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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-09 01:07:16 +01:00
SqMod/source/CoreEvents.cpp

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// ------------------------------------------------------------------------------------------------
#include "Core.hpp"
#include "Areas.hpp"
#include "Signal.hpp"
#include "Base/Buffer.hpp"
#include "Library/Utils/Buffer.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
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// ------------------------------------------------------------------------------------------------
void Core::EmitCustomEvent(Int32 group, Int32 header, LightObj & payload)
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{
(*mOnCustomEvent.first)(group, header, payload);
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}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipCreated(Int32 blip, Int32 header, LightObj & payload)
{
(*mOnBlipCreated.first)(m_Blips.at(blip).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointCreated(Int32 checkpoint, Int32 header, LightObj & payload)
{
(*mOnCheckpointCreated.first)(m_Checkpoints.at(checkpoint).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindCreated(Int32 keybind, Int32 header, LightObj & payload)
{
(*mOnKeybindCreated.first)(m_Keybinds.at(keybind).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectCreated(Int32 object, Int32 header, LightObj & payload)
{
(*mOnObjectCreated.first)(m_Objects.at(object).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCreated(Int32 pickup, Int32 header, LightObj & payload)
{
(*mOnPickupCreated.first)(m_Pickups.at(pickup).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCreated(Int32 player, Int32 header, LightObj & payload)
{
(*mOnPlayerCreated.first)(m_Players.at(player).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleCreated(Int32 vehicle, Int32 header, LightObj & payload)
{
(*mOnVehicleCreated.first)(m_Vehicles.at(vehicle).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipDestroyed(Int32 blip, Int32 header, LightObj & payload)
{
BlipInst & _blip = m_Blips.at(blip);
(*_blip.mOnDestroyed.first)(header, payload);
(*mOnBlipDestroyed.first)(_blip.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointDestroyed(Int32 checkpoint, Int32 header, LightObj & payload)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint);
(*_checkpoint.mOnDestroyed.first)(header, payload);
(*mOnCheckpointDestroyed.first)(_checkpoint.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindDestroyed(Int32 keybind, Int32 header, LightObj & payload)
{
KeybindInst & _keybind = m_Keybinds.at(keybind);
(*_keybind.mOnDestroyed.first)(header, payload);
(*mOnKeybindDestroyed.first)(_keybind.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectDestroyed(Int32 object, Int32 header, LightObj & payload)
{
ObjectInst & _object = m_Objects.at(object);
(*_object.mOnDestroyed.first)(header, payload);
(*mOnObjectDestroyed.first)(_object.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupDestroyed(Int32 pickup, Int32 header, LightObj & payload)
{
PickupInst & _pickup = m_Pickups.at(pickup);
(*_pickup.mOnDestroyed.first)(header, payload);
(*mOnPickupDestroyed.first)(_pickup.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerDestroyed(Int32 player, Int32 header, LightObj & payload)
{
PlayerInst & _player = m_Players.at(player);
(*_player.mOnDestroyed.first)(header, payload);
(*mOnPlayerDestroyed.first)(_player.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleDestroyed(Int32 vehicle, Int32 header, LightObj & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle);
(*_vehicle.mOnDestroyed.first)(header, payload);
(*mOnVehicleDestroyed.first)(_vehicle.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipCustom(Int32 blip, Int32 header, LightObj & payload)
{
BlipInst & _blip = m_Blips.at(blip);
(*_blip.mOnCustom.first)(header, payload);
(*mOnBlipCustom.first)(_blip.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointCustom(Int32 checkpoint, Int32 header, LightObj & payload)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint);
(*_checkpoint.mOnCustom.first)(header, payload);
(*mOnCheckpointCustom.first)(_checkpoint.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindCustom(Int32 keybind, Int32 header, LightObj & payload)
{
KeybindInst & _keybind = m_Keybinds.at(keybind);
(*_keybind.mOnCustom.first)(header, payload);
(*mOnKeybindCustom.first)(_keybind.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectCustom(Int32 object, Int32 header, LightObj & payload)
{
ObjectInst & _object = m_Objects.at(object);
(*_object.mOnCustom.first)(header, payload);
(*mOnObjectCustom.first)(_object.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCustom(Int32 pickup, Int32 header, LightObj & payload)
{
PickupInst & _pickup = m_Pickups.at(pickup);
(*_pickup.mOnCustom.first)(header, payload);
(*mOnPickupCustom.first)(_pickup.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCustom(Int32 player, Int32 header, LightObj & payload)
{
PlayerInst & _player = m_Players.at(player);
(*_player.mOnCustom.first)(header, payload);
(*mOnPlayerCustom.first)(_player.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleCustom(Int32 vehicle, Int32 header, LightObj & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle);
(*_vehicle.mOnCustom.first)(header, payload);
(*mOnVehicleCustom.first)(_vehicle.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerStartup()
{
(*mOnServerStartup.first)();
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerShutdown()
{
(*mOnServerShutdown.first)();
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerFrame(Float32 elapsed_time)
{
(*mOnServerFrame.first)(elapsed_time);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPluginCommand(Uint32 /*command_identifier*/, CCStr /*message*/)
{
// Ignored for now...
