// ------------------------------------------------------------------------------------------------ #include "Entity/Object.hpp" #include "Entity/Player.hpp" #include "Base/Quaternion.hpp" #include "Base/Vector3.hpp" #include "Base/Stack.hpp" #include "Core.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ Vector3 CObject::s_Vector3; Quaternion CObject::s_Quaternion; // ------------------------------------------------------------------------------------------------ const Int32 CObject::Max = SQMOD_OBJECT_POOL; // ------------------------------------------------------------------------------------------------ SQInteger CObject::Typename(HSQUIRRELVM vm) { static const SQChar name[] = _SC("SqObject"); sq_pushstring(vm, name, sizeof(name)); return 1; } // ------------------------------------------------------------------------------------------------ CObject::CObject(Int32 id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_OBJECT_POOL)) , m_Tag(ToStrF("%d", id)), m_Data() , mMoveToDuration(0) , mMoveByDuration(0) , mRotateToDuration(0) , mRotateByDuration(0) , mRotateToEulerDuration(0) , mRotateByEulerDuration(0) { /* ... */ } // ------------------------------------------------------------------------------------------------ CObject::~CObject() { /* ... */ } // ------------------------------------------------------------------------------------------------ Int32 CObject::Cmp(const CObject & o) const { if (m_ID == o.m_ID) { return 0; } else if (m_ID > o.m_ID) { return 1; } else { return -1; } } // ------------------------------------------------------------------------------------------------ const String & CObject::ToString() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ const String & CObject::GetTag() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ void CObject::SetTag(CSStr tag) { m_Tag.assign(tag); } // ------------------------------------------------------------------------------------------------ Object & CObject::GetData() { // Validate the managed identifier Validate(); // Return the requested information return m_Data; } // ------------------------------------------------------------------------------------------------ void CObject::SetData(Object & data) { // Validate the managed identifier Validate(); // Apply the specified value m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CObject::Destroy(Int32 header, Object & payload) { // Validate the managed identifier Validate(); // Perform the requested operation return Core::Get().DelObject(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ void CObject::BindEvent(Int32 evid, Object & env, Function & func) const { // Validate the managed identifier Validate(); // Obtain the function instance called for this event Function & event = Core::Get().GetObjectEvent(m_ID, evid); // Is the specified callback function null? if (func.IsNull()) { event.Release(); // Then release the current callback } // Assign the specified environment and function else { event = Function(env.GetVM(), env, func.GetFunc()); } } // ------------------------------------------------------------------------------------------------ bool CObject::IsStreamedFor(CPlayer & player) const { // Is the specified player even valid? if (!player.IsActive()) { STHROWF("Invalid player argument: null"); } // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectStreamedForPlayer(m_ID, player.GetID()); } // ------------------------------------------------------------------------------------------------ Int32 CObject::GetModel() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectModel(m_ID); } // ------------------------------------------------------------------------------------------------ Int32 CObject::GetWorld() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectWorld(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetWorld(Int32 world) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectWorld(m_ID, world); } // ------------------------------------------------------------------------------------------------ Int32 CObject::GetAlpha() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetObjectAlpha(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetAlpha(Int32 alpha) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectAlpha(m_ID, alpha, 0); } // ------------------------------------------------------------------------------------------------ void CObject::SetAlphaEx(Int32 alpha, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectAlpha(m_ID, alpha, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveTo(const Vector3 & pos, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectTo(m_ID, pos.x, pos.y, pos.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveBy(const Vector3 & pos, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, pos.x, pos.y, pos.