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mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 16:57:16 +01:00
SqMod/source/Entity/Player.cpp
Sandu Liviu Catalin 7391d9391e Prevent triggering the player option change event value din not change.
If the value for the specified option would not be changed then there's no point in triggering any event or attempting to set it again only and have the same effect.
Fixed minor misspelling in the player class source.
2016-06-14 04:42:18 +03:00

2219 lines
76 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Entity/Player.hpp"
#include "Entity/Vehicle.hpp"
#include "Base/Color3.hpp"
#include "Base/Vector3.hpp"
#include "Library/Utils/BufferWrapper.hpp"
#include "Core.hpp"
// ------------------------------------------------------------------------------------------------
#include <cstring>
// ------------------------------------------------------------------------------------------------
#include <sqstdstring.h>
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
Color3 CPlayer::s_Color3;
Vector3 CPlayer::s_Vector3;
// ------------------------------------------------------------------------------------------------
SQChar CPlayer::s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
// ------------------------------------------------------------------------------------------------
const Int32 CPlayer::Max = SQMOD_PLAYER_POOL;
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Typename(HSQUIRRELVM vm)
{
static const SQChar name[] = _SC("SqPlayer");
sq_pushstring(vm, name, sizeof(name));
return 1;
}
// ------------------------------------------------------------------------------------------------
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()
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::Cmp(const CPlayer & o) const
{
if (m_ID == o.m_ID)
{
return 0;
}
else if (m_ID > o.m_ID)
{
return 1;
}
else
{
return -1;
}
}
// ------------------------------------------------------------------------------------------------
const String & CPlayer::ToString() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
const String & CPlayer::GetTag() const
{
return m_Tag;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTag(CSStr tag)
{
m_Tag.assign(tag);
}
// ------------------------------------------------------------------------------------------------
Object & CPlayer::GetData()
{
// Validate the managed identifier
Validate();
// Return the requested information
return m_Data;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetData(Object & data)
{
// Validate the managed identifier
Validate();
// Apply the specified value
m_Data = data;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::BindEvent(Int32 evid, Object & env, Function & func) const
{
// Validate the managed identifier
Validate();
// Obtain the function instance called for this event
Function & event = Core::Get().GetPlayerEvent(m_ID, evid);
// Is the specified callback function null?
if (func.IsNull())
{
event.ReleaseGently(); // Then release the current callback
}
// Does this function need a custom environment?
else if (env.IsNull())
{
event = func;
}
// Assign the specified environment and function
else
{
event = Function(env.GetVM(), env, func.GetFunc());
}
}
// ------------------------------------------------------------------------------------------------
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) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerAdmin(m_ID, 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;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Kick() const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->KickPlayer(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Ban() const
{
// Validate the managed identifier
Validate();
// 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(CSStr name) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->SetPlayerName(m_ID, name) == vcmpErrorInvalidName)
{
STHROWF("The specified name is invalid");
}
}
// ------------------------------------------------------------------------------------------------
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)
{
// Attempt to obtain the current value of the specified option
const bool value = _Func->GetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id));
// Do we even have to modify the specified option?
if (value == toggle)
{
return; // Nothing to change!
}
// Attempt to modify the current value of the specified option
else if (_Func->SetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id),
toggle) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
else if (!(m_CircularLocks & PCL_EMIT_PLAYER_OPTION))
{
Core::Get().EmitPlayerOption(m_ID, option_id, value, 0, NullObject());
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetOptionEx(Int32 option_id, bool toggle, Int32 header, Object & payload)
{
// Attempt to obtain the current value of the specified option
const bool value = _Func->GetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id));
// Do we even have to modify the specified option?
if (value == toggle)
{
return; // Nothing to change!
