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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/Common.cpp
2015-11-01 05:48:01 +02:00

487 lines
14 KiB
C++

#include "Common.hpp"
#include "Logger.hpp"
#include "Core.hpp"
// ------------------------------------------------------------------------------------------------
#include <cstdio>
#if defined(_WIN32)
#include <winsock2.h>
#endif // _WIN32
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// --------------------------------------------------------------------------------------------
PluginFuncs* _Func = 0;
PluginCallbacks* _Clbk = 0;
PluginInfo* _Info = 0;
// ------------------------------------------------------------------------------------------------
void BindCallbacks();
// ------------------------------------------------------------------------------------------------
SQMOD_API_EXPORT unsigned int VcmpPluginInit(PluginFuncs * funcs, PluginCallbacks * calls, PluginInfo * info)
{
#if defined(_WIN32)
WSADATA wsaData;
#endif // _WIN32
// Verify that core components are working
if (!_Log)
{
puts("[SQMOD] Unable to start because the logging class could not be instantiated");
return SQMOD_FAILURE;
}
else if (!_Core)
{
puts("[SQMOD] Unable to start because the central core class could not be instantiated");
return SQMOD_FAILURE;
}
#if defined(_WIN32)
// Initialize the sockets on windows
else if (WSAStartup(MAKEWORD(2, 2), &wsaData) != 0)
{
puts("[SQMOD] Unable to start because the windows sockets could not be initialized");
return SQMOD_FAILURE;
}
#endif // _WIN32
else
{
_Func = funcs;
_Clbk = calls;
_Info = info;
_Info->uPluginVer = SQMOD_VERSION;
std::strcpy(_Info->szName, SQMOD_NAME);
}
_Log->Msg("%s", CenterStr("STARTUP", '*'));
_Log->Inf("%s", CenterStr(SQMOD_NAME, ' '));
_Log->Inf("%s", CenterStr(SQMOD_COPYRIGHT, ' '));
_Log->Inf("%s", CenterStr(SQMOD_VERSION_STR, ' '));
if (!_Core->Init())
{
_Log->Ftl("The plugin failed to initialize");
_Log->Msg("%s", CenterStr("ABORTING", '*'));
_Core->Deinit();
return SQMOD_FAILURE;
}
else if (_Clbk)
{
BindCallbacks();
}
else
{
_Log->Ftl("Unable to start because the server callbacks are missing");
return SQMOD_FAILURE;
}
return SQMOD_SUCCESS;
}
// --------------------------------------------------------------------------------------------
static int VC_InitServer(void)
{
if (_Core->Load())
{
_Core->OnServerStartup();
}
else
{
_Log->Ftl("Unable to load the plugin resources properly");
}
return _Core->GetState();
}
static void VC_ShutdownServer(void)
{
_Core->OnServerShutdown();
_Core->Terminate();
}
static void VC_Frame(float delta)
{
_Core->OnServerFrame(delta);
}
static void VC_PlayerConnect(int player)
{
static SqObj playload;
playload.Release();
_Core->ConnectPlayer(player, SQMOD_CREATE_AUTOMATIC, playload);
}
static void VC_PlayerDisconnect(int player, int reason)
{
static SqObj playload;
playload.Release();
_Core->DisconnectPlayer(player, reason, playload);
}
static void VC_PlayerBeginTyping(int player)
{
_Core->OnPlayerStartTyping(player);
}
static void VC_PlayerEndTyping(int player)
{
_Core->OnPlayerStopTyping(player);
}
static int VC_PlayerRequestClass(int player, int offset)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPlayerRequestClass(player, offset);
return _Core->GetState();
}
static int VC_PlayerRequestSpawn(int player)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPlayerRequestSpawn(player);
return _Core->GetState();
}
static void VC_PlayerSpawn(int player)
{
_Core->OnPlayerSpawn(player);
}
static void VC_PlayerDeath(int player, int killer, int reason, int body_part)
{
if (_Func->IsPlayerConnected(killer))
{
_Core->OnPlayerKilled(player, killer, reason, body_part);
}
else
{
_Core->OnPlayerWasted(player, reason);
}
}
static void VC_PlayerUpdate(int player, int type)
{
_Core->OnPlayerUpdate(player, type);
}
static int VC_PlayerRequestEnter(int player, int vehicle, int slot)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPlayerEmbarking(player, vehicle, slot);
return _Core->GetState();
}
static void VC_PlayerEnterVehicle(int player, int vehicle, int slot)
{
_Core->OnPlayerEmbarked(player, vehicle, slot);
}
static void VC_PlayerExitVehicle(int player, int vehicle)