}
// ------------------------------------------------------------------------------------------------
void Core::EmitIncomingConnection(CStr player_name, size_t name_buffer_size, CCStr user_password, CCStr ip_address)
{
// Save the buffer information so that we can write to it from the string
m_IncomingNameBuffer = player_name;
m_IncomingNameCapacity = name_buffer_size;
// Attempt to forward the event to the script callback
try
{
(*mOnIncomingConnection.first)(LightObj(player_name, -1), name_buffer_size,
LightObj(user_password, -1), LightObj(ip_address, -1));
}
catch (...)
{
// Release any stored buffer information
m_IncomingNameBuffer = nullptr;
m_IncomingNameCapacity = 0;
// We catched the exception so we can release the assigned buffer
throw; // re-throw it
}
// Release any stored buffer information
m_IncomingNameBuffer = nullptr;
m_IncomingNameCapacity = 0;
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRequestClass(Int32 player_id, Int32 offset)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnRequestClass.first)(offset);
(*mOnPlayerRequestClass.first)(_player.mObj, offset);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRequestSpawn(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnRequestSpawn.first)();
(*mOnPlayerRequestSpawn.first)(_player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSpawn(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnSpawn.first)();
(*mOnPlayerSpawn.first)(_player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWasted(Int32 player_id, Int32 reason)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnWasted.first)(reason);
(*mOnPlayerWasted.first)(_player.mObj, reason);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKilled(Int32 player_id, Int32 killer_id, Int32 reason, vcmpBodyPart body_part, bool team_kill)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _killer = m_Players.at(killer_id);
(*_player.mOnKilled.first)(_killer.mObj, reason, static_cast< Int32 >(body_part), team_kill);
(*mOnPlayerKilled.first)(_player.mObj, _killer.mObj, reason, static_cast< Int32 >(body_part), team_kill);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEmbarking(Int32 player_id, Int32 vehicle_id, Int32 slot_index)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_player.mOnEmbarking.first)(_vehicle.mObj, slot_index);
(*_vehicle.mOnEmbarking.first)(_player.mObj, slot_index);
(*mOnPlayerEmbarking.first)(_player.mObj, _vehicle.mObj, slot_index);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEmbarked(Int32 player_id, Int32 vehicle_id, Int32 slot_index)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_player.mOnEmbarked.first)(_vehicle.mObj, slot_index);
(*_vehicle.mOnEmbarked.first)(_player.mObj, slot_index);
(*mOnPlayerEmbarked.first)(_player.mObj, _vehicle.mObj, slot_index);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerDisembark(Int32 player_id, Int32 vehicle_id)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_player.mOnDisembark.first)(_vehicle.mObj);
(*_vehicle.mOnDisembark.first)(_player.mObj);
(*mOnPlayerDisembark.first)(_player.mObj, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRename(Int32 player_id, CCStr old_name, CCStr new_name)
{
PlayerInst & _player = m_Players.at(player_id);
LightObj oname(old_name, -1), nname(new_name, -1);
(*_player.mOnRename.first)(oname, nname);
(*mOnPlayerRename.first)(_player.mObj, oname, nname);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerState(Int32 player_id, Int32 old_state, Int32 new_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnState.first)(old_state, new_state);
(*mOnPlayerState.first)(_player.mObj, old_state, new_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateNone(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateNone.first)(old_state);
(*mOnStateNone.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateNormal(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateNormal.first)(old_state);
(*mOnStateNormal.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateAim(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateAim.first)(old_state);
(*mOnStateAim.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateDriver(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateDriver.first)(old_state);
(*mOnStateDriver.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStatePassenger(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStatePassenger.first)(old_state);
(*mOnStatePassenger.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateEnterDriver(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateEnterDriver.first)(old_state);
(*mOnStateEnterDriver.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateEnterPassenger(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateEnterPassenger.first)(old_state);
(*mOnStateEnterPassenger.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateExit(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateExit.first)(old_state);
(*mOnStateExit.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateUnspawned(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStateUnspawned.first)(old_state);
(*mOnStateUnspawned.first)(_player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAction(Int32 player_id, Int32 old_action, Int32 new_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnAction.first)(old_action, new_action);
(*mOnPlayerAction.first)(_player.mObj, old_action, new_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionNone(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionNone.first)(old_action);
(*mOnActionNone.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionNormal(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionNormal.first)(old_action);
(*mOnActionNormal.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionAiming(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionAiming.first)(old_action);
(*mOnActionAiming.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionShooting(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionShooting.first)(old_action);
