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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/Entity/Player.cpp

2621 lines
74 KiB
C++

#include "Entity/Player.hpp"
#include "Base/Color3.hpp"
#include "Misc/Skin.hpp"
#include "Misc/Weapon.hpp"
#include "Register.hpp"
// ------------------------------------------------------------------------------------------------
#include <sqstdstring.h>
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
CSkin CPlayer::s_Skin;
CWeapon CPlayer::s_Weapon;
// ------------------------------------------------------------------------------------------------
Color3 CPlayer::s_Color3;
Vector3 CPlayer::s_Vector3;
// ------------------------------------------------------------------------------------------------
SQChar CPlayer::s_Buffer[MAX_PLAYER_TEMPORARY_BUFFER];
// ------------------------------------------------------------------------------------------------
CPlayer::CPlayer(const Reference< CPlayer > & o)
: Reference(o)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetLevel() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).Level;
}
else
{
BadRef("@level", "get level");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetLevel(SQInt32 val) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).Level = val;
}
else
{
BadRef("@level", "set level");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetLocalPrefixes() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).LocalPrefixes;
}
else
{
BadRef("@lprefix", "see whether it uses local message prefixes");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetLocalPrefixes(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).LocalPrefixes = toggle;
}
else
{
BadRef("@lprefix", "et whether it uses local message prefixes");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetLocalMessageColor() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).LocalMessageColor;
}
else
{
BadRef("@lmesage_color", "see whether it uses local message color");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetLocalMessageColor(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).LocalMessageColor = toggle;
}
else
{
BadRef("@lmesage_color", "set whether it uses local message color");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetLocalAnnounceStyle() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).LocalAnnounceStyle;
}
else
{
BadRef("@lannounce_style", "see whether it uses local announce style");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetLocalAnnounceStyle(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).LocalAnnounceStyle = toggle;
}
else
{
BadRef("@lannounce_style", "set whether it uses local announce style");
}
}
// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetMessagePrefix(SQUint32 index) const
{
if (VALID_ENTITY(m_ID) && index < MAX_PLAYER_MESSAGE_PREFIXES)
{
return Get(m_ID).Prefixes[index].c_str();
}
else if (index >= MAX_PLAYER_MESSAGE_PREFIXES)
{
BadArg("get_msg_prefix", "get local message prefix", "using an out of bounds index", index);
}
else
{
BadRef("get_msg_prefix", "get local message prefix");
}
return _SC("");
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetMessagePrefix(SQUint32 index, const SQChar * prefix) const
{
if (VALID_ENTITY(m_ID) && index < MAX_PLAYER_MESSAGE_PREFIXES)
{
Get(m_ID).Prefixes[index].assign(prefix);
}
else if (index >= MAX_PLAYER_MESSAGE_PREFIXES)
{
BadArg("set_msg_prefix", "set local message prefix", "using an out of bounds index", index);
}
else
{
BadRef("set_msg_prefix", "set local message prefix");
}
}
// ------------------------------------------------------------------------------------------------
SQUint32 CPlayer::GetMessageColor() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).MessageColor;
}
else
{
BadRef("@message_color", "get local message color");
}
return 0x0;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetMessageColor(SQUint32 color) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).MessageColor = color;
}
else
{
BadRef("@message_color", "set local message color");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetAnnounceStyle() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).AnnounceStyle;
}
else
{
BadRef("@announce_style", "get local announce style");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnnounceStyle(SQInt32 style) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).AnnounceStyle = style;
}
else
{
BadRef("@announce_style", "set local announce style");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsStreamedFor(const Reference < CPlayer > & player) const
{
if (VALID_ENTITY(m_ID) && player)
{
return _Func->IsPlayerStreamedForPlayer(m_ID, player);
}
else if (!player)
{
BadArg("streamed_for", "see whether is streamed for player", _SCI32(player));
}
else
{
BadRef("streamed_for", "see whether is streamed for player");
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetClass() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerClass(m_ID);
}
else
{
BadRef("@class_id", "get class");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetAdmin() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerAdmin(m_ID);
}
else
{
BadRef("@admin", "see whether is admin");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAdmin(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerAdmin(m_ID, toggle);
}
else
{
BadRef("@admin", "set whether is admin");
}
}
// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetIP() const
{
// Clear any previous ip address
s_Buffer[0] = '\0';
// Attempt to retrieve the ip address
if (VALID_ENTITY(m_ID))
{
std::memset(s_Buffer, '\0', sizeof(s_Buffer));
_Func->GetPlayerIP(m_ID, s_Buffer, sizeof(s_Buffer));
}
else
{
BadRef("@ip", "get ip address");
}
// Return the ip address that could be retrieved
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Kick() const
{
if (VALID_ENTITY(m_ID))
{
_Func->KickPlayer(m_ID);
}
else
{
BadRef("kick", "kick client");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Ban() const
{
if (VALID_ENTITY(m_ID))
{
_Func->BanPlayer(m_ID);
}
else
{
BadRef("ban", "ban client");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsConnected() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerConnected(m_ID);
}
else
{
BadRef("@connected", "see whether is connected");
}
return false;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsSpawned() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerSpawned(m_ID);
}
else
{
BadRef("@spawned", "see whether is spawned");
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQUint32 CPlayer::GetKey() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerKey(m_ID);
}
else
{
BadRef("@key", "get key");
}
return SQMOD_BLANK;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerWorld(m_ID);
}
else
{
BadRef("@world", "get world");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWorld(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerWorld(m_ID, world);
}
else
{
BadRef("@world", "set world");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetSecWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerSecWorld(m_ID);
}
else
{
BadRef("@sec_world", "<get secondary world");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSecWorld(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSecWorld(m_ID, world);
}
else
{
BadRef("@sec_world", "set secondary world");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetUniqueWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerUniqueWorld(m_ID);
}
else
{
BadRef("@unique_world", "get unique world");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsWorldCompatible(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerWorldCompatible(m_ID, world);
}
else
{
BadRef("world_compatible", "see whether is compatible with world");
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetState() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerState(m_ID);
}
else
{
