// ------------------------------------------------------------------------------------------------ #include "Core.hpp" // ------------------------------------------------------------------------------------------------ #include "Entity/Blip.hpp" #include "Entity/Checkpoint.hpp" #include "Entity/Keybind.hpp" #include "Entity/Object.hpp" #include "Entity/Pickup.hpp" #include "Entity/Player.hpp" #include "Entity/Vehicle.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // -------------------------------------------------------------------------------------------- void Core::ImportBlips() { // Information about the blip entity Int32 world = -1, scale = -1, sprid = -1; Uint32 color = 0; Float32 x = 0.0, y = 0.0, z = 0.0; for (Int32 i = 0; i < SQMOD_BLIP_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if (_Func->CheckEntityExists(vcmpEntityPoolBlip, i) && INVALID_ENTITY(m_Blips[i].mID)) { _Func->GetCoordBlipInfo(i, &world, &x, &y, &z, &scale, &color, &sprid); // Make the properties available before triggering the event m_Blips[i].mWorld = world; m_Blips[i].mScale = scale; m_Blips[i].mSprID = sprid; m_Blips[i].mPosition.SetVector3Ex(x, y, z); m_Blips[i].mColor.SetRGBA(color); // Attempt to allocate the instance AllocBlip(i, false, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // ------------------------------------------------------------------------------------------------ void Core::ImportCheckpoints() { for (Int32 i = 0; i < SQMOD_CHECKPOINT_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if (_Func->CheckEntityExists(vcmpEntityPoolCheckPoint, i) && INVALID_ENTITY(m_Checkpoints[i].mID)) { AllocCheckpoint(i, false, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // ------------------------------------------------------------------------------------------------ void Core::ImportKeybinds() { /* @NOTE This function is disabled because VC:MP server seems bugged * and does not return vcmpErrorNoSuchEntity when the keybind does not exist. * Therefore causing incorrect behavior in the plugin. */ return; // Information about the key-bind entity Uint8 release = 0; Int32 first = -1, second = -1, third = -1; for (Int32 i = 0; i < SQMOD_KEYBIND_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if ((_Func->GetKeyBindData(i, &release, &first, &second, &third) != vcmpErrorNoSuchEntity) && (INVALID_ENTITY(m_Keybinds[i].mID))) { // Make the properties available before triggering the event m_Keybinds[i].mFirst = first; m_Keybinds[i].mSecond = second; m_Keybinds[i].mThird = third; m_Keybinds[i].mRelease = release; // Attempt to allocate the instance AllocKeybind(i, false, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // ------------------------------------------------------------------------------------------------ void Core::ImportObjects() { for (Int32 i = 0; i < SQMOD_OBJECT_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if (_Func->CheckEntityExists(vcmpEntityPoolObject, i) && INVALID_ENTITY(m_Objects[i].mID)) { AllocObject(i, false, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // ------------------------------------------------------------------------------------------------ void Core::ImportPickups() { for (Int32 i = 0; i < SQMOD_PICKUP_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if (_Func->CheckEntityExists(vcmpEntityPoolPickup, i) && (INVALID_ENTITY(m_Pickups[i].mID))) { AllocPickup(i, false, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // ------------------------------------------------------------------------------------------------ void Core::ImportPlayers() { for (Int32 i = 0; i < SQMOD_PLAYER_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if (_Func->IsPlayerConnected(i) && (INVALID_ENTITY(m_Players[i].mID))) { ConnectPlayer(i, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // ------------------------------------------------------------------------------------------------ void Core::ImportVehicles() { for (Int32 i = 0; i < SQMOD_VEHICLE_POOL; ++i) { // See if this entity exists on the server and whether was not allocated already if (_Func->CheckEntityExists(vcmpEntityPoolVehicle, i) && INVALID_ENTITY(m_Vehicles[i].mID)) { AllocVehicle(i, false, SQMOD_CREATE_IMPORT, NullLightObj()); } } } // -------------------------------------------------------------------------------------------- Core::BlipInst & Core::AllocBlip(Int32 id, bool owned, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_BLIP_POOL)) { STHROWF("Cannot allocate blip with invalid identifier: %d", id); } // Retrieve the specified entity instance BlipInst & inst = m_Blips[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return inst; // Return the existing instance } // Instantiate the entity manager DeleteGuard< CBlip > dg(new CBlip(id)); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Store the manager instance itself inst.mInst = dg.Get(); // The instance is now managed by the script dg.Release(); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); // Now we can throw the error STHROWF("Unable to