#pragma once // ------------------------------------------------------------------------------------------------ #include "Base/Shared.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { /* ------------------------------------------------------------------------------------------------ * Circular locks employed by the object manager. */ enum ObjectCircularLocks { OBJECTCL_EMIT_OBJECT_WORLD = (1u << 0u), OBJECTCL_EMIT_OBJECT_ALPHA = (2u << 0u), OBJECTCL_EMIT_OBJECT_REPORT = (3u << 0u) }; /* ------------------------------------------------------------------------------------------------ * Manages a single object entity. */ class CObject { // -------------------------------------------------------------------------------------------- friend class Core; private: /* -------------------------------------------------------------------------------------------- * Identifier of the managed entity. */ Int32 m_ID; /* -------------------------------------------------------------------------------------------- * User tag associated with this instance. */ String m_Tag; /* -------------------------------------------------------------------------------------------- * User data associated with this instance. */ LightObj m_Data; /* -------------------------------------------------------------------------------------------- * Prevent events from triggering themselves. */ Uint32 m_CircularLocks; /* -------------------------------------------------------------------------------------------- * Base constructor. */ explicit CObject(Int32 id); public: /* -------------------------------------------------------------------------------------------- * The default duration to use when moving the object. */ Uint32 mMoveToDuration; Uint32 mMoveByDuration; /* -------------------------------------------------------------------------------------------- * The default duration to use when rotating the object to Quaternion. */ Uint32 mRotateToDuration; Uint32 mRotateByDuration; /* -------------------------------------------------------------------------------------------- * The default duration to use when rotating the object to Euler. */ Uint32 mRotateToEulerDuration; Uint32 mRotateByEulerDuration; /* -------------------------------------------------------------------------------------------- * Maximum possible number that could represent an identifier for this entity type. */ static const Int32 Max; /* -------------------------------------------------------------------------------------------- * Copy constructor. (disabled) */ CObject(const CObject &) = delete; /* -------------------------------------------------------------------------------------------- * Move constructor. (disabled) */ CObject(CObject &&) = delete; /* -------------------------------------------------------------------------------------------- * Copy assignment operator. (disabled) */ CObject & operator = (const CObject &) = delete; /* -------------------------------------------------------------------------------------------- * Move assignment operator. (disabled) */ CObject & operator = (CObject &&) = delete; /* -------------------------------------------------------------------------------------------- * See whether this instance manages a valid entity instance otherwise throw an exception. */ void Validate() const { if (INVALID_ENTITY(m_ID)) { STHROWF("Invalid object reference [%s]", m_Tag.c_str()); } } /* -------------------------------------------------------------------------------------------- * Used by the script engine to convert an instance of this type to a string. */ const String & ToString() const; /* -------------------------------------------------------------------------------------------- * Retrieve the associated null entity instance. */ static SQInteger SqGetNull(HSQUIRRELVM vm); /* -------------------------------------------------------------------------------------------- * Retrieve the associated null entity instance. */ static LightObj & GetNull(); /* -------------------------------------------------------------------------------------------- * Retrieve the identifier of the entity managed by this instance. */ Int32 GetID() const { return m_ID; } /* -------------------------------------------------------------------------------------------- * Check whether this instance manages a valid entity. */ bool IsActive() const { return VALID_ENTITY(m_ID); } /* -------------------------------------------------------------------------------------------- * Retrieve the associated user tag. */ const String & GetTag() const; /* -------------------------------------------------------------------------------------------- * Modify the associated user tag. */ void SetTag(StackStrF & tag); /* -------------------------------------------------------------------------------------------- * Modify the associated user tag. */ CObject & ApplyTag(StackStrF & tag); /* -------------------------------------------------------------------------------------------- * Retrieve the associated user data. */ LightObj & GetData(); /* -------------------------------------------------------------------------------------------- * Modify the associated user data. */ void SetData(LightObj & data); /* -------------------------------------------------------------------------------------------- * Destroy the managed object entity. */ bool Destroy() { return Destroy(0, NullLightObj()); } /* -------------------------------------------------------------------------------------------- * Destroy the managed object entity. */ bool Destroy(Int32 header) { return Destroy(header, NullLightObj()); } /* -------------------------------------------------------------------------------------------- * Destroy the managed object entity. */ bool Destroy(Int32 header, LightObj & payload); /* -------------------------------------------------------------------------------------------- * Retrieve the events table of this entity. */ LightObj & GetEvents() const; /* -------------------------------------------------------------------------------------------- * Emit a custom event for the managed entity */ void CustomEvent(Int32 header, LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * See if the managed object entity is streamed for the specified player. */ bool IsStreamedFor(CPlayer & player) const; /* -------------------------------------------------------------------------------------------- * Retrieve the model of the managed object entity. */ Int32 GetModel() const; /* -------------------------------------------------------------------------------------------- * Retrieve the world in which the managed object entity exists. */ Int32 GetWorld() const; /* -------------------------------------------------------------------------------------------- * Modify the world in which the managed object entity exists. */ void SetWorld(Int32 world); /* -------------------------------------------------------------------------------------------- * Retrieve the alpha of the managed object entity. */ Int32 GetAlpha() const; /* -------------------------------------------------------------------------------------------- * Modify the alpha of the managed object entity. */ void SetAlpha(Int32 alpha); /* -------------------------------------------------------------------------------------------- * Modify the alpha of the managed object entity over the specified time. */ void SetAlphaEx(Int32 alpha, Uint32 time); /* -------------------------------------------------------------------------------------------- * Move the managed object entity to the specified position over the specified time. */ void MoveTo(const Vector3 & pos, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Move the managed object entity to the specified position over the specified time. */ void MoveToEx(Float32 x, Float32 y, Float32 z, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Move the managed