mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-09 01:07:16 +01:00
515 lines
21 KiB
C++
515 lines
21 KiB
C++
#ifndef _ENTITY_OBJECT_HPP_
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#define _ENTITY_OBJECT_HPP_
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// ------------------------------------------------------------------------------------------------
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#include "Base/Shared.hpp"
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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* Circular locks employed by the object manager.
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*/
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enum ObjectCircularLocks
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{
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OBJECTCL_EMIT_OBJECT_WORLD = (1 << 0),
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OBJECTCL_EMIT_OBJECT_ALPHA = (2 << 0),
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OBJECTCL_EMIT_OBJECT_REPORT = (3 << 0)
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};
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/* ------------------------------------------------------------------------------------------------
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* Manages a single object entity.
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*/
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class CObject
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{
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// --------------------------------------------------------------------------------------------
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friend class Core;
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private:
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// --------------------------------------------------------------------------------------------
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static Vector3 s_Vector3;
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static Quaternion s_Quaternion;
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/* --------------------------------------------------------------------------------------------
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* Identifier of the managed entity.
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*/
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Int32 m_ID;
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/* --------------------------------------------------------------------------------------------
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* User tag associated with this instance.
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*/
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String m_Tag;
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/* --------------------------------------------------------------------------------------------
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* User data associated with this instance.
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*/
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Object m_Data;
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/* --------------------------------------------------------------------------------------------
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* Prevent events from triggering themselves.
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*/
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Uint32 m_CircularLocks;
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/* --------------------------------------------------------------------------------------------
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* Base constructor.
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*/
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CObject(Int32 id);
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public:
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/* --------------------------------------------------------------------------------------------
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* The default duration to use when moving the object.
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*/
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Uint32 mMoveToDuration;
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Uint32 mMoveByDuration;
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/* --------------------------------------------------------------------------------------------
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* The default duration to use when rotating the object to Quaternion.
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*/
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Uint32 mRotateToDuration;
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Uint32 mRotateByDuration;
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/* --------------------------------------------------------------------------------------------
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* The default duration to use when rotating the object to Euler.
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*/
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Uint32 mRotateToEulerDuration;
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Uint32 mRotateByEulerDuration;
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/* --------------------------------------------------------------------------------------------
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* Maximum possible number that could represent an identifier for this entity type.
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*/
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static const Int32 Max;
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/* --------------------------------------------------------------------------------------------
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* Copy constructor. (disabled)
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*/
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CObject(const CObject &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move constructor. (disabled)
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*/
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CObject(CObject &&) = delete;
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/* --------------------------------------------------------------------------------------------
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* Destructor.
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*/
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~CObject();
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/* --------------------------------------------------------------------------------------------
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* Copy assignment operator. (disabled)
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*/
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CObject & operator = (const CObject &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move assignment operator. (disabled)
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*/
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CObject & operator = (CObject &&) = delete;
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/* --------------------------------------------------------------------------------------------
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* See whether this instance manages a valid entity instance otherwise throw an exception.
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*/
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void Validate() const
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{
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if (INVALID_ENTITY(m_ID))
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{
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STHROWF("Invalid object reference [%s]", m_Tag.c_str());
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}
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}
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/* --------------------------------------------------------------------------------------------
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* Used by the script engine to convert an instance of this type to a string.
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*/
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const String & ToString() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated null entity instance.
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*/
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static SQInteger SqGetNull(HSQUIRRELVM vm);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated null entity instance.
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*/
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static Object & GetNull();
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/* --------------------------------------------------------------------------------------------
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* Retrieve the identifier of the entity managed by this instance.
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*/
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Int32 GetID() const
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{
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return m_ID;
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}
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/* --------------------------------------------------------------------------------------------
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* Check whether this instance manages a valid entity.
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*/
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bool IsActive() const
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{
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return VALID_ENTITY(m_ID);
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}
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated user tag.
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*/
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const String & GetTag() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user tag.
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*/
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void SetTag(const StackStrF & tag);
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user tag.
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*/
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CObject & ApplyTag(StackStrF & tag);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated user data.
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*/
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Object & GetData();
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user data.
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*/
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void SetData(Object & data);
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/* --------------------------------------------------------------------------------------------
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* Destroy the managed object entity.
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*/
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bool Destroy()
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{
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return Destroy(0, NullObject());
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}
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/* --------------------------------------------------------------------------------------------
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* Destroy the managed object entity.
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*/
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bool Destroy(Int32 header)
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{
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return Destroy(header, NullObject());
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}
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/* --------------------------------------------------------------------------------------------
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* Destroy the managed object entity.
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*/
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bool Destroy(Int32 header, Object & payload);
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/* --------------------------------------------------------------------------------------------
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* Bind to an event supported by this entity type.
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*/
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void BindEvent(Int32 evid, Object & env, Function & func) const;
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/* --------------------------------------------------------------------------------------------
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* Emit a custom event for the managed entity
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*/
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void CustomEvent(Int32 header, Object & payload) const;
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/* --------------------------------------------------------------------------------------------
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* See if the managed object entity is streamed for the specified player.
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*/
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bool IsStreamedFor(CPlayer & player) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the model of the managed object entity.
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*/
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Int32 GetModel() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the world in which the managed object entity exists.
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*/
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Int32 GetWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the world in which the managed object entity exists.
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*/
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void SetWorld(Int32 world);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the alpha of the managed object entity.
