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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.

This commit is contained in:
Sandu Liviu Catalin 2015-11-01 01:31:38 +02:00
parent 2a3cef8318
commit 986fc5769e
2 changed files with 206 additions and 1 deletions

View File

@ -1,4 +1,5 @@
#include "Entity/Checkpoint.hpp"
#include "Core.hpp"
#include "Register.hpp"
// ------------------------------------------------------------------------------------------------
@ -14,6 +15,13 @@ SQUint32 CCheckpoint::s_ColorG;
SQUint32 CCheckpoint::s_ColorB;
SQUint32 CCheckpoint::s_ColorA;
// ------------------------------------------------------------------------------------------------
CCheckpoint::CCheckpoint(const Reference< CCheckpoint > & o) noexcept
: Reference(o)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
bool CCheckpoint::IsStreamedFor(const Reference< CPlayer > & player) const noexcept
{
@ -208,6 +216,150 @@ SQInt32 CCheckpoint::GetOwnerID() const noexcept
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
Reference< CCheckpoint > CreateBaseCheckpoint_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CCheckpoint > CreateBaseCheckpoint_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
Reference< CCheckpoint > CreateBaseCheckpoint_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CCheckpoint > CreateBaseCheckpoint_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
Reference< CCheckpoint > CreateBaseCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CCheckpoint > CreateBaseCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
Reference< CCheckpoint > CreateBaseCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CCheckpoint > CreateBaseCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CCheckpoint CreateCheckpoint_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CCheckpoint CreateCheckpoint_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CCheckpoint CreateCheckpoint_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CCheckpoint CreateCheckpoint_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CCheckpoint CreateCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CCheckpoint CreateCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a,
SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CCheckpoint CreateCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CCheckpoint CreateCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color4 & color, SQFloat radius,
SQInt32 header, SqObj & payload) noexcept
{
return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius,
header, payload);
}
// ================================================================================================
bool Register_CCheckpoint(HSQUIRRELVM vm)
{
@ -218,10 +370,12 @@ bool Register_CCheckpoint(HSQUIRRELVM vm)
// Registration failed
return false;
}
// Typedef the base reference type for simplicity
typedef Reference< CCheckpoint > RefType;
// Output debugging information
LogDbg("Beginning registration of <CCheckpoint> type");
// Attempt to register the actual reference that implements all of the entity functionality
Sqrat::RootTable(vm).Bind(_SC("CCheckpoint"), Sqrat::DerivedClass< CCheckpoint, Reference< CCheckpoint > >(vm, _SC("CCheckpoint"))
Sqrat::RootTable(vm).Bind(_SC("CCheckpoint"), Sqrat::DerivedClass< CCheckpoint, RefType >(vm, _SC("CCheckpoint"))
/* Constructors */
.Ctor()
.Ctor< SQInt32 >()
@ -239,6 +393,52 @@ bool Register_CCheckpoint(HSQUIRRELVM vm)
);
// Output debugging information
LogDbg("Registration of <CCheckpoint> type was successful");
// Output debugging information
LogDbg("Beginning registration of <Checkpoint functions> type");
// Register global functions related to this entity type
Sqrat::RootTable(vm)
/* Create BaseCheckpoint [P]rimitive [E]xtended [F]Full */
.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateBaseCheckpoint_PEF"), &CreateBaseCheckpoint_PEF)
.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseCheckpoint_PEF"), &CreateBaseCheckpoint_PEF)
/* Create BaseCheckpoint [P]rimitive [C]ompact [F]ull */
.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
(_SC("CreateBaseCheckpoint_PCF"), &CreateBaseCheckpoint_PCF)
.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseCheckpoint_PCF"), &CreateBaseCheckpoint_PCF)
/* Create BaseCheckpoint [E]xtended [F]Full */
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateBaseCheckpoint_EF"), &CreateBaseCheckpoint_EF)
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseCheckpoint_EF"), &CreateBaseCheckpoint_EF)
/* Create BaseCheckpoint [C]ompact [F]ull */
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
(_SC("CreateBaseCheckpoint_CF"), &CreateBaseCheckpoint_CF)
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseCheckpoint_CF"), &CreateBaseCheckpoint_CF)
/* Create CCheckpoint [P]rimitive [E]xtended [F]Full */
.Overload< CCheckpoint (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateCheckpoint_PEF"), &CreateCheckpoint_PEF)
.Overload< CCheckpoint (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateCheckpoint_PEF"), &CreateCheckpoint_PEF)
/* Create CCheckpoint [P]rimitive [C]ompact [F]ull */
.Overload< CCheckpoint (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
(_SC("CreateCheckpoint_PCF"), &CreateCheckpoint_PCF)
.Overload< CCheckpoint (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateCheckpoint_PCF"), &CreateCheckpoint_PCF)
/* Create CCheckpoint [E]xtended [F]Full */
.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateCheckpoint_EF"), &CreateCheckpoint_EF)
.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateCheckpoint_EF"), &CreateCheckpoint_EF)
/* Create CCheckpoint [C]ompact [F]ull */
.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat) >
(_SC("CreateCheckpoint_CF"), &CreateCheckpoint_CF)
.Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateCheckpoint_CF"), &CreateCheckpoint_CF);
// Output debugging information
LogDbg("Registration of <Checkpoint functions> type was successful");
// Registration succeeded
return true;
}

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@ -26,6 +26,11 @@ public:
*/
using RefType::Reference;
/* --------------------------------------------------------------------------------------------
* Construct a reference from a base reference.
*/
CCheckpoint(const Reference< CCheckpoint > & o) noexcept;
/* --------------------------------------------------------------------------------------------
* See if the referenced checkpoint instance is streamed for the specified player.
*/