BadRef("@state", "get current state");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetName() const
{
// Clear any previous ip address
s_Buffer[0] = '\0';
// Attempt to retrieve the ip address
if (VALID_ENTITY(m_ID))
{
std::memset(s_Buffer, '\0', sizeof(s_Buffer));
_Func->GetPlayerName(m_ID, s_Buffer, sizeof(s_Buffer));
}
else
{
BadRef("@name", "get name");
}
// Return the ip address that could be retrieved
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetName(const SQChar * name) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerName(m_ID, static_cast< const char * >(name));
}
else
{
BadRef("@name", "set name");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetTeam() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerTeam(m_ID);
}
else
{
BadRef("@team", "get team");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTeam(SQInt32 team) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerTeam(m_ID, team);
}
else
{
BadRef("@team", "set team");
}
}
// ------------------------------------------------------------------------------------------------
const CSkin & CPlayer::GetSkin() const
{
// Clear any previous skin
s_Skin.SetID(SQMOD_UNKNOWN);
// Attempt to retrieve the skin
if (VALID_ENTITY(m_ID))
{
s_Skin.SetID(_Func->GetPlayerSkin(m_ID));
}
else
{
BadRef("@skin", "get skin");
}
// Return the skin that could be retrieved
return s_Skin;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSkin(const CSkin & skin) const
{
if (VALID_ENTITY(m_ID) && skin)
{
_Func->SetPlayerSkin(m_ID, skin);
}
else if (!skin)
{
BadArg("@skin", "set skin", _SCI32(skin));
}
else
{
BadRef("@skin", "set skin");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetSkinID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerSkin(m_ID);
}
else
{
BadRef("@skin_id", "get skin id");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSkinID(SQInt32 skin) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSkin(m_ID, skin);
}
else
{
BadRef("@skin_id", "set skin id");
}
}
// ------------------------------------------------------------------------------------------------
const Color3 & CPlayer::GetColor() const
{
// Clear any previous color
s_Color3.Clear();
// Attempt to retrieve the color
if (VALID_ENTITY(m_ID))
{
s_Color3.SetRGB(_Func->GetPlayerColour(m_ID));
}
else
{
BadRef("@color", "get color");
}
// Return the color that could be retrieved
return s_Color3;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColor(const Color3 & color) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerColour(m_ID, color.GetRGB());
}
else
{
BadRef("@color", "set color");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetColorEx(Uint8 r, Uint8 g, Uint8 b) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerColour(m_ID, PACK_RGB(r, g, b));
}
else
{
BadRef("set_color", "set color");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSpawn() const
{
if (VALID_ENTITY(m_ID))
{
_Func->ForcePlayerSpawn(m_ID);
}
else
{
BadRef("spawn", "force to spawn");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSelect() const
{
if (VALID_ENTITY(m_ID))
{
_Func->ForcePlayerSelect(m_ID);
}
else
{
BadRef("@select", "force to select");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetMoney() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerMoney(m_ID);
}
else
{
BadRef("@money", "get money");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetMoney(SQInt32 amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerMoney(m_ID, amount);
}
else
{
BadRef("@money", "set money");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveMoney(SQInt32 amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->GivePlayerMoney(m_ID, amount);
}
else
{
BadRef("give_money", "give money");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetScore() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerScore(m_ID);
}
else
{
BadRef("@score", "get score");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetScore(SQInt32 score) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerScore(m_ID, score);
}
else
{
BadRef("@score", "set score");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetPing() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerPing(m_ID);
}
else
{
BadRef("@ping", "get ping");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetFPS() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerFPS(m_ID);
}
else
{
BadRef("@fps", "get fps");
}
return 0.0;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsTyping() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerTyping(m_ID);
}
else
{
BadRef("@typing", "see whether is typing");
}
return false;
}
// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetUID() const
{
// Clear any previous uid
s_Buffer[0] = '\0';
// Attempt to retrieve the uid
if (VALID_ENTITY(m_ID))
{
std::memset(s_Buffer, '\0', sizeof(s_Buffer));
_Func->GetPlayerUID(m_ID, s_Buffer, sizeof(s_Buffer));
}
else
{
BadRef("@uid", "get unique identifier");
}
// Return the uid that could be retrieved
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::GetUID2() const
{
// Clear any previous uid2
s_Buffer[0] = '\0';
// Attempt to retrieve the uid2
if (VALID_ENTITY(m_ID))
{
std::memset(s_Buffer, '\0', sizeof(s_Buffer));
_Func->GetPlayerUID2(m_ID, s_Buffer, sizeof(s_Buffer));
}
else
{
BadRef("@uid2", "get unique identifier version 2");
}
// Return the uid2 that could be retrieved
return s_Buffer;
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetHealth() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerHealth(m_ID);
}
else
{
BadRef("@health", "get health");
}
return 0.0;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHealth(SQFloat amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerHealth(m_ID, amount);
}
else
{
BadRef("@health", "set health");
}
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetArmour() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerArmour(m_ID);
}
else
{
BadRef("@armour", "get armour");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetArmour(SQFloat amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerArmour(m_ID, amount);
}
else
{
BadRef("@armour", "set armour");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetImmunity() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerImmunityFlags(m_ID);
}
else
{
BadRef("@immunity", "get immunity flags");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetImmunity(SQInt32 flags) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerImmunityFlags(m_ID, flags);
}
else
{
BadRef("@immunity", "set player flags");
}
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetPosition() const
{
// Clear any previous position
s_Vector3.Clear();
// Attempt to retrieve the position
if (VALID_ENTITY(m_ID))
{
_Func->GetPlayerPos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
}
else
{
BadRef("@position", "get position");
}
// Return the position that could be retrieved
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPosition(const Vector3 & pos) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerPos(m_ID, pos.x, pos.y, pos.z);
}
else
{
BadRef("@position", "set position");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerPos(m_ID, x, y, z);
}
else
{
BadRef("set_position", "set position");
}
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetSpeed() const
{
// Clear any previous speed
s_Vector3.Clear();
// Attempt to retrieve the speed
if (VALID_ENTITY(m_ID))
{
_Func->GetPlayerSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
}
else
{
BadRef("@speed", "get speed");
}
// Return the speed that could be retrieved
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeed(const Vector3 & vel) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}
else
{
BadRef("@speed", "set speed");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeedEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSpeed(m_ID, x, y, z);
}
else
{
BadRef("set_speed", "set speed");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeed(const Vector3 & vel) const
