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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 16:57:16 +01:00
SqMod/source/Entity/Vehicle.hpp

474 lines
20 KiB
C++

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