{
_Core->OnPlayerDisembark(player, vehicle);
}
static int VC_PickupClaimPicked(int pickup, int player)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPickupClaimed(player, pickup);
return _Core->GetState();
}
static void VC_PickupPickedUp(int pickup, int player)
{
_Core->OnPickupCollected(player, pickup);
}
static void VC_PickupRespawn(int pickup)
{
_Core->OnPickupRespawn(pickup);
}
static void VC_VehicleUpdate(int vehicle, int type)
{
_Core->OnVehicleUpdate(vehicle, type);
}
static void VC_VehicleExplode(int vehicle)
{
_Core->OnVehicleExplode(vehicle);
}
static void VC_VehicleRespawn(int vehicle)
{
_Core->OnVehicleRespawn(vehicle);
}
static void VC_ObjectShot(int object, int player, int weapon)
{
_Core->OnObjectShot(player, object, weapon);
}
static void VC_ObjectBump(int object, int player)
{
_Core->OnObjectBump(player, object);
}
static int VC_PublicMessage(int player, const char * text)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPlayerChat(player, static_cast<const SQChar *>(text));
return _Core->GetState();
}
static int VC_CommandMessage(int player, const char * text)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPlayerCommand(player, static_cast<const SQChar *>(text));
return _Core->GetState();
}
static int VC_PrivateMessage(int player, int target, const char * text)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnPlayerMessage(player, target, static_cast<const SQChar *>(text));
return _Core->GetState();
}
static int VC_InternalCommand(unsigned int type, const char * text)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnInternalCommand(type, static_cast<const SQChar *>(text));
return _Core->GetState();
}
static int VC_LoginAttempt(char * name, const char * passwd, const char * address)
{
_Core->SetState(SQMOD_SUCCESS);
_Core->OnLoginAttempt(static_cast<const SQChar *>(name), static_cast<const SQChar *>(passwd), static_cast<const SQChar *>(address));
return _Core->GetState();
}
static void VC_EntityPool(int type, int id, unsigned int deleted)
{
_Core->OnEntityPool(type, id, static_cast<bool>(deleted));
}
static void VC_KeyBindDown(int player, int bind)
{
_Core->OnPlayerKeyPress(player, bind);
}
static void VC_KeyBindUp(int player, int bind)
{
_Core->OnPlayerKeyRelease(player, bind);
}
static void VC_PlayerAway(int player, unsigned int status)
{
_Core->OnPlayerAway(player, static_cast<bool>(status));
}
static void VC_PlayerSpectate(int player, int target)
{
_Core->OnPlayerSpectate(player, target);
}
static void VC_PlayerCrashReport(int player, const char * report)
{
_Core->OnPlayerCrashreport(player, static_cast<const SQChar *>(report));
}
static void VC_ServerPerformanceReport(int count, const char ** description, unsigned long long * millis)
{
// Ignored for now...
SQMOD_UNUSED_VAR(count);
SQMOD_UNUSED_VAR(description);
SQMOD_UNUSED_VAR(millis);
}
static void VC_PlayerName(int player, const char * previous, const char * current)
{
_Core->OnPlayerName(player, static_cast<const SQChar *>(previous), static_cast<const SQChar *>(current));
}
static void VC_PlayerState(int player, int previous, int current)
{
_Core->OnPlayerState(player, previous, current);
switch (current)
{
case SQMOD_PLAYER_STATE_NONE:
_Core->OnStateNone(player, previous);
break;
case SQMOD_PLAYER_STATE_NORMAL:
_Core->OnStateNormal(player, previous);
break;
case SQMOD_PLAYER_STATE_SHOOTING:
_Core->OnStateShooting(player, previous);
break;
case SQMOD_PLAYER_STATE_DRIVER:
_Core->OnStateDriver(player, previous);
break;
case SQMOD_PLAYER_STATE_PASSENGER:
_Core->OnStatePassenger(player, previous);
break;
case SQMOD_PLAYER_STATE_ENTERING_AS_DRIVER:
_Core->OnStateEnterDriver(player, previous);
break;
case SQMOD_PLAYER_STATE_ENTERING_AS_PASSENGER:
_Core->OnStateEnterPassenger(player, previous);
break;
case SQMOD_PLAYER_STATE_EXITING_VEHICLE:
_Core->OnStateExitVehicle(player, previous);
break;
case SQMOD_PLAYER_STATE_UNSPAWNED:
_Core->OnStateUnspawned(player, previous);
break;
}
}
static void VC_PlayerAction(int player, int previous, int current)
{
_Core->OnPlayerAction(player, previous, current);
switch (current)
{
case SQMOD_PLAYER_ACTION_NONE:
_Core->OnActionNone(player, previous);
break;
