#ifndef _ENTITY_VEHICLE_HPP_ #define _ENTITY_VEHICLE_HPP_ // ------------------------------------------------------------------------------------------------ #include "Entity.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { /* ------------------------------------------------------------------------------------------------ * Class responsible for managing the referenced vehicle instance. */ class CVehicle : public Reference< CVehicle > { // -------------------------------------------------------------------------------------------- static CAutomobile s_Automobile; // -------------------------------------------------------------------------------------------- static Vector3 s_Vector3; static Vector4 s_Vector4; static Quaternion s_Quaternion; public: /* -------------------------------------------------------------------------------------------- * Import the constructors, destructors and assignment operators from the base class. */ using RefType::Reference; /* -------------------------------------------------------------------------------------------- * Construct a reference from a base reference. */ CVehicle(const Reference< CVehicle > & o); /* -------------------------------------------------------------------------------------------- * See if the referenced vehicle instance is streamed for the specified player. */ bool IsStreamedFor(const Reference< CPlayer > & player) const; /* -------------------------------------------------------------------------------------------- * Retrieve the synchronization source of the referenced vehicle instance. */ SQInt32 GetSyncSource() const; /* -------------------------------------------------------------------------------------------- * Retrieve the synchronization type of the referenced vehicle instance. */ SQInt32 GetSyncType() const; /* -------------------------------------------------------------------------------------------- * Retrieve the world in which the referenced vehicle instance exists. */ SQInt32 GetWorld() const; /* -------------------------------------------------------------------------------------------- * Change the world in which the referenced vehicle instance exists. */ void SetWorld(SQInt32 world) const; /* -------------------------------------------------------------------------------------------- * Retrieve the vehicle model of the referenced vehicle instance. */ const CAutomobile & GetModel() const; /* -------------------------------------------------------------------------------------------- * Retrieve the vehicle model id of the referenced vehicle instance. */ SQInt32 GetModelID() const; /* -------------------------------------------------------------------------------------------- * Retrieve the slot occupant from the referenced vehicle instance. */ Reference< CPlayer > GetOccupant(SQInt32 slot) const; /* -------------------------------------------------------------------------------------------- * Retrieve the slot occupant identifier from the referenced vehicle instance. */ SQInt32 GetOccupantID(SQInt32 slot) const; /* -------------------------------------------------------------------------------------------- * Respawn the referenced vehicle instance. */ void Respawn() const; /* -------------------------------------------------------------------------------------------- * Retrieve the immunity flags of the referenced vehicle instance. */ SQInt32 GetImmunity() const; /* -------------------------------------------------------------------------------------------- * Change the immunity flags of the referenced vehicle instance. */ void SetImmunity(SQInt32 flags) const; /* -------------------------------------------------------------------------------------------- * See whether the referenced vehicle instance is wrecked. */ bool IsWrecked() const; /* -------------------------------------------------------------------------------------------- * Retrieve the position of the referenced vehicle instance. */ const Vector3 & GetPosition() const; /* -------------------------------------------------------------------------------------------- * Change the position of the referenced vehicle instance. */ void SetPosition(const Vector3 & pos) const; /* -------------------------------------------------------------------------------------------- * Change the position of the referenced vehicle instance. */ void SetPositionEx(const Vector3 & pos, bool empty) const; /* -------------------------------------------------------------------------------------------- * Change the position of the referenced vehicle instance. */ void SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Change the position of the referenced vehicle instance. */ void SetPositionEx(SQFloat x, SQFloat y, SQFloat z, bool empty) const; /* -------------------------------------------------------------------------------------------- * Retrieve the rotation of the referenced vehicle instance. */ const Quaternion & GetRotation() const; /* -------------------------------------------------------------------------------------------- * Change the rotation of the referenced vehicle instance. */ void SetRotation(const Quaternion & rot) const; /* -------------------------------------------------------------------------------------------- * Change the rotation of the referenced vehicle instance. */ void SetRotationEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const; /* -------------------------------------------------------------------------------------------- * Retrieve the euler rotation of the referenced vehicle instance. */ const Vector3 & GetRotationEuler() const; /* -------------------------------------------------------------------------------------------- * Change the euler rotation of the referenced vehicle instance. */ void SetRotationEuler(const Vector3 & rot) const; /* -------------------------------------------------------------------------------------------- * Change