{
if (VALID_ENTITY(m_ID))
{
_Func->AddPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}
else
{
BadRef("add_speed", "add speed");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeedEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->AddPlayerSpeed(m_ID, x, y, z);
}
else
{
BadRef("@add_speed", "add speed");
}
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetHeading() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerHeading(m_ID);
}
else
{
BadRef("@heading", "get heading");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHeading(SQFloat angle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerHeading(m_ID, angle);
}
else
{
BadRef("@heading", "set heading");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetAlpha() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerAlpha(m_ID);
}
else
{
BadRef("@alpha", "get alpha");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAlpha(SQInt32 alpha, SQInt32 fade) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerAlpha(m_ID, alpha, fade);
}
else
{
BadRef("@alpha", "set alpha");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetVehicleStatus() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerInVehicleStatus(m_ID);
}
else
{
BadRef("@vehicle_status", "get vehicle status");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetOccupiedSlot() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerInVehicleSlot(m_ID);
}
else
{
BadRef("@slot", "get occupied slot");
DbgWrn("Attempting to <> using an invalid reference: %d", m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
Reference < CVehicle > CPlayer::GetVehicle() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CVehicle >(_Func->GetPlayerVehicleID(m_ID));
}
else
{
BadRef("@vehicle", "get embarked vehicle");
}
return Reference < CVehicle >();
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetVehicleID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerVehicleID(m_ID);
}
else
{
BadRef("@vehicle_id", "get embarked vehicle id");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetControllable() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerControllable(m_ID);
}
else
{
BadRef("@controllable", "see whether is controllable");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetControllable(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerControllable(m_ID, toggle);
}
else
{
BadRef("@controllable", "set whether is controllable");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetDriveby() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerDriveby(m_ID);
}
else
{
BadRef("@driveby", "see whether can driveby");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDriveby(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerDriveby(m_ID, toggle);
}
else
{
BadRef("@driveby", "set whether can driveby");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetWhiteScanlines() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerWhiteScanlines(m_ID);
}
else
{
BadRef("@white_scanlines", "see whether has white scanlines");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWhiteScanlines(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerWhiteScanlines(m_ID, toggle);
}
else
{
BadRef("@white_scanlines", "set whether has white scanlines");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetGreenScanlines() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerGreenScanlines(m_ID);
}
else
{
BadRef("@green_scanlines", "see whether has green scanlines");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetGreenScanlines(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerGreenScanlines(m_ID, toggle);
}
else
{
BadRef("@green_scanlines", "set whether has green scanlines");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetWidescreen() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerWidescreen(m_ID);
}
else
{
BadRef("@widescreen", "see whether has widescreen");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWidescreen(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerWidescreen(m_ID, toggle);
}
else
{
BadRef("@widescreen", "set whether has widescreen");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetShowMarkers() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerShowMarkers(m_ID);
}
else
{
BadRef("@show_markers", "see whether displays markers");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetShowMarkers(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerShowMarkers(m_ID, toggle);
}
else
{
BadRef("@show_markers", "set whether displays markers");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetAttackPriv() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerAttackPriv(m_ID);
}
else
{
BadRef("@attack_priv", "see whether has attack privilege");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAttackPriv(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerAttackPriv(m_ID, toggle);
}
else
{
BadRef("@attack_priv", "set whether has attack privilege");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetHasMarker() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerHasMarker(m_ID);
}
else
{
BadRef("@has_marker", "see whether has marker");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHasMarker(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerHasMarker(m_ID, toggle);
}
else
{
BadRef("@has_marker", "set whether has marker");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetChatTags() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerChatTags(m_ID);
}
else
{
BadRef("@chat_tags", "see whether has chat tags");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetChatTags(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerChatTagsEnabled(m_ID, toggle);
}
else
{
BadRef("@chat_tags", "set whether has chat tags");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetDrunkEffects() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerDrunkEffects(m_ID);
}
else
{
BadRef("@drunk_effects", "see whether is under drunk effects");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDrunkEffects(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerDrunkEffects(m_ID, toggle);
}
else
{
BadRef("@drunk_effects", "set whether is under drunk effects");
}
}
// ------------------------------------------------------------------------------------------------
const CWeapon & CPlayer::GetWeapon() const
{
// Clear any previous weapon
s_Weapon.SetID(SQMOD_UNKNOWN);
// Attempt to retrieve the weapon
if (VALID_ENTITY(m_ID))
{
s_Weapon.SetID(_Func->GetPlayerWeapon(m_ID));
}
else
{
BadRef("@weapon", "get weapon");
}
// Return the model that could be weapon
return s_Weapon;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeapon(const CWeapon & wep) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->SetPlayerWeapon(m_ID, wep, wep.GetAmmo());
}
else if (!wep)
{
BadArg("@weapon", "set weapon", _SCI32(wep));
}
else
{
BadRef("@weapon", "set weapon");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponEx(const CWeapon & wep, SQInt32 ammo) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->SetPlayerWeapon(m_ID, wep, ammo);
}
else if (!wep)
{
BadArg("set_weapon", "set weapon", _SCI32(wep));
}
else
{
BadRef("set_weapon", "set weapon");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetWeaponID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerWeapon(m_ID);
}
else
{
BadRef("@weapon_id", "get weapon id");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponID(SQInt32 wep) const
{
if (VALID_ENTITY(m_ID) && VALID_ENTITY(wep))
{
_Func->SetPlayerWeapon(m_ID, wep, 0);
}
else if (!VALID_ENTITY(wep))
{
BadArg("@weapon_id", "set weapon", wep);
}
else
{
BadRef("@weapon_id", "set weapon");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponIDEx(SQInt32 wep, SQInt32 ammo) const
{
if (VALID_ENTITY(m_ID) && VALID_ENTITY(wep))
{
_Func->SetPlayerWeapon(m_ID, wep, ammo);
}
else if (!VALID_ENTITY(wep))
{
BadArg("set_weapon_id", "set weapon", wep);