(*mOnActionShooting.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionJumping(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionJumping.first)(old_action);
(*mOnActionJumping.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionLieDown(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionLieDown.first)(old_action);
(*mOnActionLieDown.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionGettingUp(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionGettingUp.first)(old_action);
(*mOnActionGettingUp.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionJumpVehicle(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionJumpVehicle.first)(old_action);
(*mOnActionJumpVehicle.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDriving(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionDriving.first)(old_action);
(*mOnActionDriving.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDying(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionDying.first)(old_action);
(*mOnActionDying.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionWasted(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionWasted.first)(old_action);
(*mOnActionWasted.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionEmbarking(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionEmbarking.first)(old_action);
(*mOnActionEmbarking.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDisembarking(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnActionDisembarking.first)(old_action);
(*mOnActionDisembarking.first)(_player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerBurning(Int32 player_id, bool is_on_fire)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnBurning.first)(is_on_fire);
(*mOnPlayerBurning.first)(_player.mObj, is_on_fire);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCrouching(Int32 player_id, bool is_crouching)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnCrouching.first)(is_crouching);
(*mOnPlayerCrouching.first)(_player.mObj, is_crouching);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerGameKeys(Int32 player_id, Uint32 old_keys, Uint32 new_keys)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnGameKeys.first)(old_keys, new_keys);
(*mOnPlayerGameKeys.first)(_player.mObj, old_keys, new_keys);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerStartTyping(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStartTyping.first)();
(*mOnPlayerStartTyping.first)(_player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerStopTyping(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnStopTyping.first)();
(*mOnPlayerStopTyping.first)(_player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAway(Int32 player_id, bool is_away)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnAway.first)(is_away);
(*mOnPlayerAway.first)(_player.mObj, is_away);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerMessage(Int32 player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
LightObj msg(message, -1);
(*_player.mOnMessage.first)(msg);
(*mOnPlayerMessage.first)(_player.mObj, msg);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCommand(Int32 player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
LightObj msg(message, -1);
(*_player.mOnCommand.first)(msg);
(*mOnPlayerCommand.first)(_player.mObj, msg);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerPrivateMessage(Int32 player_id, Int32 target_player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _receiver = m_Players.at(target_player_id);
LightObj msg(message, -1);
(*_player.mOnMessage.first)(_receiver.mObj, msg);
(*mOnPlayerPrivateMessage.first)(_player.mObj, _receiver.mObj, msg);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKeyPress(Int32 player_id, Int32 bind_id)
{
PlayerInst & _player = m_Players.at(player_id);
KeybindInst & _keybind = m_Keybinds.at(bind_id);
(*_player.mOnKeyPress.first)(_keybind.mObj);
(*_keybind.mOnKeyPress.first)(_player.mObj);
(*mOnPlayerKeyPress.first)(_player.mObj, _keybind.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKeyRelease(Int32 player_id, Int32 bind_id)
{
PlayerInst & _player = m_Players.at(player_id);
KeybindInst & _keybind = m_Keybinds.at(bind_id);
(*_keybind.mOnKeyRelease.first)(_player.mObj);
(*_player.mOnKeyRelease.first)(_keybind.mObj);
(*mOnPlayerKeyRelease.first)(_player.mObj, _keybind.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSpectate(Int32 player_id, Int32 target_player_id)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _target = m_Players.at(target_player_id);
(*_player.mOnSpectate.first)(_target.mObj);
(*mOnPlayerSpectate.first)(_player.mObj, _target.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCrashreport(Int32 player_id, CCStr report)
{
PlayerInst & _player = m_Players.at(player_id);
LightObj rep(report, -1);
(*_player.mOnCrashreport.first)(rep);
(*mOnPlayerCrashreport.first)(_player.mObj, rep);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleExplode(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnExplode.first)();
(*mOnVehicleExplode.first)(_vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRespawn(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnRespawn.first)();
(*mOnVehicleRespawn.first)(_vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectShot(Int32 object_id, Int32 player_id, Int32 weapon_id)
{
ObjectInst & _object = m_Objects.at(object_id);
PlayerInst & _player = m_Players.at(player_id);
(*_object.mOnShot.first)(_player.mObj, weapon_id);
(*_player.mOnObjectShot.first)(_object.mObj, weapon_id);
(*mOnObjectShot.first)(_player.mObj, _object.mObj, weapon_id);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectTouched(Int32 object_id, Int32 player_id)
{
ObjectInst & _object = m_Objects.at(object_id);
PlayerInst & _player = m_Players.at(player_id);
(*_object.mOnTouched.first)(_player.mObj);
(*_player.mOnObjectTouched.first)(_object.mObj);
(*mOnObjectTouched.first)(_player.mObj, _object.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupClaimed(Int32 pickup_id, Int32 player_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
PlayerInst & _player = m_Players.at(player_id);
(*_pickup.mOnClaimed.first)(_player.mObj);
