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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-14 11:47:15 +01:00
SqMod/source/Entity/Player.cpp
2020-03-20 20:37:17 +02:00

2929 lines
101 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Entity/Player.hpp"
#include "Entity/Vehicle.hpp"
#include "Base/Color3.hpp"
#include "Base/Color4.hpp"
#include "Base/Vector3.hpp"
#include "Library/Utils/Buffer.hpp"
#include "Core.hpp"
#include "Misc/Areas.hpp"
#include "Misc/Tasks.hpp"
// ------------------------------------------------------------------------------------------------
#include <cstring>
// ------------------------------------------------------------------------------------------------
#include <sqstdstring.h>
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
extern SQRESULT SqGrabPlayerMessageColor(HSQUIRRELVM vm, Int32 idx, Uint32 & color, Int32 & msgidx);
// ------------------------------------------------------------------------------------------------
SQMODE_DECL_TYPENAME(Typename, _SC("SqPlayer"))
// ------------------------------------------------------------------------------------------------
SQChar CPlayer::s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
// ------------------------------------------------------------------------------------------------
const Int32 CPlayer::Max = SQMOD_PLAYER_POOL;
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::SqGetNull(HSQUIRRELVM vm)
{
sq_pushobject(vm, Core::Get().GetNullPlayer().GetObject());
return 1;
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetNull()
{
return Core::Get().GetNullPlayer();
}
// ------------------------------------------------------------------------------------------------
CPlayer::CPlayer(Int32 id)
: m_ID(VALID_ENTITYGETEX(id, SQMOD_PLAYER_POOL))
, m_Tag(ToStrF("%d", id)), m_Data(), m_Buffer(256), m_CircularLocks(0)
, mBufferInitSize(256)
, mMessageColor(0x6599FFFF)
, mAnnounceStyle(1)
, mDefaultAmmo(0)
, mMessagePrefix(_SC(""))
, mMessagePostfix(_SC(""))
, mAnnouncePrefix(_SC(""))
, mAnnouncePostfix(_SC(""))
, mMessagePrefixes()
, mLimitPrefixPostfixMessage(true)
{
// Reset message prefixes
for (unsigned n = 0; n < SQMOD_PLAYER_MSG_PREFIXES; ++n)
{
mMessagePrefixes[n].assign(_SC(""));
}
}
// ------------------------------------------------------------------------------------------------
CPlayer::~CPlayer()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
const String & CPlayer::ToString() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
const String & CPlayer::GetTag() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTag(StackStrF & tag)
{
if (tag.mLen > 0)
{
m_Tag.assign(tag.mPtr, tag.mLen);
}
else
{
m_Tag.clear();
}
}
// ------------------------------------------------------------------------------------------------
CPlayer & CPlayer::ApplyTag(StackStrF & tag)
{
SetTag(tag);
return *this;
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetData()
{
// Validate the managed identifier
Validate();
// Return the requested information
return m_Data;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetData(LightObj & data)
{
// Validate the managed identifier
Validate();
// Apply the specified value
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetEvents() const
{
// Validate the managed identifier
Validate();
// Return the associated event table
return Core::Get().GetPlayer(m_ID).mEvents;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::CustomEvent(Int32 header, LightObj & payload) const
{
// Validate the managed identifier
Validate();
// Perfrom the requested action
Core::Get().EmitPlayerCustom(m_ID, header, payload);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsConnected() const
{
return _Func->IsPlayerConnected(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsStreamedFor(CPlayer & player) const
{
// Is the specified player even valid?
if (!player.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerStreamedForPlayer(m_ID, player.GetID());
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetAdmin() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerAdmin(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAdmin(bool toggle)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const bool current = _Func->IsPlayerAdmin(m_ID);
// Don't even bother if it's the same value
if (current == toggle)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerAdmin(m_ID, toggle);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ADMIN))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ADMIN);
// Now forward the event call
Core::Get().EmitPlayerAdmin(m_ID, current, toggle);
}
}
// ------------------------------------------------------------------------------------------------
CSStr CPlayer::GetIP() const
{
// Validate the managed identifier
Validate();
// Clear any previous string (just in case)
s_Buffer[0] = '\0';
// Query the server for the IP of the managed player
if (_Func->GetPlayerIP(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
{
STHROWF("The available buffer was too small to contain the IP address");
}
// Return the requested information
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
CSStr CPlayer::GetUID() const
{
// Validate the managed identifier
Validate();
// Clear any previous string (just in case)
s_Buffer[0] = '\0';
// Query the server for the UID of the managed player
if (_Func->GetPlayerUID(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
{
STHROWF("The available buffer was too small to contain the unique id");
}
// Return the requested information
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
CSStr CPlayer::GetUID2() const
{
// Validate the managed identifier
Validate();
// Clear any previous string (just in case)
s_Buffer[0] = '\0';
// Query the server for the UID2 of the managed player
if (_Func->GetPlayerUID2(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
{
STHROWF("The available buffer was too small to contain the unique id v2");
}
// Return the requested information
return s_Buffer;
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
void CPlayer::Kill() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->KillPlayer(m_ID);
}
#endif
// ------------------------------------------------------------------------------------------------
void CPlayer::Kick() const
{
// Validate the managed identifier
Validate();
// Store the default header and payload
Core::Get().GetPlayer(m_ID).mKickBanHeader = vcmpDisconnectReasonKick;
Core::Get().GetPlayer(m_ID).mKickBanPayload = NullLightObj();
// Perform the requested operation
_Func->KickPlayer(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::KickBecause(Int32 header, LightObj & payload) const
{
// Validate the managed identifier
Validate();
// Store the specified header and payload
Core::Get().GetPlayer(m_ID).mKickBanHeader = header;
Core::Get().GetPlayer(m_ID).mKickBanPayload = payload;
// Perform the requested operation
_Func->KickPlayer(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Ban() const
{
// Validate the managed identifier
Validate();
// Store the default header and payload
Core::Get().GetPlayer(m_ID).mKickBanHeader = vcmpDisconnectReasonKick;
Core::Get().GetPlayer(m_ID).mKickBanPayload = NullLightObj();
// Perform the requested operation
_Func->BanPlayer(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::BanBecause(Int32 header, LightObj & payload) const
{
// Validate the managed identifier
Validate();
// Store the specified header and payload
Core::Get().GetPlayer(m_ID).mKickBanHeader = header;
Core::Get().GetPlayer(m_ID).mKickBanPayload = payload;
// Perform the requested operation
_Func->BanPlayer(m_ID);
}
// ------------------------------------------------------------------------------------------------
Uint32 CPlayer::GetKey() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerKey(m_ID);
}
// ------------------------------------------------------------------------------------------------
CSStr CPlayer::GetName() const
{
// Validate the managed identifier
Validate();
// Clear any previous string (just in case)
s_Buffer[0] = '\0';
// Query the server for the name of the managed player
if (_Func->GetPlayerName(m_ID, s_Buffer, sizeof(s_Buffer)) == vcmpErrorBufferTooSmall)
{
STHROWF("The available buffer was too small to contain the nickname");
}
// Return the requested information
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetName(StackStrF & name) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
const vcmpError ret = _Func->SetPlayerName(m_ID, name.mPtr);
// Validate the resulted status
if (ret == vcmpErrorNullArgument)
{
STHROWF("Cannot assign a null name to a player");
}
else if (ret == vcmpErrorInvalidName)
{
STHROWF("The specified name is invalid");
}
else if (ret == vcmpErrorTooLargeInput)
{
STHROWF("The specified name is too large");
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetState() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerState(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetOption(Int32 option_id) const
{
// Attempt to obtain the current value of the specified option
const bool value = _Func->GetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id));
// Check for errors
if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
// Return the requested value
return value;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetOption(Int32 option_id, bool toggle)
{
SetOptionEx(option_id, toggle, 0, NullLightObj());
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetOptionEx(Int32 option_id, bool toggle, Int32 header, LightObj & payload)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const bool current = _Func->GetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id));
// Don't even bother if it's the same value
if (current == toggle)
{
return;
}
// Avoid property unwind from a recursive call
else if (_Func->SetPlayerOption(m_ID,
static_cast< vcmpPlayerOption >(option_id), toggle) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
// Avoid infinite recursive event loops
else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_OPTION))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_OPTION);
// Now forward the event call
Core::Get().EmitPlayerOption(m_ID, option_id, current, header, payload);
}
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetNetworkStatisticsF(Int32 option_id) const
{
// Validate the managed identifier
Validate();
// Retrieve the requested information
double value = _Func->GetNetworkStatistics(m_ID, static_cast< vcmpNetworkStatisticsOption >(option_id));
// Return it in the proper type
return static_cast< SQFloat >(value);
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetNetworkStatisticsI(Int32 option_id) const
{
// Validate the managed identifier
Validate();
// Retrieve the requested information
double value = _Func->GetNetworkStatistics(m_ID, static_cast< vcmpNetworkStatisticsOption >(option_id));
// Return it in the proper type
return static_cast< SQInteger >(value);
}
#endif
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWorld(Int32 world)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerWorld(m_ID);
// Don't even bother if it's the same value
if (current == world)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerWorld(m_ID, world);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
// Now forward the event call