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ const Vector3 & CObject::GetPosition() { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Query the server for the values _Func->GetObjectPosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); // Return the requested information return s_Vector3; } // ------------------------------------------------------------------------------------------------ void CObject::SetPosition(const Vector3 & pos) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectPosition(m_ID, pos.x, pos.y, pos.z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionEx(Float32 x, Float32 y, Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ void CObject::RotateTo(const Quaternion & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectTo(m_ID, rot.x, rot.y, rot.z, rot.w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, y, z, w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEuler(const Vector3 & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, rot.x, rot.y, rot.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateBy(const Quaternion & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, rot.x, rot.y, rot.z, rot.w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, x, y, z, w, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEuler(const Vector3 & rot, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, rot.x, rot.y, rot.z, time); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, x, y, z, time); } // ------------------------------------------------------------------------------------------------ const Quaternion & CObject::GetRotation() { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.Clear(); // Query the server for the values _Func->GetObjectRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w); // Return the requested information return s_Quaternion; } // ------------------------------------------------------------------------------------------------ const Vector3 & CObject::GetRotationEuler() { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Query the server for the values _Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); // Return the requested information return s_Vector3; } // ------------------------------------------------------------------------------------------------ bool CObject::GetShotReport() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectShotReportEnabled(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetShotReport(bool toggle) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectShotReportEnabled(m_ID, toggle); } // ------------------------------------------------------------------------------------------------ bool CObject::GetTouchedReport() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->IsObjectTouchedReportEnabled(m_ID); } // ------------------------------------------------------------------------------------------------ void CObject::SetTouchedReport(bool toggle) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetObjectTouchedReportEnabled(m_ID, toggle); } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetPositionX() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.x = 0.0f; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, &s_Vector3.x, nullptr, nullptr); // Return the requested information return s_Vector3.x; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetPositionY() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.y = 0.0f; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, nullptr, &s_Vector3.y, nullptr); // Return the requested information return s_Vector3.y; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetPositionZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.z = 0.0f; // Query the server for the requested component value _Func->GetObjectPosition(m_ID, nullptr, nullptr, &s_Vector3.z); // Return the requested information return s_Vector3.z; } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionX(Float32 x) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z); // Perform the requested operation _Func->SetObjectPosition(m_ID, x, s_Vector3.y, s_Vector3.z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionY(Float32 y) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z); // Perform the requested operation _Func->SetObjectPosition(m_ID, s_Vector3.x, y, s_Vector3.z); } // ------------------------------------------------------------------------------------------------ void CObject::SetPositionZ(Float32 z) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr); // Perform the requested operation _Func->SetObjectPosition(m_ID, s_Vector3.z, s_Vector3.y, z); } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationX() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.x = 0.0f; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, &s_Quaternion.x, nullptr, nullptr, nullptr); // Return the requested information return s_Quaternion.x; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationY() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.y = 0.0f; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, nullptr, &s_Quaternion.y, nullptr, nullptr); // Return the requested information return s_Quaternion.y; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.z = 0.0f; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, nullptr, nullptr, &s_Quaternion.z, nullptr); // Return the requested information return s_Quaternion.z; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetRotationW() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.w = 0.0f; // Query the server for the requested component value _Func->GetObjectRotation(m_ID, nullptr, nullptr, nullptr, &s_Quaternion.w); // Return the requested information return s_Quaternion.w; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetEulerRotationX() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.x = 0.0f; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, nullptr, nullptr); // Return the requested information return s_Vector3.x; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetEulerRotationY() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.y = 0.0f; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, nullptr, &s_Vector3.y, nullptr); // Return the requested information return s_Vector3.y; } // ------------------------------------------------------------------------------------------------ Float32 CObject::GetEulerRotationZ() const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.z = 0.0f; // Query the server for the requested component value _Func->GetObjectRotationEuler(m_ID, nullptr, nullptr, &s_Vector3.z); // Return the requested information return s_Vector3.z; } // ------------------------------------------------------------------------------------------------ void CObject::MoveToX(Float32 x) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z); // Perform the requested operation _Func->MoveObjectTo(m_ID, x, s_Vector3.y, s_Vector3.z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToY(Float32 y) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z); // Perform the requested operation _Func->MoveObjectTo(m_ID, s_Vector3.x, y, s_Vector3.z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveToZ(Float32 z) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectPosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr); // Perform the requested operation _Func->MoveObjectTo(m_ID, s_Vector3.z, s_Vector3.y, z, mMoveToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByX(Float32 x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, x, 0.0f, 0.0f, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByY(Float32 y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, 0.0f, y, 0.0f, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::MoveByZ(Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->MoveObjectBy(m_ID, 0.0f, 0.0f, z, mMoveByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToX(Float32 x) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, nullptr, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w); // Perform the requested operation _Func->RotateObjectTo(m_ID, x, s_Quaternion.y, s_Quaternion.z, s_Quaternion.w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToY(Float32 y) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &s_Quaternion.x, nullptr, &s_Quaternion.z, &s_Quaternion.w); // Perform the requested operation _Func->RotateObjectTo(m_ID, s_Quaternion.x, y, s_Quaternion.z, s_Quaternion.w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToZ(Float32 z) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, nullptr, &s_Quaternion.w); // Perform the requested operation _Func->RotateObjectTo(m_ID, s_Quaternion.x, s_Quaternion.y, z, s_Quaternion.w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToW(Float32 w) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Quaternion.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, nullptr); // Perform the requested operation _Func->RotateObjectTo(m_ID, s_Quaternion.x, s_Quaternion.y, s_Quaternion.z, w, mRotateToDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByX(Float32 x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, x, 0.0f, 0.0f, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByY(Float32 y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, y, 0.0f, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByZ(Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, 0.0f, z, 0.0f, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByW(Float32 w) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectBy(m_ID, 0.0f, 0.0f, 0.0f, w, mRotateByDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerX(Float32 x) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, x, s_Vector3.y, s_Vector3.z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerY(Float32 y) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, s_Vector3.x, y, s_Vector3.z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateToEulerZ(Float32 z) const { // Validate the managed identifier Validate(); // Clear previous information, if any s_Vector3.Clear(); // Retrieve the current values for unchanged components _Func->GetObjectRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr); // Perform the requested operation _Func->RotateObjectToEuler(m_ID, s_Vector3.z, s_Vector3.y, z, mRotateToEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerX(Float32 x) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, x, 0.0f, 0.0f, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerY(Float32 y) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, 0.0f, y, 0.0f, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ void CObject::RotateByEulerZ(Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->RotateObjectByEuler(m_ID, 0.0f, 0.0f, z, mRotateByEulerDuration); } // ------------------------------------------------------------------------------------------------ static Object & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Int32 alpha) { return Core::Get().NewObject(model, world, x, y, z, alpha, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & Object_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Int32 alpha, Int32 header, Object & payload) { return Core::Get().NewObject(model, world, x, y, z, alpha, header, payload); } // ------------------------------------------------------------------------------------------------ static Object & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha) { return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & Object_Create(Int32 model, Int32 world, const Vector3 & pos, Int32 alpha, Int32 header, Object & payload) { return Core::Get().NewObject(model, world, pos.x, pos.y, pos.z, alpha, header, payload); } // ------------------------------------------------------------------------------------------------ static const Object & Object_FindByID(Int32 id) { // Perform a range check on the specified identifier if (INVALID_ENTITYEX(id, SQMOD_OBJECT_POOL)) { STHROWF("The specified object identifier is invalid: %d", id); } // Obtain the ends of the entity pool Core::Objects::const_iterator itr = Core::Get().GetObjects().cbegin(); Core::Objects::const_iterator end = Core::Get().GetObjects().cend(); // Process each entity in the pool for (; itr != end; ++itr) { // Does the identifier match the specified one? if (itr->mID == id) { return itr->mObj; // Stop searching and return this entity } } // Unable to locate a object matching the specified identifier return NullObject(); } // ------------------------------------------------------------------------------------------------ static const Object & Object_FindByTag(CSStr tag) { // Perform a validity check on the specified tag if (!tag || *tag == '\0') STHROWF("The specified object tag is invalid: null/empty"); // Obtain the ends of the entity pool Core::Objects::const_iterator itr = Core::Get().GetObjects().cbegin(); Core::Objects::const_iterator end = Core::Get().GetObjects().cend(); // Process each entity in the pool for (; itr != end; ++itr) { // Does this entity even exist and does the tag match the specified one? if (itr->mInst != nullptr && itr->mInst->GetTag().compare(tag) == 0) { return itr->mObj; // Stop searching and return this entity } } // Unable to locate a object matching the specified tag return NullObject(); } // ------------------------------------------------------------------------------------------------ static Array Object_FindActive() { // Remember the initial stack size StackGuard sg; // Obtain the ends of the entity pool Core::Objects::const_iterator itr = Core::Get().GetObjects().cbegin(); Core::Objects::const_iterator end = Core::Get().GetObjects().cend(); // Allocate an empty array on the stack sq_newarray(DefaultVM::Get(), 0); // Process each entity in the pool for (; itr != end; ++itr) { // Is this entity instance active? if (VALID_ENTITY(itr->mID)) { // Push the script object on the stack sq_pushobject(DefaultVM::Get(), (HSQOBJECT &)((*itr).mObj)); // Append the object at the back of the array if (SQ_FAILED(sq_arrayappend(DefaultVM::Get(), -1))) { STHROWF("Unable to append entity instance to the list"); } } } // Return the array at the top of the stack return Var< Array >(DefaultVM::Get(), -1).value; } // ================================================================================================ void Register_CObject(HSQUIRRELVM vm) { RootTable(vm).Bind(_SC("SqObject"), Class< CObject, NoConstructor< CObject > >(vm, _SC("SqObject")) // Metamethods .Func(_SC("_cmp"), &CObject::Cmp) .SquirrelFunc(_SC("_typename"), &CObject::Typename) .Func(_SC("_tostring"), &CObject::ToString) // Static Values .SetStaticValue(_SC("MaxID"), CObject::Max) // Member Variables .Var(_SC("MoveToDuration"), &CObject::mMoveToDuration) .Var(_SC("MoveByDuration"), &CObject::mMoveByDuration) .Var(_SC("RotateToDuration"), &CObject::mRotateToDuration) .Var(_SC("RotateByDuration"), &CObject::mRotateByDuration) .Var(_SC("RotateToEulerDuration"), &CObject::mRotateToEulerDuration) .Var(_SC("RotateByEulerDuration"), &CObject::mRotateByEulerDuration) // Core Properties .Prop(_SC("ID"), &CObject::GetID) .Prop(_SC("Tag"), &CObject::GetTag, &CObject::SetTag) .Prop(_SC("Data"), &CObject::GetData, &CObject::SetData) .Prop(_SC("Active"), &CObject::IsActive) // Core Methods .Func(_SC("Bind"), &CObject::BindEvent) // Core Overloads .Overload< bool (CObject::*)(void) >(_SC("Destroy"), &CObject::Destroy) .Overload< bool (CObject::*)(Int32) >(_SC("Destroy"), &CObject::Destroy) .Overload< bool (CObject::*)(Int32, Object &) >(_SC("Destroy"), &CObject::Destroy) // Properties .Prop(_SC("Model"), &CObject::GetModel) .Prop(_SC("World"), &CObject::GetWorld, &CObject::SetWorld) .Prop(_SC("Alpha"), &CObject::GetAlpha, &CObject::SetAlpha) .Prop(_SC("Pos"), &CObject::GetPosition, &CObject::SetPosition) .Prop(_SC("Position"), &CObject::GetPosition, &CObject::SetPosition) .Prop(_SC("Rot"), &CObject::GetRotation) .Prop(_SC("Rotation"), &CObject::GetRotation) .Prop(_SC("EulerRot"), &CObject::GetRotationEuler) .Prop(_SC("EulerRotation"), &CObject::GetRotationEuler) .Prop(_SC("ShotReport"), &CObject::GetShotReport, &CObject::SetShotReport) .Prop(_SC("BumpReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport) .Prop(_SC("TouchedReport"), &CObject::GetTouchedReport, &CObject::SetTouchedReport) .Prop(_SC("PosX"), &CObject::GetPositionX, &CObject::SetPositionX) .Prop(_SC("PosY"), &CObject::GetPositionY, &CObject::SetPositionY) .Prop(_SC("PosZ"), &CObject::GetPositionZ, &CObject::SetPositionZ) .Prop(_SC("RotX"), &CObject::GetRotationX) .Prop(_SC("RotY"), &CObject::GetRotationY) .Prop(_SC("RotZ"), &CObject::GetRotationZ) .Prop(_SC("RotW"), &CObject::GetRotationW) .Prop(_SC("EulerRotX"), &CObject::GetEulerRotationX) .Prop(_SC("EulerRotY"), &CObject::GetEulerRotationY) .Prop(_SC("EulerRotZ"), &CObject::GetEulerRotationZ) .Prop(_SC("MoveToX"), &CObject::GetPositionX, &CObject::MoveToX) .Prop(_SC("MoveToY"), &CObject::GetPositionY, &CObject::MoveToY) .Prop(_SC("MoveToZ"), &CObject::GetPositionZ, &CObject::MoveToZ) .Prop(_SC("MoveByX"), &CObject::GetPositionX, &CObject::MoveByX) .Prop(_SC("MoveByY"), &CObject::GetPositionY, &CObject::MoveByY) .Prop(_SC("MoveByZ"), &CObject::GetPositionZ, &CObject::MoveByZ) .Prop(_SC("RotateToX"), &CObject::GetRotationX, &CObject::RotateToX) .Prop(_SC("RotateToY"), &CObject::GetRotationY, &CObject::RotateToY) .Prop(_SC("RotateToZ"), &CObject::GetRotationZ, &CObject::RotateToZ) .Prop(_SC("RotateToW"), &CObject::GetRotationW, &CObject::RotateToW) .Prop(_SC("RotateByX"), &CObject::GetRotationX, &CObject::RotateByX) .Prop(_SC("RotateByY"), &CObject::GetRotationY, &CObject::RotateByY) .Prop(_SC("RotateByZ"), &CObject::GetRotationZ, &CObject::RotateByZ) .Prop(_SC("RotateByW"), &CObject::GetRotationW, &CObject::RotateByW) .Prop(_SC("RotateToEulerX"), &CObject::GetEulerRotationX, &CObject::RotateToEulerX) .Prop(_SC("RotateToEulerY"), &CObject::GetEulerRotationY, &CObject::RotateToEulerY) .Prop(_SC("RotateToEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateToEulerZ) .Prop(_SC("RotateByEulerX"), &CObject::GetEulerRotationX, &CObject::RotateByEulerX) .Prop(_SC("RotateByEulerY"), &CObject::GetEulerRotationY, &CObject::RotateByEulerY) .Prop(_SC("RotateByEulerZ"), &CObject::GetEulerRotationZ, &CObject::RotateByEulerZ) // Member Methods .Func(_SC("StreamedFor"), &CObject::IsStreamedFor) .Func(_SC("SetAlpha"), &CObject::SetAlphaEx) .Func(_SC("SetPosition"), &CObject::SetPositionEx) // Member Overloads .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("MoveTo"), &CObject::MoveTo) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("MoveTo"), &CObject::MoveToEx) .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("MoveBy"), &CObject::MoveBy) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("MoveBy"), &CObject::MoveByEx) .Overload< void (CObject::*)(const Quaternion &, Uint32) const > (_SC("RotateTo"), &CObject::RotateTo) .Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Uint32) const > (_SC("RotateTo"), &CObject::RotateToEx) .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("RotateToEuler"), &CObject::RotateToEuler) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("RotateToEuler"), &CObject::RotateToEulerEx) .Overload< void (CObject::*)(const Quaternion &, Uint32) const > (_SC("RotateBy"), &CObject::RotateBy) .Overload< void (CObject::*)(Float32, Float32, Float32, Float32, Uint32) const > (_SC("RotateBy"), &CObject::RotateByEx) .Overload< void (CObject::*)(const Vector3 &, Uint32) const > (_SC("RotateByEuler"), &CObject::RotateByEuler) .Overload< void (CObject::*)(Float32, Float32, Float32, Uint32) const > (_SC("RotateByEuler"), &CObject::RotateByEulerEx) // Static Functions .StaticFunc(_SC("FindByID"), &Object_FindByID) .StaticFunc(_SC("FindByTag"), &Object_FindByTag) .StaticFunc(_SC("FindActive"), &Object_FindActive) // Static Overloads .StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Int32) > (_SC("CreateEx"), &Object_CreateEx) .StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Int32, Int32, Object &) > (_SC("CreateEx"), &Object_CreateEx) .StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Int32) > (_SC("Create"), &Object_Create) .StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Int32, Int32, Object &) > (_SC("Create"), &Object_Create) ); } } // Namespace:: SqMod