// ------------------------------------------------------------------------------------------------ #include "Entity/Forcefield.hpp" #include "Entity/Player.hpp" #include "Base/Color3.hpp" #include "Base/Vector3.hpp" #include "Core.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ Color3 CForcefield::s_Color3; Vector3 CForcefield::s_Vector3; // ------------------------------------------------------------------------------------------------ Uint32 CForcefield::s_ColorR; Uint32 CForcefield::s_ColorG; Uint32 CForcefield::s_ColorB; // ------------------------------------------------------------------------------------------------ SQChar CForcefield::s_StrID[SQMOD_FORCEFIELD_POOL][8]; // ------------------------------------------------------------------------------------------------ const Int32 CForcefield::Max = SQMOD_FORCEFIELD_POOL; // ------------------------------------------------------------------------------------------------ CForcefield::CForcefield(Int32 id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_FORCEFIELD_POOL)) , m_Tag(VALID_ENTITY(m_ID) ? s_StrID[m_ID] : _SC("-1")) { /* ... */ } // ------------------------------------------------------------------------------------------------ CForcefield::~CForcefield() { /* ... */ } // ------------------------------------------------------------------------------------------------ Int32 CForcefield::Cmp(const CForcefield & o) const { if (m_ID == o.m_ID) return 0; else if (m_ID > o.m_ID) return 1; else return -1; } CSStr CForcefield::ToString() const { return VALID_ENTITYEX(m_ID, SQMOD_FORCEFIELD_POOL) ? s_StrID[m_ID] : _SC("-1"); } // ------------------------------------------------------------------------------------------------ CSStr CForcefield::GetTag() const { return m_Tag.c_str(); } void CForcefield::SetTag(CSStr tag) { m_Tag.assign(tag); } Object & CForcefield::GetData() { if (Validate()) return m_Data; return NullObject(); } void CForcefield::SetData(Object & data) { if (Validate()) m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CForcefield::Destroy(Int32 header, Object & payload) { return _Core->DelForcefield(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ bool CForcefield::BindEvent(Int32 evid, Object & env, Function & func) const { if (!Validate()) return false; Function & event = _Core->GetForcefieldEvent(m_ID, evid); if (func.IsNull()) event.Release(); else event = Function(env.GetVM(), env, func.GetFunc()); return true; } // ------------------------------------------------------------------------------------------------ bool CForcefield::IsStreamedFor(CPlayer & player) const { if (!player.IsActive()) SqThrow("Invalid player argument: null"); else if (Validate()) return _Func->IsSphereStreamedForPlayer(m_ID, player.GetID()); return false; } Int32 CForcefield::GetWorld() const { if (Validate()) return _Func->GetSphereWorld(m_ID); return -1; } void CForcefield::SetWorld(Int32 world) const { if (Validate()) _Func->SetSphereWorld(m_ID, world); } const Color3 & CForcefield::GetColor() const { s_Color3.Clear(); if (Validate()) { _Func->GetSphereColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB); s_Color3.Set(s_ColorR, s_ColorG, s_ColorB); } return s_Color3; } void CForcefield::SetColor(const Color3 & col) const { if (Validate()) _Func->SetSphereColor(m_ID, col.r, col.g, col.b); } void CForcefield::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const { if (Validate()) _Func->SetSphereColor(m_ID, r, g, b); } const Vector3 & CForcefield::GetPosition() const { s_Vector3.Clear(); if (Validate()) _Func->GetSpherePos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CForcefield::SetPosition(const Vector3 & pos) const { if (Validate()) _Func->SetSpherePos(m_ID, pos.x, pos.y, pos.z); } void CForcefield::SetPositionEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetSpherePos(m_ID, x, y, z); } Float32 CForcefield::GetRadius() const { if (Validate()) _Func->GetSphereRadius(m_ID); return 0; } void CForcefield::SetRadius(Float32 radius) const { if (Validate()) _Func->SetSphereRadius(m_ID, radius); } Object & CForcefield::GetOwner() const { if (Validate()) return _Core->GetPlayer(_Func->GetSphereOwner(m_ID)).mObj; return NullObject(); } Int32 CForcefield::GetOwnerID() const { if (Validate()) _Func->GetSphereOwner(m_ID); return -1; } // ------------------------------------------------------------------------------------------------ Float32 CForcefield::GetPosX() const { s_Vector3.x = 0; if (Validate()) _Func->GetSpherePos(m_ID, &s_Vector3.x, NULL, NULL); return s_Vector3.x; } Float32 CForcefield::GetPosY() const { s_Vector3.y = 0; if (Validate()) _Func->GetSpherePos(m_ID, NULL, &s_Vector3.y, NULL); return s_Vector3.y; } Float32 CForcefield::GetPosZ() const { s_Vector3.z = 0; if (Validate()) _Func->GetSpherePos(m_ID, NULL, NULL, &s_Vector3.z); return s_Vector3.z; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetPosX(Float32 x) const { if (Validate()) { _Func->GetSpherePos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z); _Func->SetSpherePos(m_ID, x, s_Vector3.y, s_Vector3.z); } } void CForcefield::SetPosY(Float32 y) const { if (Validate()) { _Func->GetSpherePos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z); _Func->SetSpherePos(m_ID, s_Vector3.x, y, s_Vector3.z); } } void CForcefield::SetPosZ(Float32 z) const { if (Validate()) { _Func->GetSpherePos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL); _Func->SetSpherePos(m_ID, s_Vector3.z, s_Vector3.y, z); } } // ------------------------------------------------------------------------------------------------ Uint32 CForcefield::GetColR() const { s_ColorR = 0; if (Validate()) _Func->GetSphereColor(m_ID, &s_ColorR, NULL, NULL); return s_ColorR; } Uint32 CForcefield::GetColG() const { s_ColorG = 0; if (Validate()) _Func->GetSphereColor(m_ID, NULL, &s_ColorG, NULL); return s_ColorG; } Uint32 CForcefield::GetColB() const { s_ColorB = 0; if (Validate()) _Func->GetSphereColor(m_ID, NULL, NULL, &s_ColorB); return s_ColorB; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetColR(Uint32 r) const { if (Validate()) { _Func->GetSphereColor(m_ID, NULL, &s_ColorG, &s_ColorB); _Func->SetSphereColor(m_ID, r, s_ColorG, s_ColorB); } } void CForcefield::SetColG(Uint32 g) const { if (Validate()) { _Func->GetSphereColor(m_ID, &s_ColorR, NULL, &s_ColorB); _Func->SetSphereColor(m_ID, s_ColorR, g, s_ColorB); } } void CForcefield::SetColB(Uint32 b) const { if (Validate()) { _Func->GetSphereColor(m_ID, &s_ColorB, &s_ColorG, NULL); _Func->SetSphereColor(m_ID, s_ColorB, s_ColorG, b); } } // ------------------------------------------------------------------------------------------------ static Object & CreateForcefieldEx(CPlayer & player, Int32 world, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Float32 radius) { return _Core->NewForcefield(player.GetID(), world, x, y, z, r, g, b, radius, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & CreateForcefieldEx(CPlayer & player, Int32 world, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Float32 radius, Int32 header, Object & payload) { return _Core->NewForcefield(player.GetID(), world, x, y, z, r, g, b, radius, header, payload); } // ------------------------------------------------------------------------------------------------ static Object & CreateForcefield(CPlayer & player, Int32 world, const Vector3 & pos, const Color3 & color, Float32 radius) { return _Core->NewForcefield(player.GetID(), world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & CreateForcefield(CPlayer & player, Int32 world, const Vector3 & pos, const Color3 & color, Float32 radius, Int32 header, Object & payload) { return _Core->NewForcefield(player.GetID(), world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius, header, payload); } // ================================================================================================ void Register_CForcefield(HSQUIRRELVM vm) { RootTable(vm).Bind(_SC("SqForcefield"), Class< CForcefield, NoConstructor< CForcefield > >(vm, _SC("SqForcefield")) /* Metamethods */ .Func(_SC("_cmp"), &CForcefield::Cmp) .Func(_SC("_tostring"), &CForcefield::ToString) /* Core Properties */ .Prop(_SC("ID"), &CForcefield::GetID) .Prop(_SC("Tag"), &CForcefield::GetTag, &CForcefield::SetTag) .Prop(_SC("Data"), &CForcefield::GetData, &CForcefield::SetData) .Prop(_SC("MaxID"), &CForcefield::GetMaxID) .Prop(_SC("Active"), &CForcefield::IsActive) /* Core Functions */ .Func(_SC("Bind"), &CForcefield::BindEvent) /* Core Overloads */ .Overload< bool (CForcefield::*)(void) >(_SC("Destroy"), &CForcefield::Destroy) .Overload< bool (CForcefield::*)(Int32) >(_SC("Destroy"), &CForcefield::Destroy) .Overload< bool (CForcefield::*)(Int32, Object &) >(_SC("Destroy"), &CForcefield::Destroy) /* Properties */ .Prop(_SC("World"), &CForcefield::GetWorld, &CForcefield::SetWorld) .Prop(_SC("Color"), &CForcefield::GetColor, &CForcefield::SetColor) .Prop(_SC("Pos"), &CForcefield::GetPosition, &CForcefield::SetPosition) .Prop(_SC("Position"), &CForcefield::GetPosition, &CForcefield::SetPosition) .Prop(_SC("Radius"), &CForcefield::GetRadius, &CForcefield::SetRadius) .Prop(_SC("Owner"), &CForcefield::GetOwner) .Prop(_SC("OwnerID"), &CForcefield::GetOwnerID) .Prop(_SC("X"), &CForcefield::GetPosX, &CForcefield::SetPosX) .Prop(_SC("Y"), &CForcefield::GetPosY, &CForcefield::SetPosY) .Prop(_SC("Z"), &CForcefield::GetPosZ, &CForcefield::SetPosZ) .Prop(_SC("R"), &CForcefield::GetColR, &CForcefield::SetColR) .Prop(_SC("G"), &CForcefield::GetColG, &CForcefield::SetColG) .Prop(_SC("B"), &CForcefield::GetColB, &CForcefield::SetColB) /* Functions */ .Func(_SC("StreamedFor"), &CForcefield::IsStreamedFor) .Func(_SC("SetColor"), &CForcefield::SetColorEx) .Func(_SC("SetPos"), &CForcefield::SetPositionEx) .Func(_SC("SetPosition"), &CForcefield::SetPositionEx) ); RootTable(vm) .Overload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Float32) > (_SC("CreateForcefieldEx"), &CreateForcefieldEx) .Overload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Float32, Int32, Object &) > (_SC("CreateForcefieldEx"), &CreateForcefieldEx) .Overload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color3 &, Float32) > (_SC("CreateForcefield"), &CreateForcefield) .Overload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color3 &, Float32, Int32, Object &) > (_SC("CreateForcefield"), &CreateForcefield); } } // Namespace:: SqMod