1
0
mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 16:57:16 +01:00
SqMod/source/Entity/Vehicle.cpp
Sandu Liviu Catalin bc1e7dbde6 Implement the option to specify how many times you want to allow intensive entity events to be forwarded to script callbacks.
Also expose several properties for the vehicle entity type that I forgot about.
2016-06-08 16:53:16 +03:00

1879 lines
72 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Entity/Vehicle.hpp"
#include "Entity/Player.hpp"
#include "Base/Quaternion.hpp"
#include "Base/Vector2.hpp"
#include "Base/Vector3.hpp"
#include "Core.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
Vector2 CVehicle::s_Vector2;
Vector3 CVehicle::s_Vector3;
Quaternion CVehicle::s_Quaternion;
// ------------------------------------------------------------------------------------------------
const Int32 CVehicle::Max = SQMOD_VEHICLE_POOL;
// ------------------------------------------------------------------------------------------------
SQInteger CVehicle::Typename(HSQUIRRELVM vm)
{
static const SQChar name[] = _SC("SqVehicle");
sq_pushstring(vm, name, sizeof(name));
return 1;
}
// ------------------------------------------------------------------------------------------------
CVehicle::CVehicle(Int32 id)
: m_ID(VALID_ENTITYGETEX(id, SQMOD_VEHICLE_POOL))
, m_Tag(ToStrF("%d", id)), m_Data(), m_CircularLocks(0)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
CVehicle::~CVehicle()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::Cmp(const CVehicle & o) const
{
if (m_ID == o.m_ID)
{
return 0;
}
else if (m_ID > o.m_ID)
{
return 1;
}
else
{
return -1;
}
}
// ------------------------------------------------------------------------------------------------
const String & CVehicle::ToString() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
const String & CVehicle::GetTag() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTag(CSStr tag)
{
m_Tag.assign(tag);
}
// ------------------------------------------------------------------------------------------------
Object & CVehicle::GetData()
{
// Validate the managed identifier
Validate();
// Return the requested information
return m_Data;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetData(Object & data)
{
// Validate the managed identifier
Validate();
// Apply the specified value
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::Destroy(Int32 header, Object & payload)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().DelVehicle(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::BindEvent(Int32 evid, Object & env, Function & func) const
{
// Validate the managed identifier
Validate();
// Obtain the function instance called for this event
Function & event = Core::Get().GetVehicleEvent(m_ID, evid);
// Is the specified callback function null?
if (func.IsNull())
{
event.ReleaseGently(); // Then release the current callback
}
// Does this function need a custom environment?
else if (env.IsNull())
{
event = func;
}
// Assign the specified environment and function
else
{
event = Function(env.GetVM(), env, func.GetFunc());
}
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::IsStreamedFor(CPlayer & player) const
{
// Is the specified player even valid?
if (!player.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsVehicleStreamedForPlayer(m_ID, player.GetID());
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::GetOption(Int32 option_id) const
{
// Attempt to obtain the current value of the specified option
const bool value = _Func->GetVehicleOption(m_ID, static_cast< vcmpVehicleOption >(option_id));
// Check for errors
if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
// Return the requested value
return value;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetOption(Int32 option_id, bool toggle)
{
// Attempt to obtain the current value of the specified option
const bool value = _Func->GetVehicleOption(m_ID, static_cast< vcmpVehicleOption >(option_id));
// Attempt to modify the current value of the specified option
if (_Func->SetVehicleOption(m_ID, static_cast< vcmpVehicleOption >(option_id),
toggle) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
else if (!(m_CircularLocks & VCL_EMIT_VEHICLE_OPTION))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, VCL_EMIT_VEHICLE_OPTION);
// Now forward the event call
Core::Get().EmitVehicleOption(m_ID, option_id, value, 0, NullObject());
}
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetOptionEx(Int32 option_id, bool toggle, Int32 header, Object & payload)
{
// Attempt to obtain the current value of the specified option
const bool value = _Func->GetVehicleOption(m_ID, static_cast< vcmpVehicleOption >(option_id));
// Attempt to modify the current value of the specified option
if (_Func->SetVehicleOption(m_ID, static_cast< vcmpVehicleOption >(option_id),
toggle) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
else if (!(m_CircularLocks & VCL_EMIT_VEHICLE_OPTION))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, VCL_EMIT_VEHICLE_OPTION);
// Now forward the event call
Core::Get().EmitVehicleOption(m_ID, option_id, value, header, payload);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetSyncSource() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleSyncSource(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetSyncType() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleSyncType(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetWorld(Int32 world) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleWorld(m_ID, world);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetModel() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleModel(m_ID);