}
else
{
BadRef("set_weapon_id", "set weapon");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeapon(const CWeapon & wep) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->GivePlayerWeapon(m_ID, wep, wep.GetAmmo());
}
else if (!wep)
{
BadArg("give_weapon", "give weapon", _SCI32(wep));
}
else
{
BadRef("give_weapon", "give weapon");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeaponEx(const CWeapon & wep, SQInt32 ammo) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->GivePlayerWeapon(m_ID, wep, ammo);
}
else if (!wep)
{
BadArg("give_weapon", "give weapon", _SCI32(wep));
}
else
{
BadRef("give_weapon", "give weapon");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeaponIDEx(SQInt32 wep, SQInt32 ammo) const
{
if (VALID_ENTITY(m_ID) && VALID_ENTITY(wep))
{
_Func->GivePlayerWeapon(m_ID, wep, ammo);
}
else if (!VALID_ENTITY(wep))
{
BadArg("give_weapon_id", "give weapon", wep);
}
else
{
BadRef("give_weapon_id", "give weapon");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StripWeapons() const
{
if (VALID_ENTITY(m_ID))
{
_Func->RemoveAllWeapons(m_ID);
}
else
{
BadRef("strip_weapons", "strip of weapons");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetCameraPosition(m_ID, pos.x, pos.y, pos.z, aim.x, aim.y, aim.z);
}
else
{
BadRef("camera_position", "set camera position");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetCameraPosition(SQFloat xp, SQFloat yp, SQFloat zp, SQFloat xa, SQFloat ya, SQFloat za) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetCameraPosition(m_ID, xp, yp, zp, xa, ya, za);
}
else
{
BadRef("camera_position", "set camera position");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::RestoreCamera() const
{
if (VALID_ENTITY(m_ID))
{
_Func->RestoreCamera(m_ID);
}
else
{
BadRef("restore_camera", "restore camera position");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCameraLocked() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsCameraLocked(m_ID);
}
else
{
BadRef("@camera_locked", "see whether has camera locked");
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnimation(SQInt32 group, SQInt32 anim) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerAnimation(m_ID, group, anim);
}
else
{
BadRef("animation", "set animation");
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetWantedLevel() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerWantedLevel(m_ID);
}
else
{
BadRef("@wanted_level", "get wanted level");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWantedLevel(SQInt32 level) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerWantedLevel(m_ID, level);
}
else
{
BadRef("@wanted_level", "set wanted level");
}
}
// ------------------------------------------------------------------------------------------------
Reference < CVehicle > CPlayer::StandingOnVehicle() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CVehicle >(_Func->GetPlayerStandingOnVehicle(m_ID));
}
else
{
BadRef("@touched_vehicle", "get the vehicle on which the is standing");
}
return Reference < CVehicle >();
}
// ------------------------------------------------------------------------------------------------
Reference < CObject > CPlayer::StandingOnObject() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CObject >(_Func->GetPlayerStandingOnObject(m_ID));
}
else
{
BadRef("@touched_object", "get the object on which the is standing");
}
return Reference < CObject >();
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsAway() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerAway(m_ID);
}
else
{
BadRef("@away", "see whether is away");
}
return false;
}
// ------------------------------------------------------------------------------------------------
Reference < CPlayer > CPlayer::GetSpectator() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CPlayer >(_Func->GetPlayerSpectateTarget(m_ID));
}
else
{
BadRef("@spec", "get spectated player");
}
return Reference < CPlayer >();
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpectator(const Reference < CPlayer > & target) const
{
if (VALID_ENTITY(m_ID) && target)
{
_Func->SetPlayerSpectateTarget(m_ID, target);
}
else if (!target)
{
BadArg("@spec", "set spectated player", _SCI32(target));
}
else
{
BadRef("@spec", "set spectated player");
}
}
// ------------------------------------------------------------------------------------------------
Reference < CPlayer > CPlayer::Spectating() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CPlayer >(_Func->GetPlayerSpectateTarget(m_ID));
}
else
{
BadRef("@spectating", "get spectated player");
}
return Reference < CPlayer >();
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Spectate(const Reference < CPlayer > & target) const
{
if (VALID_ENTITY(m_ID) && target)
{
_Func->SetPlayerSpectateTarget(m_ID, target);
}
else if (!target)
{
BadArg("spectate", "set spectated player", _SCI32(target));
}
else
{
BadRef("spectate", "set spectated player");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsBurning() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerOnFireStatus(m_ID);
}
else
{
BadRef("@burning", "see whether is burning");
}
return false;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCrouched() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerCrouchStatus(m_ID);
}
else
{
BadRef("@crouched", "see whether is crouched");
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetAction() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerAction(m_ID);
}
else
{
BadRef("@action", "get current action");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetGameKeys() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerGameKeys(m_ID);
}
else
{
BadRef("@game_keys", "get game keys");
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetAimPos() const
{
// Clear any previous aim position
s_Vector3.Clear();
// Attempt to retrieve the aim position
if (VALID_ENTITY(m_ID))
{
_Func->GetPlayerAimPos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
}
else
{
BadRef("@aim_position", "get aim position");
}
// Return the aim position that could be retrieved
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetAimDir() const
{
// Clear any previous aim direction
s_Vector3.Clear();
// Attempt to retrieve the aim direction
if (VALID_ENTITY(m_ID))
{
_Func->GetPlayerAimDir(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
}
else
{
BadRef("@aim_direction", "get aim direction");
}
// Return the aim direction that could be retrieved
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Embark(const Reference < CVehicle > & vehicle) const
{
if (VALID_ENTITY(m_ID) && vehicle)
{
_Func->PutPlayerInVehicle(m_ID, vehicle, 0, true, true);
}
else if (!vehicle)
{
BadArg("embark", "embark in vehicle", _SCI32(vehicle));
}
else
{
BadRef("embark", "embark in vehicle");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Embark(const Reference < CVehicle > & vehicle, SQInt32 slot, bool allocate, bool warp) const
{
if (VALID_ENTITY(m_ID) && vehicle)
{
_Func->PutPlayerInVehicle(m_ID, vehicle, slot, allocate, warp);
}
else if (!vehicle)
{
BadArg("embark", "embark in vehicle", _SCI32(vehicle));
}
else
{
BadRef("embark", "embark in vehicle");
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Disembark() const
{
if (VALID_ENTITY(m_ID))
{
_Func->RemovePlayerFromVehicle(m_ID);
}
else
{
BadRef("disembark", "disembark from vehicle");
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::Redirect(const SQChar * ip, SQUint32 port, const SQChar * nick, \
const SQChar * pass, const SQChar * user)
{
if (VALID_ENTITY(m_ID))
{
return _Func->RedirectPlayerToServer(m_ID, ip, port, nick, pass, user);
}
else
{
BadRef("redirect", "redirect to server");
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Msg(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
DbgErr("Attempting to <send player message> without specifying a color");
// Failed to send the message
return 0;
}
// Is there a valid color on the stack?