}
// Attempt to modify the current value of the specified option
else if (_Func->SetPlayerOption(m_ID, static_cast< vcmpPlayerOption >(option_id),
toggle) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid option identifier: %d", option_id);
}
else if (!(m_CircularLocks & PCL_EMIT_PLAYER_OPTION))
{
// Prevent this event from triggering while executed
BitGuardU32 bg(m_CircularLocks, PCL_EMIT_PLAYER_OPTION);
// Now forward the event call
Core::Get().EmitPlayerOption(m_ID, option_id, value, header, payload);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWorld(Int32 world) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerWorld(m_ID, world);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetSecondaryWorld() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerSecondaryWorld(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSecondaryWorld(Int32 world) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerSecondaryWorld(m_ID, world);
}
// ------------------------------------------------------------------------------------------------
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) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->SetPlayerTeam(m_ID, team) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid team identifier: %d", team);
}
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetSkin() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerSkin(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSkin(Int32 skin) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
if (_Func->SetPlayerSkin(m_ID, skin) == vcmpErrorArgumentOutOfBounds)
{
STHROWF("Invalid skin identifier: %d", skin);
}
}
// ------------------------------------------------------------------------------------------------
const Color3 & CPlayer::GetColor() const
{
// Validate the managed identifier
Validate();
// Clear previous color information, if any
s_Color3.Clear();
// Query the server for the color values
s_Color3.SetRGB(_Func->GetPlayerColour(m_ID));
// Return the requested information
return s_Color3;
}
// ------------------------------------------------------------------------------------------------
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) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerMoney(m_ID, amount);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveMoney(Int32 amount) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->GivePlayerMoney(m_ID, amount);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetScore() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerScore(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetScore(Int32 score) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerScore(m_ID, score);
}
// ------------------------------------------------------------------------------------------------
Int32 CPlayer::GetWantedLevel() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->GetPlayerWantedLevel(m_ID);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWantedLevel(Int32 level) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerWantedLevel(m_ID, 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) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerImmunityFlags(m_ID, flags);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetPosition() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetPlayerPosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
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);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetSpeed() const
{
// Validate the managed identifier
Validate();
// Clear previous speed information, if any
s_Vector3.Clear();
// Query the server for the speed values
_Func->GetPlayerSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
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, Int32 fade) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerAlpha(m_ID, alpha, fade);
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetAimPosition() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.Clear();
// Query the server for the values
_Func->GetPlayerAimPosition(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
const Vector3 & CPlayer::GetAimDirection() const
{
// Validate the managed identifier
Validate();
// Clear previous direction information, if any
s_Vector3.Clear();
// Query the server for the direction values
_Func->GetPlayerAimDirection(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z);
// Return the requested information
return s_Vector3;
}
// ------------------------------------------------------------------------------------------------
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);
}
// ------------------------------------------------------------------------------------------------
Object & 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 NullObject();
}
// ------------------------------------------------------------------------------------------------
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 group, Int32 anim) const
{
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerAnimation(m_ID, group, anim);
}
// ------------------------------------------------------------------------------------------------
Object & 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 NullObject();
}
// ------------------------------------------------------------------------------------------------
Object & 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 NullObject();
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsAway() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return _Func->IsPlayerAway(m_ID);
}
// ------------------------------------------------------------------------------------------------
Object & CPlayer::GetSpectator() const
{
// Validate the managed identifier
Validate();
// Return the requested information
return Core::Get().GetPlayer(_Func->GetPlayerSpectateTarget(m_ID)).mObj;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpectator(CPlayer & target) const
{
// Is the specified player even valid?
if (!target.IsActive())
{
STHROWF("Invalid player argument: null");
}
// Validate the managed identifier
Validate();
// Perform the requested operation
_Func->SetPlayerSpectateTarget(m_ID, target.GetID());
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Redirect(CSStr ip, Uint32 port, CSStr nick, CSStr server_pass, CSStr user_pass)
{
// Validate the managed identifier
Validate();
// Return the requested information
if (_Func->RedirectPlayerToServer(m_ID, ip, port,
nick, server_pass, user_pass) == vcmpErrorNullArgument)
{
STHROWF("Invalid arguments encountered");
}
}
// ------------------------------------------------------------------------------------------------
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, CSStr 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);
}
// ------------------------------------------------------------------------------------------------
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;
}
// ------------------------------------------------------------------------------------------------
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(CSStr val)
{
// Validate the managed identifier
Validate();
// Is the given string value even valid?