Core::Get().EmitPlayerWorld(m_ID, current, world, false);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetSecondaryWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerSecondaryWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSecondaryWorld(Int32 world)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerSecondaryWorld(m_ID);
// Don't even bother if it's the same value
if (current == world)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerSecondaryWorld(m_ID, world);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WORLD))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WORLD);
// Now forward the event call
Core::Get().EmitPlayerWorld(m_ID, current, world, true);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetUniqueWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerUniqueWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsWorldCompatible(Int32 world) const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerWorldCompatible(m_ID, world);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetClass() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerClass(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetTeam() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerTeam(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTeam(Int32 team)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerTeam(m_ID);
// Don't even bother if it's the same value
if (current == team)
{
return;
}
// Avoid property unwind from a recursive call
else if (_Func->SetPlayerTeam(m_ID, team) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid team identifier: %d", team);
}
// Avoid infinite recursive event loops
else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_TEAM))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_TEAM);
// Now forward the event call
Core::Get().EmitPlayerTeam(m_ID, current, team);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetSkin() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerSkin(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSkin(Int32 skin)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerSkin(m_ID);
// Don't even bother if it's the same value
if (current == skin)
{
return;
}
// Avoid property unwind from a recursive call
else if (_Func->SetPlayerSkin(m_ID, skin) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid skin identifier: %d", skin);
}
// Avoid infinite recursive event loops
else if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SKIN))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SKIN);
// Now forward the event call
Core::Get().EmitPlayerSkin(m_ID, current, skin);
}
}
// ------------------------------------------------------------------------------------------------
Color3 CPlayer::GetColor() const
{
// Validate the managed identifier
Validate();
// Create an empty color
Color3 color;
// Query the server for the color values
color.SetRGB(_Func->GetPlayerColour(m_ID));
// Return the requested information
return color;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColor(const Color3 & color) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerColour(m_ID, color.GetRGB());
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerColour(m_ID, SQMOD_PACK_RGB(r, g, b));
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsSpawned() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerSpawned(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSpawn() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->ForcePlayerSpawn(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSelect() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->ForcePlayerSelect(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsTyping() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerTyping(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetMoney() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerMoney(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetMoney(Int32 amount)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerMoney(m_ID);
// Don't even bother if it's the same value
if (current == amount)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerMoney(m_ID, amount);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
// Now forward the event call
Core::Get().EmitPlayerMoney(m_ID, current, amount);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveMoney(Int32 amount)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerMoney(m_ID);
// Avoid property unwind from a recursive call
_Func->GivePlayerMoney(m_ID, amount);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_MONEY))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_MONEY);
// Now forward the event call
Core::Get().EmitPlayerMoney(m_ID, current, current + amount);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetScore() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerScore(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetScore(Int32 score)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerScore(m_ID);
// Don't even bother if it's the same value
if (current == score)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerScore(m_ID, score);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_SCORE))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_SCORE);
// Now forward the event call
Core::Get().EmitPlayerScore(m_ID, current, score);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWantedLevel() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWantedLevel(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWantedLevel(Int32 level)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerWantedLevel(m_ID);
// Don't even bother if it's the same value
if (current == level)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerWantedLevel(m_ID, level);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_WANTED_LEVEL))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_WANTED_LEVEL);
// Now forward the event call
Core::Get().EmitPlayerWantedLevel(m_ID, current, level);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetPing() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerPing(m_ID);
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetFPS() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerFPS(m_ID);
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetHealth() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerHealth(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHealth(Float32 amount) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerHealth(m_ID, amount);
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetArmor() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerArmour(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetArmor(Float32 amount) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerArmour(m_ID, amount);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetImmunity() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerImmunityFlags(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetImmunity(Int32 flags)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerImmunityFlags(m_ID);
// Avoid property unwind from a recursive call
_Func->SetPlayerImmunityFlags(m_ID, flags);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_IMMUNITY))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_IMMUNITY);
// Now forward the event call
Core::Get().EmitPlayerImmunity(m_ID, current, flags);
}
}
// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetPosition() const
{
// Validate the managed identifier
Validate();
// Create a default vector instance
Vector3 vec;
// Query the server for the values
_Func->GetPlayerPosition(m_ID, &vec.x, &vec.y, &vec.z);
// Return the requested information
return vec;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPosition(const Vector3 & pos) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, pos.x, pos.y, pos.z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetSpeed() const
{
// Validate the managed identifier
Validate();
// Create a default vector instance
Vector3 vec;
// Query the server for the speed values
_Func->GetPlayerSpeed(m_ID, &vec.x, &vec.y, &vec.z);
// Return the requested information
return vec;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerSpeed(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeed(const Vector3 & vel) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->AddPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeedEx(Float32 x, Float32 y, Float32 z) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->AddPlayerSpeed(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetHeading() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerHeading(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHeading(Float32 angle) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerHeading(m_ID, angle);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetAlpha() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerAlpha(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAlpha(Int32 alpha)
{
SetAlphaEx(alpha, 0);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAlphaEx(Int32 alpha, Int32 fade)
{
// Validate the managed identifier
Validate();
// Grab the current value for this property
const Int32 current = _Func->GetPlayerAlpha(m_ID);
// Don't even bother if it's the same value
if (current == alpha)
{
return;
}
// Avoid property unwind from a recursive call
_Func->SetPlayerAlpha(m_ID, alpha, fade);
// Avoid infinite recursive event loops
if (!(m_CircularLocks & PLAYERCL_EMIT_PLAYER_ALPHA))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PLAYERCL_EMIT_PLAYER_ALPHA);
// Now forward the event call
Core::Get().EmitPlayerAlpha(m_ID, current, alpha, fade);
}
}
// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetAimPosition() const
{
// Validate the managed identifier
Validate();
// Create a default vector instance
Vector3 vec;
// Query the server for the values
_Func->GetPlayerAimPosition(m_ID, &vec.x, &vec.y, &vec.z);
// Return the requested information
return vec;
}
// ------------------------------------------------------------------------------------------------
Vector3 CPlayer::GetAimDirection() const
{
// Validate the managed identifier
Validate();
// Create a default vector instance
Vector3 vec;
// Query the server for the direction values
_Func->GetPlayerAimDirection(m_ID, &vec.x, &vec.y, &vec.z);
// Return the requested information
return vec;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsBurning() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerOnFire(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCrouched() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerCrouching(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetAction() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerAction(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetGameKeys() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerGameKeys(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::Embark(CVehicle & vehicle) const
{
// Is the specified vehicle even valid?
if (!vehicle.IsActive())
{
STHROWF("Invalid vehicle argument: null");
}
// Validate the managed identifier
Validate();
// Perform the requested operation
return (_Func->PutPlayerInVehicle(m_ID, vehicle.GetID(), 0, true, true)
!= vcmpErrorRequestDenied);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::Embark(CVehicle & vehicle, Int32 slot, bool allocate, bool warp) const
{
// Is the specified vehicle even valid?
