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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/Entity/Sphere.cpp

447 lines
17 KiB
C++

#include "Entity/Sphere.hpp"
#include "Base/Color3.hpp"
#include "Core.hpp"
#include "Register.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
Color3 CSphere::s_Color3;
Vector3 CSphere::s_Vector3;
// ------------------------------------------------------------------------------------------------
SQUint32 CSphere::s_ColorR;
SQUint32 CSphere::s_ColorG;
SQUint32 CSphere::s_ColorB;
// ------------------------------------------------------------------------------------------------
CSphere::CSphere(const Reference< CSphere > & o)
: Reference(o)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
bool CSphere::IsStreamedFor(const Reference< CPlayer > & player) const
{
if (VALID_ENTITY(m_ID) && player)
{
return _Func->IsSphereStreamedForPlayer(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 CSphere::GetWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetSphereWorld(m_ID);
}
else
{
BadRef("@world", "get world");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CSphere::SetWorld(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetSphereWorld(m_ID, world);
}
else
{
BadRef("@world", "set world");
}
}
// ------------------------------------------------------------------------------------------------
const Color3 & CSphere::GetColor() const
{
// Clear any previous color
s_Color3.Clear();
// Attempt to retrieve the color
if (VALID_ENTITY(m_ID))
{
_Func->GetSphereColor(m_ID, &s_ColorR, &s_ColorG, &s_ColorB);
s_Color3.Set(s_ColorR, s_ColorG, s_ColorB);
}
else
{
BadRef("@color", "get color");
}
// Return the color that could be retrieved
return s_Color3;
}
// ------------------------------------------------------------------------------------------------
void CSphere::SetColor(const Color3 & col) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetSphereColor(m_ID, col.r, col.g, col.b);
}
else
{
BadRef("@color", "set color");
}
}
// ------------------------------------------------------------------------------------------------
void CSphere::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetSphereColor(m_ID, r, g, b);
}
else
{
BadRef("set_color", "set color");
}
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CSphere::GetPosition() const
{
// Clear any previous position
s_Vector3.Clear();
// Attempt to retrieve the position
if (VALID_ENTITY(m_ID))
{
_Func->GetSpherePos(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 CSphere::SetPosition(const Vector3 & pos) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetSpherePos(m_ID, pos.x, pos.y, pos.z);
}
else
{
BadRef("@position", "set position");
}
}
// ------------------------------------------------------------------------------------------------
void CSphere::SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetSpherePos(m_ID, x, y, z);
}
else
{
BadRef("set_position", "set position");
}
}
// ------------------------------------------------------------------------------------------------
SQFloat CSphere::GetRadius() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetSphereRadius(m_ID);
}
else
{
BadRef("@radius", "get radius");
}
return 0.0;
}
// ------------------------------------------------------------------------------------------------
void CSphere::SetRadius(SQFloat radius) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetSphereRadius(m_ID, radius);
}
else
{
BadRef("@radius", "set radius");
}
}
// ------------------------------------------------------------------------------------------------
Reference< CPlayer > CSphere::GetOwner() const
{
if (VALID_ENTITY(m_ID))
{
return Reference< CPlayer >(_Func->GetSphereOwner(m_ID));
}
else
{
BadRef("@owner", "get owner");
}
return Reference< CPlayer >();
}
// ------------------------------------------------------------------------------------------------
SQInt32 CSphere::GetOwnerID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetSphereOwner(m_ID);
}
else
{
BadRef("@owner_id", "get owner id");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
Reference< CSphere > CreateBaseSphere_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CSphere > CreateBaseSphere_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
Reference< CSphere > CreateBaseSphere_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CSphere > CreateBaseSphere_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
Reference< CSphere > CreateBaseSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CSphere > CreateBaseSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
Reference< CSphere > CreateBaseSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