create a blip instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Specify whether the entity is owned by this plug-in if (owned) { inst.mFlags |= ENF_OWNED; } else if (inst.mFlags & ENF_OWNED) { inst.mFlags ^= ENF_OWNED; } // Initialize the instance events inst.InitEvents(); // Let the script callbacks know about this entity EmitBlipCreated(id, header, payload); // Return the allocated instance return inst; } // -------------------------------------------------------------------------------------------- Core::CheckpointInst & Core::AllocCheckpoint(Int32 id, bool owned, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_CHECKPOINT_POOL)) { STHROWF("Cannot allocate checkpoint with invalid identifier: %d", id); } // Retrieve the specified entity instance CheckpointInst & inst = m_Checkpoints[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return inst; // Return the existing instance } // Instantiate the entity manager DeleteGuard< CCheckpoint > dg(new CCheckpoint(id)); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Store the manager instance itself inst.mInst = dg.Get(); // The instance is now managed by the script dg.Release(); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); // Now we can throw the error STHROWF("Unable to create a checkpoint instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Specify whether the entity is owned by this plug-in if (owned) { inst.mFlags |= ENF_OWNED; } else if (inst.mFlags & ENF_OWNED) { inst.mFlags ^= ENF_OWNED; } // Initialize the instance events inst.InitEvents(); // Let the script callbacks know about this entity EmitCheckpointCreated(id, header, payload); // Return the allocated instance return inst; } // -------------------------------------------------------------------------------------------- Core::KeybindInst & Core::AllocKeybind(Int32 id, bool owned, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_KEYBIND_POOL)) { STHROWF("Cannot allocate keybind with invalid identifier: %d", id); } // Retrieve the specified entity instance KeybindInst & inst = m_Keybinds[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return inst; // Return the existing instance } // Instantiate the entity manager DeleteGuard< CKeybind > dg(new CKeybind(id)); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Store the manager instance itself inst.mInst = dg.Get(); // The instance is now managed by the script dg.Release(); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); // Now we can throw the error STHROWF("Unable to create a keybind instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Specify whether the entity is owned by this plug-in if (owned) { inst.mFlags |= ENF_OWNED; } else if (inst.mFlags & ENF_OWNED) { inst.mFlags ^= ENF_OWNED; } // Initialize the instance events inst.InitEvents(); // Let the script callbacks know about this entity EmitKeybindCreated(id, header, payload); // Return the allocated instance return inst; } // -------------------------------------------------------------------------------------------- Core::ObjectInst & Core::AllocObject(Int32 id, bool owned, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_OBJECT_POOL)) { STHROWF("Cannot allocate object with invalid identifier: %d", id); } // Retrieve the specified entity instance ObjectInst & inst = m_Objects[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return inst; // Return the existing instance } // Instantiate the entity manager DeleteGuard< CObject > dg(new CObject(id)); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Store the manager instance itself inst.mInst = dg.Get(); // The instance is now managed by the script dg.Release(); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); // Now we can throw the error STHROWF("Unable to create a object instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Specify whether the entity is owned by this plug-in if (owned) { inst.mFlags |= ENF_OWNED; } else if (inst.mFlags & ENF_OWNED) { inst.mFlags ^= ENF_OWNED; } // Initialize the instance events inst.InitEvents(); // Let the script callbacks know about this entity EmitObjectCreated(id, header, payload); // Return the allocated instance return inst; } // -------------------------------------------------------------------------------------------- Core::PickupInst & Core::AllocPickup(Int32 id, bool owned, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_PICKUP_POOL)) { STHROWF("Cannot allocate pickup with invalid identifier: %d", id); } // Retrieve the specified entity instance PickupInst & inst = m_Pickups[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return inst; // Return the existing instance } // Instantiate the entity manager DeleteGuard< CPickup > dg(new CPickup(id)); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Store the manager instance itself inst.mInst = dg.Get(); // The instance is now managed by the script dg.Release(); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); // Now we can throw the error STHROWF("Unable to create a pickup instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Specify whether the entity is owned by this plug-in if (owned) { inst.mFlags |= ENF_OWNED; } else if (inst.mFlags & ENF_OWNED) { inst.mFlags ^= ENF_OWNED; } // Initialize the instance events inst.InitEvents(); // Let the script callbacks know about this entity EmitPickupCreated(id, header, payload); // Return the allocated instance return inst; } // -------------------------------------------------------------------------------------------- Core::VehicleInst & Core::AllocVehicle(Int32 id, bool owned, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_VEHICLE_POOL)) { STHROWF("Cannot allocate vehicle with invalid identifier: %d", id); } // Retrieve the specified entity instance VehicleInst & inst = m_Vehicles[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return inst; // Return the existing instance } // Instantiate the entity manager DeleteGuard< CVehicle > dg(new CVehicle(id)); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Store the manager instance itself inst.mInst = dg.Get(); // The instance is now managed by the script dg.Release(); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); // Now we can throw the error STHROWF("Unable to create a vehicle instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Specify whether the entity is owned by this plug-in if (owned) { inst.mFlags |= ENF_OWNED; } else if (inst.mFlags & ENF_OWNED) { inst.mFlags ^= ENF_OWNED; } // Initialize the instance events inst.InitEvents(); // Let the script callbacks know about this entity EmitVehicleCreated(id, header, payload); // Return the allocated instance return inst; } // -------------------------------------------------------------------------------------------- void Core::DeallocBlip(Int32 id, bool destroy, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_BLIP_POOL)) { STHROWF("Cannot deallocate blip with invalid identifier: %d", id); } // Retrieve the specified entity instance BlipInst & inst = m_Blips[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(destroy, header, payload); // Now attempt to destroy the entity from the server } } // -------------------------------------------------------------------------------------------- void Core::DeallocCheckpoint(Int32 id, bool destroy, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_CHECKPOINT_POOL)) { STHROWF("Cannot deallocate checkpoint with invalid identifier: %d", id); } // Retrieve the specified entity instance CheckpointInst & inst = m_Checkpoints[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(destroy, header, payload); // Now attempt to destroy the entity from the server } } // -------------------------------------------------------------------------------------------- void Core::DeallocKeybind(Int32 id, bool destroy, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_KEYBIND_POOL)) { STHROWF("Cannot deallocate keybind with invalid identifier: %d", id); } // Retrieve the specified entity instance KeybindInst & inst = m_Keybinds[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(destroy, header, payload); // Now attempt to destroy the entity from the server } } // -------------------------------------------------------------------------------------------- void Core::DeallocObject(Int32 id, bool destroy, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_OBJECT_POOL)) { STHROWF("Cannot deallocate object with invalid identifier: %d", id); } // Retrieve the specified entity instance ObjectInst & inst = m_Objects[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(destroy, header, payload); // Now attempt to destroy the entity from the server } } // -------------------------------------------------------------------------------------------- void Core::DeallocPickup(Int32 id, bool destroy, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_PICKUP_POOL)) { STHROWF("Cannot deallocate pickup with invalid identifier: %d", id); } // Retrieve the specified entity instance PickupInst & inst = m_Pickups[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(destroy, header, payload); // Now attempt to destroy the entity from the server } } // -------------------------------------------------------------------------------------------- void Core::DeallocVehicle(Int32 id, bool destroy, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_VEHICLE_POOL)) { STHROWF("Cannot deallocate vehicle with invalid identifier: %d", id); } // Retrieve the specified entity instance VehicleInst & inst = m_Vehicles[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(destroy, header, payload); // Now attempt to destroy the entity from the server } } // -------------------------------------------------------------------------------------------- LightObj & Core::NewBlip(Int32 index, Int32 world, Float32 x, Float32 y, Float32 z, Int32 scale, Uint32 color, Int32 sprid, Int32 header, LightObj & payload) { // Request the server to create this entity const Int32 id = _Func->CreateCoordBlip(index, world, x, y, z, scale, color, sprid); // See if