the euler rotation of the referenced vehicle instance. */ void SetRotationEulerEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the speed of the referenced vehicle instance. */ const Vector3 & GetSpeed() const; /* -------------------------------------------------------------------------------------------- * Change the speed of the referenced vehicle instance. */ void SetSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the speed of the referenced vehicle instance. */ void SetSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Change the speed of the referenced vehicle instance. */ void AddSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the speed of the referenced vehicle instance. */ void AddSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the relative speed of the referenced vehicle instance. */ const Vector3 & GetRelSpeed() const; /* -------------------------------------------------------------------------------------------- * Change the relative speed of the referenced vehicle instance. */ void SetRelSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the relative speed of the referenced vehicle instance. */ void SetRelSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Change the relative speed of the referenced vehicle instance. */ void AddRelSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the relative speed of the referenced vehicle instance. */ void AddRelSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the turn speed of the referenced vehicle instance. */ const Vector3 & GetTurnSpeed() const; /* -------------------------------------------------------------------------------------------- * Change the turn speed of the referenced vehicle instance. */ void SetTurnSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the turn speed of the referenced vehicle instance. */ void SetTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Change the turn speed of the referenced vehicle instance. */ void AddTurnSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the turn speed of the referenced vehicle instance. */ void AddTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the relative turn speed of the referenced vehicle instance. */ const Vector3 & GetRelTurnSpeed() const; /* -------------------------------------------------------------------------------------------- * Change the relative turn speed of the referenced vehicle instance. */ void SetRelTurnSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the relative turn speed of the referenced vehicle instance. */ void SetRelTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Change the relative turn speed of the referenced vehicle instance. */ void AddRelTurnSpeed(const Vector3 & vel) const; /* -------------------------------------------------------------------------------------------- * Change the relative turn speed of the referenced vehicle instance. */ void AddRelTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the spawn position of the referenced vehicle instance. */ const Vector4 & GetSpawnPosition() const; /* -------------------------------------------------------------------------------------------- * Change the spawn position of the referenced vehicle instance. */ void SetSpawnPosition(const Vector4 & pos) const; /* -------------------------------------------------------------------------------------------- * Change the spawn position of the referenced vehicle instance. */ void SetSpawnPositionEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const; /* -------------------------------------------------------------------------------------------- * Retrieve the spawn rotation of the referenced vehicle instance. */ const Quaternion & GetSpawnRotation() const; /* -------------------------------------------------------------------------------------------- * Change the spawn rotation of the referenced vehicle instance. */ void SetSpawnRotation(const Quaternion & rot) const; /* -------------------------------------------------------------------------------------------- * Change the spawn rotation of the referenced vehicle instance. */ void SetSpawnRotationEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const; /* -------------------------------------------------------------------------------------------- * Retrieve the euler spawn rotation of the referenced vehicle instance. */ const Vector3 & GetSpawnRotationEuler() const; /* -------------------------------------------------------------------------------------------- * Change the euler spawn rotation of the referenced vehicle instance. */ void SetSpawnRotationEuler(const Vector3 & rot) const; /* -------------------------------------------------------------------------------------------- * Change the euler spawn rotation of the referenced vehicle instance. */ void SetSpawnRotationEulerEx(SQFloat x, SQFloat y, SQFloat z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the respawn timer of the referenced vehicle instance. */ SQUint32 GetRespawnTimer() const; /* -------------------------------------------------------------------------------------------- * Change the respawn timer of the referenced vehicle instance. */ void SetRespawnTimer(SQUint32 timer) const; /* -------------------------------------------------------------------------------------------- * Retrieve the health of the referenced vehicle instance. */ SQFloat GetHealth() const; /* -------------------------------------------------------------------------------------------- * Change the health of the referenced vehicle instance. */ void SetHealth(SQFloat amount) const; /* -------------------------------------------------------------------------------------------- * Retrieve the primary color of the referenced vehicle instance. */ SQInt32 GetPrimaryColor() const; /* -------------------------------------------------------------------------------------------- * Change