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https://github.com/VCMP-SqMod/SqMod.git
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474 lines
20 KiB
C++
474 lines
20 KiB
C++
#ifndef _ENTITY_VEHICLE_HPP_
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#define _ENTITY_VEHICLE_HPP_
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// ------------------------------------------------------------------------------------------------
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#include "Entity.hpp"
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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* Class responsible for managing the referenced vehicle instance.
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*/
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class CVehicle : public Reference< CVehicle >
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{
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// --------------------------------------------------------------------------------------------
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static CAutomobile s_Automobile;
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// --------------------------------------------------------------------------------------------
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static Vector3 s_Vector3;
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static Vector4 s_Vector4;
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static Quaternion s_Quaternion;
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public:
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/* --------------------------------------------------------------------------------------------
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* Import the constructors, destructors and assignment operators from the base class.
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*/
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using RefType::Reference;
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/* --------------------------------------------------------------------------------------------
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* Construct a reference from a base reference.
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*/
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CVehicle(const Reference< CVehicle > & o);
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/* --------------------------------------------------------------------------------------------
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* See if the referenced vehicle instance is streamed for the specified player.
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*/
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bool IsStreamedFor(const Reference< CPlayer > & player) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the synchronization source of the referenced vehicle instance.
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*/
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SQInt32 GetSyncSource() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the synchronization type of the referenced vehicle instance.
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*/
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SQInt32 GetSyncType() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the world in which the referenced vehicle instance exists.
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*/
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SQInt32 GetWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Change the world in which the referenced vehicle instance exists.
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*/
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void SetWorld(SQInt32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle model of the referenced vehicle instance.
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*/
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const CAutomobile & GetModel() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle model id of the referenced vehicle instance.
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*/
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SQInt32 GetModelID() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the slot occupant from the referenced vehicle instance.
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*/
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Reference< CPlayer > GetOccupant(SQInt32 slot) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the slot occupant identifier from the referenced vehicle instance.
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*/
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SQInt32 GetOccupantID(SQInt32 slot) const;
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/* --------------------------------------------------------------------------------------------
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* Respawn the referenced vehicle instance.
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*/
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void Respawn() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the immunity flags of the referenced vehicle instance.
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*/
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SQInt32 GetImmunity() const;
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/* --------------------------------------------------------------------------------------------
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* Change the immunity flags of the referenced vehicle instance.
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*/
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void SetImmunity(SQInt32 flags) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced vehicle instance is wrecked.
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*/
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bool IsWrecked() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position of the referenced vehicle instance.
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*/
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const Vector3 & GetPosition() const;
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/* --------------------------------------------------------------------------------------------
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* Change the position of the referenced vehicle instance.
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*/
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void SetPosition(const Vector3 & pos) const;
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/* --------------------------------------------------------------------------------------------
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* Change the position of the referenced vehicle instance.
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*/
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void SetPositionEx(const Vector3 & pos, bool empty) const;
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/* --------------------------------------------------------------------------------------------
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* Change the position of the referenced vehicle instance.
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*/
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void SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Change the position of the referenced vehicle instance.
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*/
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void SetPositionEx(SQFloat x, SQFloat y, SQFloat z, bool empty) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the rotation of the referenced vehicle instance.
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*/
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const Quaternion & GetRotation() const;
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/* --------------------------------------------------------------------------------------------
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* Change the rotation of the referenced vehicle instance.
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*/
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void SetRotation(const Quaternion & rot) const;
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/* --------------------------------------------------------------------------------------------
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* Change the rotation of the referenced vehicle instance.
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*/
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void SetRotationEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the euler rotation of the referenced vehicle instance.
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*/
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const Vector3 & GetRotationEuler() const;
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/* --------------------------------------------------------------------------------------------
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* Change the euler rotation of the referenced vehicle instance.
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*/
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void SetRotationEuler(const Vector3 & rot) const;
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/* --------------------------------------------------------------------------------------------
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* Change the euler rotation of the referenced vehicle instance.
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*/
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void SetRotationEulerEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the speed of the referenced vehicle instance.
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*/
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const Vector3 & GetSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced vehicle instance.
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*/
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void SetSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced vehicle instance.
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*/
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void SetSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced vehicle instance.
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*/
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void AddSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the speed of the referenced vehicle instance.
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*/
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void AddSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the relative speed of the referenced vehicle instance.
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*/
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const Vector3 & GetRelSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative speed of the referenced vehicle instance.
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*/
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void SetRelSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative speed of the referenced vehicle instance.
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*/
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void SetRelSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative speed of the referenced vehicle instance.
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*/
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void AddRelSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative speed of the referenced vehicle instance.
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*/
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void AddRelSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the turn speed of the referenced vehicle instance.
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*/
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const Vector3 & GetTurnSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Change the turn speed of the referenced vehicle instance.
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*/
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void SetTurnSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the turn speed of the referenced vehicle instance.
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*/
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void SetTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Change the turn speed of the referenced vehicle instance.
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*/
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void AddTurnSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the turn speed of the referenced vehicle instance.
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*/
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void AddTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the relative turn speed of the referenced vehicle instance.
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*/
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const Vector3 & GetRelTurnSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative turn speed of the referenced vehicle instance.
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*/
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void SetRelTurnSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative turn speed of the referenced vehicle instance.
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*/
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void SetRelTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative turn speed of the referenced vehicle instance.
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*/
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void AddRelTurnSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Change the relative turn speed of the referenced vehicle instance.
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*/
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void AddRelTurnSpeedEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the spawn position of the referenced vehicle instance.
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*/
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const Vector4 & GetSpawnPosition() const;
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/* --------------------------------------------------------------------------------------------
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* Change the spawn position of the referenced vehicle instance.