(*_player.mOnPickupClaimed.first)(_pickup.mObj);
(*mOnPickupClaimed.first)(_player.mObj, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCollected(Int32 pickup_id, Int32 player_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
PlayerInst & _player = m_Players.at(player_id);
(*_pickup.mOnCollected.first)(_player.mObj);
(*_player.mOnPickupCollected.first)(_pickup.mObj);
(*mOnPickupCollected.first)(_player.mObj, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupRespawn(Int32 pickup_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
(*_pickup.mOnRespawn.first)();
(*mOnPickupRespawn.first)(_pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointEntered(Int32 checkpoint_id, Int32 player_id)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
PlayerInst & _player = m_Players.at(player_id);
(*_checkpoint.mOnEntered.first)(_player.mObj);
(*_player.mOnCheckpointEntered.first)(_checkpoint.mObj);
(*mOnCheckpointEntered.first)(_player.mObj, _checkpoint.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointExited(Int32 checkpoint_id, Int32 player_id)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
PlayerInst & _player = m_Players.at(player_id);
(*_checkpoint.mOnExited.first)(_player.mObj);
(*_player.mOnCheckpointExited.first)(_checkpoint.mObj);
(*mOnCheckpointExited.first)(_player.mObj, _checkpoint.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointWorld(Int32 checkpoint_id, Int32 old_world, Int32 new_world)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
(*_checkpoint.mOnWorld.first)(old_world, new_world);
(*mOnCheckpointWorld.first)(_checkpoint.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointRadius(Int32 checkpoint_id, Float32 old_radius, Float32 new_radius)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
(*_checkpoint.mOnRadius.first)(old_radius, new_radius);
(*mOnCheckpointRadius.first)(_checkpoint.mObj, old_radius, new_radius);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectWorld(Int32 object_id, Int32 old_world, Int32 new_world)
{
ObjectInst & _object = m_Objects.at(object_id);
(*_object.mOnWorld.first)(old_world, new_world);
(*mOnObjectWorld.first)(_object.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectAlpha(Int32 object_id, Int32 old_alpha, Int32 new_alpha, Int32 time)
{
ObjectInst & _object = m_Objects.at(object_id);
(*_object.mOnAlpha.first)(old_alpha, new_alpha, time);
(*mOnObjectAlpha.first)(_object.mObj, old_alpha, new_alpha, time);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupWorld(Int32 pickup_id, Int32 old_world, Int32 new_world)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
(*_pickup.mOnWorld.first)(old_world, new_world);
(*mOnPickupWorld.first)(_pickup.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupAlpha(Int32 pickup_id, Int32 old_alpha, Int32 new_alpha)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
(*_pickup.mOnAlpha.first)(old_alpha, new_alpha);
(*mOnPickupAlpha.first)(_pickup.mObj, old_alpha, new_alpha);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupAutomatic(Int32 pickup_id, bool old_status, bool new_status)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
(*_pickup.mOnAutomatic.first)(old_status, new_status);
(*mOnPickupAutomatic.first)(_pickup.mObj, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupAutoTimer(Int32 pickup_id, Int32 old_timer, Int32 new_timer)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
(*_pickup.mOnAutoTimer.first)(old_timer, new_timer);
(*mOnPickupAutoTimer.first)(_pickup.mObj, old_timer, new_timer);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectReport(Int32 object_id, bool old_status, bool new_status, bool touched)
{
ObjectInst & _object = m_Objects.at(object_id);
(*_object.mOnReport.first)(old_status, new_status, touched);
(*mOnObjectReport.first)(_object.mObj, old_status, new_status, touched);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerHealth(Int32 player_id, Float32 old_health, Float32 new_health)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnHealth.first)(old_health, new_health);
(*mOnPlayerHealth.first)(_player.mObj, old_health, new_health);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerArmour(Int32 player_id, Float32 old_armour, Float32 new_armour)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnArmour.first)(old_armour, new_armour);
(*mOnPlayerArmour.first)(_player.mObj, old_armour, new_armour);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWeapon(Int32 player_id, Int32 old_weapon, Int32 new_weapon)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnWeapon.first)(old_weapon, new_weapon);
(*mOnPlayerWeapon.first)(_player.mObj, old_weapon, new_weapon);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerHeading(Int32 player_id, Float32 old_heading, Float32 new_heading)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnHeading.first)(old_heading, new_heading);
(*mOnPlayerHeading.first)(_player.mObj, old_heading, new_heading);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerPosition(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnPosition.first)(_player.mTrackPositionHeader, _player.mTrackPositionPayload);
(*mOnPlayerPosition.first)(_player.mObj, _player.mTrackPositionHeader, _player.mTrackPositionPayload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerOption(Int32 player_id, Int32 option_id, bool value,
Int32 header, LightObj & payload)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnOption.first)(option_id, value, header, payload);
(*mOnPlayerOption.first)(_player.mObj, option_id, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAdmin(Int32 player_id, bool old_status, bool new_status)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnAdmin.first)(old_status, new_status);
(*mOnPlayerAdmin.first)(_player.mObj, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWorld(Int32 player_id, Int32 old_world, Int32 new_world, bool secondary)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnWorld.first)(old_world, new_world, secondary);