else if (top == 2)
{
DbgErr("Attempting to <send player message> without specifying a value");
// Failed to send the message
return 0;
}
// Attempt to retrieve the player instance
Var< CPlayer & > inst(vm, 1);
// Attempt to retrieve the color
Var< Color3 > color(vm, 2);
// Validate the player instance
if (!inst.value)
{
DbgErr("Attempting to <send player message> using an invalid reference: %d", _SCI32(inst.value));
// Failed to send the message
return 0;
}
// Is there a single string or at least something that can convert to a string on the stack?
else if (top == 3 && ((sq_gettype(vm, -1) == OT_STRING) || !SQ_FAILED(sq_tostring(vm, -1))))
{
// Variable where the resulted string will be retrieved
const SQChar * msg = 0;
// Attempt to retrieve the specified message from the stack
if (SQ_FAILED(sq_getstring(vm, -1, &msg)))
{
DbgErr("Unable to <retrieve the player message> from the stack");
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Failed to send the value
return 0;
}
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Send the specified string
_Func->SendClientMessage(_SCI32(inst.value), color.value.GetRGBA(), "%s", msg);
}
else if (top > 3)
{
// Variables containing the resulted string
SQChar * msg = NULL;
SQInteger len = 0;
// Attempt to call the format function with the passed arguments
if (SQ_FAILED(sqstd_format(vm, 3, &len, &msg)))
{
DbgErr("Unable to <generate the player message> because : %s", Error::Message(vm).c_str());
// Failed to send the value
return 0;
}
// Send the resulted string
_Func->SendClientMessage(_SCI32(inst.value), color.value.GetRGBA(), "%s", msg);
}
else
{
DbgErr("Unable to <extract the player message> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgP(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
DbgErr("Attempting to <send player message> without specifying a prefix index");
// Failed to send the message
return 0;
}
// Is there a valid prefix index on the stack?
else if (top == 2)
{
DbgErr("Attempting to <send player message> without specifying a value");
// Failed to send the message
return 0;
}
// Attempt to retrieve the player instance
Var< CPlayer & > inst(vm, 1);
// Attempt to retrieve the prefix index
Var< SQUint32 > index(vm, 2);
// Validate the player instance
if (!inst.value)
{
DbgErr("Attempting to <send player message> using an invalid reference: %d", _SCI32(inst.value));
// Failed to send the message
return 0;
}
else if (index.value > MAX_PLAYER_MESSAGE_PREFIXES)
{
DbgErr("Attempting to <send player message> using an out of range prefix: %u", index.value);
// Failed to send the message
return 0;
}
// Is there a single string or at least something that can convert to a string on the stack?
else if (top == 3 && ((sq_gettype(vm, -1) == OT_STRING) || !SQ_FAILED(sq_tostring(vm, -1))))
{
// Variable where the resulted string will be retrieved
const SQChar * msg = 0;
// Attempt to retrieve the specified message from the stack
if (SQ_FAILED(sq_getstring(vm, -1, &msg)))
{
DbgErr("Unable to <retrieve the player message> from the stack");
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Failed to send the value
return 0;
}
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Send the specified string
_Func->SendClientMessage(_SCI32(inst.value), FetchMessageColor(_SCI32(inst.value)), "%s%s",
FetchMessagePrefix(_SCI32(inst.value), index.value), msg);
}
else if (top > 3)
{
// Variables containing the resulted string
SQChar * msg = NULL;
SQInteger len = 0;
// Attempt to call the format function with the passed arguments
if (SQ_FAILED(sqstd_format(vm, 3, &len, &msg)))
{
DbgErr("Unable to <generate the player message> because : %s", Error::Message(vm).c_str());
// Failed to send the value
return 0;
}
// Send the resulted string
_Func->SendClientMessage(_SCI32(inst.value), FetchMessageColor(_SCI32(inst.value)), "%s%s",
FetchMessagePrefix(_SCI32(inst.value), index.value), msg);
}
else
{
DbgErr("Unable to <extract the player message> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgEx(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
DbgErr("Attempting to <send player message> without specifying a color");
// Failed to send the message
return 0;
}
// Is there a valid color on the stack?
else if (top <= 4)
{
DbgErr("Attempting to <send player message> without specifying a value");
// Failed to send the message
return 0;
}
// Attempt to retrieve the player instance
Var< CPlayer & > inst(vm, 1);
// Attempt to retrieve the color
Var< SQInt32 > r(vm, 2);
Var< SQInt32 > g(vm, 3);
Var< SQInt32 > b(vm, 4);
// Validate the player instance
if (!inst.value)
{
DbgErr("Attempting to <send player message> using an invalid reference: %d", _SCI32(inst.value));
// Failed to send the message
return 0;
}
// Is there a single string or at least something that can convert to a string on the stack?
else if (top == 5 && ((sq_gettype(vm, -1) == OT_STRING) || !SQ_FAILED(sq_tostring(vm, -1))))
{
// Variable where the resulted string will be retrieved
const SQChar * msg = 0;
// Attempt to retrieve the specified message from the stack
if (SQ_FAILED(sq_getstring(vm, -1, &msg)))
{
DbgErr("Unable to <retrieve the player message> from the stack");
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Failed to send the value
return 0;
}
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Send the specified string
_Func->SendClientMessage(_SCI32(inst.value), PACK_RGBA(r.value, g.value, b.value, 0), "%s", msg);
}
else if (top > 5)
{
// Variables containing the resulted string
SQChar * msg = NULL;
SQInteger len = 0;
// Attempt to call the format function with the passed arguments
if (SQ_FAILED(sqstd_format(vm, 5, &len, &msg)))
{
DbgErr("Unable to <generate the player message> because : %s", Error::Message(vm).c_str());
// Failed to send the value
return 0;
}
// Send the resulted string
_Func->SendClientMessage(_SCI32(inst.value), PACK_RGBA(r.value, g.value, b.value, 0), "%s", msg);
}
else
{
DbgErr("Unable to <extract the player message> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Message(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
DbgErr("Attempting to <send player message> without specifying a value");
// Failed to send the message
return 0;
}
// Attempt to retrieve the player instance
Var< CPlayer & > inst(vm, 1);
// Validate the player instance
if (!inst.value)
{
DbgErr("Attempting to <send player message> using an invalid reference: %d", _SCI32(inst.value));
// Failed to send the message
return 0;
}
// Is there a single string or at least something that can convert to a string on the stack?