Reference< CSphere > CreateBaseSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CSphere CreateSphere_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CSphere CreateSphere_PEF(SQInt32 player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CSphere CreateSphere_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CSphere CreateSphere_PCF(SQInt32 player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CSphere CreateSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CSphere CreateSphere_EF(const Reference< CPlayer > & player, SQInt32 world,
SQFloat x, SQFloat y, SQFloat z,
Uint8 r, Uint8 g, Uint8 b,
SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, x, y, z, r, g, b, radius,
header, payload);
}
// ------------------------------------------------------------------------------------------------
CSphere CreateSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
SQMOD_CREATE_DEFAULT, NullData());
}
CSphere CreateSphere_CF(const Reference< CPlayer > & player, SQInt32 world,
const Vector3 & pos, const Color3 & color, SQFloat radius,
SQInt32 header, SqObj & payload)
{
return _Core->NewSphere(player, world, pos.x, pos.y, pos.z, color.r, color.g, color.b, radius,
header, payload);
}
// ================================================================================================
bool Register_CSphere(HSQUIRRELVM vm)
{
// Attempt to register the base reference type before the actual implementation
if (!Register_Reference< CSphere >(vm, _SC("BaseSphere")))
{
LogFtl("Unable to register the base class <BaseSphere> for <CSphere> type");
// Registration failed
return false;
}
// Typedef the base reference type for simplicity
typedef Reference< CSphere > RefType;
// Output debugging information
LogDbg("Beginning registration of <CSphere> type");
// Attempt to register the actual reference that implements all of the entity functionality
Sqrat::RootTable(vm).Bind(_SC("CSphere"), Sqrat::DerivedClass< CSphere, RefType >(vm, _SC("CSphere"))
/* Constructors */
.Ctor()
.Ctor< SQInt32 >()
/* Properties */
.Prop(_SC("world"), &CSphere::GetWorld, &CSphere::SetWorld)
.Prop(_SC("color"), &CSphere::GetColor, &CSphere::SetColor)
.Prop(_SC("position"), &CSphere::GetPosition, &CSphere::SetPosition)
.Prop(_SC("radius"), &CSphere::GetRadius, &CSphere::SetRadius)
.Prop(_SC("owner"), &CSphere::GetOwner)
.Prop(_SC("owner_id"), &CSphere::GetOwnerID)
/* Functions */
.Func(_SC("streamed_for"), &CSphere::IsStreamedFor)
.Func(_SC("set_color"), &CSphere::SetColorEx)
.Func(_SC("set_position"), &CSphere::SetPositionEx)
);
// Output debugging information
LogDbg("Registration of <CSphere> type was successful");
// Output debugging information
LogDbg("Beginning registration of <Sphere> functions");
// Register global functions related to this entity type
Sqrat::RootTable(vm)
/* Create BaseSphere [P]rimitive [E]xtended [F]Full */
.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateBaseSphere_PEF"), &CreateBaseSphere_PEF)
.Overload< RefType (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseSphere_PEF"), &CreateBaseSphere_PEF)
/* Create BaseSphere [P]rimitive [C]ompact [F]ull */
.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
(_SC("CreateBaseSphere_PCF"), &CreateBaseSphere_PCF)
.Overload< RefType (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseSphere_PCF"), &CreateBaseSphere_PCF)
/* Create BaseSphere [E]xtended [F]Full */
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateBaseSphere_EF"), &CreateBaseSphere_EF)
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseSphere_EF"), &CreateBaseSphere_EF)
/* Create BaseSphere [C]ompact [F]ull */
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
(_SC("CreateBaseSphere_CF"), &CreateBaseSphere_CF)
.Overload< RefType (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateBaseSphere_CF"), &CreateBaseSphere_CF)
/* Create CSphere [P]rimitive [E]xtended [F]Full */
.Overload< CSphere (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateSphere_PEF"), &CreateSphere_PEF)
.Overload< CSphere (*)(SQInt32, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateSphere_PEF"), &CreateSphere_PEF)
/* Create CSphere [P]rimitive [C]ompact [F]ull */
.Overload< CSphere (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
(_SC("CreateSphere_PCF"), &CreateSphere_PCF)
.Overload< CSphere (*)(SQInt32, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateSphere_PCF"), &CreateSphere_PCF)
/* Create CSphere [E]xtended [F]Full */
.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat) >
(_SC("CreateSphere_EF"), &CreateSphere_EF)
.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, SQFloat, SQFloat, SQFloat, Uint8, Uint8, Uint8, SQFloat, SQInt32, SqObj &) >
(_SC("CreateSphere_EF"), &CreateSphere_EF)
/* Create CSphere [C]ompact [F]ull */
.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat) >
(_SC("CreateSphere_CF"), &CreateSphere_CF)
.Overload< CSphere (*)(const Reference< CPlayer > &, SQInt32, const Vector3 &, const Color3 &, SQFloat, SQInt32, SqObj &) >
(_SC("CreateSphere_CF"), &CreateSphere_CF);
// Output debugging information
LogDbg("Registration of <Sphere> functions was successful");
// Registration succeeded
return true;
}
} // Namespace:: SqMod