the entity creation failed on the server if (_Func->GetLastError() == vcmpErrorPoolExhausted) { STHROWF("Blip pool was exhausted: %d", id); } // Validate the identifier returned by the server else if (INVALID_ENTITYEX(id, SQMOD_BLIP_POOL)) { STHROWF("Server returned invalid blip: %d", id); } // Attempt to allocate this entity and grab the reference to the instance BlipInst & inst = AllocBlip(id, true, header, payload); // Just in case it was created during the notification for changes in entity pool if (VALID_ENTITY(inst.mID)) { inst.mFlags |= ENF_OWNED; } // Now we can return the script object return inst.mObj; } // -------------------------------------------------------------------------------------------- LightObj & Core::NewCheckpoint(Int32 player, Int32 world, bool sphere, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius, Int32 header, LightObj & payload) { // Request the server to create this entity const Int32 id = _Func->CreateCheckPoint(player, world, sphere, x, y, z, r, g, b, a, radius); // See if the entity creation failed on the server if (_Func->GetLastError() == vcmpErrorNoSuchEntity) { STHROWF("Invalid player reference: %d", player); } else if (_Func->GetLastError() == vcmpErrorPoolExhausted) { STHROWF("Checkpoint pool was exhausted: %d", id); } // Validate the identifier returned by the server else if (INVALID_ENTITYEX(id, SQMOD_CHECKPOINT_POOL)) { STHROWF("Server returned invalid checkpoint: %d", id); } // Attempt to allocate this entity and grab the reference to the instance CheckpointInst & inst = AllocCheckpoint(id, true, header, payload); // Just in case it was created during the notification for changes in entity pool if (VALID_ENTITY(inst.mID)) { inst.mFlags |= ENF_OWNED; } // Now we can return the script object return inst.mObj; } // -------------------------------------------------------------------------------------------- LightObj & Core::NewKeybind(Int32 slot, bool release, Int32 primary, Int32 secondary, Int32 alternative, Int32 header, LightObj & payload) { // Should we obtain a new keybind slot automatically? if (slot < 0) { slot = _Func->GetKeyBindUnusedSlot(); } // Validate the keybind slot returned by the server if (INVALID_ENTITYEX(slot, SQMOD_KEYBIND_POOL)) { STHROWF("Server returned invalid keybind slot: %d", slot); } // Request the server to create this entity const vcmpError result = _Func->RegisterKeyBind(slot, release, primary, secondary, alternative); // See if the entity creation failed on the server if (result == vcmpErrorArgumentOutOfBounds) { STHROWF("Out of bounds keybind argument: %d", slot); } // Attempt to allocate this entity and grab the reference to the instance KeybindInst & inst = AllocKeybind(slot, true, header, payload); // Just in case it was created during the notification for changes in entity pool if (VALID_ENTITY(inst.mID)) { inst.mFlags |= ENF_OWNED; } // Now we can return the script object return inst.mObj; } // -------------------------------------------------------------------------------------------- LightObj & Core::NewObject(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Int32 alpha, Int32 header, LightObj & payload) { // Request the server to create this entity const Int32 id = _Func->CreateObject(model, world, x, y, z, alpha); // See if the entity creation failed on the server if (_Func->GetLastError() == vcmpErrorPoolExhausted) { STHROWF("Object pool was exhausted: %d", id); } // Validate the identifier returned by the server else if (INVALID_ENTITYEX(id, SQMOD_OBJECT_POOL)) { STHROWF("Server returned invalid object: %d", id); } // Attempt to allocate this entity and grab the reference to the instance ObjectInst & inst = AllocObject(id, true, header, payload); // Just in case it was created during the notification for changes in entity pool if (VALID_ENTITY(inst.mID)) { inst.mFlags |= ENF_OWNED; } // Now we can return the script object return inst.mObj; } // -------------------------------------------------------------------------------------------- LightObj & Core::NewPickup(Int32 model, Int32 world, Int32 quantity, Float32 x, Float32 y, Float32 z, Int32 alpha, bool automatic, Int32 header, LightObj & payload) { // Request the server to create this entity const Int32 id = _Func->CreatePickup(model, world, quantity, x, y, z, alpha, automatic); // See if the entity creation failed on the server if (_Func->GetLastError() == vcmpErrorPoolExhausted) { STHROWF("Pickup pool was exhausted: %d", id); } // Validate the identifier returned by the server else if (INVALID_ENTITYEX(id, SQMOD_PICKUP_POOL)) { STHROWF("Server returned invalid pickup: %d", id); } // Attempt to allocate this entity and grab the reference to the instance PickupInst & inst = AllocPickup(id, true, header, payload); // Just in case it was created during the notification for changes in entity pool if (VALID_ENTITY(inst.mID)) { inst.mFlags |= ENF_OWNED; } // Now we can return the script object return inst.mObj; } // -------------------------------------------------------------------------------------------- LightObj & Core::NewVehicle(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Float32 angle, Int32 primary, Int32 secondary, Int32 header, LightObj & payload) { // Request the server to create this entity const Int32 id = _Func->CreateVehicle(model, world, x, y, z, angle, primary, secondary); // See if the entity creation failed on the server if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds) { STHROWF("Out of bounds vehicle argument: %d", id); } else if (_Func->GetLastError() == vcmpErrorPoolExhausted) { STHROWF("Vehicle pool was exhausted: %d", id); } // Validate the identifier returned by the server else if (INVALID_ENTITYEX(id, SQMOD_VEHICLE_POOL)) { STHROWF("Server returned invalid vehicle: %d", id); } // Attempt to allocate this entity and grab the reference to the instance VehicleInst & inst = AllocVehicle(id, true, header, payload); // Just in case it was created during the notification for changes in entity pool if (VALID_ENTITY(inst.mID)) { inst.mFlags |= ENF_OWNED; } // Now we can return the script object return inst.mObj; } // -------------------------------------------------------------------------------------------- bool Core::DelBlip(Int32 id, Int32 header, LightObj & payload) { // Attempt to destroy and deallocate the specified entity instance DeallocBlip(id, true, header, payload); // The entity could be destroyed return true; } // ------------------------------------------------------------------------------------------------ bool Core::DelCheckpoint(Int32 id, Int32 header, LightObj & payload) { // Attempt to destroy and deallocate the specified entity instance DeallocCheckpoint(id, true, header, payload); // The entity could be destroyed return true; } // ------------------------------------------------------------------------------------------------ bool Core::DelKeybind(Int32 id, Int32 header, LightObj & payload) { // Attempt to destroy and deallocate the specified entity instance DeallocKeybind(id, true, header, payload); // The entity could be destroyed return true; } // ------------------------------------------------------------------------------------------------ bool Core::DelObject(Int32 id, Int32 header, LightObj & payload) { // Attempt to destroy and deallocate the specified entity instance DeallocObject(id, true, header, payload); // The entity could be destroyed return true; } // ------------------------------------------------------------------------------------------------ bool Core::DelPickup(Int32 id, Int32 header, LightObj & payload) { // Attempt to destroy and deallocate the specified entity instance DeallocPickup(id, true, header, payload); // The entity could be destroyed return true; } // ------------------------------------------------------------------------------------------------ bool Core::DelVehicle(Int32 id, Int32 header, LightObj & payload) { // Attempt to destroy and deallocate the specified entity instance DeallocVehicle(id, true, header, payload); // The entity could be destroyed return true; } // ------------------------------------------------------------------------------------------------ void Core::ConnectPlayer(Int32 id, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL)) { STHROWF("Cannot allocate player with invalid identifier: %d", id); } // Retrieve the specified entity instance PlayerInst & inst = m_Players[id]; // Make sure that the instance isn't already allocated if (VALID_ENTITY(inst.mID)) { return; // Nothing to allocate! } // Instantiate the entity manager inst.mInst = new CPlayer(id); // Create the script object inst.mObj = LightObj(inst.mInst, m_VM); // Make sure that both the instance and script object could be created if (!inst.mInst || inst.mObj.IsNull()) { inst.ResetInstance(); STHROWF("Unable to create a player instance for: %d", id); } // Assign the specified entity identifier inst.mID = id; // Initialize the position _Func->GetPlayerPosition(id, &inst.mLastPosition.x, &inst.mLastPosition.y, &inst.mLastPosition.z); // Initialize the remaining attributes inst.mLastWeapon = _Func->GetPlayerWeapon(id); inst.mLastHealth = _Func->GetPlayerHealth(id); inst.mLastArmour = _Func->GetPlayerArmour(id); inst.mLastHeading = _Func->GetPlayerHeading(id); // Let the script callbacks know about this entity EmitPlayerCreated(id, header, payload); } // ------------------------------------------------------------------------------------------------ void Core::DisconnectPlayer(Int32 id, Int32 header, LightObj & payload) { // Make sure that the specified entity identifier is valid if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL)) { STHROWF("Cannot deallocate player with invalid identifier: %d", id); } // Retrieve the specified entity instance PlayerInst & inst = m_Players[id]; // Make sure that the instance is even allocated and we are allowed to destroy it if (VALID_ENTITY(inst.mID) && !(inst.mFlags & ENF_LOCKED)) { inst.Destroy(false, header, payload); // Now attempt to destroy the entity from the server } } } // Namespace:: SqMod