}
// ------------------------------------------------------------------------------------------------
Object & CVehicle::GetOccupant(Int32 slot) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(_Func->GetVehicleOccupant(m_ID, slot)).mObj;
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetOccupantID(Int32 slot) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleOccupant(m_ID, slot);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::Respawn() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RespawnVehicle(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetImmunity() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleImmunityFlags(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetImmunity(Int32 flags) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleImmunityFlags(m_ID, flags);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::Explode() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->ExplodeVehicle(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::IsWrecked() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsVehicleWrecked(m_ID);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetPosition() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehiclePosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPosition(const Vector3 & pos) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, pos.x, pos.y, pos.z, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPositionEx(const Vector3 & pos, bool empty) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, pos.x, pos.y, pos.z, empty);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPositionEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, x, y, z, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPositionEx(Float32 x, Float32 y, Float32 z, bool empty) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, x, y, z, empty);
}
// ------------------------------------------------------------------------------------------------
const Quaternion & CVehicle::GetRotation() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Query the server for the values
_Func->GetVehicleRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w);
// Return the requested information
return s_Quaternion;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotation(const Quaternion & rot) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleRotation(m_ID, rot.x, rot.y, rot.z, rot.w);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationEx(Float32 x, Float32 y, Float32 z, Float32 w) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleRotation(m_ID, x, y, z, w);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetRotationEuler() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehicleRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationEuler(const Vector3 & rot) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleRotationEuler(m_ID, rot.x, rot.y, rot.z);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationEulerEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleRotationEuler(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetSpeed() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z, false);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, vel.x, vel.y, vel.z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, x, y, z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, vel.x, vel.y, vel.z, true, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, x, y, z, true, false);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetRelativeSpeed() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z, true);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, vel.x, vel.y, vel.z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, x, y, z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddRelativeSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, vel.x, vel.y, vel.z, true, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddRelativeSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, x, y, z, true, true);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetTurnSpeed() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z, false);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTurnSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, vel.x, vel.y, vel.z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTurnSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, x, y, z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddTurnSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, vel.x, vel.y, vel.z, true, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddTurnSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, x, y, z, true, false);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetRelativeTurnSpeed() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z, true);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeTurnSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, vel.x, vel.y, vel.z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeTurnSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, x, y, z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddRelativeTurnSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, vel.x, vel.y, vel.z, true, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::AddRelativeTurnSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, x, y, z, true, true);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetSpawnPosition() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetVehicleSpawnPosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpawnPosition(const Vector3 & pos) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpawnPosition(m_ID, pos.x, pos.y, pos.z);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpawnPositionEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpawnPosition(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
