#include "Misc/Weapon.hpp" #include "Entity.hpp" #include "Register.hpp" #include "Core.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ const CWeapon CWeapon::NIL = CWeapon(); // ------------------------------------------------------------------------------------------------ CWeapon::CWeapon() : m_ID(SQMOD_UNKNOWN), m_Ammo(0) { } CWeapon::CWeapon(SQInt32 id) : CWeapon(id, 0) { } CWeapon::CWeapon(SQInt32 id, SQInt32 ammo) : m_ID(VALID_ENTITYGETEX(id, Max)), m_Ammo(ammo) { } CWeapon::CWeapon(const SQChar * name, SQInt32 id, SQInt32 ammo) : m_ID(GetWeaponID(name)), m_Ammo(ammo) { if (VALID_ENTITYEX(m_ID, Max)) { m_ID = id; } } // ------------------------------------------------------------------------------------------------ CWeapon::CWeapon(const CWeapon & w) : m_ID(w.m_ID) , m_Ammo(w.m_Ammo) , m_Tag(w.m_Tag) , m_Data(w.m_Data) { } CWeapon::CWeapon(CWeapon && w) : m_ID(w.m_ID) , m_Ammo(w.m_Ammo) , m_Tag(w.m_Tag) , m_Data(w.m_Data) { } // ------------------------------------------------------------------------------------------------ CWeapon::~CWeapon() { } // ------------------------------------------------------------------------------------------------ CWeapon & CWeapon::operator = (const CWeapon & w) { m_ID = w.m_ID; m_Ammo = w.m_Ammo; m_Tag = w.m_Tag; m_Data = w.m_Data; return *this; } CWeapon & CWeapon::operator = (CWeapon && w) { m_ID = w.m_ID; m_Ammo = w.m_Ammo; m_Tag = w.m_Tag; m_Data = w.m_Data; return *this; } // ------------------------------------------------------------------------------------------------ CWeapon & CWeapon::operator = (SQInt32 id) { m_ID = VALID_ENTITYGETEX(id, Max); return *this; } // ------------------------------------------------------------------------------------------------ bool CWeapon::operator == (const CWeapon & w) const { return (m_ID == w.m_ID); } bool CWeapon::operator != (const CWeapon & w) const { return (m_ID != w.m_ID); } bool CWeapon::operator < (const CWeapon & w) const { return (m_ID < w.m_ID); } bool CWeapon::operator > (const CWeapon & w) const { return (m_ID < w.m_ID); } bool CWeapon::operator <= (const CWeapon & w) const { return (m_ID <= w.m_ID); } bool CWeapon::operator >= (const CWeapon & w) const { return (m_ID >= w.m_ID); } // ------------------------------------------------------------------------------------------------ SQInteger CWeapon::Cmp(const CWeapon & w) const { if (m_ID == w.m_ID) { return 0; } else if (m_ID > w.m_ID) { return 1; } else { return -1; } } // ------------------------------------------------------------------------------------------------ const SQChar * CWeapon::ToString() const { return GetWeaponName(m_ID); } // ------------------------------------------------------------------------------------------------ SQInteger CWeapon::GetID() const { return m_ID; } void CWeapon::SetID(SQInt32 id) { m_ID = VALID_ENTITYGETEX(id, Max); } // ------------------------------------------------------------------------------------------------ CWeapon & CWeapon::SetnGet(SQInt32 id) { m_ID = VALID_ENTITYGETEX(id, Max); return *this; } // ------------------------------------------------------------------------------------------------ const SQChar * CWeapon::GetGlobalTag() const { return GlobalTag(m_ID); } void CWeapon::SetGlobalTag(const SQChar * tag) const { GlobalTag(m_ID, tag); } // ------------------------------------------------------------------------------------------------ SqObj & CWeapon::GetGlobalData() const { return GlobalData(m_ID); } void CWeapon::SetGlobalData(SqObj & data) const { GlobalData(m_ID, data); } // ------------------------------------------------------------------------------------------------ const SQChar * CWeapon::GetLocalTag() const { return m_Tag.c_str(); } void CWeapon::SetLocalTag(const SQChar * tag) { m_Tag = tag; } // ------------------------------------------------------------------------------------------------ SqObj & CWeapon::GetLocalData() { return m_Data; } void CWeapon::SetLocalData(SqObj & data) { m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CWeapon::IsValid() const { return (VALID_ENTITYEX(m_ID, Max)); } // ------------------------------------------------------------------------------------------------ const SQChar * CWeapon::GetName() const { return GetWeaponName(m_ID); } // ------------------------------------------------------------------------------------------------ void CWeapon::SetName(const SQChar * name) { m_ID = GetWeaponID(name); m_ID = VALID_ENTITYGETEX(m_ID, Max); } // ------------------------------------------------------------------------------------------------ SQInteger CWeapon::GetAmmo() const { return m_Ammo; } void CWeapon::SetAmmo(SQInt32 amount) { m_Ammo = amount; } // ------------------------------------------------------------------------------------------------ bool CWeapon::IsNatural() const { return IsWeaponNatural(m_ID); } // ------------------------------------------------------------------------------------------------ SQFloat CWeapon::GetDataValue(SQInt32 field) const { return _Func->GetWeaponDataValue(m_ID, field); } void CWeapon::SetDataValue(SQInt32 field, SQFloat value) const { _Func->SetWeaponDataValue(m_ID, field, value); } // ------------------------------------------------------------------------------------------------ void CWeapon::ResetData() const { _Func->ResetWeaponData(m_ID); } void CWeapon::ResetData(SQInt32 field) const { _Func->ResetWeaponDataValue(m_ID, field); } // ------------------------------------------------------------------------------------------------ bool CWeapon::IsDataModified(SQInt32 field) const { return _Func->IsWeaponDataValueModified(m_ID, field); } // ------------------------------------------------------------------------------------------------ void CWeapon::SetOn(const Reference< CPlayer > & player) const { if (*this && player) { _Func->SetPlayerWeapon(player, m_ID, m_Ammo); } else if (!player) { LogErr(_SC("Attempting to using an invalid argument: %d"), _SCI32(player)); } else { LogErr(_SC("Attempting to using an invalid instance: %d"), m_ID); } } void CWeapon::GiveTo(const Reference< CPlayer > & player) const { if (*this && player) { _Func->GivePlayerWeapon(player, m_ID, m_Ammo); } else if (!player) { LogErr(_SC("Attempting to using an invalid argument: %d"), _SCI32(player)); } else { LogErr(_SC("Attempting to using an invalid instance: %d"), m_ID); } } void CWeapon::SetOn(const Reference< CPlayer > & player, SQInt32 ammo) const { if (*this && player) { _Func->SetPlayerWeapon(player, m_ID, ammo); } else if (!player) { LogErr(_SC("Attempting to using an invalid argument: %d"), _SCI32(player)); } else { LogErr(_SC("Attempting to using an invalid instance: %d"), m_ID); } } void CWeapon::GiveTo(const Reference< CPlayer > & player, SQInt32 ammo) const { if (*this && player) { _Func->GivePlayerWeapon(player, m_ID, ammo); } else if (!player) { LogErr(_SC("Attempting to using an invalid argument: %d"), _SCI32(player)); } else { LogErr(_SC("Attempting to using an invalid instance: %d"), m_ID); } } // ================================================================================================ bool Register_CWeapon(HSQUIRRELVM vm) { // Output debugging information LogDbg("Beginning registration of type"); // Attempt to register the specified type Sqrat::RootTable(vm).Bind(_SC("CWeapon"), Sqrat::Class< CWeapon >(vm, _SC("CWeapon")) /* Constructors */ .Ctor() .Ctor< SQInt32 >() .Ctor< SQInt32, SQInt32 >() .Ctor< const SQChar *, SQInt32, SQInt32 >() /* Metamethods */ .Func(_SC("_cmp"), &CWeapon::Cmp) /* Properties */ .Prop(_SC("id"), &CWeapon::GetID, &CWeapon::SetID) .Prop(_SC("gtag"), &CWeapon::GetGlobalTag, &CWeapon::SetGlobalTag) .Prop(_SC("gdata"), &CWeapon::GetGlobalData, &CWeapon::SetGlobalData) .Prop(_SC("ltag"), &CWeapon::GetLocalTag, &CWeapon::SetLocalTag) .Prop(_SC("ldata"), &CWeapon::GetLocalData, &CWeapon::SetLocalData) .Prop(_SC("name"), &CWeapon::GetName, &CWeapon::SetName) .Prop(_SC("valid"), &CWeapon::IsValid) .Prop(_SC("ammo"), &CWeapon::GetAmmo, &CWeapon::SetAmmo) .Prop(_SC("natural"), &CWeapon::IsNatural) /* Functions */ .Func(_SC("setng"), &CWeapon::SetnGet) .Func(_SC("get_value"), &CWeapon::GetDataValue) .Func(_SC("set_value"), &CWeapon::SetDataValue) .Func(_SC("is_modified"), &CWeapon::IsDataModified) /* Overloads */ .Overload< void (CWeapon::*)(void) const >(_SC("reset_data"), &CWeapon::ResetData) .Overload< void (CWeapon::*)(SQInt32) const >(_SC("reset_data"), &CWeapon::ResetData) .Overload< void (CWeapon::*)(const Reference< CPlayer > &) const >(_SC("set_on"), &CWeapon::SetOn) .Overload< void (CWeapon::*)(const Reference< CPlayer > &, SQInt32) const >(_SC("set_on"), &CWeapon::SetOn) .Overload< void (CWeapon::*)(const Reference< CPlayer > &) const >(_SC("give_to"), &CWeapon::GiveTo) .Overload< void (CWeapon::*)(const Reference< CPlayer > &, SQInt32) const >(_SC("give_to"), &CWeapon::GiveTo) ); // Output debugging information LogDbg("Registration of type was successful"); // Registration succeeded return true; } } // Namespace:: SqMod