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Initial commit of current work on Prime World Editor
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93
Resource/script/CScriptObject.h
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93
Resource/script/CScriptObject.h
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#ifndef CSCRIPTOBJECT_H
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#define CSCRIPTOBJECT_H
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#include "SConnection.h"
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#include "CProperty.h"
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#include "CScriptTemplate.h"
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#include "EAttribType.h"
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#include "../model/CModel.h"
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class CGameArea;
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class CScriptLayer;
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class CScriptObject
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{
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friend class CScriptLoader;
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friend class CAreaLoader;
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CScriptTemplate *mpTemplate;
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CGameArea *mpArea;
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CScriptLayer *mpLayer;
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u32 mInstanceID;
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std::vector<SLink> mOutConnections;
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std::vector<SLink> mInConnections;
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CPropertyStruct *mpProperties;
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CVector3f mPosition, mRotation, mScale;
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CVector3f mVolumeSize;
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u32 mVolumeShape;
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std::string mInstanceName;
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CColor mTevColor;
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CModel* mpDisplayModel;
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struct SAttrib
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{
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EAttribType Type;
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u32 Settings;
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CResource *Res;
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CToken ResToken;
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CPropertyBase *Prop;
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// Convenience constructor
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SAttrib(EAttribType type, CResource *res, u32 settings, CPropertyBase *prop) {
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Type = type;
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Res = res;
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ResToken = CToken(res);
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Settings = settings;
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Prop = prop;
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}
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};
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std::vector<SAttrib> mAttribs;
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int mAttribFlags; // int container for EAttribType flags
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public:
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CScriptObject(CGameArea *pArea, CScriptLayer *pLayer, CScriptTemplate *pTemplate);
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~CScriptObject();
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void EvaluateDisplayModel();
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void EvaluateInstanceName();
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void EvaluateTevColor();
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void EvalutateXForm();
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CScriptTemplate* Template();
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CMasterTemplate* MasterTemplate();
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CGameArea* Area();
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CScriptLayer* Layer();
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CPropertyStruct* Properties();
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u32 ObjectTypeID() const;
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u32 InstanceID() const;
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u32 NumInLinks() const;
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u32 NumOutLinks() const;
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const SLink& InLink(u32 index) const;
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const SLink& OutLink(u32 index) const;
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CPropertyBase* PropertyByIndex(u32 index);
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CPropertyBase* PropertyByName(std::string name);
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CVector3f GetPosition() const;
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CVector3f GetRotation() const;
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CVector3f GetScale() const;
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CVector3f GetVolume() const;
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u32 GetVolumeShape() const;
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std::string GetInstanceName() const;
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CColor GetTevColor() const;
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CModel* GetDisplayModel() const;
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int GetAttribFlags() const;
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// Static
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static CScriptObject* CopyFromTemplate(CScriptTemplate *pTemp, CGameArea *pArea, CScriptLayer *pLayer);
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};
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#endif // CSCRIPTOBJECT_H
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