const Quaternion & CVehicle::GetSpawnRotation() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.Clear();
// Query the server for the values
_Func->GetVehicleSpawnRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w);
// Return the requested information
return s_Quaternion;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpawnRotation(const Quaternion & rot) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpawnRotation(m_ID, rot.x, rot.y, rot.z, rot.w);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpawnRotationEx(Float32 x, Float32 y, Float32 z, Float32 w) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpawnRotation(m_ID, x, y, z, w);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetSpawnRotationEuler() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the rotation values
_Func->GetVehicleSpawnRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpawnRotationEuler(const Vector3 & rot) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpawnRotationEuler(m_ID, rot.x, rot.y, rot.z);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpawnRotationEulerEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleSpawnRotationEuler(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
Uint32 CVehicle::GetIdleRespawnTimer() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleIdleRespawnTimer(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetIdleRespawnTimer(Uint32 millis) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleIdleRespawnTimer(m_ID, millis);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetHealth() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleHealth(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetHealth(Float32 amount) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleHealth(m_ID, amount);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetPrimaryColor() const
{
// Validate the managed identifier
Validate();
// The color value
Int32 primary = -1;
// Query the server for the requested color
_Func->GetVehicleColour(m_ID, &primary, nullptr);
// Return the requested information
return primary;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPrimaryColor(Int32 col) const
{
// Validate the managed identifier
Validate();
// The unchanged color value
Int32 secondary;
// Query the server for the unchanged color
_Func->GetVehicleColour(m_ID, nullptr, &secondary);
// Perform the requested operation
_Func->SetVehicleColour(m_ID, col, secondary);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetSecondaryColor() const
{
// Validate the managed identifier
Validate();
// The color value
Int32 secondary = -1;
// Query the server for the requested color
_Func->GetVehicleColour(m_ID, nullptr, &secondary);
// Return the requested information
return secondary;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSecondaryColor(Int32 col) const
{
// Validate the managed identifier
Validate();
// The unchanged color value
Int32 primary;
// Query the server for the unchanged color
_Func->GetVehicleColour(m_ID, &primary, nullptr);
// Perform the requested operation
_Func->SetVehicleColour(m_ID, primary, col);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetColors(Int32 primary, Int32 secondary) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleColour(m_ID, primary, secondary);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetPartStatus(Int32 part) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehiclePartStatus(m_ID, part);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPartStatus(Int32 part, Int32 status) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehiclePartStatus(m_ID, part, status);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetTyreStatus(Int32 tyre) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleTyreStatus(m_ID, tyre);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTyreStatus(Int32 tyre, Int32 status) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleTyreStatus(m_ID, tyre, status);
}
// ------------------------------------------------------------------------------------------------
Uint32 CVehicle::GetDamageData() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleDamageData(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetDamageData(Uint32 data) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleDamageData(m_ID, data);
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetRadio() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetVehicleRadio(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRadio(Int32 radio) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetVehicleRadio(m_ID, radio);
}
// ------------------------------------------------------------------------------------------------
const Vector2 & CVehicle::GetTurretRotation() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector2.Clear();
// Query the server for the values
_Func->GetVehicleTurretRotation(m_ID, &s_Vector2.x, &s_Vector2.y);
// Return the requested information
return s_Vector2;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetHorizontalTurretRotation() const
{
// Validate the managed identifier
Validate();
// Where the rotation value is retrieved
Float32 rot = 0.0f;
// Query the server for the turret rotation value