if (!val)
{
STHROWF("Invalid string argument: null");
}
// Calculate the string length
Uint16 length = ConvTo< Uint16 >::From(std::strlen(val));
// 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, length);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StreamRawString(CSStr val)
{
// Validate the managed identifier
Validate();
// Is the given string value even valid?
if (!val)
{
STHROWF("Invalid string argument: null");
}
// Calculate the string length
Uint16 length = ConvTo< Uint16 >::From(std::strlen(val));
// Write the the string contents
m_Buffer.AppendS(val, length);
}
// ------------------------------------------------------------------------------------------------
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 BufferWrapper & 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();
// Clear previous information, if any
s_Vector3.x = 0;
// Query the server for the requested component value
_Func->GetPlayerPosition(m_ID, &s_Vector3.x, nullptr, nullptr);
// Return the requested information
return s_Vector3.x;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetPositionY() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.y = 0;
// Query the server for the requested component value
_Func->GetPlayerPosition(m_ID, nullptr, &s_Vector3.y, nullptr);
// Return the requested information
return s_Vector3.y;
}
// ------------------------------------------------------------------------------------------------
Float32 CPlayer::GetPositionZ() const
{
// Validate the managed identifier
Validate();
// Clear previous information, if any
s_Vector3.z = 0;
// Query the server for the requested component value
_Func->GetPlayerPosition(m_ID, nullptr, nullptr, &s_Vector3.z);
// Return the requested information
return s_Vector3.z;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionX(Float32 x) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetPlayerPosition(m_ID, nullptr, &s_Vector3.y, &s_Vector3.z);
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, x, s_Vector3.y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionY(Float32 y) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetPlayerPosition(m_ID, &s_Vector3.x, nullptr, &s_Vector3.z);
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, s_Vector3.x, y, s_Vector3.z);
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionZ(Float32 z) const
{
// Validate the managed identifier
Validate();
// Retrieve the current values for unchanged components
_Func->GetPlayerPosition(m_ID, &s_Vector3.x, &s_Vector3.y, nullptr);
// Perform the requested operation
_Func->SetPlayerPosition(m_ID, s_Vector3.z, s_Vector3.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)
{
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 = nullptr;
// The message color
Color3 color;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
color = Var< Color3 >(vm, 2).value;
}
catch (const Sqrat::Exception & e)
{
// Propagate the error
return sq_throwerror(vm, e.Message().c_str());
}
// 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, "Invalid player reference");
}
// Attempt to generate the string value
StackStrF val(vm, 3);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.mRes))
{
return val.mRes; // Propagate the error!
}
// Send the resulted message string
const vcmpError result = _Func->SendClientMessage(player->GetID(), color.GetRGBA(),
"%s%s%s",
player->mMessagePrefix.c_str(),
val.mPtr,
player->mMessagePostfix.c_str());
// Check the result
if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, "Client message too big");
}
// 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;
// The prefix index
Uint32 index;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
index = Var< Uint32 >(vm, 2).value;
}
catch (const Sqrat::Exception & e)
{
// Propagate the error
return sq_throwerror(vm, e.Message().c_str());
}
// 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, "Invalid player reference");
}
// Perform a range check on the specified prefix index
else 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.mRes))
{
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, "Client message too big");
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::MsgEx(HSQUIRRELVM vm)
{
const Int32 top = sq_gettop(vm);
// Was the message color specified?
if (top <= 3)
{
return sq_throwerror(vm, "Missing message color");
}
// Was the message value specified?
