32 CCheckpoint::s_ColorA;
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// ------------------------------------------------------------------------------------------------
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CCheckpoint::CCheckpoint(const Reference< CCheckpoint > & 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 CCheckpoint::IsStreamedFor(const Reference< CPlayer > & player) const noexcept
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{
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@ -208,6 +216,150 @@ SQInt32 CCheckpoint::GetOwnerID() const noexcept
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return SQMOD_UNKNOWN;
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CCheckpoint > CreateBaseCheckpoint_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, Uint8 a,
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SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CCheckpoint > CreateBaseCheckpoint_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, Uint8 a,
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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->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CCheckpoint > CreateBaseCheckpoint_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CCheckpoint > CreateBaseCheckpoint_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CCheckpoint > CreateBaseCheckpoint_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, Uint8 a,
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SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CCheckpoint > CreateBaseCheckpoint_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, Uint8 a,
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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->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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Reference< CCheckpoint > CreateBaseCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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Reference< CCheckpoint > CreateBaseCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CCheckpoint CreateCheckpoint_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, Uint8 a,
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SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CCheckpoint CreateCheckpoint_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, Uint8 a,
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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->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CCheckpoint CreateCheckpoint_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CCheckpoint CreateCheckpoint_PCF(SQInt32 player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CCheckpoint CreateCheckpoint_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, Uint8 a,
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SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CCheckpoint CreateCheckpoint_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, Uint8 a,
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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->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
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header, payload);
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}
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// ------------------------------------------------------------------------------------------------
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CCheckpoint CreateCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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SQMOD_CREATE_DEFAULT, NullData());
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}
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CCheckpoint CreateCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
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const Vector3 & pos, const Color4 & color, SQFloat radius,
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SQInt32 header, SqObj & payload) noexcept
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{
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return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
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header, payload);
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}
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// ================================================================================================
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bool Register_CCheckpoint(HSQUIRRELVM vm)
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{
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@ -218,10 +370,12 @@ bool Register_CCheckpoint(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< CCheckpoint > RefType;
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// Output debugging information
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LogDbg("Beginning registration of <CCheckpoint> 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("CCheckpoint"), Sqrat::DerivedClass< CCheckpoint, Reference< CCheckpoint > >(vm, _SC("CCheckpoint"))
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Sqrat::RootTable(vm).Bind(_SC("CCheckpoint"), Sqrat::DerivedClass< CCheckpoint, RefType >(vm, _SC("CCheckpoint"))
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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_CCheckpoint(HSQUIRRELVM vm)
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);
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// Output debugging information
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LogDbg("Registration of <CCheckpoint> type was successful");
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// Output debugging information
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LogDbg("Beginning registration of <Checkpoint 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 BaseCheckpoint [P]rimitive [E]xtended [F]Full */
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.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateBaseCheckpoint_PEF"), &CreateBaseCheckpoint_PEF)
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.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseCheckpoint_PEF"), &CreateBaseCheckpoint_PEF)
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/* Create BaseCheckpoint [P]rimitive [C]ompact [F]ull */
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.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
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(_SC("CreateBaseCheckpoint_PCF"), &CreateBaseCheckpoint_PCF)
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.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseCheckpoint_PCF"), &CreateBaseCheckpoint_PCF)
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/* Create BaseCheckpoint [E]xtended [F]Full */
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateBaseCheckpoint_EF"), &CreateBaseCheckpoint_EF)
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseCheckpoint_EF"), &CreateBaseCheckpoint_EF)
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/* Create BaseCheckpoint [C]ompact [F]ull */
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
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(_SC("CreateBaseCheckpoint_CF"), &CreateBaseCheckpoint_CF)
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.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateBaseCheckpoint_CF"), &CreateBaseCheckpoint_CF)
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/* Create CCheckpoint [P]rimitive [E]xtended [F]Full */
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.Overload< CCheckpoint (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateCheckpoint_PEF"), &CreateCheckpoint_PEF)
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.Overload< CCheckpoint (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateCheckpoint_PEF"), &CreateCheckpoint_PEF)
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/* Create CCheckpoint [P]rimitive [C]ompact [F]ull */
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.Overload< CCheckpoint (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
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(_SC("CreateCheckpoint_PCF"), &CreateCheckpoint_PCF)
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.Overload< CCheckpoint (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateCheckpoint_PCF"), &CreateCheckpoint_PCF)
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/* Create CCheckpoint [E]xtended [F]Full */
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.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
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(_SC("CreateCheckpoint_EF"), &CreateCheckpoint_EF)
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.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateCheckpoint_EF"), &CreateCheckpoint_EF)
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/* Create CCheckpoint [C]ompact [F]ull */
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.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
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(_SC("CreateCheckpoint_CF"), &CreateCheckpoint_CF)
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.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
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(_SC("CreateCheckpoint_CF"), &CreateCheckpoint_CF);
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// Output debugging information
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LogDbg("Registration of <Checkpoint functions> type was successful");
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// Registration succeeded
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return true;
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}
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@ -26,6 +26,11 @@ public:
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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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CCheckpoint(const Reference< CCheckpoint > & o) noexcept;
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/* --------------------------------------------------------------------------------------------
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* See if the referenced checkpoint instance is streamed for the specified player.
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*/
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