else if (top == 2 && ((sq_gettype(vm, -1) == OT_STRING) || !SQ_FAILED(sq_tostring(vm, -1))))
{
// Variable where the resulted string will be retrieved
const SQChar * msg = 0;
// Attempt to retrieve the specified message from the stack
if (SQ_FAILED(sq_getstring(vm, -1, &msg)))
{
DbgErr("Unable to <retrieve the player message> from the stack");
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Failed to log the value
return 0;
}
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Send the specified string
_Func->SendClientMessage(_SCI32(inst.value), FetchMessageColor(_SCI32(inst.value)), "%s", msg);
}
else if (top > 2)
{
// Variables containing the resulted string
SQChar * msg = NULL;
SQInteger len = 0;
// Attempt to call the format function with the passed arguments
if (SQ_FAILED(sqstd_format(vm, 2, &len, &msg)))
{
DbgErr("Unable to <generate the player message> because : %s", Error::Message(vm).c_str());
// Failed to log the value
return 0;
}
// Send the resulted string
_Func->SendClientMessage(_SCI32(inst.value), FetchMessageColor(_SCI32(inst.value)), "%s", msg);
}
else
{
DbgErr("Unable to <extract the player message> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Announce(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
DbgErr("Attempting to <send player announcement> without specifying a value");
// Failed to send the message
return 0;
}
// Attempt to retrieve the player instance
Var< CPlayer & > inst(vm, 1);
// Validate the player instance
if (!inst.value)
{
DbgErr("Attempting to <send player announcement> using an invalid reference: %d", _SCI32(inst.value));
// Failed to send the message
return 0;
}
// Is there a single string or at least something that can convert to a string on the stack?
else if (top == 2 && ((sq_gettype(vm, -1) == OT_STRING) || !SQ_FAILED(sq_tostring(vm, -1))))
{
// Variable where the resulted string will be retrieved
const SQChar * msg = 0;
// Attempt to retrieve the specified message from the stack
if (SQ_FAILED(sq_getstring(vm, -1, &msg)))
{
DbgErr("Unable to <retrieve the player announcement> from the stack");
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Failed to log the value
return 0;
}
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Send the specified string
_Func->SendGameMessage(_SCI32(inst.value), FetchAnnounceStyle(_SCI32(inst.value)), "%s", msg);
}
else if (top > 2)
{
// Variables containing the resulted string
SQChar * msg = NULL;
SQInteger len = 0;
// Attempt to call the format function with the passed arguments
if (SQ_FAILED(sqstd_format(vm, 2, &len, &msg)))
{
DbgErr("Unable to <generate the player announcement> because : %s", Error::Message(vm).c_str());
// Failed to log the value
return 0;
}
// Send the resulted string
_Func->SendGameMessage(_SCI32(inst.value), FetchAnnounceStyle(_SCI32(inst.value)), "%s", msg);
}
else
{
DbgErr("Unable to <extract the player announcement> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::AnnounceEx(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
DbgErr("Attempting to <send player announcement> without specifying a type");
// Failed to send the message
return 0;
}
// Is there a valid type on the stack?
else if (top == 2)
{
DbgErr("Attempting to <send player announcement> without specifying a value");
// Failed to send the message
return 0;
}
// Attempt to retrieve the player instance
Var< CPlayer & > inst(vm, 1);
// Attempt to retrieve the type
Var< SQInt32 > type(vm, 2);
// Validate the player instance
if (!inst.value)
{
DbgErr("Attempting to <send player announcement> using an invalid reference: %d", _SCI32(inst.value));
// Failed to send the message
return 0;
}
// Is there a single string or at least something that can convert to a string on the stack?
else if (top == 3 && ((sq_gettype(vm, -1) == OT_STRING) || !SQ_FAILED(sq_tostring(vm, -1))))
{
// Variable where the resulted string will be retrieved
const SQChar * msg = 0;
// Attempt to retrieve the specified message from the stack
if (SQ_FAILED(sq_getstring(vm, -1, &msg)))
{
DbgErr("Unable to <retrieve the player announcement> from the stack");
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Failed to log the value
return 0;
}
// Pop any pushed values pushed to the stack
sq_settop(vm, top);
// Send the specified string
_Func->SendGameMessage(_SCI32(inst.value), type.value, "%s", msg);
}
else if (top > 3)
{
// Variables containing the resulted string
SQChar * msg = NULL;
SQInteger len = 0;
// Attempt to call the format function with the passed arguments
if (SQ_FAILED(sqstd_format(vm, 3, &len, &msg)))
{
DbgErr("Unable to <generate the player announcement> because : %s", Error::Message(vm).c_str());
// Failed to log the value
return 0;
}
// Send the resulted string
_Func->SendGameMessage(_SCI32(inst.value), type.value, "%s", msg);
}
else
{
DbgErr("Unable to <extract the player announcement> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ------------------------------------------------------------------------------------------------
const SQChar * CPlayer::FetchMessagePrefix(SQInt32 player, SQUint32 index)
{
/* Assuming that the caller verified if the player identifier and prefix index is in range! */