object entity by the specified position over the specified time. */ void MoveBy(const Vector3 & pos, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Move the managed object entity by the specified position over the specified time. */ void MoveByEx(Float32 x, Float32 y, Float32 z, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Retrieve the position of the managed object entity. */ Vector3 GetPosition(); /* -------------------------------------------------------------------------------------------- * Modify the position of the managed object entity. */ void SetPosition(const Vector3 & pos) const; /* -------------------------------------------------------------------------------------------- * Modify the position of the managed object entity. */ void SetPositionEx(Float32 x, Float32 y, Float32 z) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity to the specified rotation over the specified time. */ void RotateTo(const Quaternion & rot, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity to the specified rotation over the specified time. */ void RotateToEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity to the specified Euler rotation over the specified time. */ void RotateToEuler(const Vector3 & rot, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity to the specified Euler rotation over the specified time. */ void RotateToEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity by the specified rotation over the specified time. */ void RotateBy(const Quaternion & rot, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity by the specified rotation over the specified time. */ void RotateByEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity by the specified Euler rotation over the specified time. */ void RotateByEuler(const Vector3 & rot, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Rotate the managed object entity by the specified Euler rotation over the specified time. */ void RotateByEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const; /* -------------------------------------------------------------------------------------------- * Retrieve the rotation of the managed object entity. */ Quaternion GetRotation(); /* -------------------------------------------------------------------------------------------- * Retrieve the Euler rotation of the managed object entity. */ Vector3 GetRotationEuler(); /* -------------------------------------------------------------------------------------------- * See whether the managed object entity reports gunshots. */ bool GetShotReport() const; /* -------------------------------------------------------------------------------------------- * Set whether the managed object entity reports gunshots. */ void SetShotReport(bool toggle); /* -------------------------------------------------------------------------------------------- * See whether the managed object entity reports player bumps. */ bool GetTouchedReport() const; /* -------------------------------------------------------------------------------------------- * Set whether the managed object entity reports player bumps. */ void SetTouchedReport(bool toggle); /* -------------------------------------------------------------------------------------------- * Retrieve the position on the x axis of the managed object entity. */ Float32 GetPositionX() const; /* -------------------------------------------------------------------------------------------- * Retrieve the position on the y axis of the managed object entity. */ Float32 GetPositionY() const; /* -------------------------------------------------------------------------------------------- * Retrieve the position on the z axis of the managed object entity. */ Float32 GetPositionZ() const; /* -------------------------------------------------------------------------------------------- * Modify the position on the x axis of the managed object entity. */ void SetPositionX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the y axis of the managed object entity. */ void SetPositionY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the z axis of the managed object entity. */ void SetPositionZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the rotation on the x axis of the managed object entity. */ Float32 GetRotationX() const; /* -------------------------------------------------------------------------------------------- * Retrieve the rotation on the y axis of the managed object entity. */ Float32 GetRotationY() const; /* -------------------------------------------------------------------------------------------- * Retrieve the rotation on the z axis of the managed object entity. */ Float32 GetRotationZ() const; /* -------------------------------------------------------------------------------------------- * Retrieve the rotation amount of the managed object entity. */ Float32 GetRotationW() const; /* -------------------------------------------------------------------------------------------- * Retrieve the Euler rotation on the x axis of the managed object entity. */ Float32 GetEulerRotationX() const; /* -------------------------------------------------------------------------------------------- * Retrieve the Euler rotation on the y axis of the managed object entity. */ Float32 GetEulerRotationY() const; /* -------------------------------------------------------------------------------------------- * Retrieve the Euler rotation on the z axis of the managed object entity. */ Float32 GetEulerRotationZ() const; /* -------------------------------------------------------------------------------------------- * Modify the position on the x axis of the managed object entity. */ void MoveToX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the y axis of the managed object entity. */ void MoveToY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the z axis of the managed object entity. */ void MoveToZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the x axis of the managed object entity. */ void MoveByX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the y axis of the managed object entity. */ void MoveByY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the z axis of the managed object entity. */ void MoveByZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the x axis of the managed object entity. */ void RotateToX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the y axis of the managed object entity. */ void RotateToY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the z axis of the managed object entity. */ void RotateToZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the w axis of the managed object entity. */ void RotateToW(Float32 w) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the x axis of the managed object entity. */ void RotateByX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the y axis of the managed object entity. */ void RotateByY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the z axis of the managed object entity. */ void RotateByZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the w axis of the managed object entity. */ void RotateByW(Float32 w) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the x axis of the managed object entity. */ void RotateToEulerX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the y axis of the managed object entity. */ void RotateToEulerY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the z axis of the managed object entity. */ void RotateToEulerZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the x axis of the managed object entity. */ void RotateByEulerX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the y axis of the managed object entity. */ void RotateByEulerY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the rotation on the z axis of the managed object entity. */ void RotateByEulerZ(Float32 z) const; }; } // Namespace:: SqMod