(*mOnPlayerWorld.first)(_player.mObj, old_world, new_world, secondary);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerTeam(Int32 player_id, Int32 old_team, Int32 new_team)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnTeam.first)(old_team, new_team);
(*mOnPlayerTeam.first)(_player.mObj, old_team, new_team);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSkin(Int32 player_id, Int32 old_skin, Int32 new_skin)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnSkin.first)(old_skin, new_skin);
(*mOnPlayerSkin.first)(_player.mObj, old_skin, new_skin);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerMoney(Int32 player_id, Int32 old_money, Int32 new_money)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnMoney.first)(old_money, new_money);
(*mOnPlayerMoney.first)(_player.mObj, old_money, new_money);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerScore(Int32 player_id, Int32 old_score, Int32 new_score)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnScore.first)(old_score, new_score);
(*mOnPlayerScore.first)(_player.mObj, old_score, new_score);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWantedLevel(Int32 player_id, Int32 old_level, Int32 new_level)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnWantedLevel.first)(old_level, new_level);
(*mOnPlayerWantedLevel.first)(_player.mObj, old_level, new_level);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerImmunity(Int32 player_id, Int32 old_immunity, Int32 new_immunity)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnImmunity.first)(old_immunity, new_immunity);
(*mOnPlayerImmunity.first)(_player.mObj, old_immunity, new_immunity);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAlpha(Int32 player_id, Int32 old_alpha, Int32 new_alpha, Int32 fade)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnAlpha.first)(old_alpha, new_alpha, fade);
(*mOnPlayerAlpha.first)(_player.mObj, old_alpha, new_alpha, fade);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEnterArea(Int32 player_id, LightObj & area_obj)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnEnterArea.first)(area_obj);
(*mOnPlayerEnterArea.first)(_player.mObj, area_obj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerLeaveArea(Int32 player_id, LightObj & area_obj)
{
PlayerInst & _player = m_Players.at(player_id);
(*_player.mOnLeaveArea.first)(area_obj);
(*mOnPlayerLeaveArea.first)(_player.mObj, area_obj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleColor(Int32 vehicle_id, Int32 changed)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnColor.first)(changed);
(*mOnVehicleColor.first)(_vehicle.mObj, changed);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleHealth(Int32 vehicle_id, Float32 old_health, Float32 new_health)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnHealth.first)(old_health, new_health);
(*mOnVehicleHealth.first)(_vehicle.mObj, old_health, new_health);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehiclePosition(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnPosition.first)();
(*mOnVehiclePosition.first)(_vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRotation(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnRotation.first)();
(*mOnVehicleRotation.first)(_vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleOption(Int32 vehicle_id, Int32 option_id, bool value,
Int32 header, LightObj & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnOption.first)(option_id, value, header, payload);
(*mOnVehicleOption.first)(_vehicle.mObj, option_id, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleWorld(Int32 vehicle_id, Int32 old_world, Int32 new_world)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnWorld.first)(old_world, new_world);
(*mOnVehicleWorld.first)(_vehicle.mObj, old_world, new_world);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleImmunity(Int32 vehicle_id, Int32 old_immunity, Int32 new_immunity)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnImmunity.first)(old_immunity, new_immunity);
(*mOnVehicleImmunity.first)(_vehicle.mObj, old_immunity, new_immunity);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehiclePartStatus(Int32 vehicle_id, Int32 part, Int32 old_status, Int32 new_status)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnPartStatus.first)(part, old_status, new_status);
(*mOnVehiclePartStatus.first)(_vehicle.mObj, part, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleTyreStatus(Int32 vehicle_id, Int32 tyre, Int32 old_status, Int32 new_status)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnTyreStatus.first)(tyre, old_status, new_status);
(*mOnVehicleTyreStatus.first)(_vehicle.mObj, tyre, old_status, new_status);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleDamageData(Int32 vehicle_id, Uint32 old_data, Uint32 new_data)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnDamageData.first)(old_data, new_data);
(*mOnVehicleDamageData.first)(_vehicle.mObj, old_data, new_data);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRadio(Int32 vehicle_id, Int32 old_radio, Int32 new_radio)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnRadio.first)(old_radio, new_radio);
(*mOnVehicleRadio.first)(_vehicle.mObj, old_radio, new_radio);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleHandlingRule(Int32 vehicle_id, Int32 rule, Float32 old_data, Float32 new_data)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnHandlingRule.first)(rule, old_data, new_data);
(*mOnVehicleHandlingRule.first)(_vehicle.mObj, rule, old_data, new_data);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleEnterArea(Int32 vehicle_id, LightObj & area_obj)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnEnterArea.first)(area_obj);
(*mOnVehicleEnterArea.first)(_vehicle.mObj, area_obj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleLeaveArea(Int32 vehicle_id, LightObj & area_obj)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
(*_vehicle.mOnLeaveArea.first)(area_obj);
(*mOnVehicleLeaveArea.first)(_vehicle.mObj, area_obj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerOption(Int32 option, bool value, Int32 header, LightObj & payload)
{
if (m_CircularLocks & CCL_EMIT_SERVER_OPTION)
{
return; // Already inside this event!