_Func->GetVehicleTurretRotation(m_ID, &rot, nullptr);
// Return the requested information
return rot;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetVerticalTurretRotation() const
{
// Validate the managed identifier
Validate();
// Where the rotation value is retrieved
Float32 rot = 0.0f;
// Query the server for the turret rotation value
_Func->GetVehicleTurretRotation(m_ID, nullptr, &rot);
// Return the requested information
return rot;
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::ExistsHandlingRule(Int32 rule) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->ExistsInstHandlingRule(m_ID, rule);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetHandlingRule(Int32 rule) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetInstHandlingRule(m_ID, rule);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetHandlingRule(Int32 rule, Float32 data) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetInstHandlingRule(m_ID, rule, data);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::ResetHandlingRule(Int32 rule) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->ResetInstHandlingRule(m_ID, rule);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::ResetHandlings() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->ResetInstHandling(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::Embark(CPlayer & player) const
{
// Is the specified player even valid?
if (!player.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Perform the requested operation
return (_Func->PutPlayerInVehicle(player.GetID(), m_ID, 0, true, true)
!= vcmpErrorRequestDenied);
}
// ------------------------------------------------------------------------------------------------
bool CVehicle::Embark(CPlayer & player, Int32 slot, bool allocate, bool warp) const
{
// Is the specified player even valid?
if (!player.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Perform the requested operation
return (_Func->PutPlayerInVehicle(player.GetID(), m_ID, slot, allocate, warp)
!= vcmpErrorRequestDenied);
}
// ------------------------------------------------------------------------------------------------
SQInteger CVehicle::GetTrackPosition() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mTrackPosition;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTrackPosition(SQInteger num) const
{
// Validate the managed identifier
Validate();
// Assign the requested information
Core::Get().GetVehicle(m_ID).mTrackPosition = num;
}
// ------------------------------------------------------------------------------------------------
SQInteger CVehicle::GetTrackRotation() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mTrackRotation;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTrackRotation(SQInteger num) const
{
// Validate the managed identifier
Validate();
// Assign the requested information
Core::Get().GetVehicle(m_ID).mTrackRotation = num;
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetLastPrimaryColour() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mLastPrimaryColour;
}
// ------------------------------------------------------------------------------------------------
Int32 CVehicle::GetLastSecondaryColour() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mLastSecondaryColour;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetLastHealth() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mLastHealth;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CVehicle::GetLastPosition() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mLastPosition;
}
// ------------------------------------------------------------------------------------------------
const Quaternion & CVehicle::GetLastRotation() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetVehicle(m_ID).mLastRotation;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetPositionX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0;
// Query the server for the requested component value
_Func->GetVehiclePosition(m_ID, &s_Vector3.x, nullptr, nullptr);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetPositionY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0;
// Query the server for the requested component value
_Func->GetVehiclePosition(m_ID, nullptr, &s_Vector3.y, nullptr);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetPositionZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0;
// Query the server for the requested component value
_Func->GetVehiclePosition(m_ID, nullptr, nullptr, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPositionX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehiclePosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, x, s_Vector3.y, s_Vector3.z, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPositionY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehiclePosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, s_Vector3.x, y, s_Vector3.z, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetPositionZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehiclePosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->SetVehiclePosition(m_ID, s_Vector3.z, s_Vector3.y, z, false);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRotationX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.x = 0;
// Query the server for the requested component value
_Func->GetVehicleRotation(m_ID, &s_Quaternion.x, nullptr, nullptr, nullptr);
// Return the requested information
return s_Quaternion.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRotationY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.y = 0;