if (Get(player).LocalPrefixes)
{
return Get(player).Prefixes[index].c_str();
}
// Fallback to the global value
return Ent< CPlayer >::Prefixes[index].c_str();
}
// ------------------------------------------------------------------------------------------------
SQUint32 CPlayer::FetchMessageColor(SQInt32 player)
{
/* Assuming that the caller verified if the player identifier is in range! */
if (Get(player).LocalMessageColor)
{
return Get(player).MessageColor;
}
// Fallback to the global value
return Ent< CPlayer >::MessageColor;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::FetchAnnounceStyle(SQInt32 player)
{
/* Assuming that the caller verified if the player identifier is in range! */
if (Get(player).LocalAnnounceStyle)
{
return Get(player).AnnounceStyle;
}
// Fallback to the global value
return Ent< CPlayer >::AnnounceStyle;
}
// ------------------------------------------------------------------------------------------------
static const SQChar * GetPlayerMessagePrefix(SQUint32 index)
{
if (index < MAX_PLAYER_MESSAGE_PREFIXES)
{
return Ent< CPlayer >::Prefixes[index].c_str();
}
else
{
DbgWrn("Attempting to <get player global message prefix> using an out of bounds index: %u", index);
}
return _SC("");
}
// ------------------------------------------------------------------------------------------------
static void SetPlayerMessagePrefix(SQUint32 index, const SQChar * prefix)
{
if (index < MAX_PLAYER_MESSAGE_PREFIXES)
{
Ent< CPlayer >::Prefixes[index].assign(prefix);
}
else
{
DbgWrn("Attempting to <set player global message prefix> using an out of bounds index: %u", index);
}
}
// ------------------------------------------------------------------------------------------------
static SQUint32 GetPlayerMessageColor()
{
return Ent< CPlayer >::MessageColor;
}
// ------------------------------------------------------------------------------------------------
static void SetPlayerMessageColor(SQUint32 color)
{
Ent< CPlayer >::MessageColor = color;
}
// ------------------------------------------------------------------------------------------------
static SQUint32 GetPlayerAnnounceStyle()
{
return Ent< CPlayer >::AnnounceStyle;
}
// ------------------------------------------------------------------------------------------------
static void SetPlayerAnnounceStyle(SQInt32 style)
{
Ent< CPlayer >::AnnounceStyle = style;
}
// ================================================================================================
bool Register_CPlayer(HSQUIRRELVM vm)
{
// Attempt to register the base reference type before the actual implementation
if (!Register_Reference< CPlayer >(vm, _SC("BasePlayer")))
{
LogFtl("Unable to register the base class <BasePlayer> for <CPlayer> type");
// Registration failed
return false;
}
// Typedef the base reference type for simplicity
typedef Reference< CPlayer > RefType;
// Output debugging information
LogDbg("Beginning registration of <CPlayer> type");
// Attempt to register the actual reference that implements all of the entity functionality
Sqrat::RootTable(vm).Bind(_SC("CPlayer"), Sqrat::DerivedClass< CPlayer, RefType >(vm, _SC("CPlayer"))
/* Constructors */
.Ctor()
.Ctor< SQInt32 >()
/* Properties */
.Prop(_SC("level"), &CPlayer::GetLevel, &CPlayer::SetLevel)
.Prop(_SC("lprefix"), &CPlayer::GetLocalPrefixes, &CPlayer::SetLocalPrefixes)
.Prop(_SC("lmsg_color"), &CPlayer::GetLocalMessageColor, &CPlayer::SetLocalMessageColor)
.Prop(_SC("lmessage_color"), &CPlayer::GetLocalMessageColor, &CPlayer::SetLocalMessageColor)
.Prop(_SC("ltext_style"), &CPlayer::GetLocalAnnounceStyle, &CPlayer::SetLocalAnnounceStyle)
.Prop(_SC("lannounce_style"), &CPlayer::GetLocalAnnounceStyle, &CPlayer::SetLocalAnnounceStyle)
.Prop(_SC("msg_color"), &CPlayer::GetMessageColor, &CPlayer::SetMessageColor)
.Prop(_SC("message_color"), &CPlayer::GetMessageColor, &CPlayer::SetMessageColor)
.Prop(_SC("announce_style"), &CPlayer::GetAnnounceStyle, &CPlayer::SetAnnounceStyle)
.Prop(_SC("level"), &CPlayer::GetLevel, &CPlayer::SetLevel)
.Prop(_SC("cls"), &CPlayer::GetClass)
.Prop(_SC("class_id"), &CPlayer::GetClass)
.Prop(_SC("admin"), &CPlayer::GetAdmin, &CPlayer::SetAdmin)
.Prop(_SC("ip"), &CPlayer::GetIP)
.Prop(_SC("connected"), &CPlayer::IsConnected)
.Prop(_SC("spawned"), &CPlayer::IsSpawned)
.Prop(_SC("key"), &CPlayer::GetKey)
.Prop(_SC("world"), &CPlayer::GetWorld, &CPlayer::SetWorld)
.Prop(_SC("sec_world"), &CPlayer::GetSecWorld, &CPlayer::SetSecWorld)
.Prop(_SC("unique_world"), &CPlayer::GetUniqueWorld)
.Prop(_SC("state"), &CPlayer::GetState)
.Prop(_SC("name"), &CPlayer::GetName, &CPlayer::SetName)
.Prop(_SC("team"), &CPlayer::GetTeam, &CPlayer::SetTeam)
.Prop(_SC("skin"), &CPlayer::GetSkin, &CPlayer::SetSkin)
.Prop(_SC("skin_id"), &CPlayer::GetSkinID, &CPlayer::SetSkinID)
.Prop(_SC("color"), &CPlayer::GetColor, &CPlayer::SetColor)
.Prop(_SC("money"), &CPlayer::GetMoney, &CPlayer::SetMoney)
.Prop(_SC("score"), &CPlayer::GetScore, &CPlayer::SetScore)
.Prop(_SC("ping"), &CPlayer::GetPing)
.Prop(_SC("fps"), &CPlayer::GetFPS)
.Prop(_SC("typing"), &CPlayer::IsTyping)
.Prop(_SC("uid"), &CPlayer::GetUID)
.Prop(_SC("uid2"), &CPlayer::GetUID2)
