// ------------------------------------------------------------------------------------------------ #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; // ------------------------------------------------------------------------------------------------ const Int32 CForcefield::Max = SQMOD_FORCEFIELD_POOL; // ------------------------------------------------------------------------------------------------ SQInteger CForcefield::Typename(HSQUIRRELVM vm) { static SQChar name[] = _SC("SqForcefield"); sq_pushstring(vm, name, sizeof(name)); return 1; } // ------------------------------------------------------------------------------------------------ CForcefield::CForcefield(Int32 id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_FORCEFIELD_POOL)) , m_Tag(ToStrF("%d", id)) { /* ... */ } // ------------------------------------------------------------------------------------------------ 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; } // ------------------------------------------------------------------------------------------------ const String & CForcefield::ToString() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ const String & CForcefield::GetTag() const { return m_Tag; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetTag(CSStr tag) { m_Tag.assign(tag); } // ------------------------------------------------------------------------------------------------ Object & CForcefield::GetData() { // Validate the managed identifier Validate(); // Return the requested information return m_Data; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetData(Object & data) { // Validate the managed identifier Validate(); // Apply the specified value m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CForcefield::Destroy(Int32 header, Object & payload) { // Validate the managed identifier Validate(); // Perform the requested operation return _Core->DelForcefield(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ void CForcefield::BindEvent(Int32 evid, Object & env, Function & func) const { // Validate the managed identifier Validate(); // Obtain the function instance called for this event Function & event = _Core->GetForcefieldEvent(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 CForcefield::IsStreamedFor(CPlayer & player) const { // Is the specified player even valid? if (!player.IsActive()) SqThrowF("Invalid player argument: null"); // Validate the managed identifier Validate(); // Return the requested information return _Func->IsSphereStreamedForPlayer(m_ID, player.GetID()); } // ------------------------------------------------------------------------------------------------ Int32 CForcefield::GetWorld() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetSphereWorld(m_ID); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetWorld(Int32 world) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetSphereWorld(m_ID, world); } // ------------------------------------------------------------------------------------------------ const Color3 & CForcefield::GetColor() const { // Validate the managed identifier Validate(); // Clear previous color information, if any s_Color3.Clear(); // Query the server for the color values _Func->GetSphereColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB); // Convert and assign the retrieved values s_Color3.Set(s_ColorR, s_ColorG, s_ColorB); // Return the requested information return s_Color3; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetColor(const Color3 & col) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetSphereColor(m_ID, col.r, col.g, col.b); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetSphereColor(m_ID, r, g, b); } // ------------------------------------------------------------------------------------------------ const Vector3 & CForcefield::GetPosition() const { // Validate the managed identifier Validate(); // Clear previous position information, if any s_Vector3.Clear(); // Query the server for the position values _Func->GetSpherePos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); // Return the requested information return s_Vector3; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetPosition(const Vector3 & pos) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetSpherePos(m_ID, pos.x, pos.y, pos.z); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetPositionEx(Float32 x, Float32 y, Float32 z) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetSpherePos(m_ID, x, y, z); } // ------------------------------------------------------------------------------------------------ Float32 CForcefield::GetRadius() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetSphereRadius(m_ID); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetRadius(Float32 radius) const { // Validate the managed identifier Validate(); // Perform the requested operation _Func->SetSphereRadius(m_ID, radius); } // ------------------------------------------------------------------------------------------------ Object & CForcefield::GetOwner() const { // Validate the managed identifier Validate(); // Return the requested information return _Core->GetPlayer(_Func->GetSphereOwner(m_ID)).mObj; } // ------------------------------------------------------------------------------------------------ Int32 CForcefield::GetOwnerID() const { // Validate the managed identifier Validate(); // Return the requested information return _Func->GetSphereOwner(m_ID); } // ------------------------------------------------------------------------------------------------ Float32 CForcefield::GetPosX() const { // Validate