// Query the server for the requested component value
_Func->GetVehicleRotation(m_ID, nullptr, &s_Quaternion.y, nullptr, nullptr);
// Return the requested information
return s_Quaternion.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRotationZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.z = 0;
// Query the server for the requested component value
_Func->GetVehicleRotation(m_ID, nullptr, nullptr, &s_Quaternion.z, nullptr);
// Return the requested information
return s_Quaternion.z;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRotationW() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Quaternion.w = 0;
// Query the server for the requested component value
_Func->GetVehicleRotation(m_ID, nullptr, nullptr, nullptr, &s_Quaternion.w);
// Return the requested information
return s_Quaternion.w;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotation(m_ID, nullptr, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w);
// Perform the requested operation
_Func->SetVehicleRotation(m_ID, x, s_Quaternion.y, s_Quaternion.z, s_Quaternion.w);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotation(m_ID, &s_Quaternion.x, nullptr, &s_Quaternion.z, &s_Quaternion.w);
// Perform the requested operation
_Func->SetVehicleRotation(m_ID, s_Quaternion.x, y, s_Quaternion.z, s_Quaternion.w);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, nullptr, &s_Quaternion.w);
// Perform the requested operation
_Func->SetVehicleRotation(m_ID, s_Quaternion.x, s_Quaternion.y, z, s_Quaternion.w);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRotationW(Float32 w) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotation(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, nullptr);
// Perform the requested operation
_Func->SetVehicleRotation(m_ID, s_Quaternion.x, s_Quaternion.y, s_Quaternion.z, w);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetEulerRotationX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0;
// Query the server for the requested component value
_Func->GetVehicleRotationEuler(m_ID, &s_Vector3.x, nullptr, nullptr);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetEulerRotationY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0;
// Query the server for the requested component value
_Func->GetVehicleRotationEuler(m_ID, nullptr, &s_Vector3.y, nullptr);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetEulerRotationZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0;
// Query the server for the requested component value
_Func->GetVehicleRotationEuler(m_ID, nullptr, nullptr, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetEulerRotationX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotationEuler(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->SetVehicleRotationEuler(m_ID, x, s_Vector3.y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetEulerRotationY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotationEuler(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->SetVehicleRotationEuler(m_ID, s_Vector3.x, y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetEulerRotationZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleRotationEuler(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->SetVehicleRotationEuler(m_ID, s_Vector3.z, s_Vector3.y, z);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetSpeedX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, nullptr, nullptr, false);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetSpeedY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleSpeed(m_ID, nullptr, &s_Vector3.y, nullptr, false);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetSpeedZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleSpeed(m_ID, nullptr, nullptr, &s_Vector3.z, false);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpeedX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleSpeed(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z, false);
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, x, s_Vector3.y, s_Vector3.z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpeedY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z, false);
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, s_Vector3.x, y, s_Vector3.z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetSpeedZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr, false);
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, s_Vector3.z, s_Vector3.y, z, false, false);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRelativeSpeedX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, nullptr, nullptr, true);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRelativeSpeedY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleSpeed(m_ID, nullptr, &s_Vector3.y, nullptr, true);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRelativeSpeedZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleSpeed(m_ID, nullptr, nullptr, &s_Vector3.z, true);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeSpeedX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleSpeed(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z, true);
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, x, s_Vector3.y, s_Vector3.z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeSpeedY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z, true);
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, s_Vector3.x, y, s_Vector3.z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeSpeedZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr, true);
// Perform the requested operation