the primary color of the referenced vehicle instance. */ void SetPrimaryColor(SQInt32 col) const; /* -------------------------------------------------------------------------------------------- * Retrieve the secondary color of the referenced vehicle instance. */ SQInt32 GetSecondaryColor() const; /* -------------------------------------------------------------------------------------------- * Change the secondary color of the referenced vehicle instance. */ void SetSecondaryColor(SQInt32 col) const; /* -------------------------------------------------------------------------------------------- * Change the primary and secondary colors of the referenced vehicle instance. */ void SetColors(SQInt32 primary, SQInt32 secondary) const; /* -------------------------------------------------------------------------------------------- * See whether the referenced vehicle instance is locked. */ bool IsLocked() const; /* -------------------------------------------------------------------------------------------- * Set whether the referenced vehicle instance is locked. */ void SetLocked(bool toggle) const; /* -------------------------------------------------------------------------------------------- * Retrieve the part status of the referenced vehicle instance. */ SQInt32 GetPartStatus(SQInt32 part) const; /* -------------------------------------------------------------------------------------------- * Change the part status of the referenced vehicle instance. */ void SetPartStatus(SQInt32 part, SQInt32 status) const; /* -------------------------------------------------------------------------------------------- * Retrieve the tyre status of the referenced vehicle instance. */ SQInt32 GetTyreStatus(SQInt32 tyre) const; /* -------------------------------------------------------------------------------------------- * Change the tyre status of the referenced vehicle instance. */ void SetTyreStatus(SQInt32 tyre, SQInt32 status) const; /* -------------------------------------------------------------------------------------------- * Retrieve the damage data of the referenced vehicle instance. */ SQUint32 GetDamageData() const; /* -------------------------------------------------------------------------------------------- * Change the damage data of the referenced vehicle instance. */ void SetDamageData(SQUint32 data) const; /* -------------------------------------------------------------------------------------------- * See whether the referenced vehicle instance has alarm. */ bool HasAlarm() const; /* -------------------------------------------------------------------------------------------- * Set whether the referenced vehicle instance has alarm. */ void SetAlarm(bool toggle) const; /* -------------------------------------------------------------------------------------------- * See whether the referenced vehicle instance has lights. */ bool HasLights() const; /* -------------------------------------------------------------------------------------------- * Set whether the referenced vehicle instance has lights. */ void SetLights(bool toggle) const; /* -------------------------------------------------------------------------------------------- * Retrieve the radio of the referenced vehicle instance. */ SQInt32 GetRadio() const; /* -------------------------------------------------------------------------------------------- * Retrieve the radio of the referenced vehicle instance. */ void SetRadio(SQInt32 radio) const; /* -------------------------------------------------------------------------------------------- * See whether the referenced vehicle instance has radio locked. */ bool IsRadioLocked() const; /* -------------------------------------------------------------------------------------------- * Set whether the referenced vehicle instance has radio locked. */ void SetRadioLocked(bool toggle) const; /* -------------------------------------------------------------------------------------------- * See whether the referenced vehicle instance is in ghost state. */ bool IsGhostState() const; /* -------------------------------------------------------------------------------------------- * Set whether the referenced vehicle instance is in ghost state. */ void SetGhostState(bool toggle) const; /* -------------------------------------------------------------------------------------------- * Reset all the handling rules for the referenced vehicle instance. */ void ResetHandling() const; /* -------------------------------------------------------------------------------------------- * Reset the specified handling rule for the referenced vehicle instance. */ void ResetHandling(SQInt32 rule) const; /* -------------------------------------------------------------------------------------------- * See whether the specified handling ruleexists in the referenced vehicle instance. */ bool ExistsHandling(SQInt32 rule) const; /* -------------------------------------------------------------------------------------------- * Retrieve the handling data of the referenced vehicle instance. */ SQFloat GetHandlingData(SQInt32 rule) const; /* -------------------------------------------------------------------------------------------- * Change the handling data of the referenced vehicle instance. */ void SetHandlingData(SQInt32 rule, SQFloat data) const; /* -------------------------------------------------------------------------------------------- * Embark the specified player instance into the referenced vehicle instance. */ void Embark(const Reference< CPlayer > & player) const; /* -------------------------------------------------------------------------------------------- * Embark the specified player instance into the referenced vehicle instance. */ void Embark(const Reference< CPlayer > & player, SQInt32 slot, bool allocate, bool warp) const; }; } // Namespace:: SqMod #endif // _ENTITY_VEHICLE_HPP_