PrimeWorldEditor/Resource/script/CScriptObject.h

94 lines
2.3 KiB
C++

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