25 #ifndef __PSACTIONLOCATION_H__ 26 #define __PSACTIONLOCATION_H__ 30 #include <csutil/parray.h> 73 bool Load(iResultRow &row);
74 bool Load(csRef<iDocumentNode> root);
77 csString
ToXML()
const;
95 void Send(
int clientnum);
125 entranceType = newType;
137 return isExamineScript;
189 description = newDescription;
195 return entrancePosition;
199 entrancePosition = newPosition;
207 entranceRot = newRot;
211 return entranceSector;
215 entranceSector = newSector;
220 return entranceInstance;
225 entranceInstance = newInstance;
231 return returnPosition;
235 returnPosition = newPosition;
251 returnSector = newSector;
256 return returnInstance;
261 returnInstance = newInstance;
319 void*
operator new(size_t);
321 void operator delete(
void*);
330 return scriptParameters;
356 void SetupEntrance(csRef<iDocumentNode> entranceNode);
357 void SetupReturn(csRef<iDocumentNode> returnNode);
358 void SetupContainer(csRef<iDocumentNode> containerNode);
359 void SetupGameboard(csRef<iDocumentNode> boardNode);
360 void SetupScript(csRef<iDocumentNode> scriptNode);
361 void SetupDescription(csRef<iDocumentNode> descriptionNode);
382 bool isExamineScript;
385 csString scriptToRun;
386 csString scriptParameters;
392 csString entranceType;
395 csVector3 entrancePosition;
397 csString entranceSector;
405 csVector3 returnPosition;
407 csString returnSector;
412 csString description;
416 unsigned int Insert(
const char* table,
const char** fieldnames,
psStringArray &fieldvalues);
417 bool UpdateByKey(
const char* table,
const char* idname,
const char* idvalue,
const char** fieldnames,
psStringArray &fieldvalues);
418 bool DeleteByKey(
const char* table,
const char* idname,
const char* idvalue);
void SetDescription(const csString &newDescription)
void SetGemObject(gemActionLocation *gemAction)
void SetResponseType(const csString &newresponsetype)
bool IsEntrance() const
Returns true if this action location is an entrance.
const csString & GetEntranceSector() const
TriggerType GetTriggerType() const
csString meshname
Mesh name.
gemActionLocation * GetGemObject(void)
const csString & GetDescription() const
Returns action location description.
csString polygon
Required if multiple mesh of same name in area.
bool IsContainer() const
Returns true if this action location is a container.
void SetEntranceType(const csString &newType)
void SetMeshName(const csString &newmeshname)
const csString & GetReturnSector() const
void SetRadius(float newradius)
void SetInstanceID(InstanceID newID)
bool IsReturn() const
Returns true if this action location has return tag.
void SetIsEntrance(bool flag)
void SetName(const csString &newname)
Sets.
const csString & GetSectorName()
void SetReturnInstance(const InstanceID newInstance)
bool Load(iResultRow &row)
const csVector3 & GetPosition()
The base expression class.
float GetReturnRotation() const
MathExpression * GetEnterScript() const
Returns the enter script in entrance action location response string.
void SetEntranceInstance(const InstanceID newInstance)
void SetResponse(const csString &newresponse)
InstanceID pos_instance
The instance from where this action location will be accesible.
void SetEntranceRotation(float newRot)
const csString & GetEntranceType() const
Returns the entrance type in entrance action location response string.
csVector3 GetEntrancePosition() const
Returns or sets entrance location memebers.
void SetIsLockable(bool flag)
void SetReturnPosition(csVector3 newPosition)
void SetSectorName(const csString &newsector)
bool IsExamineScript() const
Returns true if this action location will run a script and can be examined.
bool IsActive() const
Returns true if this action location is actaive.
csString GetScriptToRun()
Get script to run.
void SetEntranceSector(const csString &newSector)
Get entrace Instance in the world if not defined number of the action location.
void SetReturnSector(const csString &newSector)
Get return Instance in the world if not defined 0.
Default initial value, should not exist after loaded.
void SetPosition(csVector3 newposition)
csString GetScriptParameters()
csString sectorname
Sector Where item is located.
gemActionLocation * gemAction
void SetEntrancePosition(csVector3 newPosition)
This class manages the caching of data that is unchanging during server operation.
bool IsGameBoard() const
Returns true if this action location is a minigame board.
InstanceID GetInstanceID() const
Returns instance ID of referenced in action location response string This is either a container ID or...
This class stores all the properties of an action location Entrance, return location, name, response type, trigger.
const InstanceID GetReturnInstance() const
Set return Instance in the world if not defined 0.
void SetInstance(const InstanceID instance)
Sets the instance in the world of this action location, default INSTANCE_ALL.
static const char * TriggerTypeStr[]
A slightly improved version of csStringArray, sporting the handy FormatPush method.
const char * GetTriggerTypeAsString() const
bool IsLockable() const
Returns true if this action location is an lockable entrance.
csVector3 position
x,y,z coordinates required for entrances
csVector3 GetReturnPosition() const
Returns or sets return location memebers.
const InstanceID GetEntranceInstance() const
Set entrace Instance in the world if not defined number of the action location.
float GetEntranceRotation() const
void SetActive(bool flag)
void SetReturnRotation(float newRot)
int IsMatch(psActionLocation *compare)
void SetTriggerType(const TriggerType &newtrigger)