_Func->SetVehicleSpeed(m_ID, s_Vector3.z, s_Vector3.y, z, false, true);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetTurnSpeedX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, nullptr, nullptr, false);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetTurnSpeedY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleTurnSpeed(m_ID, nullptr, &s_Vector3.y, nullptr, false);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetTurnSpeedZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleTurnSpeed(m_ID, nullptr, nullptr, &s_Vector3.z, false);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTurnSpeedX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleTurnSpeed(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z, false);
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, x, s_Vector3.y, s_Vector3.z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTurnSpeedY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z, false);
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, s_Vector3.x, y, s_Vector3.z, false, false);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetTurnSpeedZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr, false);
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, s_Vector3.z, s_Vector3.y, z, false, false);
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRelativeTurnSpeedX() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.x = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, nullptr, nullptr, true);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRelativeTurnSpeedY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleTurnSpeed(m_ID, nullptr, &s_Vector3.y, nullptr, true);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CVehicle::GetRelativeTurnSpeedZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0.0f;
// Query the server for the requested component value
_Func->GetVehicleTurnSpeed(m_ID, nullptr, nullptr, &s_Vector3.z, true);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeTurnSpeedX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleTurnSpeed(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z, true);
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, x, s_Vector3.y, s_Vector3.z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeTurnSpeedY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z, true);
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, s_Vector3.x, y, s_Vector3.z, false, true);
}
// ------------------------------------------------------------------------------------------------
void CVehicle::SetRelativeTurnSpeedZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr, true);
// Perform the requested operation
_Func->SetVehicleTurnSpeed(m_ID, s_Vector3.z, s_Vector3.y, z, false, true);
}
// ------------------------------------------------------------------------------------------------
static Object & Vehicle_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Float32 angle,
Int32 primary, Int32 secondary)
{
return Core::Get().NewVehicle(model, world, x, y, z, angle, primary, secondary,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Vehicle_CreateEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Float32 angle,
Int32 primary, Int32 secondary, Int32 header, Object & payload)
{
return Core::Get().NewVehicle(model, world, x, y, z, angle, primary, secondary,
header, payload);
}
// ------------------------------------------------------------------------------------------------
static Object & Vehicle_Create(Int32 model, Int32 world, const Vector3 & pos, Float32 angle,
Int32 primary, Int32 secondary)
{
return Core::Get().NewVehicle(model, world, pos.x, pos.y, pos.z, angle, primary, secondary,
SQMOD_CREATE_DEFAULT, NullObject());
}
static Object & Vehicle_Create(Int32 model, Int32 world, const Vector3 & pos, Float32 angle,
Int32 primary, Int32 secondary, Int32 header, Object & payload)
{
return Core::Get().NewVehicle(model, world, pos.x, pos.y, pos.z, angle, primary, secondary,
header, payload);
}
// ------------------------------------------------------------------------------------------------
static const Object & Vehicle_FindByID(Int32 id)
{
// Perform a range check on the specified identifier
if (INVALID_ENTITYEX(id, SQMOD_VEHICLE_POOL))
{
STHROWF("The specified vehicle identifier is invalid: %d", id);
}
// Obtain the ends of the entity pool
Core::Vehicles::const_iterator itr = Core::Get().GetVehicles().cbegin();
Core::Vehicles::const_iterator end = Core::Get().GetVehicles().cend();
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Does the identifier match the specified one?
if (itr->mID == id)
{
return itr->mObj; // Stop searching and return this entity
}
}
// Unable to locate a vehicle matching the specified identifier
return NullObject();
}
// ------------------------------------------------------------------------------------------------
static const Object & Vehicle_FindByTag(CSStr tag)
{
// Perform a validity check on the specified tag
if (!tag || *tag == '\0')
{
STHROWF("The specified vehicle tag is invalid: null/empty");
}
// Obtain the ends of the entity pool
Core::Vehicles::const_iterator itr = Core::Get().GetVehicles().cbegin();
Core::Vehicles::const_iterator end = Core::Get().GetVehicles().cend();
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Does this entity even exist and does the tag match the specified one?
if (itr->mInst != nullptr && itr->mInst->GetTag().compare(tag) == 0)
{
return itr->mObj; // Stop searching and return this entity
}
}
// Unable to locate a vehicle matching the specified tag
return NullObject();