if (!vehicle.IsActive())
{
STHROWF("Invalid vehicle argument: null");
}
// Validate the managed identifier
Validate();
// Perform the requested operation
return (_Func->PutPlayerInVehicle(m_ID, vehicle.GetID(), slot, allocate, warp)
!= vcmpErrorRequestDenied);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Disembark() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RemovePlayerFromVehicle(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetVehicleStatus() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerInVehicleStatus(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetVehicleSlot() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerInVehicleSlot(m_ID);
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetVehicle() const
{
// Validate the managed identifier
Validate();
// Retrieve the identifier of the vehicle
const Int32 id = _Func->GetPlayerVehicleId(m_ID);
// Validate the obtained identifier
if (VALID_ENTITYEX(id, SQMOD_VEHICLE_POOL))
{
// Return the requested information
return Core::Get().GetVehicle(id).mObj;
}
// Default to a null object
return Core::Get().GetNullVehicle();
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetVehicleID() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerVehicleId(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWeapon() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWeapon(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeapon(Int32 wep) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->SetPlayerWeapon(m_ID, wep, mDefaultAmmo) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid weapon identifier: %d", wep);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponEx(Int32 wep, Int32 ammo) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->SetPlayerWeapon(m_ID, wep, ammo) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid weapon ammo: %d", ammo);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeapon(Int32 wep, Int32 ammo) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->GivePlayerWeapon(m_ID, wep, ammo) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid weapon ammo: %d", ammo);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetAmmo() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWeaponAmmo(m_ID);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWeaponSlot() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWeaponSlot(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponSlot(Int32 slot) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->SetPlayerWeaponSlot(m_ID, slot) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid weapon slot: %d", slot);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWeaponAtSlot(Int32 slot) const
{
// Attempt to obtain the weapon identifier of the specified slot
const Int32 id = _Func->GetPlayerWeaponAtSlot(m_ID, slot);
// Check for errors
if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid weapon slot: %d", slot);
}
// Return the requested information
return id;
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetAmmoAtSlot(Int32 slot) const
{
// Attempt to obtain the weapon ammo of the specified slot
const Int32 ammo = _Func->GetPlayerAmmoAtSlot(m_ID, slot);
// Check for errors
if (_Func->GetLastError() == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid weapon slot: %d", slot);
}
// Return the requested information
return ammo;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::RemoveWeapon(Int32 wep) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RemovePlayerWeapon(m_ID, wep);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StripWeapons() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RemoveAllWeapons(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCameraPosition(m_ID, pos.x, pos.y, pos.z, aim.x, aim.y, aim.z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetCameraPosition(Float32 xp, Float32 yp, Float32 zp, Float32 xa, Float32 ya, Float32 za) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetCameraPosition(m_ID, xp, yp, zp, xa, ya, za);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::RestoreCamera() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->RestoreCamera(m_ID);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCameraLocked() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsCameraLocked(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnimation(Int32 anim) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerAnimation(m_ID, 0, anim);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnimation(Int32 anim, Int32 group) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerAnimation(m_ID, group, anim);
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::StandingOnVehicle() const
{
// Validate the managed identifier
Validate();
// Retrieve the identifier of the vehicle
const Int32 id = _Func->GetPlayerStandingOnVehicle(m_ID);
// Validate the obtained identifier
if (VALID_ENTITYEX(id, SQMOD_VEHICLE_POOL))
{
// Return the requested information
return Core::Get().GetVehicle(id).mObj;
}
// Default to a null object
return Core::Get().GetNullVehicle();
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::StandingOnObject() const
{
// Validate the managed identifier
Validate();
// Retrieve the identifier of the object
const Int32 id = _Func->GetPlayerStandingOnObject(m_ID);
// Validate the obtained identifier
if (VALID_ENTITYEX(id, SQMOD_OBJECT_POOL))
{
// Return the requested information
return Core::Get().GetObject(id).mObj;
}
// Default to a null object
return Core::Get().GetNullObject();
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsAway() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerAway(m_ID);
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::GetSpectator() const
{
// Validate the managed identifier
Validate();
// Retrieve the identifier of the player
const Int32 id = _Func->GetPlayerSpectateTarget(m_ID);
// Validated the obtained identifier
if (_Func->GetLastError() != vcmpErrorNoSuchEntity && VALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
{
// Return the requested information
return Core::Get().GetPlayer(id).mObj;
}
// Default to a null object
return Core::Get().GetNullPlayer();
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpectator(CPlayer & target) const
{
// Validate the managed identifier
Validate();
// Spectate the given target
_Func->SetPlayerSpectateTarget(m_ID, target.GetID());
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetSpectatorID() const
{
// Validate the managed identifier
Validate();
// Retrieve the identifier of the player
return _Func->GetPlayerSpectateTarget(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpectatorID(SQInteger id) const
{
// Validate the managed identifier
Validate();
// Spectate the given target
_Func->SetPlayerSpectateTarget(m_ID, id);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Unspectate() const
{
// Validate the managed identifier
Validate();
// Spectate the given target
_Func->SetPlayerSpectateTarget(m_ID, -1);
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPlayer3DArrow(CPlayer & target, bool toggle) const
{
// Validate the managed identifier
Validate();
// Spectate the given target
_Func->SetPlayer3DArrowForPlayer(m_ID, target.GetID(), toggle);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetPlayer3DArrow(CPlayer & target) const
{
// Validate the managed identifier
Validate();
// Spectate the given target
return _Func->GetPlayer3DArrowForPlayer(m_ID, target.GetID());
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPlayer3DArrowID(SQInteger id, bool toggle) const
{
// Validate the managed identifier
Validate();
// Spectate the given target
_Func->SetPlayer3DArrowForPlayer(m_ID, id, toggle);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetPlayer3DArrowID(SQInteger id) const
{
// Validate the managed identifier
Validate();
// Spectate the given target
return _Func->GetPlayer3DArrowForPlayer(m_ID, id);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::InterpolateCameraLookAt(const Vector3 & pos, Uint32 ms) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return _Func->InterpolateCameraLookAt(m_ID, pos.x, pos.y, pos.z, ms) != vcmpErrorRequestDenied;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::InterpolateCameraLookAtEx(Float32 x, Float32 y, Float32 z, Uint32 ms) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return _Func->InterpolateCameraLookAt(m_ID, x, y, z, ms) != vcmpErrorRequestDenied;
}
#endif
// ------------------------------------------------------------------------------------------------
void CPlayer::Redirect(StackStrF & ip, Uint32 port, StackStrF & nick,
StackStrF & server_pass, StackStrF & user_pass)
{
// Validate the managed identifier
Validate();
// Return the requested information
if (_Func->RedirectPlayerToServer(m_ID, ip.mPtr, port,
nick.mPtr, server_pass.mPtr, user_pass.mPtr) == vcmpErrorNullArgument)
{
STHROWF("Invalid arguments encountered");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GetModuleList() const
{
// Validate the managed identifier
Validate();
// Send the request
_Func->GetPlayerModuleList(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::PlaySound(Int32 sound_id) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->PlaySound(_Func->GetPlayerUniqueWorld(m_ID), sound_id, NAN, NAN, NAN);
}
#if SQMOD_SDK_LEAST(2, 1)
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDrunkHandling(SQInteger level) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerDrunkHandling(m_ID, static_cast< Uint32 >(level));
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetDrunkHandling() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return _Func->GetPlayerDrunkHandling(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDrunkVisuals(SQInteger level) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerDrunkVisuals(m_ID, static_cast< Uint8 >(level));
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetDrunkVisuals() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return _Func->GetPlayerDrunkVisuals(m_ID);
}
#endif
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().NewCheckpoint(m_ID, world, sphere, x, y, z, r, g, b, a, radius,
SQMOD_CREATE_DEFAULT, NullLightObj());
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
Int32 header, LightObj & payload) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().NewCheckpoint(m_ID, world, sphere, x, y, z, r, g, b, a,
radius, header, payload);
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos,
const Color4 & color, Float32 radius) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().NewCheckpoint(m_ID, world, sphere, pos.x, pos.y, pos.z,
color.r, color.g, color.b, color.a, radius,
SQMOD_CREATE_DEFAULT, NullLightObj());
}
// ------------------------------------------------------------------------------------------------
LightObj & CPlayer::CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color,
Float32 radius, Int32 header, LightObj & payload) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
return Core::Get().NewCheckpoint(m_ID, world, sphere, pos.x, pos.y, pos.z,
color.r, color.g, color.b, color.a, radius, header, payload);
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetCollideAreas() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return (Core::Get().GetPlayer(m_ID).mFlags & ENF_AREA_TRACK);
}
void CPlayer::SetCollideAreas(bool toggle) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (toggle)
{
Core::Get().GetPlayer(m_ID).mFlags |= ENF_AREA_TRACK;
}
else
{
// Obtain the actual entity instance
auto & inst = Core::Get().GetPlayer(m_ID);
// Is this option even enabled?