}
// Prevent further calls to this event
BitGuardU32 bg(m_CircularLocks, CCL_EMIT_SERVER_OPTION);
// Now forward the event call
(*mOnServerOption.first)(option, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitScriptReload(Int32 header, LightObj & payload)
{
(*mOnScriptReload.first)(header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitScriptLoaded()
{
(*mOnScriptLoaded.first)();
}
// ------------------------------------------------------------------------------------------------
void Core::EmitEntityPool(vcmpEntityPool entity_type, Int32 entity_id, bool is_deleted)
{
// See what type of change happened in the entity pool
switch (entity_type)
{
case vcmpEntityPoolVehicle:
// Do we even have this vehicle that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Vehicles[entity_id].mID))
{
DeallocVehicle(entity_id, false, SQMOD_DESTROY_POOL, NullLightObj());
}
// Do we already have this vehicle that we're trying to create?
else if (INVALID_ENTITY(m_Vehicles[entity_id].mID))
{
AllocVehicle(entity_id, false, SQMOD_CREATE_POOL, NullLightObj());
}
break;
case vcmpEntityPoolObject:
// Do we even have this object that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Objects[entity_id].mID))
{
DeallocObject(entity_id, false, SQMOD_DESTROY_POOL, NullLightObj());
}
// Do we already have this object that we're trying to create?
else if (INVALID_ENTITY(m_Objects[entity_id].mID))
{
AllocObject(entity_id, false, SQMOD_CREATE_POOL, NullLightObj());
}
break;
case vcmpEntityPoolPickup:
// Do we even have this pickup that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Pickups[entity_id].mID))
{
DeallocPickup(entity_id, false, SQMOD_DESTROY_POOL, NullLightObj());
}
// Do we already have this pickup that we're trying to create?
else if (INVALID_ENTITY(m_Pickups[entity_id].mID))
{
AllocPickup(entity_id, false, SQMOD_CREATE_POOL, NullLightObj());
}
break;
case vcmpEntityPoolRadio:
// @TODO Implement...
break;
case vcmpEntityPoolCheckPoint:
// Do we even have this checkpoint that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Checkpoints[entity_id].mID))
{
DeallocCheckpoint(entity_id, false, SQMOD_DESTROY_POOL, NullLightObj());
}
// Do we already have this checkpoint that we're trying to create?
else if (INVALID_ENTITY(m_Checkpoints[entity_id].mID))
{
AllocCheckpoint(entity_id, false, SQMOD_CREATE_POOL, NullLightObj());
}
break;
case vcmpEntityPoolBlip:
// Do we even have this blip that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Blips[entity_id].mID))
{
DeallocBlip(entity_id, false, SQMOD_DESTROY_POOL, NullLightObj());
}
// Do we already have this blip that we're trying to create?
else if (INVALID_ENTITY(m_Blips[entity_id].mID))
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(entity_id, SQMOD_BLIP_POOL))
{
STHROWF("Cannot allocate blip with invalid identifier: %d", entity_id);
}
// Retrieve the specified entity instance
BlipInst & inst = m_Blips[entity_id];
// Make sure that the instance isn't already allocated
if (VALID_ENTITY(inst.mID))
{
STHROWF("Cannot allocate blip that already exists: %d", entity_id);
}
// Information about the blip entity
Int32 world, scale, sprid;
Uint32 color;
Float32 x, y, z;
// Get the blip information from the server
_Func->GetCoordBlipInfo(entity_id, &world, &x, &y, &z, &scale, &color, &sprid);
// Assign the obtain information
inst.mWorld = world;
inst.mScale = scale;
inst.mSprID = sprid;
inst.mColor.SetRGBA(color);
inst.mPosition.SetVector3Ex(x, y, z);
// Now we can try to allocate the instance after we have all the information
AllocBlip(entity_id, false, SQMOD_CREATE_POOL, NullLightObj());
}
break;
default:
LogErr("Unknown change in the entity pool of type: %d", entity_type);
}
// Finally, forward the event to the script
(*mOnEntityPool.first)(static_cast< Int32 >(entity_type), entity_id, is_deleted);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerUpdate(Int32 player_id, vcmpPlayerUpdate update_type)
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(player_id, SQMOD_PLAYER_POOL))
{
STHROWF("Cannot update player with invalid identifier: %d", player_id);
}
// Retrieve the associated tracking instance
PlayerInst & inst = m_Players[player_id];
// Obtain the current heading of this instance
Float32 heading = _Func->GetPlayerHeading(player_id);
// Did the heading change since the last tracked value?