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*/
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Int32 GetAlpha() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the alpha of the managed object entity.
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*/
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void SetAlpha(Int32 alpha);
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/* --------------------------------------------------------------------------------------------
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* Modify the alpha of the managed object entity over the specified time.
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*/
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void SetAlphaEx(Int32 alpha, Uint32 time);
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/* --------------------------------------------------------------------------------------------
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* Move the managed object entity to the specified position over the specified time.
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*/
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void MoveTo(const Vector3 & pos, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Move the managed object entity to the specified position over the specified time.
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*/
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void MoveToEx(Float32 x, Float32 y, Float32 z, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Move the managed object entity by the specified position over the specified time.
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*/
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void MoveBy(const Vector3 & pos, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Move the managed object entity by the specified position over the specified time.
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*/
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void MoveByEx(Float32 x, Float32 y, Float32 z, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position of the managed object entity.
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*/
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const Vector3 & GetPosition();
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/* --------------------------------------------------------------------------------------------
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* Modify the position of the managed object entity.
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*/
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void SetPosition(const Vector3 & pos) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position of the managed object entity.
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*/
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void SetPositionEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity to the specified rotation over the specified time.
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*/
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void RotateTo(const Quaternion & rot, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity to the specified rotation over the specified time.
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*/
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void RotateToEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity to the specified Euler rotation over the specified time.
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*/
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void RotateToEuler(const Vector3 & rot, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity to the specified Euler rotation over the specified time.
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*/
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void RotateToEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity by the specified rotation over the specified time.
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*/
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void RotateBy(const Quaternion & rot, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity by the specified rotation over the specified time.
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*/
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void RotateByEx(Float32 x, Float32 y, Float32 z, Float32 w, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity by the specified Euler rotation over the specified time.
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*/
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void RotateByEuler(const Vector3 & rot, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Rotate the managed object entity by the specified Euler rotation over the specified time.
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*/
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void RotateByEulerEx(Float32 x, Float32 y, Float32 z, Uint32 time) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the rotation of the managed object entity.
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*/
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const Quaternion & GetRotation();
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/* --------------------------------------------------------------------------------------------
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* Retrieve the Euler rotation of the managed object entity.
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*/
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const Vector3 & GetRotationEuler();
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/* --------------------------------------------------------------------------------------------
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* See whether the managed object entity reports gunshots.
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*/
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bool GetShotReport() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed object entity reports gunshots.
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*/
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void SetShotReport(bool toggle);
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/* --------------------------------------------------------------------------------------------
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* See whether the managed object entity reports player bumps.
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*/
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bool GetTouchedReport() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed object entity reports player bumps.
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*/
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void SetTouchedReport(bool toggle);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position on the x axis of the managed object entity.
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*/
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Float32 GetPositionX() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position on the y axis of the managed object entity.
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*/
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Float32 GetPositionY() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position on the z axis of the managed object entity.
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*/
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Float32 GetPositionZ() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the x axis of the managed object entity.
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*/
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void SetPositionX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the y axis of the managed object entity.
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*/
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void SetPositionY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the z axis of the managed object entity.
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*/
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void SetPositionZ(Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the rotation on the x axis of the managed object entity.
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*/
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Float32 GetRotationX() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the rotation on the y axis of the managed object entity.
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*/
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Float32 GetRotationY() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the rotation on the z axis of the managed object entity.
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*/
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Float32 GetRotationZ() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the rotation amount of the managed object entity.
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*/
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Float32 GetRotationW() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the Euler rotation on the x axis of the managed object entity.
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*/
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Float32 GetEulerRotationX() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the Euler rotation on the y axis of the managed object entity.
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*/
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Float32 GetEulerRotationY() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the Euler rotation on the z axis of the managed object entity.
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*/
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Float32 GetEulerRotationZ() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the x axis of the managed object entity.
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*/
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void MoveToX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the y axis of the managed object entity.
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*/
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void MoveToY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the z axis of the managed object entity.
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*/
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void MoveToZ(Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the x axis of the managed object entity.
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*/
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void MoveByX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the y axis of the managed object entity.
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*/
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void MoveByY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position on the z axis of the managed object entity.
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*/
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void MoveByZ(Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the x axis of the managed object entity.
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*/
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void RotateToX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the y axis of the managed object entity.
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*/
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void RotateToY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the z axis of the managed object entity.
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*/
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void RotateToZ(Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the w axis of the managed object entity.
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*/
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void RotateToW(Float32 w) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the x axis of the managed object entity.
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*/
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void RotateByX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the y axis of the managed object entity.
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*/
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void RotateByY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the z axis of the managed object entity.
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*/
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void RotateByZ(Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the w axis of the managed object entity.
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*/
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void RotateByW(Float32 w) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the x axis of the managed object entity.
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*/
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void RotateToEulerX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the y axis of the managed object entity.
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*/
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void RotateToEulerY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the z axis of the managed object entity.
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*/
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void RotateToEulerZ(Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the x axis of the managed object entity.
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*/
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void RotateByEulerX(Float32 x) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the y axis of the managed object entity.
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*/
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void RotateByEulerY(Float32 y) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the rotation on the z axis of the managed object entity.
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*/
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void RotateByEulerZ(Float32 z) const;
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};
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} // Namespace:: SqMod
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#endif // _ENTITY_OBJECT_HPP_
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