if (!(inst.mFlags & ENF_AREA_TRACK))
{
return; // Not enabled to begin with
}
// Disable the option
inst.mFlags ^= ENF_AREA_TRACK;
// Clear current areas
inst.mAreas.clear();
}
}
void CPlayer::SetAreasCollide(bool toggle) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (toggle)
{
Core::Get().GetPlayer(m_ID).mFlags |= ENF_AREA_TRACK;
}
else
{
// Obtain the actual entity instance
auto & inst = Core::Get().GetPlayer(m_ID);
// Is this option even enabled?
if (!(inst.mFlags & ENF_AREA_TRACK))
{
return; // Not enabled to begin with
}
// Disable the option
inst.mFlags ^= ENF_AREA_TRACK;
// Is the player currently in any areas?
if (inst.mAreas.empty())
{
return; // Nothing to test
}
Vector3 pos;
// Obtain the current position of this instance
_Func->GetPlayerPosition(m_ID, &pos.x, &pos.y, &pos.z);
// Do a final check to see if the player left any area
for (auto & ap : inst.mAreas)
{
// Is the player still in this area?
if (!ap.first->TestEx(pos.x, pos.y))
{
Core::Get().EmitPlayerLeaveArea(m_ID, ap.second); // Emit the script event
}
}
// Clear current areas
inst.mAreas.clear();
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetAuthority() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mAuthority;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAuthority(Int32 level) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
Core::Get().GetPlayer(m_ID).mAuthority = level;
}
// ------------------------------------------------------------------------------------------------
const String & CPlayer::GetMessagePrefix(Uint32 index) const
{
// Perform a range check on the specified prefix index
if (index >= SQMOD_PLAYER_MSG_PREFIXES)
{
STHROWF("Prefix index is out of range: %u >= %d", index, SQMOD_PLAYER_MSG_PREFIXES);
}
// Validate the managed identifier
Validate();
// Return the requested information
return mMessagePrefixes[index];
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetMessagePrefix(Uint32 index, StackStrF & prefix)
{
// Perform a range check on the specified prefix index
if (index >= SQMOD_PLAYER_MSG_PREFIXES)
{
STHROWF("Prefix index is out of range: %u >= %d", index, SQMOD_PLAYER_MSG_PREFIXES);
}
// Validate the managed identifier
Validate();
// Perform the requested operation
mMessagePrefixes[index].assign(prefix.mPtr, ClampMin(prefix.mLen, 0));
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetTrackPosition() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mTrackPosition;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackPosition(SQInteger num) const
{
// Validate the managed identifier
Validate();
// Assign the requested information
Core::Get().GetPlayer(m_ID).mTrackPosition = num;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackPositionEx(SQInteger num, Int32 header, const LightObj & payload) const
{
// Validate the managed identifier
Validate();
// Assign the requested information
Core::Get().GetPlayer(m_ID).mTrackPosition = num;
Core::Get().GetPlayer(m_ID).mTrackPositionHeader = header;
Core::Get().GetPlayer(m_ID).mTrackPositionPayload = payload;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::GetTrackHeading() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mTrackHeading;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTrackHeading(SQInteger num) const
{
// Validate the managed identifier
Validate();
// Assign the requested information
Core::Get().GetPlayer(m_ID).mTrackHeading = num;
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetLastWeapon() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mLastWeapon;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetLastHealth() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mLastHealth;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetLastArmour() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mLastArmour;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetLastHeading() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mLastHeading;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetLastPosition() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(m_ID).mLastPosition;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StartStream()
{
// Validate the managed identifier
Validate();
// Initialize the stream buffer
m_Buffer.Adjust(mBufferInitSize);
m_Buffer.Move(0);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StartStream(Uint32 size)
{
// Validate the managed identifier
Validate();
// Initialize the stream buffer
m_Buffer.Adjust(size);
m_Buffer.Move(0);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetBufferCursor() const
{
return m_Buffer.Position();
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetBufferCursor(Int32 pos)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
m_Buffer.Move(pos);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamByte(SQInteger val)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
m_Buffer.Push< Uint8 >(ConvTo< Uint8 >::From(val));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamShort(SQInteger val)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
m_Buffer.Push< Int16 >(ConvTo< Int16 >::From(val));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamInt(SQInteger val)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
m_Buffer.Push< Int32 >(ConvTo< Int32 >::From(val));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamFloat(SQFloat val)
{
// Validate the managed identifier
Validate();
// Perform the requested operation
m_Buffer.Push< Float32 >(ConvTo< Float32 >::From(val));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamString(StackStrF & val)
{
// Validate the managed identifier
Validate();
// Calculate the string length
Uint16 length = ConvTo< Uint16 >::From(val.mLen);
// Change the size endianness to big endian
Uint16 size = ((length >> 8) & 0xFF) | ((length & 0xFF) << 8);
// Write the size and then the string contents
m_Buffer.Push< Uint16 >(size);
m_Buffer.AppendS(val.mPtr, length);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamRawString(StackStrF & val)
{
// Validate the managed identifier
Validate();
// Write the the string contents
m_Buffer.AppendS(val.mPtr, ClampMin(val.mLen, 0));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::FlushStream(bool reset)
{
// Validate the managed identifier
Validate();
// Do we even have what to send?
if (!m_Buffer)
{
STHROWF("Cannot send uninitialized stream buffer");
}
else if (!m_Buffer.Position())
{
STHROWF("Cannot send empty stream buffer");
}
// Attempt to send the stream buffer contents
const vcmpError result = _Func->SendClientScriptData(m_ID, m_Buffer.Data(), m_Buffer.Position());
// Should we reset the buffer cursor?
if (reset)
{
m_Buffer.Move(0);
}
// Check for errors
if (result == vcmpErrorTooLargeInput)
{
STHROWF("Stream buffer is too big");
}
}
// ------------------------------------------------------------------------------------------------
Uint32 CPlayer::GetBufferCapacity() const
{
return m_Buffer.Capacity();
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SendBuffer(const SqBuffer & buffer) const
{
// Validate the managed identifier
Validate();
// Validate the specified buffer
buffer.ValidateDeeper();
// Validate the buffer cursor
if (!buffer.GetRef()->Position())
{
STHROWF("Cannot send empty stream buffer");
}
// Attempt to send the stream buffer contents
const vcmpError result = _Func->SendClientScriptData(m_ID, buffer.GetRef()->Data(),
buffer.GetRef()->Position());
// Check for errors
if (result == vcmpErrorTooLargeInput)
{
STHROWF("Stream buffer is too big");
}
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetPositionX() const
{
// Validate the managed identifier
Validate();
// Reserve a temporary float to retrieve the requested component
Float32 x = 0.0f, dummy;
// Query the server for the requested component value
_Func->GetPlayerPosition(m_ID, &x, &dummy, &dummy);
// Return the requested information
return x;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetPositionY() const
{
// Validate the managed identifier
Validate();
// Reserve a temporary float to retrieve the requested component
Float32 y = 0.0f, dummy;
// Query the server for the requested component value
_Func->GetPlayerPosition(m_ID, &dummy, &y, &dummy);
// Return the requested information
return y;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetPositionZ() const
{
// Validate the managed identifier
Validate();
// Reserve a temporary float to retrieve the requested component
Float32 z = 0.0f, dummy;
// Query the server for the requested component value
_Func->GetPlayerPosition(m_ID, &dummy, &dummy, &z);
// Return the requested information
return z;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Reserve some temporary floats to retrieve the missing components
Float32 y, z, dummy;
// Retrieve the current values for unchanged components
_Func->GetPlayerPosition(m_ID, &dummy, &y, &z);
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Reserve some temporary floats to retrieve the missing components
Float32 x, z, dummy;
// Retrieve the current values for unchanged components
_Func->GetPlayerPosition(m_ID, &x, &dummy, &z);
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, x, y, z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Reserve some temporary floats to retrieve the missing components
Float32 x, y, dummy;
// Retrieve the current values for unchanged components
_Func->GetPlayerPosition(m_ID, &x, &y, &dummy);
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, z, y, z);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetColorR() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return static_cast< Int32 >((_Func->GetPlayerColour(m_ID) >> 16) & 0xFF);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetColorG() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return static_cast< Int32 >((_Func->GetPlayerColour(m_ID) >> 8) & 0xFF);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetColorB() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return static_cast< Int32 >(_Func->GetPlayerColour(m_ID) & 0xFF);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorR(Int32 r) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerColour(m_ID, (ConvTo< Uint8 >::From(r) << 16) |
(~(0xFF << 16) & _Func->GetPlayerColour(m_ID)));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorG(Int32 g) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerColour(m_ID, (ConvTo< Uint8 >::From(g) << 8) |
(~(0xFF << 8) & _Func->GetPlayerColour(m_ID)));
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorB(Int32 g) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerColour(m_ID, (ConvTo< Uint8 >::From(g)) |
(~(0xFF) & _Func->GetPlayerColour(m_ID)));
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Msg(HSQUIRRELVM vm)
{
// The function needs at least 2 arguments
const Int32 top = sq_gettop(vm);
// Was the message color specified?
