// ------------------------------------------------------------------------------------------------ #include "Entity/Checkpoint.hpp" #include "Core.hpp" #include "Register.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ Color4 CCheckpoint::s_Color4; Vector3 CCheckpoint::s_Vector3; // ------------------------------------------------------------------------------------------------ SQUint32 CCheckpoint::s_ColorR; SQUint32 CCheckpoint::s_ColorG; SQUint32 CCheckpoint::s_ColorB; SQUint32 CCheckpoint::s_ColorA; // ------------------------------------------------------------------------------------------------ CCheckpoint::CCheckpoint(const Reference< CCheckpoint > & o) : Reference(o) { /* ... */ } // ------------------------------------------------------------------------------------------------ bool CCheckpoint::IsStreamedFor(const Reference< CPlayer > & player) const { if (VALID_ENTITY(m_ID) && player) { return _Func->IsCheckpointStreamedForPlayer(m_ID, player); } else if (!player) { BadArg("streamed_for", "see whether is streamed for player", _SCI32(player)); } else { BadRef("streamed_for", "see whether is streamed for player"); } return false; } // ------------------------------------------------------------------------------------------------ SQInt32 CCheckpoint::GetWorld() const { if (VALID_ENTITY(m_ID)) { return _Func->GetCheckpointWorld(m_ID); } else { BadRef("@world", "get world"); } return SQMOD_UNKNOWN; } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetWorld(SQInt32 world) const { if (VALID_ENTITY(m_ID)) { _Func->SetCheckpointWorld(m_ID, world); } else { BadRef("@world", "set world"); } } // ------------------------------------------------------------------------------------------------ const Color4 & CCheckpoint::GetColor() const { // Clear any previous color s_Color4.Clear(); // Attempt to retrieve the color if (VALID_ENTITY(m_ID)) { _Func->GetCheckpointColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB, &s_ColorA); s_Color4.Set(s_ColorR, s_ColorG, s_ColorB, s_ColorA); } else { BadRef("@color", "get color"); } // Return the color that could be retrieved return s_Color4; } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetColor(const Color4 & col) const { if (VALID_ENTITY(m_ID)) { _Func->SetCheckpointColor(m_ID, col.r, col.g, col.b, col.a); } else { BadRef("@color", "set color"); } } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetColorEx(Uint8 r, Uint8 g, Uint8 b, Uint8 a) const { if (VALID_ENTITY(m_ID)) { _Func->SetCheckpointColor(m_ID, r, g, b, a); } else { BadRef("set_color", "set color"); } } // ------------------------------------------------------------------------------------------------ const Vector3 & CCheckpoint::GetPosition() const { // Clear any previous position s_Vector3.Clear(); // Attempt to retrieve the position if (VALID_ENTITY(m_ID)) { _Func->GetCheckpointPos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); } else { BadRef("@position", "get position"); } // Return the position that could be retrieved return s_Vector3; } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetPosition(const Vector3 & pos) const { if (VALID_ENTITY(m_ID)) { _Func->SetCheckpointPos(m_ID, pos.x, pos.y, pos.z); } else { BadRef("@position", "set position"); } } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const { if (VALID_ENTITY(m_ID)) { _Func->SetCheckpointPos(m_ID, x, y, z); } else { BadRef("set_position", "set position"); } } // ------------------------------------------------------------------------------------------------ SQFloat CCheckpoint::GetRadius() const { if (VALID_ENTITY(m_ID)) { return _Func->GetCheckpointRadius(m_ID); } else { BadRef("@radius", "get radius"); } return 0.0; } // ------------------------------------------------------------------------------------------------ void CCheckpoint::SetRadius(SQFloat radius) const { if (VALID_ENTITY(m_ID)) { _Func->SetCheckpointRadius(m_ID, radius); } else { BadRef("@radius", "set radius"); } } // ------------------------------------------------------------------------------------------------ Reference< CPlayer > CCheckpoint::GetOwner() const { if (VALID_ENTITY(m_ID)) { return Reference< CPlayer >(_Func->GetCheckpointOwner(m_ID)); } else { BadRef("@owner", "get owner"); } return Reference< CPlayer >(); } // ------------------------------------------------------------------------------------------------ SQInt32 CCheckpoint::GetOwnerID() const { if (VALID_ENTITY(m_ID)) { return _Func->GetCheckpointOwner(m_ID); } else { BadRef("@owner_id", "get owner id"); } return SQMOD_UNKNOWN; } // ------------------------------------------------------------------------------------------------ Reference< CCheckpoint > CreateBaseCheckpoint_PEF(SQInt32 player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, SQMOD_CREATE_DEFAULT, NullData()); } Reference< CCheckpoint > CreateBaseCheckpoint_PEF(SQInt32 player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ Reference< CCheckpoint > CreateBaseCheckpoint_PCF(SQInt32 player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, SQMOD_CREATE_DEFAULT, NullData()); } Reference< CCheckpoint > CreateBaseCheckpoint_PCF(SQInt32 player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ Reference< CCheckpoint > CreateBaseCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, SQMOD_CREATE_DEFAULT, NullData()); } Reference< CCheckpoint > CreateBaseCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ Reference< CCheckpoint > CreateBaseCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, SQMOD_CREATE_DEFAULT, NullData()); } Reference< CCheckpoint > CreateBaseCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ CCheckpoint CreateCheckpoint_PEF(SQInt32 player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, SQMOD_CREATE_DEFAULT, NullData()); } CCheckpoint CreateCheckpoint_PEF(SQInt32 player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ CCheckpoint CreateCheckpoint_PCF(SQInt32 player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, SQMOD_CREATE_DEFAULT, NullData()); } CCheckpoint CreateCheckpoint_PCF(SQInt32 player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ CCheckpoint CreateCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, SQMOD_CREATE_DEFAULT, NullData()); } CCheckpoint CreateCheckpoint_EF(const Reference< CPlayer > & player, SQInt32 world, SQFloat x, SQFloat y, SQFloat z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, x, y, z, r, g, b, a, radius, header, payload); } // ------------------------------------------------------------------------------------------------ CCheckpoint CreateCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, SQMOD_CREATE_DEFAULT, NullData()); } CCheckpoint CreateCheckpoint_CF(const Reference< CPlayer > & player, SQInt32 world, const Vector3 & pos, const Color4 & color, SQFloat radius, SQInt32 header, SqObj & payload) { return _Core->NewCheckpoint(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, color.a, radius, header, payload); } // ================================================================================================ bool Register_CCheckpoint(HSQUIRRELVM vm) { // Attempt to register the base reference type before the actual implementation if (!Register_Reference< CCheckpoint >(vm, _SC("BaseCheckpoint"))) { LogFtl("Unable to register the base class for type"); // Registration failed return false; } // Typedef the base reference type for simplicity typedef Reference< CCheckpoint > RefType; // Output debugging information LogDbg("Beginning registration of type"); // Attempt to register the actual reference that implements all of the entity functionality Sqrat::RootTable(vm).Bind(_SC("CCheckpoint"), Sqrat::DerivedClass< CCheckpoint, RefType >(vm, _SC("CCheckpoint")) /* Constructors */ .Ctor() .Ctor< SQInt32 >() /* Properties */ .Prop(_SC("world"), &CCheckpoint::GetWorld, &CCheckpoint::SetWorld) .Prop(_SC("color"), &CCheckpoint::GetColor, &CCheckpoint::SetColor) .Prop(_SC("position"), &CCheckpoint::GetPosition, &CCheckpoint::SetPosition) .Prop(_SC("radius"), &CCheckpoint::GetRadius, &CCheckpoint::SetRadius) .Prop(_SC("owner"), &CCheckpoint::GetOwner) .Prop(_SC("owner_id"), &CCheckpoint::GetOwnerID) /* Functions */ .Func(_SC("streamed_for"), &CCheckpoint::IsStreamedFor) .Func(_SC("set_color"), &CCheckpoint::SetColorEx) .Func(_SC("set_position"), &CCheckpoint::SetPositionEx) ); // Output debugging information LogDbg("Registration of type was successful"); // Output debugging information LogDbg("Beginning registration of functions"); // Register global functions related to this entity type Sqrat::RootTable(vm) /* Create BaseCheckpoint [P]rimitive [E]xtended [F]Full */ .Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) > (_SC("CreateBaseCheckpoint_PEF"), &CreateBaseCheckpoint_PEF) .Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) > (_SC("CreateBaseCheckpoint_PEF"), &CreateBaseCheckpoint_PEF) /* Create BaseCheckpoint [P]rimitive [C]ompact [F]ull */ .Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat) > (_SC("CreateBaseCheckpoint_PCF"), &CreateBaseCheckpoint_PCF) .Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) > (_SC("CreateBaseCheckpoint_PCF"), &CreateBaseCheckpoint_PCF) /* Create BaseCheckpoint [E]xtended [F]Full */ .Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) > (_SC("CreateBaseCheckpoint_EF"), &CreateBaseCheckpoint_EF) .Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) > (_SC("CreateBaseCheckpoint_EF"), &CreateBaseCheckpoint_EF) /* Create BaseCheckpoint [C]ompact [F]ull */ .Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat) > (_SC("CreateBaseCheckpoint_CF"), &CreateBaseCheckpoint_CF) .Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) > (_SC("CreateBaseCheckpoint_CF"), &CreateBaseCheckpoint_CF) /* Create CCheckpoint [P]rimitive [E]xtended [F]Full */ .Overload< CCheckpoint (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) > (_SC("CreateCheckpoint_PEF"), &CreateCheckpoint_PEF) .Overload< CCheckpoint (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) > (_SC("CreateCheckpoint_PEF"), &CreateCheckpoint_PEF) /* Create CCheckpoint [P]rimitive [C]ompact [F]ull */ .Overload< CCheckpoint (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat) > (_SC("CreateCheckpoint_PCF"), &CreateCheckpoint_PCF) .Overload< CCheckpoint (*)(SQInt32, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) > (_SC("CreateCheckpoint_PCF"), &CreateCheckpoint_PCF) /* Create CCheckpoint [E]xtended [F]Full */ .Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat) > (_SC("CreateCheckpoint_EF"), &CreateCheckpoint_EF) .Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) > (_SC("CreateCheckpoint_EF"), &CreateCheckpoint_EF) /* Create CCheckpoint [C]ompact [F]ull */ .Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat) > (_SC("CreateCheckpoint_CF"), &CreateCheckpoint_CF) .Overload< CCheckpoint (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color4 &, SQFloat, SQInt32, SqObj &) > (_SC("CreateCheckpoint_CF"), &CreateCheckpoint_CF); // Output debugging information LogDbg("Registration of functions was successful"); // Registration succeeded return true; } } // Namespace:: SqMod