else if (top <= 4)
{
return sq_throwerror(vm, "Missing message value");
}
// The player instance
CPlayer * player = nullptr;
// The message color
Uint8 r, g, b;
// Attempt to extract the argument values
try
{
player = Var< CPlayer * >(vm, 1).value;
r = Var< Uint8 >(vm, 2).value;
g = Var< Uint8 >(vm, 3).value;
b = Var< Uint8 >(vm, 4).value;
}
catch (const Sqrat::Exception & e)
{
// Propagate the error
return sq_throwerror(vm, e.Message().c_str());
}
// 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, "Invalid player reference");
}
// Attempt to generate the string value
StackStrF val(vm, 5);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.mRes))
{
return val.mRes; // Propagate the error!
}
// Send the resulted message string
const vcmpError result = _Func->SendClientMessage(player->GetID(), SQMOD_PACK_RGBA(r, g, b, 0),
"%s%s%s",
player->mMessagePrefix.c_str(),
val.mPtr,
player->mMessagePostfix.c_str());
// Check the result
if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, "Client message too big");
}
// 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)
{
// Propagate the error
return sq_throwerror(vm, e.Message().c_str());
}
// 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, "Invalid player reference");
}
// Attempt to generate the string value
StackStrF val(vm, 2);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.mRes))
{
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, "Client message too big");
}
// 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)
{
// Propagate the error
return sq_throwerror(vm, e.Message().c_str());
}
// 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, "Invalid player reference");
}
// Attempt to generate the string value
StackStrF val(vm, 2);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.mRes))
{
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, "Invalid announcement style");
}
else if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, "Game message too big");
}
// 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)
{
// Propagate the error
return sq_throwerror(vm, e.Message().c_str());
}
// 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, "Invalid player reference");
}
// Attempt to generate the string value
StackStrF val(vm, 3);
// Have we failed to retrieve the string?
if (SQ_FAILED(val.mRes))
{
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, "Invalid announcement style");
}
else if (result == vcmpErrorTooLargeInput)
{
return sq_throwerror(vm, "Game message too big");
}
// This function does not return a value
return 0;
}
// ------------------------------------------------------------------------------------------------
static const Object & Player_FindByID(Int32 id)
{
// Perform a range check on the specified identifier
if (INVALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
{
STHROWF("The specified player identifier is invalid: %d", id);
}
// Obtain the ends of the entity pool
Core::Players::const_iterator itr = Core::Get().GetPlayers().cbegin();
Core::Players::const_iterator end = Core::Get().GetPlayers().cend();
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Does the identifier match the specified one?
if (itr->mID == id)
{
return itr->mObj; // Stop searching and return this entity
}
}
// Unable to locate a player matching the specified identifier
return NullObject();
}
// ------------------------------------------------------------------------------------------------
static const Object & Player_FindByTag(CSStr tag)
{
// Perform a validity check on the specified tag
if (!tag || *tag == '\0')
{
STHROWF("The specified player tag is invalid: null/empty");
}
// Obtain the ends of the entity pool
Core::Players::const_iterator itr = Core::Get().GetPlayers().cbegin();
Core::Players::const_iterator end = Core::Get().GetPlayers().cend();
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Does this entity even exist and does the tag match the specified one?
if (itr->mInst != nullptr && itr->mInst->GetTag().compare(tag) == 0)
{
return itr->mObj; // Stop searching and return this entity
}
}
// Unable to locate a player matching the specified tag
return NullObject();
}
// ------------------------------------------------------------------------------------------------
static Array Player_FindActive()
{
// Remember the initial stack size
StackGuard sg;
// Obtain the ends of the entity pool
Core::Players::const_iterator itr = Core::Get().GetPlayers().cbegin();
Core::Players::const_iterator end = Core::Get().GetPlayers().cend();
// Allocate an empty array on the stack
sq_newarray(DefaultVM::Get(), 0);
// Process each entity in the pool
for (; itr != end; ++itr)
{
// Is this entity instance active?