if (top <= 1)
{
return sq_throwerror(vm, "Missing message color");
}
// Was the message value specified?
else if (top <= 2)
{
return sq_throwerror(vm, "Missing message value");
}
// The player instance
CPlayer * player;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
}
catch (const Sqrat::Exception & e)
{
// Propagate the error
return sq_throwerror(vm, e.what());
}
// Do we have a valid player instance?
if (!player)
{
return sq_throwerror(vm, "Invalid player instance ");
}
// Do we have a valid player identifier?
else if (!player->IsActive())
{
return sq_throwerror(vm, ToStrF("Invalid player reference [%s]", player->GetTag().c_str()));
}
// The index where the message should start
Int32 msgidx = 2;
// The message color
Uint32 color = 0;
// Attempt to identify and extract the color
const SQRESULT res = SqGrabPlayerMessageColor(vm, 2, color, msgidx);
// Did we fail to identify a color?
if (SQ_FAILED(res))
{
return res; // Propagate the error!
}
// Attempt to generate the string value
StackStrF val(vm, msgidx);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error!
}
// Send the resulted message string
const vcmpError result = _Func->SendClientMessage(player->GetID(), color,
"%s%s%s",
player->mMessagePrefix.c_str(),
val.mPtr,
player->mMessagePostfix.c_str());
// Check the result
if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, ToStrF("Client message too big [%s]", player->GetTag().c_str()));
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgP(HSQUIRRELVM vm)
{
const Int32 top = sq_gettop(vm);
// Was the index of the message prefix specified?
if (top <= 1)
{
return sq_throwerror(vm, "Missing prefix index");
}
// Was the message value specified?
else if (top <= 2)
{
return sq_throwerror(vm, "Missing message value");
}
// The player instance
CPlayer * player = nullptr;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Do we have a valid player instance?
if (!player)
{
return sq_throwerror(vm, "Invalid player instance");
}
// Do we have a valid player identifier?
else if (!player->IsActive())
{
return sq_throwerror(vm, ToStrF("Invalid player reference [%s]", player->GetTag().c_str()));
}
// The prefix index
Uint32 index = 0;
// Attempt to extract the argument values
try
{
index = ConvTo< Uint32 >::From(Var< SQInteger >(vm, 2).value);
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Perform a range check on the specified prefix index
if (index >= SQMOD_PLAYER_MSG_PREFIXES)
{
return sq_throwerror(vm, ToStrF("Prefix index is out of range: %u >= %u",
index, SQMOD_PLAYER_MSG_PREFIXES));
}
// Attempt to generate the string value
StackStrF val(vm, 3);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error!
}
vcmpError result = vcmpErrorNone;
// Send the resulted message string
if (player->mLimitPrefixPostfixMessage)
{
result = _Func->SendClientMessage(player->GetID(), player->mMessageColor, "%s%s",
player->mMessagePrefixes[index].c_str(), val.mPtr);
}
else
{
result = _Func->SendClientMessage(player->GetID(), player->mMessageColor, "%s%s%s%s",
player->mMessagePrefix.c_str(),
player->mMessagePrefixes[index].c_str(), val.mPtr,
player->mMessagePostfix.c_str());
}
// Check the result
if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, ToStrF("Client message too big [%s]", player->GetTag().c_str()));
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgEx(HSQUIRRELVM vm)
{
const Int32 top = sq_gettop(vm);
// Was the index of the message prefix specified?
if (top <= 1)
{
return sq_throwerror(vm, "Missing prefix index");
}
// Was the message color specified?
else if (top <= 2)
{
return sq_throwerror(vm, "Missing message color");
}
// Was the message value specified?
else if (top <= 3)
{
return sq_throwerror(vm, "Missing message value");
}
// The player instance
CPlayer * player = nullptr;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Do we have a valid player instance?
if (!player)
{
return sq_throwerror(vm, "Invalid player instance");
}
// Do we have a valid player identifier?
else if (!player->IsActive())
{
return sq_throwerror(vm, ToStrF("Invalid player reference [%s]", player->GetTag().c_str()));
}
// The prefix index
Uint32 index = 0;
// Attempt to extract the argument values
try
{
index = ConvTo< Uint32 >::From(Var< SQInteger >(vm, 2).value);
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Perform a range check on the specified prefix index
if (index >= SQMOD_PLAYER_MSG_PREFIXES)
{
return sq_throwerror(vm, ToStrF("Prefix index is out of range: %u >= %u",
index, SQMOD_PLAYER_MSG_PREFIXES));
}
// The index where the message should start
Int32 msgidx = 3;
// The message color
Uint32 color = 0;
// Attempt to identify and extract the color
const SQRESULT res = SqGrabPlayerMessageColor(vm, 3, color, msgidx);
// Did we fail to identify a color?
if (SQ_FAILED(res))
{
return res; // Propagate the error!
}
// Attempt to generate the string value
StackStrF val(vm, msgidx);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error!
}
vcmpError result = vcmpErrorNone;
// Send the resulted message string
if (player->mLimitPrefixPostfixMessage)
{
result = _Func->SendClientMessage(player->GetID(), color, "%s%s",
player->mMessagePrefixes[index].c_str(), val.mPtr);
}
else
{
result = _Func->SendClientMessage(player->GetID(), color, "%s%s%s%s",
player->mMessagePrefix.c_str(),
player->mMessagePrefixes[index].c_str(), val.mPtr,
player->mMessagePostfix.c_str());
}
// Check the result
if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, ToStrF("Client message too big [%s]", player->GetTag().c_str()));
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Message(HSQUIRRELVM vm)
{
const Int32 top = sq_gettop(vm);
// Was the message value specified?
if (top <= 1)
{
return sq_throwerror(vm, "Missing message value");
}
// The player instance
CPlayer * player = nullptr;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Do we have a valid player instance?
if (!player)
{
return sq_throwerror(vm, "Invalid player instance");
}
// Do we have a valid player identifier?
else if (!player->IsActive())
{
return sq_throwerror(vm, ToStrF("Invalid player reference [%s]", player->GetTag().c_str()));
}
// Attempt to generate the string value
StackStrF val(vm, 2);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error!