.Prop(_SC("health"), &CPlayer::GetHealth, &CPlayer::SetHealth)
.Prop(_SC("armour"), &CPlayer::GetArmour, &CPlayer::SetArmour)
.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("vehicle_status"), &CPlayer::GetVehicleStatus)
.Prop(_SC("slot"), &CPlayer::GetOccupiedSlot)
.Prop(_SC("vehicle"), &CPlayer::GetVehicle)
.Prop(_SC("vehicle_id"), &CPlayer::GetVehicleID)
.Prop(_SC("controllable"), &CPlayer::GetControllable, &CPlayer::SetControllable)
.Prop(_SC("driveby"), &CPlayer::GetDriveby, &CPlayer::SetDriveby)
.Prop(_SC("white_scanlines"), &CPlayer::GetWhiteScanlines, &CPlayer::SetWhiteScanlines)
.Prop(_SC("green_scanlines"), &CPlayer::GetGreenScanlines, &CPlayer::SetGreenScanlines)
.Prop(_SC("widescreen"), &CPlayer::GetWidescreen, &CPlayer::SetWidescreen)
.Prop(_SC("show_markers"), &CPlayer::GetShowMarkers, &CPlayer::SetShowMarkers)
.Prop(_SC("attack_priv"), &CPlayer::GetAttackPriv, &CPlayer::SetAttackPriv)
.Prop(_SC("has_marker"), &CPlayer::GetHasMarker, &CPlayer::SetHasMarker)
.Prop(_SC("chat_tags"), &CPlayer::GetChatTags, &CPlayer::SetChatTags)
.Prop(_SC("drunk_effects"), &CPlayer::GetDrunkEffects, &CPlayer::SetDrunkEffects)
.Prop(_SC("weapon"), &CPlayer::GetWeapon, &CPlayer::SetWeapon)
.Prop(_SC("weapon_id"), &CPlayer::GetWeaponID, &CPlayer::SetWeaponID)
.Prop(_SC("camera_locked"), &CPlayer::IsCameraLocked)
.Prop(_SC("wanted_level"), &CPlayer::GetWantedLevel, &CPlayer::SetWantedLevel)
.Prop(_SC("touched_vehicle"), &CPlayer::StandingOnVehicle)
.Prop(_SC("touched_object"), &CPlayer::StandingOnObject)
.Prop(_SC("away"), &CPlayer::IsAway)
.Prop(_SC("spectating"), &CPlayer::Spectating)
.Prop(_SC("spec"), &CPlayer::GetSpectator, &CPlayer::SetSpectator)
.Prop(_SC("crouched"), &CPlayer::IsCrouched)
.Prop(_SC("game_keys"), &CPlayer::GetGameKeys)
.Prop(_SC("aim_pos"), &CPlayer::GetAimPos)
.Prop(_SC("aim_position"), &CPlayer::GetAimPos)
.Prop(_SC("aim_dir"), &CPlayer::GetAimDir)
.Prop(_SC("aim_direction"), &CPlayer::GetAimDir)
/* Functions */
.Func(_SC("get_msg_prefix"), &CPlayer::GetMessagePrefix)
.Func(_SC("set_msg_prefix"), &CPlayer::SetMessagePrefix)
.Func(_SC("streamed_for"), &CPlayer::IsStreamedFor)
.Func(_SC("kick"), &CPlayer::Kick)
.Func(_SC("ban"), &CPlayer::Ban)
.Func(_SC("world_compatible"), &CPlayer::IsWorldCompatible)
.Func(_SC("set_color"), &CPlayer::SetColorEx)
.Func(_SC("spawn"), &CPlayer::ForceSpawn)
.Func(_SC("select"), &CPlayer::ForceSelect)
.Func(_SC("give_money"), &CPlayer::GiveMoney)
.Func(_SC("set_position"), &CPlayer::SetPositionEx)
.Func(_SC("set_pos"), &CPlayer::SetPositionEx)
.Func(_SC("set_speed"), &CPlayer::SetSpeedEx)
.Func(_SC("set_weapon"), &CPlayer::SetWeaponEx)
.Func(_SC("set_weapon_id"), &CPlayer::SetWeaponIDEx)
.Func(_SC("give_weapon_id"), &CPlayer::GiveWeaponIDEx)
.Func(_SC("strip_weapons"), &CPlayer::StripWeapons)
.Func(_SC("restore_camera"), &CPlayer::RestoreCamera)
.Func(_SC("set_anim"), &CPlayer::SetAnimation)
.Func(_SC("animation"), &CPlayer::SetAnimation)
.Func(_SC("spectate"), &CPlayer::Spectate)
.Func(_SC("disembark"), &CPlayer::Disembark)
.Func(_SC("redirect"), &CPlayer::Redirect)
/* Raw Functions */
.SquirrelFunc(_SC("msg"), &CPlayer::Msg)
.SquirrelFunc(_SC("msgp"), &CPlayer::MsgP)
.SquirrelFunc(_SC("emsg"), &CPlayer::MsgEx)
.SquirrelFunc(_SC("message"), &CPlayer::Message)
.SquirrelFunc(_SC("announce"), &CPlayer::Announce)
.SquirrelFunc(_SC("eannounce"), &CPlayer::AnnounceEx)
.SquirrelFunc(_SC("text"), &CPlayer::Announce)
.SquirrelFunc(_SC("etext"), &CPlayer::AnnounceEx)
/* Overloads */
.Overload< void (CPlayer::*)(const Vector3 &) const >
(_SC("add_speed"), &CPlayer::AddSpeed)
.Overload< void (CPlayer::*)(SQFloat, SQFloat, SQFloat) const >
(_SC("add_speed"), &CPlayer::AddSpeedEx)
.Overload< void (CPlayer::*)(const CWeapon &) const >
(_SC("give_weapon"), &CPlayer::GiveWeapon)
.Overload< void (CPlayer::*)(const CWeapon &, SQInt32) const >
(_SC("give_weapon"), &CPlayer::GiveWeaponEx)
.Overload< void (CPlayer::*)(const Vector3 &, const Vector3 &) const >
(_SC("camera_position"), &CPlayer::SetCameraPosition)
.Overload< void (CPlayer::*)(SQFloat, SQFloat, SQFloat, SQFloat, SQFloat, SQFloat) const >
(_SC("camera_position"), &CPlayer::SetCameraPosition)
.Overload< void (CPlayer::*)(const Reference < CVehicle > &) const >
(_SC("embark"), &CPlayer::Embark)
.Overload< void (CPlayer::*)(const Reference < CVehicle > &, SQInt32, bool, bool) const >
(_SC("embark"), &CPlayer::Embark)
);
// Output debugging information
LogDbg("Registration of <CPlayer> type was successful");
// Output debugging information
LogDbg("Beginning registration of <Player> functions type");
// Several global functions
Sqrat::RootTable root(vm);
root.Func(_SC("GetPlayerMessagePrefix"), &GetPlayerMessagePrefix);
root.Func(_SC("SetPlayerMessagePrefix"), &SetPlayerMessagePrefix);
root.Func(_SC("GetPlayerMessageColor"), &GetPlayerMessageColor);
root.Func(_SC("SetPlayerMessageColor"), &SetPlayerMessageColor);
root.Func(_SC("GetPlayerAnnounceStyle"), &GetPlayerAnnounceStyle);
root.Func(_SC("SetPlayerAnnounceStyle"), &SetPlayerAnnounceStyle);
// Output debugging information
LogDbg("Registration of <Player> functions type was successful");
// Registration succeeded
return true;
}
} // Namespace:: SqMod