// ------------------------------------------------------------------------------------------------ #include "Entity/Checkpoint.hpp" #include "Entity/Player.hpp" #include "Base/Color4.hpp" #include "Base/Vector3.hpp" #include "Core.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ Color4 CCheckpoint::s_Color4; Vector3 CCheckpoint::s_Vector3; // ------------------------------------------------------------------------------------------------ Uint32 CCheckpoint::s_ColorR; Uint32 CCheckpoint::s_ColorG; Uint32 CCheckpoint::s_ColorB; Uint32 CCheckpoint::s_ColorA; // ------------------------------------------------------------------------------------------------ SQChar CCheckpoint::s_StrID[SQMOD_CHECKPOINT_POOL][8]; // ------------------------------------------------------------------------------------------------ const Int32 CCheckpoint::Max = SQMOD_CHECKPOINT_POOL; // ------------------------------------------------------------------------------------------------ CCheckpoint::CCheckpoint(Int32 id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_CHECKPOINT_POOL)) , m_Tag(VALID_ENTITY(m_ID) ? s_StrID[m_ID] : _SC("-1")) { /* ... */ } // ------------------------------------------------------------------------------------------------ CCheckpoint::~CCheckpoint() { /* ... */ } // ------------------------------------------------------------------------------------------------ Int32 CCheckpoint::Cmp(const CCheckpoint & o) const { if (m_ID == o.m_ID) return 0; else if (m_ID > o.m_ID) return 1; else return -1; } CSStr CCheckpoint::ToString() const { return VALID_ENTITYEX(m_ID, SQMOD_CHECKPOINT_POOL) ? s_StrID[m_ID] : _SC("-1"); } // ------------------------------------------------------------------------------------------------ CSStr CCheckpoint::GetTag() const { return m_Tag.c_str(); } void CCheckpoint::SetTag(CSStr tag) { m_Tag.assign(tag); } Object & CCheckpoint::GetData() { if (Validate()) return m_Data; return NullObject(); } void CCheckpoint::SetData(Object & data) { if (Validate()) m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CCheckpoint::Destroy(Int32 header, Object & payload) { return _Core->DelCheckpoint(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ bool CCheckpoint::BindEvent(Int32 evid, Object & env, Function & func) const { if (!Validate()) return false; Function & event = _Core->GetCheckpointEvent(m_ID, evid); if (func.IsNull()) event.Release(); else event = Function(env.GetVM(), env, func.GetFunc()); return true; } // ------------------------------------------------------------------------------------------------ bool CCheckpoint::IsStreamedFor(CPlayer & player) const { if (!player.IsActive()) SqThrow("Invalid player argument: null"); else if (Validate()) return _Func->IsCheckpointStreamedForPlayer(m_ID, player.GetID()); return false; } Int32 CCheckpoint::GetWorld() const { if (Validate()) return _Func->GetCheckpointWorld(m_ID); return -1; } void CCheckpoint::SetWorld(Int32 world) const { if (Validate()) _Func->SetCheckpointWorld(m_ID, world); } const Color4 & CCheckpoint::GetColor() const { s_Color4.Clear(); if (Validate()) { _Func->GetCheckpointColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB, &s_ColorA); s_Color4.Set(s_ColorR, s_ColorG, s_ColorB, s_ColorA); } return s_Color4; } void CCheckpoint::SetColor(const Color4 & col) const { if (Validate()) _Func->SetCheckpointColor(m_ID, col.r, col.g, col.b, col.a); } void CCheckpoint::SetColorEx(Uint8 r, Uint8 g, Uint8 b, Uint8 a) const { if (Validate()) _Func->SetCheckpointColor(m_ID, r, g, b, a); } const Vector3 & CCheckpoint::GetPosition() const { s_Vector3.Clear(); if (Validate()) _Func->GetCheckpointPos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CCheckpoint::SetPosition(const Vector3 & pos) const { if (Validate()) _Func->SetCheckpointPos(m_ID, pos.x, pos.y, pos.z); } void CCheckpoint::SetPositionEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetCheckpointPos(m_ID, x, y, z); } Float32 CCheckpoint::GetRadius() const { if (Validate()) _Func->GetCheckpointRadius(m_ID); return 0; } void CCheckpoint::SetRadius(Float32 radius) const { if (Validate()) _Func->SetCheckpointRadius(m_ID, radius); } Object & CCheckpoint::GetOwner() const { if (Validate()) return _Core->GetPlayer(_Func->GetCheckpointOwner(m_ID)).mObj; return NullObject(); } Int32 CCheckpoint::GetOwnerID() const { if (Validate()) return _Func->GetCheckpointOwner(m_ID); return -1; } // ------------------------------------------------------------------------------------------------ Float32 CCheckpoint::GetPosX() const { s_Vector3.x = 0; if (Validate()) _Func->GetCheckpointPos(m_ID, &s_Vector3.x, NULL, NULL); return s_Vector3.x; } Float32 CCheckpoint::GetPosY() const { s_Vector3.y = 0; if (Validate()) _Func->GetCheckpointPos(m_ID, NULL, &s_Vector3.y, NULL); return s_Vector3.y; } Float32 CCheckpoint::GetPosZ() const { s_Vector3.z = 0; if (Validate()) _Func->GetCheckpointPos(m_ID, NULL, NULL, &s_Vector3.z); return s_Vector3.z; } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetPosX(Float32 x) const { if (Validate()) { _Func->GetCheckpointPos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z); _Func->SetCheckpointPos(m_ID, x, s_Vector3.y, s_Vector3.z); } } void CCheckpoint::SetPosY(Float32 y) const { if (Validate()) { _Func->GetCheckpointPos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z); _Func->SetCheckpointPos(m_ID, s_Vector3.x, y, s_Vector3.z); } } void CCheckpoint::SetPosZ(Float32 z) const { if (Validate()) { _Func->GetCheckpointPos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL); _Func->SetCheckpointPos(m_ID, s_Vector3.z, s_Vector3.y, z); } } // ------------------------------------------------------------------------------------------------ Uint32 CCheckpoint::GetColR() const { s_ColorR = 0; if (Validate()) _Func->GetCheckpointColor(m_ID, &s_ColorR, NULL, NULL, NULL); return s_ColorR; } Uint32 CCheckpoint::GetColG() const { s_ColorG = 0; if (Validate()) _Func->GetCheckpointColor(m_ID, NULL, &s_ColorG, NULL, NULL); return s_ColorG; } Uint32 CCheckpoint::GetColB() const { s_ColorB = 0; if (Validate()) _Func->GetCheckpointColor(m_ID, NULL, NULL, &s_ColorB, NULL); return s_ColorB; } Uint32 CCheckpoint::GetColA() const { s_ColorA = 0; if (Validate()) _Func->GetCheckpointColor(m_ID, NULL, NULL, NULL, &s_ColorA); return s_ColorA; } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetColR(Uint32 r) const { if (Validate()) { _Func->GetCheckpointColor(m_ID, NULL, &s_ColorG, &s_ColorB, &s_ColorA); _Func->SetCheckpointColor(m_ID, r, s_ColorG, s_ColorB, s_ColorA); } } void CCheckpoint::SetColG(Uint32 g) const { if (Validate()) { _Func->GetCheckpointColor(m_ID, &s_ColorR, NULL, &s_ColorB, &s_ColorA); _Func->SetCheckpointColor(m_ID, s_ColorR, g, s_ColorB, s_ColorA); } } void CCheckpoint::SetColB(Uint32 b) const { if (Validate()) { _Func->GetCheckpointColor(m_ID, &s_ColorB, &s_ColorG, NULL, &s_ColorA); _Func->SetCheckpointColor(m_ID, s_ColorB, s_ColorG, b, s_ColorA); } } void CCheckpoint::SetColA(Uint32 a) const { if (Validate()) { _Func->GetCheckpointColor(m_ID, &s_ColorA, &s_ColorG, &s_ColorB, NULL); _Func->SetCheckpointColor(m_ID, s_ColorA, s_ColorG, s_ColorB, a); } } // ------------------------------------------------------------------------------------------------ static Object & CreateCheckpointEx(CPlayer & player, Int32 world, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) { return _Core->NewCheckpoint(player.GetID(), world, x, y, z, r, g, b, a, radius, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & CreateCheckpointEx(CPlayer & player, Int32 world, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius, Int32 header, Object & payload) { return _Core->NewCheckpoint(player.GetID(), world, x, y, z, r, g, b, a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ static Object & CreateCheckpoint(CPlayer & player, Int32 world, const Vector3 & pos, const Color4 & color, Float32 radius) { return _Core->NewCheckpoint(player.GetID(), world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & CreateCheckpoint(CPlayer & player, Int32 world, const Vector3 & pos, const Color4 & color, Float32 radius, Int32 header, Object & payload) { return _Core->NewCheckpoint(player.GetID(), world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, header, payload); } // ================================================================================================ void Register_CCheckpoint(HSQUIRRELVM vm) { RootTable(vm).Bind(_SC("SqCheckpoint"), Class< CCheckpoint, NoConstructor< CCheckpoint > >(vm, _SC("SqCheckpoint")) /* Metamethods */ .Func(_SC("_cmp"), &CCheckpoint::Cmp) .Func(_SC("_tostring"), &CCheckpoint::ToString) /* Core Properties */ .Prop(_SC("ID"), &CCheckpoint::GetID) .Prop(_SC("Tag"), &CCheckpoint::GetTag, &CCheckpoint::SetTag) .Prop(_SC("Data"), &CCheckpoint::GetData, &CCheckpoint::SetData) .Prop(_SC("MaxID"), &CCheckpoint::GetMaxID) .Prop(_SC("Active"), &CCheckpoint::IsActive) /* Core Functions */ .Func(_SC("Bind"), &CCheckpoint::BindEvent) /* Core Overloads */ .Overload< bool (CCheckpoint::*)(void) >(_SC("Destroy"), &CCheckpoint::Destroy) .Overload< bool (CCheckpoint::*)(Int32) >(_SC("Destroy"), &CCheckpoint::Destroy) .Overload< bool (CCheckpoint::*)(Int32, Object &) >(_SC("Destroy"), &CCheckpoint::Destroy) /* Properties */ .Prop(_SC("World"), &CCheckpoint::GetWorld, &CCheckpoint::SetWorld) .Prop(_SC("Color"), &CCheckpoint::GetColor, &CCheckpoint::SetColor) .Prop(_SC("Pos"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition) .Prop(_SC("Position"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition) .Prop(_SC("Radius"), &CCheckpoint::GetRadius, &CCheckpoint::SetRadius) .Prop(_SC("Owner"), &CCheckpoint::GetOwner) .Prop(_SC("OwnerID"), &CCheckpoint::GetOwnerID) .Prop(_SC("X"), &CCheckpoint::GetPosX, &CCheckpoint::SetPosX) .Prop(_SC("Y"), &CCheckpoint::GetPosY, &CCheckpoint::SetPosY) .Prop(_SC("Z"), &CCheckpoint::GetPosZ, &CCheckpoint::SetPosZ) .Prop(_SC("R"), &CCheckpoint::GetColR, &CCheckpoint::SetColR) .Prop(_SC("G"), &CCheckpoint::GetColG, &CCheckpoint::SetColG) .Prop(_SC("B"), &CCheckpoint::GetColB, &CCheckpoint::SetColB) .Prop(_SC("A"), &CCheckpoint::GetColA, &CCheckpoint::SetColA) /* Functions */ .Func(_SC("StreamedFor"), &CCheckpoint::IsStreamedFor) .Func(_SC("SetColor"), &CCheckpoint::SetColorEx) .Func(_SC("SetPos"), &CCheckpoint::SetPositionEx) .Func(_SC("SetPosition"), &CCheckpoint::SetPositionEx) ); RootTable(vm) .Overload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) > (_SC("CreateCheckpointEx"), &CreateCheckpointEx) .Overload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, Object &) > (_SC("CreateCheckpointEx"), &CreateCheckpointEx) .Overload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color4 &, Float32) > (_SC("CreateCheckpoint"), &CreateCheckpoint) .Overload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color4 &, Float32, Int32, Object &) > (_SC("CreateCheckpoint"), &CreateCheckpoint); } } // Namespace:: SqMod