}
// Send the resulted message string
const vcmpError result = _Func->SendClientMessage(player->GetID(), player->mMessageColor,
"%s%s%s",
player->mMessagePrefix.c_str(),
val.mPtr,
player->mMessagePostfix.c_str());
// Check the result
if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, ToStrF("Client message too big [%s]", player->GetTag().c_str()));
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Announce(HSQUIRRELVM vm)
{
const Int32 top = sq_gettop(vm);
// Was the announcement value specified?
if (top <= 1)
{
return sq_throwerror(vm, "Missing announcement value");
}
// The player instance
CPlayer * player = nullptr;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Do we have a valid player instance?
if (!player)
{
return sq_throwerror(vm, "Invalid player instance");
}
// Do we have a valid player identifier?
else if (!player->IsActive())
{
return sq_throwerror(vm, ToStrF("Invalid player reference [%s]", player->GetTag().c_str()));
}
// Attempt to generate the string value
StackStrF val(vm, 2);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error!
}
// Send the resulted announcement string
const vcmpError result = _Func->SendGameMessage(player->GetID(), player->mAnnounceStyle,
"%s%s%s",
player->mAnnouncePrefix.c_str(),
val.mPtr,
player->mAnnouncePostfix.c_str());
// Validate the result
if (result == vcmpErrorArgumentOutOfBounds)
{
return sq_throwerror(vm, ToStrF("Invalid announcement style %d [%s]",
player->mAnnounceStyle, player->GetTag().c_str()));
}
else if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, ToStrF("Game message too big [%s]", player->GetTag().c_str()));
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::AnnounceEx(HSQUIRRELVM vm)
{
const Int32 top = sq_gettop(vm);
// Was the announcement style specified?
if (top <= 1)
{
return sq_throwerror(vm, "Missing announcement style");
}
// Was the announcement value specified?
else if (top <= 2)
{
return sq_throwerror(vm, "Missing announcement value");
}
// The player instance
CPlayer * player = nullptr;
// The announcement style
Int32 style;
// style to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
style = Var< Int32 >(vm, 2).value;
}
catch (const Sqrat::Exception & e)
{
return sq_throwerror(vm, e.what());
}
// Do we have a valid player instance?
if (!player)
{
return sq_throwerror(vm, "Invalid player instance");
}
// Do we have a valid player identifier?
else if (!player->IsActive())
{
return sq_throwerror(vm, ToStrF("Invalid player reference [%s]", player->GetTag().c_str()));
}
// Attempt to generate the string value
StackStrF val(vm, 3);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error!
}
// Send the resulted announcement string
const vcmpError result = _Func->SendGameMessage(player->GetID(), style, "%s%s%s",
player->mAnnouncePrefix.c_str(),
val.mPtr,
player->mAnnouncePostfix.c_str());
// Validate the result
if (result == vcmpErrorArgumentOutOfBounds)
{
return sq_throwerror(vm, "");
return sq_throwerror(vm, ToStrF("Invalid announcement style %d [%s]",
style, player->GetTag().c_str()));
}
else if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, ToStrF("Game message too big [%s]", player->GetTag().c_str()));
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger Player_FindAuto(HSQUIRRELVM vm)
{
// See if a search token was specified
if (sq_gettop(vm) <= 1)
{
return sq_throwerror(vm, _SC("Please specify a token with which to identify the player (id/name)"));
}
// Identify the token type.
switch (sq_gettype(vm, 2))
{
case OT_INTEGER: {
SQInteger id;
// Attempt to retrieve the given id
const SQRESULT res = sq_getinteger(vm, 2, &id);
// Validate the given identifier
if (SQ_FAILED(res))
{
return res; // Propagate the error
}
// Check identifier range
else if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
{
sq_pushnull(vm); // Default to null
}
// Finally, attempt to push the return value
else
{
sq_pushobject(vm, Core::Get().GetPlayer(id).mObj.mObj);
}
} break;
case OT_FLOAT: {
SQFloat fid;
// Attempt to retrieve the given id
const SQRESULT res = sq_getfloat(vm, 2, &fid);
// Validate the given identifier
if (SQ_FAILED(res))
{
return res; // Propagate the error
}
// Convert the float value to an integer
const Int32 id = std::round(static_cast< Float32 >(fid));
// Check identifier range
if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
{
sq_pushnull(vm); // Default to null
}
// Finally, attempt to push the return value
else
{
sq_pushobject(vm, Core::Get().GetPlayer(id).mObj.mObj);
}
} break;
case OT_STRING:
default: {
// Attempt to convert the obtained value to a string
StackStrF val(vm, 2);
// Did the conversion failed?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error
}
else if (val.mLen <= 0)
{
// Default to null
sq_pushnull(vm);
// Stop here!
break;
}
// Attempt to locate the player with this name
Int32 id = _Func->GetPlayerIdFromName(val.mPtr);
// Was there a player with this name?
if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
{
sq_pushnull(vm); // Default to null
}
// Finally, attempt to push the return value
else
{
sq_pushobject(vm, Core::Get().GetPlayer(id).mObj.mObj);
}
} break;
}
// There should be a value on the stack with the found player
return 1;
}
// ------------------------------------------------------------------------------------------------
SQInteger Player_ExistsAuto(HSQUIRRELVM vm)
{
// See if a search token was specified
if (sq_gettop(vm) <= 1)
{
return sq_throwerror(vm, _SC("Please specify a token with which to identify the player (id/name)"));
}
// Identify the token type.
switch (sq_gettype(vm, 2))
{
case OT_INTEGER: {
SQInteger id;
// Attempt to retrieve the given id
const SQRESULT res = sq_getinteger(vm, 2, &id);
// Validate the given identifier
if (SQ_FAILED(res))
{
return res; // Propagate the error
}
// Check identifier range and the entity instance
else if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL) || INVALID_ENTITY(Core::Get().GetPlayer(id).mID))
{
sq_pushbool(vm, SQFalse);
}
else
{
sq_pushbool(vm, SQTrue);
}
} break;
case OT_FLOAT: {
SQFloat fid;
// Attempt to retrieve the given id
const SQRESULT res = sq_getfloat(vm, 2, &fid);
// Validate the given identifier
if (SQ_FAILED(res))
{
return res; // Propagate the error
}
// Convert the float value to an integer
const Int32 id = std::round(static_cast< Float32 >(fid));
// Check identifier range and the entity instance
if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL) || INVALID_ENTITY(Core::Get().GetPlayer(id).mID))
{
sq_pushbool(vm, SQFalse);
}
else
{
sq_pushbool(vm, SQTrue);
}
} break;
case OT_STRING:
default: {
// Attempt to convert the obtained value to a string
StackStrF val(vm, 2);
// Did the conversion failed?
if (SQ_FAILED(val.Proc(true)))
{
return val.mRes; // Propagate the error
}
else if (val.mLen <= 0)
{
// Default to false
sq_pushbool(vm, SQFalse);
// Stop here!