if (!EpsEq(heading, inst.mLastHeading))
{
// Trigger the event specific to this change
if (inst.mTrackHeading != 0)
{
// Should we decrease the tracked position changes?
if (inst.mTrackHeading)
{
--inst.mTrackHeading;
}
// Now emit the event
EmitPlayerHeading(player_id, inst.mLastHeading, heading);
}
// Update the tracked value
inst.mLastHeading = heading;
}
Vector3 pos;
// Obtain the current position of this instance
_Func->GetPlayerPosition(player_id, &pos.x, &pos.y, &pos.z);
// Did the position change since the last tracked value?
if (pos != inst.mLastPosition)
{
// Trigger the event specific to this change
if (inst.mTrackPosition != 0)
{
// Should we decrease the tracked position changes?
if (inst.mTrackPosition)
{
--inst.mTrackPosition;
}
// Now emit the event
EmitPlayerPosition(player_id);
}
// Should we check for area collision
if (inst.mFlags & ENF_AREA_TRACK)
{
// Eliminate existing areas first, if the player is not in them anymore
inst.mAreas.erase(std::remove_if(inst.mAreas.begin(), inst.mAreas.end(),
[this, pos, player_id](AreaList::reference ap) -> bool {
// Is this player still in this area?
if (!ap.first->TestEx(pos.x, pos.y))
{
// Emit the script event
this->EmitPlayerLeaveArea(player_id, ap.second);
// Remove this area
return true;
}
// Still in this area
return false;
}), inst.mAreas.end());
// See if the player entered any new areas
AreaManager::Get().TestPoint([this, &inst, player_id](AreaList::reference ap) -> void {
// Was the player in this area before?
if (std::find_if(inst.mAreas.begin(), inst.mAreas.end(),
[a = ap.first](AreaList::reference ap) -> bool {
return (a == ap.first);
}) == inst.mAreas.end())
{
// The player just entered this area so emit the event
this->EmitPlayerEnterArea(player_id, ap.second);
// Now store this area so we know when the player leaves
inst.mAreas.emplace_back(ap);
}
// The player was in this area before so ignore it
}, pos.x, pos.y);
}
// Update the tracked value
inst.mLastPosition = pos;
}
// Obtain the current health of this instance
Float32 health = _Func->GetPlayerHealth(player_id);
// Did the health change since the last tracked value?
if (!EpsEq(health, inst.mLastHealth))
{
// Trigger the event specific to this change
EmitPlayerHealth(player_id, inst.mLastHealth, health);
// Update the tracked value
inst.mLastHealth = health;
}
// Obtain the current armor of this instance
Float32 armour = _Func->GetPlayerArmour(player_id);
// Did the armor change since the last tracked value?
if (!EpsEq(armour, inst.mLastArmour))
{
// Trigger the event specific to this change
EmitPlayerArmour(player_id, inst.mLastArmour, armour);
// Update the tracked value
inst.mLastArmour = armour;
}
// Obtain the current weapon of this instance
Int32 wep = _Func->GetPlayerWeapon(player_id);
// Did the weapon change since the last tracked value?
if (wep != inst.mLastWeapon)
{
// Trigger the event specific to this change
EmitPlayerWeapon(player_id, inst.mLastWeapon, wep);
// Update the tracked value
inst.mLastWeapon = wep;
}
// Finally, forward the call to the update callback
(*inst.mOnUpdate.first)(static_cast< Int32 >(update_type));
(*mOnPlayerUpdate.first)(inst.mObj, static_cast< Int32 >(update_type));
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleUpdate(Int32 vehicle_id, vcmpVehicleUpdate update_type)
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(vehicle_id, SQMOD_VEHICLE_POOL))
{
STHROWF("Cannot update vehicle with invalid identifier: %d", vehicle_id);
}
// Retrieve the associated instance
VehicleInst & inst = m_Vehicles[vehicle_id];
// Identify the update type
switch (update_type)
{
case vcmpVehicleUpdatePosition:
{
// Trigger the event specific to this change
if (inst.mTrackPosition != 0)
{
// Should we decrease the tracked position changes?