the managed identifier Validate(); // Clear previous position information, if any s_Vector3.x = 0; // Query the server for the requested component value _Func->GetSpherePos(m_ID, &s_Vector3.x, NULL, NULL); // Return the requested information return s_Vector3.x; } // ------------------------------------------------------------------------------------------------ Float32 CForcefield::GetPosY() const { // Validate the managed identifier Validate(); // Clear previous position information, if any s_Vector3.y = 0; // Query the server for the requested component value _Func->GetSpherePos(m_ID, NULL, &s_Vector3.y, NULL); // Return the requested information return s_Vector3.y; } // ------------------------------------------------------------------------------------------------ Float32 CForcefield::GetPosZ() const { // Validate the managed identifier Validate(); // Clear previous position information, if any s_Vector3.z = 0; // Query the server for the requested component value _Func->GetSpherePos(m_ID, NULL, NULL, &s_Vector3.z); // Return the requested information return s_Vector3.z; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetPosX(Float32 x) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetSpherePos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z); // Perform the requested operation _Func->SetSpherePos(m_ID, x, s_Vector3.y, s_Vector3.z); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetPosY(Float32 y) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetSpherePos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z); // Perform the requested operation _Func->SetSpherePos(m_ID, s_Vector3.x, y, s_Vector3.z); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetPosZ(Float32 z) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetSpherePos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL); // Perform the requested operation _Func->SetSpherePos(m_ID, s_Vector3.z, s_Vector3.y, z); } // ------------------------------------------------------------------------------------------------ Uint32 CForcefield::GetColR() const { // Validate the managed identifier Validate(); // Clear previous color information, if any s_ColorR = 0; // Query the server for the requested component value _Func->GetSphereColor(m_ID, &s_ColorR, NULL, NULL); // Return the requested information return s_ColorR; } // ------------------------------------------------------------------------------------------------ Uint32 CForcefield::GetColG() const { // Validate the managed identifier Validate(); // Query the server for the requested component value s_ColorG = 0; // Query the server for the requested component value _Func->GetSphereColor(m_ID, NULL, &s_ColorG, NULL); // Return the requested information return s_ColorG; } // ------------------------------------------------------------------------------------------------ Uint32 CForcefield::GetColB() const { // Validate the managed identifier Validate(); // Query the server for the requested component value s_ColorB = 0; // Query the server for the requested component value _Func->GetSphereColor(m_ID, NULL, NULL, &s_ColorB); // Return the requested information return s_ColorB; } // ------------------------------------------------------------------------------------------------ void CForcefield::SetColR(Uint32 r) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetSphereColor(m_ID, NULL, &s_ColorG, &s_ColorB); // Perform the requested operation _Func->SetSphereColor(m_ID, r, s_ColorG, s_ColorB); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetColG(Uint32 g) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetSphereColor(m_ID, &s_ColorR, NULL, &s_ColorB); // Perform the requested operation _Func->SetSphereColor(m_ID, s_ColorR, g, s_ColorB); } // ------------------------------------------------------------------------------------------------ void CForcefield::SetColB(Uint32 b) const { // Validate the managed identifier Validate(); // Retrieve the current values for unchanged components _Func->GetSphereColor(m_ID, &s_ColorB, &s_ColorG, NULL); // Perform the requested operation _Func->SetSphereColor(m_ID, s_ColorB, s_ColorG, b); } // ------------------------------------------------------------------------------------------------ static Object & Forcefield_CreateEx(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 & Forcefield_CreateEx(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 & Forcefield_Create(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 & Forcefield_Create(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) .SquirrelFunc(_SC("_typename"), &CForcefield::Typename) .Func(_SC("_tostring"), &CForcefield::ToString) // Static values .SetStaticValue(_SC("MaxID"), CForcefield::Max) // Core Properties .Prop(_SC("ID"), &CForcefield::GetID) .Prop(_SC("Tag"), &CForcefield::GetTag, &CForcefield::SetTag) .Prop(_SC("Data"), &CForcefield::GetData, &CForcefield::SetData) .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) // Static Overloads .StaticOverload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Float32) > (_SC("CreateEx"), &Forcefield_CreateEx) .StaticOverload< Object & (*)(CPlayer &, Int32, Float32, Float32, Float32, Uint8, Uint8, Uint8, Float32, Int32, Object &) > (_SC("CreateEx"), &Forcefield_CreateEx) .StaticOverload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color3 &, Float32) > (_SC("Create"), &Forcefield_Create) .StaticOverload< Object & (*)(CPlayer &, Int32, const Vector3 &, const Color3 &, Float32, Int32, Object &) > (_SC("Create"), &Forcefield_Create) ); } } // Namespace:: SqMod