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*/
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void SetSpawnPosition(const Vector4 & pos) const;
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/* --------------------------------------------------------------------------------------------
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* Change the spawn position of the referenced vehicle instance.
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*/
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void SetSpawnPositionEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the spawn rotation of the referenced vehicle instance.
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*/
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const Quaternion & GetSpawnRotation() const;
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/* --------------------------------------------------------------------------------------------
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* Change the spawn rotation of the referenced vehicle instance.
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*/
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void SetSpawnRotation(const Quaternion & rot) const;
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/* --------------------------------------------------------------------------------------------
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* Change the spawn rotation of the referenced vehicle instance.
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*/
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void SetSpawnRotationEx(SQFloat x, SQFloat y, SQFloat z, SQFloat w) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the euler spawn rotation of the referenced vehicle instance.
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*/
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const Vector3 & GetSpawnRotationEuler() const;
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/* --------------------------------------------------------------------------------------------
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* Change the euler spawn rotation of the referenced vehicle instance.
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*/
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void SetSpawnRotationEuler(const Vector3 & rot) const;
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/* --------------------------------------------------------------------------------------------
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* Change the euler spawn rotation of the referenced vehicle instance.
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*/
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void SetSpawnRotationEulerEx(SQFloat x, SQFloat y, SQFloat z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the respawn timer of the referenced vehicle instance.
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*/
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SQUint32 GetRespawnTimer() const;
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/* --------------------------------------------------------------------------------------------
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* Change the respawn timer of the referenced vehicle instance.
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*/
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void SetRespawnTimer(SQUint32 timer) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the health of the referenced vehicle instance.
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*/
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SQFloat GetHealth() const;
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/* --------------------------------------------------------------------------------------------
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* Change the health of the referenced vehicle instance.
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*/
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void SetHealth(SQFloat amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the primary color of the referenced vehicle instance.
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*/
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SQInt32 GetPrimaryColor() const;
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/* --------------------------------------------------------------------------------------------
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* Change the primary color of the referenced vehicle instance.
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*/
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void SetPrimaryColor(SQInt32 col) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the secondary color of the referenced vehicle instance.
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*/
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SQInt32 GetSecondaryColor() const;
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/* --------------------------------------------------------------------------------------------
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* Change the secondary color of the referenced vehicle instance.
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*/
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void SetSecondaryColor(SQInt32 col) const;
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/* --------------------------------------------------------------------------------------------
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* Change the primary and secondary colors of the referenced vehicle instance.
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*/
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void SetColors(SQInt32 primary, SQInt32 secondary) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced vehicle instance is locked.
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*/
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bool GetLocked() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced vehicle instance is locked.
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*/
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void SetLocked(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the part status of the referenced vehicle instance.
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*/
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SQInt32 GetPartStatus(SQInt32 part) const;
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/* --------------------------------------------------------------------------------------------
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* Change the part status of the referenced vehicle instance.
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*/
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void SetPartStatus(SQInt32 part, SQInt32 status) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the tyre status of the referenced vehicle instance.
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*/
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SQInt32 GetTyreStatus(SQInt32 tyre) const;
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/* --------------------------------------------------------------------------------------------
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* Change the tyre status of the referenced vehicle instance.
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*/
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void SetTyreStatus(SQInt32 tyre, SQInt32 status) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the damage data of the referenced vehicle instance.
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*/
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SQUint32 GetDamageData() const;
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/* --------------------------------------------------------------------------------------------
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* Change the damage data of the referenced vehicle instance.
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*/
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void SetDamageData(SQUint32 data) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced vehicle instance has alarm.
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*/
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bool GetAlarm() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced vehicle instance has alarm.
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*/
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void SetAlarm(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced vehicle instance has lights.
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*/
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bool GetLights() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced vehicle instance has lights.
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*/
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void SetLights(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the radio of the referenced vehicle instance.
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*/
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SQInt32 GetRadio() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the radio of the referenced vehicle instance.
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*/
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void SetRadio(SQInt32 radio) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced vehicle instance has radio locked.
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*/
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bool GetRadioLocked() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced vehicle instance has radio locked.
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*/
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void SetRadioLocked(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the referenced vehicle instance is in ghost state.
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*/
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bool GetGhostState() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the referenced vehicle instance is in ghost state.
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*/
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void SetGhostState(bool toggle) const;
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/* --------------------------------------------------------------------------------------------
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* Reset all the handling rules for the referenced vehicle instance.
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*/
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void ResetHandling() const;
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/* --------------------------------------------------------------------------------------------
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* Reset the specified handling rule for the referenced vehicle instance.
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*/
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void ResetHandling(SQInt32 rule) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the specified handling ruleexists in the referenced vehicle instance.
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*/
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bool ExistsHandling(SQInt32 rule) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the handling data of the referenced vehicle instance.
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*/
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SQFloat GetHandlingData(SQInt32 rule) const;
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/* --------------------------------------------------------------------------------------------
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* Change the handling data of the referenced vehicle instance.
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*/
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void SetHandlingData(SQInt32 rule, SQFloat data) const;
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/* --------------------------------------------------------------------------------------------
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* Embark the specified player instance into the referenced vehicle instance.
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*/
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void Embark(const Reference< CPlayer > & player) const;
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/* --------------------------------------------------------------------------------------------
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* Embark the specified player instance into the referenced vehicle instance.
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*/
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void Embark(const Reference< CPlayer > & player, SQInt32 slot, bool allocate, bool warp) const;
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};
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} // Namespace:: SqMod
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#endif // _ENTITY_VEHICLE_HPP_
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