break;
}
// Attempt to locate the player with this name
Int32 id = _Func->GetPlayerIdFromName(val.mPtr);
// Check identifier range and the entity instance
if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL) || INVALID_ENTITY(Core::Get().GetPlayer(id).mID))
{
sq_pushbool(vm, SQFalse);
}
else
{
sq_pushbool(vm, SQTrue);
}
} break;
}
// There should be a value on the stack with the found player
return 1;
}
// ================================================================================================
void Register_CPlayer(HSQUIRRELVM vm)
{
RootTable(vm).Bind(Typename::Str,
Class< CPlayer, NoConstructor< CPlayer > >(vm, Typename::Str)
// Meta-methods
.SquirrelFunc(_SC("_typename"), &Typename::Fn)
.Func(_SC("_tostring"), &CPlayer::ToString)
// Static Values
.SetStaticValue(_SC("MaxID"), CPlayer::Max)
// Member Variables
.Var(_SC("BufferInitSize"), &CPlayer::mBufferInitSize)
.Var(_SC("MessageColor"), &CPlayer::mMessageColor)
.Var(_SC("AnnounceStyle"), &CPlayer::mAnnounceStyle)
.Var(_SC("DefaultAmmo"), &CPlayer::mDefaultAmmo)
.Var(_SC("MessagePrefix"), &CPlayer::mMessagePrefix)
.Var(_SC("MessagePostfix"), &CPlayer::mMessagePostfix)
.Var(_SC("AnnouncePrefix"), &CPlayer::mAnnouncePrefix)
.Var(_SC("AnnouncePostfix"), &CPlayer::mAnnouncePostfix)
.Var(_SC("LimitPrefixPostfixMessage"), &CPlayer::mLimitPrefixPostfixMessage)
// Core Properties
.Prop(_SC("On"), &CPlayer::GetEvents)
.Prop(_SC("ID"), &CPlayer::GetID)
.Prop(_SC("Tag"), &CPlayer::GetTag, &CPlayer::SetTag)
.Prop(_SC("Data"), &CPlayer::GetData, &CPlayer::SetData)
.Prop(_SC("Active"), &CPlayer::IsActive)
// Core Methods
.FmtFunc(_SC("SetTag"), &CPlayer::ApplyTag)
.Func(_SC("CustomEvent"), &CPlayer::CustomEvent)
// Properties
.Prop(_SC("Connected"), &CPlayer::IsConnected)
.Prop(_SC("Admin"), &CPlayer::GetAdmin, &CPlayer::SetAdmin)
.Prop(_SC("IP"), &CPlayer::GetIP)
.Prop(_SC("UID"), &CPlayer::GetUID)
.Prop(_SC("UID2"), &CPlayer::GetUID2)
.Prop(_SC("Key"), &CPlayer::GetKey)
.Prop(_SC("Name"), &CPlayer::GetName, &CPlayer::SetName)
.Prop(_SC("State"), &CPlayer::GetState)
.Prop(_SC("World"), &CPlayer::GetWorld, &CPlayer::SetWorld)
.Prop(_SC("SecWorld"), &CPlayer::GetSecondaryWorld, &CPlayer::SetSecondaryWorld)
.Prop(_SC("SecondaryWorld"), &CPlayer::GetSecondaryWorld, &CPlayer::SetSecondaryWorld)
.Prop(_SC("UniqueWorld"), &CPlayer::GetUniqueWorld)
.Prop(_SC("Class"), &CPlayer::GetClass)
.Prop(_SC("Team"), &CPlayer::GetTeam, &CPlayer::SetTeam)
.Prop(_SC("Skin"), &CPlayer::GetSkin, &CPlayer::SetSkin)
.Prop(_SC("Color"), &CPlayer::GetColor, &CPlayer::SetColor)
.Prop(_SC("Colour"), &CPlayer::GetColor, &CPlayer::SetColor)
.Prop(_SC("Spawned"), &CPlayer::IsSpawned)
.Prop(_SC("Typing"), &CPlayer::IsTyping)
.Prop(_SC("Money"), &CPlayer::GetMoney, &CPlayer::SetMoney)
.Prop(_SC("Score"), &CPlayer::GetScore, &CPlayer::SetScore)
.Prop(_SC("WantedLevel"), &CPlayer::GetWantedLevel, &CPlayer::SetWantedLevel)
.Prop(_SC("Ping"), &CPlayer::GetPing)
.Prop(_SC("FPS"), &CPlayer::GetFPS)
.Prop(_SC("Health"), &CPlayer::GetHealth, &CPlayer::SetHealth)
.Prop(_SC("Armor"), &CPlayer::GetArmor, &CPlayer::SetArmor)
.Prop(_SC("Armour"), &CPlayer::GetArmor, &CPlayer::SetArmor)
.Prop(_SC("Immunity"), &CPlayer::GetImmunity, &CPlayer::SetImmunity)
.Prop(_SC("Pos"), &CPlayer::GetPosition, &CPlayer::SetPosition)
.Prop(_SC("Position"), &CPlayer::GetPosition, &CPlayer::SetPosition)
.Prop(_SC("Speed"), &CPlayer::GetSpeed, &CPlayer::SetSpeed)
.Prop(_SC("Angle"), &CPlayer::GetHeading, &CPlayer::SetHeading)
.Prop(_SC("Heading"), &CPlayer::GetHeading, &CPlayer::SetHeading)
.Prop(_SC("Alpha"), &CPlayer::GetAlpha, &CPlayer::SetAlpha)
.Prop(_SC("AimPos"), &CPlayer::GetAimPosition)
.Prop(_SC("AimPosition"), &CPlayer::GetAimPosition)
.Prop(_SC("AimDir"), &CPlayer::GetAimDirection)
.Prop(_SC("AimDirection"), &CPlayer::GetAimDirection)
.Prop(_SC("Burning"), &CPlayer::IsBurning)
.Prop(_SC("Crouched"), &CPlayer::IsCrouched)
.Prop(_SC("Action"), &CPlayer::GetAction)
.Prop(_SC("GameKeys"), &CPlayer::GetGameKeys)
.Prop(_SC("VehicleStatus"), &CPlayer::GetVehicleStatus)
.Prop(_SC("VehicleSlot"), &CPlayer::GetVehicleSlot)
.Prop(_SC("Vehicle"), &CPlayer::GetVehicle)
.Prop(_SC("VehicleID"), &CPlayer::GetVehicleID)
.Prop(_SC("Weapon"), &CPlayer::GetWeapon, &CPlayer::SetWeapon)
.Prop(_SC("Ammo"), &CPlayer::GetAmmo)
.Prop(_SC("WeaponSlot"), &CPlayer::GetWeaponSlot, &CPlayer::SetWeaponSlot)
.Prop(_SC("CameraLocked"), &CPlayer::IsCameraLocked)
.Prop(_SC("TouchedVehicle"), &CPlayer::StandingOnVehicle)
.Prop(_SC("TouchedObject"), &CPlayer::StandingOnObject)
.Prop(_SC("Away"), &CPlayer::IsAway)
.Prop(_SC("Spec"), &CPlayer::GetSpectator, &CPlayer::SetSpectator)
.Prop(_SC("SpecID"), &CPlayer::GetSpectatorID, &CPlayer::SetSpectatorID)
#if SQMOD_SDK_LEAST(2, 1)
.Prop(_SC("DrunkHandling"), &CPlayer::GetDrunkHandling, &CPlayer::SetDrunkHandling)
.Prop(_SC("DrunkVisuals"), &CPlayer::GetDrunkVisuals, &CPlayer::SetDrunkVisuals)
#endif
.Prop(_SC("CollideAreas"), &CPlayer::GetCollideAreas, &CPlayer::SetCollideAreas)
.Prop(_SC("Authority"), &CPlayer::GetAuthority, &CPlayer::SetAuthority)
.Prop(_SC("TrackPosition"), &CPlayer::GetTrackPosition, &CPlayer::SetTrackPosition)
.Prop(_SC("TrackHeading"), &CPlayer::GetTrackHeading, &CPlayer::SetTrackHeading)
.Prop(_SC("LastWeapon"), &CPlayer::GetLastWeapon)
.Prop(_SC("LastHealth"), &CPlayer::GetLastHealth)
.Prop(_SC("LastArmor"), &CPlayer::GetLastArmour)
.Prop(_SC("LastArmour"), &CPlayer::GetLastArmour)
.Prop(_SC("LastHeading"), &CPlayer::GetLastHeading)
.Prop(_SC("LastPosition"), &CPlayer::GetLastPosition)
.Prop(_SC("BufferCursor"), &CPlayer::GetBufferCursor, &CPlayer::SetBufferCursor)
.Prop(_SC("BufferCapacity"), &CPlayer::GetBufferCapacity)
.Prop(_SC("PosX"), &CPlayer::GetPositionX, &CPlayer::SetPositionX)