case SQMOD_PLAYER_ACTION_NORMAL:
_Core->OnActionNormal(player, previous);
break;
case SQMOD_PLAYER_ACTION_AIMING:
_Core->OnActionAiming(player, previous);
break;
case SQMOD_PLAYER_ACTION_SHOOTING:
_Core->OnActionShooting(player, previous);
break;
case SQMOD_PLAYER_ACTION_JUMPING:
_Core->OnActionJumping(player, previous);
break;
case SQMOD_PLAYER_ACTION_LYING_ON_GROUND:
_Core->OnActionLieDown(player, previous);
break;
case SQMOD_PLAYER_ACTION_GETTING_UP:
_Core->OnActionGettingUp(player, previous);
break;
case SQMOD_PLAYER_ACTION_JUMPING_FROM_VEHICLE:
_Core->OnActionJumpVehicle(player, previous);
break;
case SQMOD_PLAYER_ACTION_DRIVING:
_Core->OnActionDriving(player, previous);
break;
case SQMOD_PLAYER_ACTION_DYING:
_Core->OnActionDying(player, previous);
break;
case SQMOD_PLAYER_ACTION_WASTED:
_Core->OnActionWasted(player, previous);
break;
case SQMOD_PLAYER_ACTION_ENTERING_VEHICLE:
_Core->OnActionEmbarking(player, previous);
break;
case SQMOD_PLAYER_ACTION_EXITING_VEHICLE:
_Core->OnActionDisembarking(player, previous);
break;
}
}
static void VC_PlayerOnFire(int player, unsigned int state)
{
_Core->OnPlayerBurning(player, static_cast<bool>(state));
}
static void VC_PlayerCrouch(int player, unsigned int state)
{
_Core->OnPlayerCrouching(player, static_cast<bool>(state));
}
static void VC_PlayerGameKeys(int player, int previous, int current)
{
_Core->OnPlayerGameKeys(player, previous, current);
}
static void VC_OnCheckpointEntered(int checkpoint, int player)
{
_Core->OnCheckpointEntered(player, checkpoint);
}
static void VC_OnCheckpointExited(int checkpoint, int player)
{
_Core->OnCheckpointExited(player, checkpoint);
}
static void VC_OnSphereEntered(int sphere, int player)
{
_Core->OnSphereEntered(player, sphere);
}
static void VC_OnSphereExited(int sphere, int player)
{
_Core->OnSphereExited(player, sphere);
}
// ------------------------------------------------------------------------------------------------
void BindCallbacks()
{
_Clbk->OnInitServer = VC_InitServer;
_Clbk->OnShutdownServer = VC_ShutdownServer;
_Clbk->OnFrame = VC_Frame;
_Clbk->OnPlayerConnect = VC_PlayerConnect;
_Clbk->OnPlayerDisconnect = VC_PlayerDisconnect;
_Clbk->OnPlayerBeginTyping = VC_PlayerBeginTyping;
_Clbk->OnPlayerEndTyping = VC_PlayerEndTyping;
_Clbk->OnPlayerRequestClass = VC_PlayerRequestClass;
_Clbk->OnPlayerRequestSpawn = VC_PlayerRequestSpawn;
_Clbk->OnPlayerSpawn = VC_PlayerSpawn;
_Clbk->OnPlayerDeath = VC_PlayerDeath;
_Clbk->OnPlayerUpdate = VC_PlayerUpdate;
_Clbk->OnPlayerRequestEnter = VC_PlayerRequestEnter;
_Clbk->OnPlayerEnterVehicle = VC_PlayerEnterVehicle;
_Clbk->OnPlayerExitVehicle = VC_PlayerExitVehicle;
_Clbk->OnPickupClaimPicked = VC_PickupClaimPicked;
_Clbk->OnPickupPickedUp = VC_PickupPickedUp;
_Clbk->OnPickupRespawn = VC_PickupRespawn;
_Clbk->OnVehicleUpdate = VC_VehicleUpdate;
_Clbk->OnVehicleExplode = VC_VehicleExplode;
_Clbk->OnVehicleRespawn = VC_VehicleRespawn;
_Clbk->OnObjectShot = VC_ObjectShot;
_Clbk->OnObjectBump = VC_ObjectBump;
_Clbk->OnPublicMessage = VC_PublicMessage;
_Clbk->OnCommandMessage = VC_CommandMessage;
_Clbk->OnPrivateMessage = VC_PrivateMessage;
_Clbk->OnInternalCommand = VC_InternalCommand;
_Clbk->OnLoginAttempt = VC_LoginAttempt;
_Clbk->OnEntityPoolChange = VC_EntityPool;
_Clbk->OnKeyBindDown = VC_KeyBindDown;
_Clbk->OnKeyBindUp = VC_KeyBindUp;
_Clbk->OnPlayerAwayChange = VC_PlayerAway;
_Clbk->OnPlayerSpectate = VC_PlayerSpectate;
_Clbk->OnPlayerCrashReport = VC_PlayerCrashReport;
_Clbk->OnServerPerformanceReport = VC_ServerPerformanceReport;
_Clbk->OnPlayerNameChange = VC_PlayerName;
_Clbk->OnPlayerStateChange = VC_PlayerState;
_Clbk->OnPlayerActionChange = VC_PlayerAction;
_Clbk->OnPlayerOnFireChange = VC_PlayerOnFire;
_Clbk->OnPlayerCrouchChange = VC_PlayerCrouch;
_Clbk->OnPlayerGameKeysChange = VC_PlayerGameKeys;
_Clbk->OnCheckpointEntered = VC_OnCheckpointEntered;
_Clbk->OnCheckpointExited = VC_OnCheckpointExited;
_Clbk->OnSphereEntered = VC_OnSphereEntered;
_Clbk->OnSphereExited = VC_OnSphereExited;
}
// ------------------------------------------------------------------------------------------------
SqObj & NullData()
{
static SqObj d;
d.Release();
return d;
}
} // Namespace:: SqMod