if (inst.mTrackPosition)
{
--inst.mTrackPosition;
}
// Now emit the event
EmitVehiclePosition(vehicle_id);
}
// New vehicle position
Vector3 pos;
// Retrieve the current vehicle position
_Func->GetVehiclePosition(vehicle_id, &pos.x, &pos.y, &pos.z);
// Should we check for area collision
if (inst.mFlags & ENF_AREA_TRACK)
{
// Eliminate existing areas first, if the vehicle is not in them anymore
inst.mAreas.erase(std::remove_if(inst.mAreas.begin(), inst.mAreas.end(),
[this, pos, vehicle_id](AreaList::reference ap) -> bool {
// Is this vehicle still in this area?
if (!ap.first->TestEx(pos.x, pos.y))
{
// Emit the script event
this->EmitVehicleLeaveArea(vehicle_id, ap.second);
// Remove this area
return true;
}
// Still in this area
return false;
}), inst.mAreas.end());
// See if the vehicle entered any new areas
AreaManager::Get().TestPoint([this, &inst, vehicle_id](AreaList::reference ap) -> void {
// Was the vehicle in this area before?
if (std::find_if(inst.mAreas.begin(), inst.mAreas.end(),
[a = ap.first](AreaList::reference ap) -> bool {
return (a == ap.first);
}) == inst.mAreas.end())
{
// The vehicle just entered this area so emit the event
this->EmitVehicleEnterArea(vehicle_id, ap.second);
// Now store this area so we know when the vehicle leaves
inst.mAreas.emplace_back(ap);
}
// The vehicle was in this area before so ignore it
}, pos.x, pos.y);
}
// Update the tracked value
inst.mLastPosition = pos;
} break;
case vcmpVehicleUpdateHealth:
{
// Obtain the current health of this instance
Float32 health = _Func->GetVehicleHealth(vehicle_id);
// Trigger the event specific to this change
EmitVehicleHealth(vehicle_id, inst.mLastHealth, health);
// Update the tracked value
inst.mLastHealth = health;
} break;
case vcmpVehicleUpdateColour:
{
Int32 primary, secondary;
// Obtain the current colors of this instance
_Func->GetVehicleColour(vehicle_id, &primary, &secondary);
// Which colors changed
Int32 changed = 0;
// Did the primary color changed?
if (primary != inst.mLastPrimaryColor)
{
changed |= (1<<0);
}
// Did the secondary color changed?
if (primary != inst.mLastSecondaryColor)
{
changed |= (1<<1);
}
// Trigger the event specific to this change
EmitVehicleColor(vehicle_id, changed);
// Update the tracked value
inst.mLastPrimaryColor = primary;
inst.mLastSecondaryColor = secondary;
} break;
case vcmpVehicleUpdateRotation:
{
// Trigger the event specific to this change
if (inst.mTrackRotation != 0)
{
// Should we decrease the tracked rotation changes?
if (inst.mTrackRotation)
{
--inst.mTrackRotation;
}
// Now emit the event
EmitVehicleRotation(vehicle_id);
}
// Obtain the current rotation of this instance
_Func->GetVehicleRotation(vehicle_id, &inst.mLastRotation.x, &inst.mLastRotation.y,
&inst.mLastRotation.z, &inst.mLastRotation.w);
} break;
default:
{
// Finally, forward the call to the update callback
(*inst.mOnUpdate.first)(static_cast< Int32 >(update_type));
(*mOnVehicleUpdate.first)(inst.mObj, static_cast< Int32 >(update_type));
}
}
}
// ------------------------------------------------------------------------------------------------
void Core::EmitClientScriptData(Int32 player_id, const uint8_t * data, size_t size)
{
PlayerInst & _player = m_Players.at(player_id);
// Don't even bother if there's no one listening
if (_player.mOnClientScriptData.first->IsEmpty() && mOnClientScriptData.first->IsEmpty())
{
return;
}
// Allocate a buffer with the received size
Buffer b(size);
// Replicate the data to the allocated buffer
b.Write(0, reinterpret_cast< Buffer::ConstPtr >(data), size);
// Prepare an object for the obtained buffer
LightObj o;
// Attempt to create the requested buffer
try
{
// Remember the current stack size
const StackGuard sg;
// Create a protected instance of a buffer wrapper
AutoDelete< SqBuffer > ad(new SqBuffer(std::move(b)));
// Transform the pointer into a script object
PushVar< SqBuffer * >(DefaultVM::Get(), ad.Get());
// The script took over the instance now
ad.Release();
// Get the object from the stack and store it
o = Var< LightObj >(DefaultVM::Get(), -1).value;
}
catch (const std::exception & e)
{
STHROWF("%s", e.what()); // Re-package
}
// Make sure the buffer cannot be null at this point
if (o.IsNull())
{
STHROWF("Unable to transform script data into buffer");
}
// Forward the event call
(*_player.mOnClientScriptData.first)(o, size);
(*mOnClientScriptData.first)(_player.mObj, o, size);
}
} // Namespace:: SqMod