.Prop(_SC("PosY"), &CPlayer::GetPositionY, &CPlayer::SetPositionY)
.Prop(_SC("PosZ"), &CPlayer::GetPositionZ, &CPlayer::SetPositionZ)
.Prop(_SC("Red"), &CPlayer::GetColorR, &CPlayer::SetColorR)
.Prop(_SC("Green"), &CPlayer::GetColorG, &CPlayer::SetColorG)
.Prop(_SC("Blue"), &CPlayer::GetColorB, &CPlayer::SetColorB)
// Member Methods
.Func(_SC("StreamedFor"), &CPlayer::IsStreamedFor)
#if SQMOD_SDK_LEAST(2, 1)
.Func(_SC("Kill"), &CPlayer::Kill)
#endif
.Func(_SC("Kick"), &CPlayer::Kick)
.Func(_SC("Ban"), &CPlayer::Ban)
.Func(_SC("KickBecause"), &CPlayer::KickBecause)
.Func(_SC("BanBecause"), &CPlayer::BanBecause)
.FmtFunc(_SC("SetName"), &CPlayer::SetName)
.Func(_SC("GetOption"), &CPlayer::GetOption)
.Func(_SC("SetOption"), &CPlayer::SetOption)
.Func(_SC("SetOptionEx"), &CPlayer::SetOptionEx)
#if SQMOD_SDK_LEAST(2, 1)
.Func(_SC("GetNetworkStatisticsF"), &CPlayer::GetNetworkStatisticsF)
.Func(_SC("GetNetworkStatisticsI"), &CPlayer::GetNetworkStatisticsI)
#endif
.Func(_SC("WorldCompatible"), &CPlayer::IsWorldCompatible)
.Func(_SC("SetColor"), &CPlayer::SetColorEx)
.Func(_SC("SetColour"), &CPlayer::SetColorEx)
.Func(_SC("Spawn"), &CPlayer::ForceSpawn)
.Func(_SC("Select"), &CPlayer::ForceSelect)
.Func(_SC("GiveMoney"), &CPlayer::GiveMoney)
.Func(_SC("SetPos"), &CPlayer::SetPositionEx)
.Func(_SC("SetPosition"), &CPlayer::SetPositionEx)
.Func(_SC("SetSpeed"), &CPlayer::SetSpeedEx)
.Func(_SC("SetAlpha"), &CPlayer::SetAlphaEx)
.Func(_SC("Disembark"), &CPlayer::Disembark)
.Func(_SC("SetWeapon"), &CPlayer::SetWeaponEx)
.Func(_SC("GiveWeapon"), &CPlayer::GiveWeapon)
.Func(_SC("WeaponAtSlot"), &CPlayer::GetWeaponAtSlot)
.Func(_SC("AmmoAtSlot"), &CPlayer::GetAmmoAtSlot)
.Func(_SC("RemoveWeapon"), &CPlayer::RemoveWeapon)
.Func(_SC("StripWeapons"), &CPlayer::StripWeapons)
.Func(_SC("RestoreCamera"), &CPlayer::RestoreCamera)
.Func(_SC("Spectating"), &CPlayer::GetSpectator)
.Func(_SC("Unspectate"), &CPlayer::Unspectate)
.Func(_SC("Spectate"), &CPlayer::SetSpectator)
#if SQMOD_SDK_LEAST(2, 1)
.Func(_SC("SetPlayer3DArrow"), &CPlayer::SetPlayer3DArrow)
.Func(_SC("GetPlayer3DArrow"), &CPlayer::GetPlayer3DArrow)
.Func(_SC("SetPlayer3DArrowID"), &CPlayer::SetPlayer3DArrowID)
.Func(_SC("GetPlayer3DArrowID"), &CPlayer::GetPlayer3DArrowID)
.Func(_SC("InterpolateCameraLookAt"), &CPlayer::InterpolateCameraLookAt)
.Func(_SC("InterpolateCameraLookAtEx"), &CPlayer::InterpolateCameraLookAtEx)
#endif
.Func(_SC("Redirect"), &CPlayer::Redirect)
.Func(_SC("GetModuleList"), &CPlayer::GetModuleList)
.Func(_SC("PlaySound"), &CPlayer::PlaySound)
.Func(_SC("AreasCollide"), &CPlayer::SetAreasCollide)
.Func(_SC("GetMsgPrefix"), &CPlayer::GetMessagePrefix)
.FmtFunc(_SC("SetMsgPrefix"), &CPlayer::SetMessagePrefix)
.Func(_SC("SetTrackPosition"), &CPlayer::SetTrackPositionEx)
.Func(_SC("StreamByte"), &CPlayer::StreamByte)
.Func(_SC("StreamShort"), &CPlayer::StreamShort)
.Func(_SC("StreamInt"), &CPlayer::StreamInt)
.Func(_SC("StreamFloat"), &CPlayer::StreamFloat)
.FmtFunc(_SC("StreamString"), &CPlayer::StreamString)
.FmtFunc(_SC("StreamRawString"), &CPlayer::StreamRawString)
.Func(_SC("FlushStream"), &CPlayer::FlushStream)
.Func(_SC("SendBuffer"), &CPlayer::SendBuffer)
// Member Overloads
.Overload< void (CPlayer::*)(const Vector3 &) const >
(_SC("AddSpeed"), &CPlayer::AddSpeed)
.Overload< void (CPlayer::*)(Float32, Float32, Float32) const >
(_SC("AddSpeed"), &CPlayer::AddSpeedEx)
.Overload< bool (CPlayer::*)(CVehicle &) const >
(_SC("Embark"), &CPlayer::Embark)
.Overload< bool (CPlayer::*)(CVehicle &, SQInt32, bool, bool) const >
(_SC("Embark"), &CPlayer::Embark)
.Overload< void (CPlayer::*)(const Vector3 &, const Vector3 &) const >
(_SC("CameraPosition"), &CPlayer::SetCameraPosition)
.Overload< void (CPlayer::*)(Float32, Float32, Float32, Float32, Float32, Float32) const >
(_SC("CameraPosition"), &CPlayer::SetCameraPosition)
.Overload< void (CPlayer::*)(void) >
(_SC("StartStream"), &CPlayer::StartStream)
.Overload< void (CPlayer::*)(Uint32) >
(_SC("StartStream"), &CPlayer::StartStream)
.Overload< void (CPlayer::*)(Int32) const >
(_SC("SetAnimation"), &CPlayer::SetAnimation)
.Overload< void (CPlayer::*)(Int32, Int32) const >
(_SC("SetAnimation"), &CPlayer::SetAnimation)
.Overload< LightObj & (CPlayer::*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32) const >
(_SC("CreateCheckpointEx"), &CPlayer::CreateCheckpointEx)
.Overload< LightObj & (CPlayer::*)(Int32, bool, Float32, Float32, Float32, Uint8, Uint8, Uint8, Uint8, Float32, Int32, LightObj &) const >
(_SC("CreateCheckpointEx"), &CPlayer::CreateCheckpointEx)
.Overload< LightObj & (CPlayer::*)(Int32, bool, const Vector3 &, const Color4 &, Float32) const >
(_SC("CreateCheckpoint"), &CPlayer::CreateCheckpoint)
.Overload< LightObj & (CPlayer::*)(Int32, bool, const Vector3 &, const Color4 &, Float32, Int32, LightObj &) const >
(_SC("CreateCheckpoint"), &CPlayer::CreateCheckpoint)
// Static Functions
.SquirrelFunc(_SC("Find"), &Player_FindAuto)
.SquirrelFunc(_SC("Exists"), &Player_ExistsAuto)
// Raw Squirrel Methods
.SquirrelFunc(_SC("Msg"), &CPlayer::Msg)
.SquirrelFunc(_SC("MsgP"), &CPlayer::MsgP)
.SquirrelFunc(_SC("MsgEx"), &CPlayer::MsgEx)
.SquirrelFunc(_SC("Message"), &CPlayer::Message)
.SquirrelFunc(_SC("Announce"), &CPlayer::Announce)
.SquirrelFunc(_SC("AnnounceEx"), &CPlayer::AnnounceEx)
.SquirrelFunc(_SC("Text"), &CPlayer::Announce)
.SquirrelFunc(_SC("TextEx"), &CPlayer::AnnounceEx)
.SquirrelFunc(_SC("NullInst"), &CPlayer::SqGetNull)
.SquirrelFunc(_SC("MakeTask"), &Tasks::MakeTask< CPlayer, ENT_PLAYER >)
.SquirrelFunc(_SC("DropTask"), &Tasks::DropTask< CPlayer, ENT_PLAYER >)
.SquirrelFunc(_SC("DoesTask"), &Tasks::DoesTask< CPlayer, ENT_PLAYER >)
.SquirrelFunc(_SC("FindTask"), &Tasks::FindTask< CPlayer, ENT_PLAYER >)
);
}
} // Namespace:: SqMod