}
// ------------------------------------------------------------------------------------------------
static Array Vehicle_FindActive()
{
// Remember the initial stack size
StackGuard sg;
// Obtain the ends of the entity pool
Core::Vehicles::const_iterator itr = Core::Get().GetVehicles().cbegin();
Core::Vehicles::const_iterator end = Core::Get().GetVehicles().cend();
// Allocate an empty array on the stack
sq_newarray(DefaultVM::Get(), 0);
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Is this entity instance active?
if (VALID_ENTITY(itr->mID))
{
// Push the script object on the stack
sq_pushobject(DefaultVM::Get(), (HSQOBJECT &)((*itr).mObj));
// Append the object at the back of the array
if (SQ_FAILED(sq_arrayappend(DefaultVM::Get(), -1)))
{
STHROWF("Unable to append entity instance to the list");
}
}
}
// Return the array at the top of the stack
return Var< Array >(DefaultVM::Get(), -1).value;
}
// ================================================================================================
void Register_CVehicle(HSQUIRRELVM vm)
{
RootTable(vm).Bind(_SC("SqVehicle"),
Class< CVehicle, NoConstructor< CVehicle > >(vm, _SC("SqVehicle"))
// Meta-methods
.Func(_SC("_cmp"), &CVehicle::Cmp)
.SquirrelFunc(_SC("_typename"), &CVehicle::Typename)
.Func(_SC("_tostring"), &CVehicle::ToString)
// Static Values
.SetStaticValue(_SC("MaxID"), CVehicle::Max)
// Core Properties
.Prop(_SC("ID"), &CVehicle::GetID)
.Prop(_SC("Tag"), &CVehicle::GetTag, &CVehicle::SetTag)
.Prop(_SC("Data"), &CVehicle::GetData, &CVehicle::SetData)
.Prop(_SC("Active"), &CVehicle::IsActive)
// Core Methods
.Func(_SC("Bind"), &CVehicle::BindEvent)
// Core Overloads
.Overload< bool (CVehicle::*)(void) >(_SC("Destroy"), &CVehicle::Destroy)
.Overload< bool (CVehicle::*)(Int32) >(_SC("Destroy"), &CVehicle::Destroy)
.Overload< bool (CVehicle::*)(Int32, Object &) >(_SC("Destroy"), &CVehicle::Destroy)
// Properties
.Prop(_SC("SyncSource"), &CVehicle::GetSyncSource)
.Prop(_SC("SyncType"), &CVehicle::GetSyncType)
.Prop(_SC("World"), &CVehicle::GetWorld, &CVehicle::SetWorld)
.Prop(_SC("Model"), &CVehicle::GetModel)
.Prop(_SC("Immunity"), &CVehicle::GetImmunity, &CVehicle::SetImmunity)
.Prop(_SC("Wrecked"), &CVehicle::IsWrecked)
.Prop(_SC("Pos"), &CVehicle::GetPosition, &CVehicle::SetPosition)
.Prop(_SC("Position"), &CVehicle::GetPosition, &CVehicle::SetPosition)
.Prop(_SC("Rot"), &CVehicle::GetRotation, &CVehicle::SetRotation)
.Prop(_SC("Rotation"), &CVehicle::GetRotation, &CVehicle::SetRotation)
.Prop(_SC("EulerRot"), &CVehicle::GetRotationEuler, &CVehicle::SetRotationEuler)
.Prop(_SC("EulerRotation"), &CVehicle::GetRotationEuler, &CVehicle::SetRotationEuler)
.Prop(_SC("Speed"), &CVehicle::GetSpeed, &CVehicle::SetSpeed)
.Prop(_SC("RelSpeed"), &CVehicle::GetRelativeSpeed, &CVehicle::SetRelativeSpeed)
.Prop(_SC("RelativeSpeed"), &CVehicle::GetRelativeSpeed, &CVehicle::SetRelativeSpeed)
.Prop(_SC("TurnSpeed"), &CVehicle::GetTurnSpeed, &CVehicle::SetTurnSpeed)
.Prop(_SC("RelTurnSpeed"), &CVehicle::GetRelativeTurnSpeed, &CVehicle::SetRelativeTurnSpeed)
.Prop(_SC("RelativeTurnSpeed"), &CVehicle::GetRelativeTurnSpeed, &CVehicle::SetRelativeTurnSpeed)
.Prop(_SC("SpawnPos"), &CVehicle::GetSpawnPosition, &CVehicle::SetSpawnPosition)
.Prop(_SC("SpawnPosition"), &CVehicle::GetSpawnPosition, &CVehicle::SetSpawnPosition)
.Prop(_SC("SpawnRot"), &CVehicle::GetSpawnRotation, &CVehicle::SetSpawnRotation)
.Prop(_SC("SpawnRotation"), &CVehicle::GetSpawnRotation, &CVehicle::SetSpawnRotation)
.Prop(_SC("SpawnEulerRot"), &CVehicle::GetSpawnRotationEuler, &CVehicle::SetSpawnRotationEuler)
.Prop(_SC("SpawnEulerRotation"), &CVehicle::GetSpawnRotationEuler, &CVehicle::SetSpawnRotationEuler)
.Prop(_SC("IdleRespawnTimer"), &CVehicle::GetIdleRespawnTimer, &CVehicle::SetIdleRespawnTimer)
.Prop(_SC("Health"), &CVehicle::GetHealth, &CVehicle::SetHealth)
.Prop(_SC("PrimaryColor"), &CVehicle::GetPrimaryColor, &CVehicle::SetPrimaryColor)
.Prop(_SC("SecondaryColor"), &CVehicle::GetSecondaryColor, &CVehicle::SetSecondaryColor)
.Prop(_SC("DamageData"), &CVehicle::GetDamageData, &CVehicle::SetDamageData)
.Prop(_SC("Radio"), &CVehicle::GetRadio, &CVehicle::SetRadio)
.Prop(_SC("TurretRotation"), &CVehicle::GetTurretRotation)
.Prop(_SC("HorTurretRotation"), &CVehicle::GetHorizontalTurretRotation)
.Prop(_SC("HorizontalTurretRotation"), &CVehicle::GetHorizontalTurretRotation)
.Prop(_SC("VerTurretRotation"), &CVehicle::GetVerticalTurretRotation)
.Prop(_SC("VerticalTurretRotation"), &CVehicle::GetVerticalTurretRotation)
.Prop(_SC("TrackPosition"), &CVehicle::GetTrackPosition, &CVehicle::SetTrackPosition)
.Prop(_SC("TrackRotation"), &CVehicle::GetTrackRotation, &CVehicle::SetTrackRotation)
.Prop(_SC("LastPrimaryColour"), &CVehicle::GetLastPrimaryColour)
.Prop(_SC("LastSecondaryColour"), &CVehicle::GetLastSecondaryColour)
.Prop(_SC("LastHealth"), &CVehicle::GetLastHealth)
.Prop(_SC("LastPosition"), &CVehicle::GetLastPosition)
.Prop(_SC("LastRotation"), &CVehicle::GetLastRotation)
.Prop(_SC("PosX"), &CVehicle::GetPositionX, &CVehicle::SetPositionX)
.Prop(_SC("PosY"), &CVehicle::GetPositionY, &CVehicle::SetPositionY)
.Prop(_SC("PosZ"), &CVehicle::GetPositionZ, &CVehicle::SetPositionZ)
.Prop(_SC("RotX"), &CVehicle::GetRotationX, &CVehicle::SetRotationX)
.Prop(_SC("RotY"), &CVehicle::GetRotationY, &CVehicle::SetRotationY)
.Prop(_SC("RotZ"), &CVehicle::GetRotationZ, &CVehicle::SetRotationZ)
.Prop(_SC("RotW"), &CVehicle::GetRotationW, &CVehicle::SetRotationW)
.Prop(_SC("EulerX"), &CVehicle::GetEulerRotationX, &CVehicle::SetEulerRotationX)