if (VALID_ENTITY(itr->mID))
{
// Push the script object on the stack
sq_pushobject(DefaultVM::Get(), (HSQOBJECT &)((*itr).mObj));
// Append the object at the back of the array
if (SQ_FAILED(sq_arrayappend(DefaultVM::Get(), -1)))
{
STHROWF("Unable to append entity instance to the list");
}
}
}
// Return the array at the top of the stack
return Var< Array >(DefaultVM::Get(), -1).value;
}
// ------------------------------------------------------------------------------------------------
static const Object & Player_FindAuto(Object & by)
{
switch (by.GetType())
{
case OT_INTEGER:
{
return Core::Get().GetPlayer(by.Cast< Int32 >()).mObj;
} break;
case OT_FLOAT:
{
return Core::Get().GetPlayer(std::round(by.Cast< Float32 >())).mObj;
} break;
case OT_STRING:
{
// Obtain the argument as a string
String str(by.Cast< String >());
// Attempt to locate the player with this name
Int32 id = _Func->GetPlayerIdFromName(&str[0]);
// Was there a player with this name?
if (VALID_ENTITYEX(id, SQMOD_PLAYER_POOL))
{
Core::Get().GetPlayer(id).mObj;
}
} break;
default: STHROWF("Unsupported search identifier");
}
// Default to a null object
return NullObject();
}
// ================================================================================================
void Register_CPlayer(HSQUIRRELVM vm)
{
RootTable(vm).Bind(_SC("SqPlayer"),
Class< CPlayer, NoConstructor< CPlayer > >(vm, _SC("SqPlayer"))
// Meta-methods
.Func(_SC("_cmp"), &CPlayer::Cmp)
.SquirrelFunc(_SC("_typename"), &CPlayer::Typename)
.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("ID"), &CPlayer::GetID)
.Prop(_SC("Tag"), &CPlayer::GetTag, &CPlayer::SetTag)
.Prop(_SC("Data"), &CPlayer::GetData, &CPlayer::SetData)
.Prop(_SC("Active"), &CPlayer::IsActive)
// Core Methods
.Func(_SC("Bind"), &CPlayer::BindEvent)
// 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("Authority"), &CPlayer::GetAuthority, &CPlayer::SetAuthority)
.Prop(_SC("TrackPosition"), &CPlayer::GetTrackPosition, &CPlayer::SetTrackPosition)
.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)
.Func(_SC("Kick"), &CPlayer::Kick)
.Func(_SC("Ban"), &CPlayer::Ban)
.Func(_SC("GetOption"), &CPlayer::GetOption)
.Func(_SC("SetOption"), &CPlayer::SetOption)
.Func(_SC("SetOptionEx"), &CPlayer::SetOptionEx)
.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("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("SetAnim"), &CPlayer::SetAnimation)
.Func(_SC("Animation"), &CPlayer::SetAnimation)
.Func(_SC("Spectating"), &CPlayer::GetSpectator)
.Func(_SC("Spectate"), &CPlayer::SetSpectator)
.Func(_SC("Redirect"), &CPlayer::Redirect)
.Func(_SC("GetMsgPrefix"), &CPlayer::GetMessagePrefix)
.Func(_SC("SetMsgPrefix"), &CPlayer::SetMessagePrefix)
.Func(_SC("StreamByte"), &CPlayer::StreamByte)
.Func(_SC("StreamShort"), &CPlayer::StreamShort)
.Func(_SC("StreamInt"), &CPlayer::StreamInt)
.Func(_SC("StreamFloat"), &CPlayer::StreamFloat)
.Func(_SC("StreamString"), &CPlayer::StreamString)
.Func(_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)
// 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)
// Static Functions
.StaticFunc(_SC("Find"), &Player_FindAuto)
.StaticFunc(_SC("FindByID"), &Player_FindByID)
.StaticFunc(_SC("FindByTag"), &Player_FindByTag)
.StaticFunc(_SC("FindActive"), &Player_FindActive)
);
}
} // Namespace:: SqMod