.Prop(_SC("EulerY"), &CVehicle::GetEulerRotationY, &CVehicle::SetEulerRotationY)
.Prop(_SC("EulerZ"), &CVehicle::GetEulerRotationZ, &CVehicle::SetEulerRotationZ)
.Prop(_SC("SpeedX"), &CVehicle::GetSpeedX, &CVehicle::SetSpeedX)
.Prop(_SC("SpeedY"), &CVehicle::GetSpeedY, &CVehicle::SetSpeedY)
.Prop(_SC("SpeedZ"), &CVehicle::GetSpeedZ, &CVehicle::SetSpeedZ)
.Prop(_SC("RelSpeedX"), &CVehicle::GetRelativeSpeedX, &CVehicle::SetRelativeSpeedX)
.Prop(_SC("RelSpeedY"), &CVehicle::GetRelativeSpeedY, &CVehicle::SetRelativeSpeedY)
.Prop(_SC("RelSpeedZ"), &CVehicle::GetRelativeSpeedZ, &CVehicle::SetRelativeSpeedZ)
.Prop(_SC("TurnSpeedX"), &CVehicle::GetTurnSpeedX, &CVehicle::SetTurnSpeedX)
.Prop(_SC("TurnSpeedY"), &CVehicle::GetTurnSpeedY, &CVehicle::SetTurnSpeedY)
.Prop(_SC("TurnSpeedZ"), &CVehicle::GetTurnSpeedZ, &CVehicle::SetTurnSpeedZ)
.Prop(_SC("RelTurnSpeedX"), &CVehicle::GetRelativeTurnSpeedX, &CVehicle::SetRelativeTurnSpeedX)
.Prop(_SC("RelTurnSpeedY"), &CVehicle::GetRelativeTurnSpeedY, &CVehicle::SetRelativeTurnSpeedY)
.Prop(_SC("RelTurnSpeedZ"), &CVehicle::GetRelativeTurnSpeedZ, &CVehicle::SetRelativeTurnSpeedZ)
// Member Methods
.Func(_SC("StreamedFor"), &CVehicle::IsStreamedFor)
.Func(_SC("GetOption"), &CVehicle::GetOption)
.Func(_SC("SetOption"), &CVehicle::SetOption)
.Func(_SC("SetOptionEx"), &CVehicle::SetOptionEx)
.Func(_SC("Occupant"), &CVehicle::GetOccupant)
.Func(_SC("OccupantID"), &CVehicle::GetOccupantID)
.Func(_SC("Respawn"), &CVehicle::Respawn)
.Func(_SC("Explode"), &CVehicle::Explode)
.Func(_SC("SetRot"), &CVehicle::SetRotationEx)
.Func(_SC("SetRotation"), &CVehicle::SetRotationEx)
.Func(_SC("SetEulerRot"), &CVehicle::SetRotationEulerEx)
.Func(_SC("SetEulerRotation"), &CVehicle::SetRotationEulerEx)
.Func(_SC("SetSpeed"), &CVehicle::SetSpeedEx)
.Func(_SC("SetRelativeSpeed"), &CVehicle::SetRelativeSpeedEx)
.Func(_SC("SetTurnSpeed"), &CVehicle::SetTurnSpeedEx)
.Func(_SC("SetRelativeTurnSpeed"), &CVehicle::SetRelativeTurnSpeedEx)
.Func(_SC("SetSpawnPos"), &CVehicle::SetSpawnPositionEx)
.Func(_SC("SetSpawnPosition"), &CVehicle::SetSpawnPositionEx)
.Func(_SC("SetSpawnRot"), &CVehicle::SetSpawnRotationEx)
.Func(_SC("SetSpawnRotation"), &CVehicle::SetSpawnRotationEx)
.Func(_SC("SetSpawnEulerRot"), &CVehicle::SetSpawnRotationEulerEx)
.Func(_SC("SetSpawnEulerRotation"), &CVehicle::SetSpawnRotationEulerEx)
.Func(_SC("SetColors"), &CVehicle::SetColors)
.Func(_SC("GetPartStatus"), &CVehicle::GetPartStatus)
.Func(_SC("SetPartStatus"), &CVehicle::SetPartStatus)
.Func(_SC("GetTyreStatus"), &CVehicle::GetTyreStatus)
.Func(_SC("SetTyreStatus"), &CVehicle::SetTyreStatus)
.Func(_SC("ExistsHandlingRule"), &CVehicle::ExistsHandlingRule)
.Func(_SC("GetHandlingRule"), &CVehicle::GetHandlingRule)
.Func(_SC("SetHandlingRule"), &CVehicle::SetHandlingRule)
.Func(_SC("ResetHandlingRule"), &CVehicle::ResetHandlingRule)
.Func(_SC("ResetHandlings"), &CVehicle::ResetHandlings)
// Member Overloads
.Overload< void (CVehicle::*)(const Vector3 &, bool) const >
(_SC("SetPos"), &CVehicle::SetPositionEx)
.Overload< void (CVehicle::*)(Float32, Float32, Float32) const >
(_SC("SetPos"), &CVehicle::SetPositionEx)
.Overload< void (CVehicle::*)(Float32, Float32, Float32, bool) const >
(_SC("SetPos"), &CVehicle::SetPositionEx)
.Overload< void (CVehicle::*)(const Vector3 &, bool) const >
(_SC("SetPosition"), &CVehicle::SetPositionEx)
.Overload< void (CVehicle::*)(Float32, Float32, Float32) const >
(_SC("SetPosition"), &CVehicle::SetPositionEx)
.Overload< void (CVehicle::*)(Float32, Float32, Float32, bool) const >
(_SC("SetPosition"), &CVehicle::SetPositionEx)
.Overload< void (CVehicle::*)(const Vector3 &) const >
(_SC("AddSpeed"), &CVehicle::AddSpeed)
.Overload< void (CVehicle::*)(Float32, Float32, Float32) const >
(_SC("AddSpeed"), &CVehicle::AddSpeedEx)
.Overload< void (CVehicle::*)(const Vector3 &) const >
(_SC("AddRelativeSpeed"), &CVehicle::AddRelativeSpeed)
.Overload< void (CVehicle::*)(Float32, Float32, Float32) const >
(_SC("AddRelativeSpeed"), &CVehicle::AddRelativeSpeedEx)
.Overload< void (CVehicle::*)(const Vector3 &) const >
(_SC("AddTurnSpeed"), &CVehicle::AddTurnSpeed)
.Overload< void (CVehicle::*)(Float32, Float32, Float32) const >
(_SC("AddTurnSpeed"), &CVehicle::AddTurnSpeedEx)
.Overload< void (CVehicle::*)(const Vector3 &) const >
(_SC("AddRelativeTurnSpeed"), &CVehicle::AddRelativeTurnSpeed)
.Overload< void (CVehicle::*)(Float32, Float32, Float32) const >
(_SC("AddRelativeTurnSpeed"), &CVehicle::AddRelativeTurnSpeedEx)
.Overload< void (CVehicle::*)(void) const >
(_SC("ResetHandling"), &CVehicle::ResetHandlings)
.Overload< void (CVehicle::*)(Int32) const >
(_SC("ResetHandling"), &CVehicle::ResetHandlingRule)
.Overload< bool (CVehicle::*)(CPlayer &) const >
(_SC("Embark"), &CVehicle::Embark)
.Overload< bool (CVehicle::*)(CPlayer &, Int32, bool, bool) const >
(_SC("Embark"), &CVehicle::Embark)
// Static Functions
.StaticFunc(_SC("FindByID"), &Vehicle_FindByID)
.StaticFunc(_SC("FindByTag"), &Vehicle_FindByTag)
.StaticFunc(_SC("FindActive"), &Vehicle_FindActive)
// Static Overloads
.StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Float32, Int32, Int32) >
(_SC("CreateEx"), &Vehicle_CreateEx)
.StaticOverload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Float32, Int32, Int32, Int32, Object &) >
(_SC("CreateEx"), &Vehicle_CreateEx)
.StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Float32, Int32, Int32) >
(_SC("Create"), &Vehicle_Create)
.StaticOverload< Object & (*)(Int32, Int32, const Vector3 &, Float32, Int32, Int32, Int32, Object &) >
(_SC("Create"), &Vehicle_Create)
);
}
} // Namespace:: SqMod