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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
2015-11-09 03:29:04 +02:00

2200 lines
66 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[128];
// ------------------------------------------------------------------------------------------------
CPlayer::CPlayer(const Reference< CPlayer > & o)
: Reference(o)
{
/* ... */
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetLevel() const
{
if (VALID_ENTITY(m_ID))
{
return Get(m_ID).Level;
}
else
{
LogWrn(_SC("Attempting to <get player level> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetLevel(SQInt32 val) const
{
if (VALID_ENTITY(m_ID))
{
Get(m_ID).Level = val;
}
else
{
LogWrn(_SC("Attempting to <set player level> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsStreamedFor(const Reference < CPlayer > & player) const
{
if (VALID_ENTITY(m_ID) && player)
{
return _Func->IsPlayerStreamedForPlayer(m_ID, player);
}
else if (!player)
{
LogWrn(_SC("Attempting to <see if player is streamed for player> using an invalid argument: %d"), _SCI32(player));
}
else
{
LogWrn(_SC("Attempting to <see if player is streamed for player> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetClass() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerClass(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player class> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetAdmin() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerAdmin(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is admin> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAdmin(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerAdmin(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player is admin> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <get player ip address> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <kick player> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Ban() const
{
if (VALID_ENTITY(m_ID))
{
_Func->BanPlayer(m_ID);
}
else
{
LogWrn(_SC("Attempting to <ban player> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsConnected() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerConnected(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is connected> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsSpawned() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerSpawned(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is spawned> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQUnsignedInteger CPlayer::GetKey() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerKey(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player key> using an invalid reference: %d"), m_ID);
}
return SQMOD_BLANK;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerWorld(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player world> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWorld(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerWorld(m_ID, world);
}
else
{
LogWrn(_SC("Attempting to <set player world> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetSecWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerSecWorld(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player secondary world> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSecWorld(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSecWorld(m_ID, world);
}
else
{
LogWrn(_SC("Attempting to <set player secondary world> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetUniqueWorld() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerUniqueWorld(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player unique world> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsWorldCompatible(SQInt32 world) const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerWorldCompatible(m_ID, world);
}
else
{
LogWrn(_SC("Attempting to <see if player is compatible with world> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetState() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerState(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player state> using an invalid reference: %d"), m_ID);
}
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
{
LogWrn(_SC("Attempting to <get player name> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <set player name> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetTeam() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerTeam(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player team> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetTeam(SQInt32 team) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerTeam(m_ID, team);
}
else
{
LogWrn(_SC("Attempting to <get player team> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <get player skin> using an invalid reference: %d"), m_ID);
}
// 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)
{
LogWrn(_SC("Attempting to <set player skin> using an invalid argument: %d"), _SCI32(skin));
}
else
{
LogWrn(_SC("Attempting to <set player skin> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetSkinID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerSkin(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player skin id> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSkinID(SQInt32 skin) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSkin(m_ID, skin);
}
else
{
LogWrn(_SC("Attempting to <set player skin id> using an invalid reference: %d"), m_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
{
LogWrn(_SC("Attempting to <get player color> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <set player color> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <set player color> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSpawn() const
{
if (VALID_ENTITY(m_ID))
{
_Func->ForcePlayerSpawn(m_ID);
}
else
{
LogWrn(_SC("Attempting to <force player to spawn> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::ForceSelect() const
{
if (VALID_ENTITY(m_ID))
{
_Func->ForcePlayerSelect(m_ID);
}
else
{
LogWrn(_SC("Attempting to <force player to select> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetMoney() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerMoney(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player money> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetMoney(SQInt32 amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerMoney(m_ID, amount);
}
else
{
LogWrn(_SC("Attempting to <set player money> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveMoney(SQInt32 amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->GivePlayerMoney(m_ID, amount);
}
else
{
LogWrn(_SC("Attempting to <give player money> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetScore() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerScore(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player score> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetScore(SQInt32 score) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerScore(m_ID, score);
}
else
{
LogWrn(_SC("Attempting to <set player score> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetPing() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerPing(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player ping> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetFPS() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerFPS(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player fps> using an invalid reference: %d"), m_ID);
}
return 0.0;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsTyping() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerTyping(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is typing> using an invalid reference: %d"), m_ID);
}
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
{
LogWrn(_SC("Attempting to <get player unique identifier> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <get player unique identifier version 2> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <get player health> using an invalid reference: %d"), m_ID);
}
return 0.0;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHealth(SQFloat amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerHealth(m_ID, amount);
}
else
{
LogWrn(_SC("Attempting to <set player health> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetArmour() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerArmour(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player armour> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetArmour(SQFloat amount) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerArmour(m_ID, amount);
}
else
{
LogWrn(_SC("Attempting to <set player armour> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetImmunity() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerImmunityFlags(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player immunity flags> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetImmunity(SQInt32 flags) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerImmunityFlags(m_ID, flags);
}
else
{
LogWrn(_SC("Attempting to <set player immunity flags> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <get player position> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <set player position> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetPositionEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerPos(m_ID, x, y, z);
}
else
{
LogWrn(_SC("Attempting to <set player position> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <get player speed> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <set player speed> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetSpeedEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerSpeed(m_ID, x, y, z);
}
else
{
LogWrn(_SC("Attempting to <set player speed> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeed(const Vector3 & vel) const
{
if (VALID_ENTITY(m_ID))
{
_Func->AddPlayerSpeed(m_ID, vel.x, vel.y, vel.z);
}
else
{
LogWrn(_SC("Attempting to <add player speed> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::AddSpeedEx(SQFloat x, SQFloat y, SQFloat z) const
{
if (VALID_ENTITY(m_ID))
{
_Func->AddPlayerSpeed(m_ID, x, y, z);
}
else
{
LogWrn(_SC("Attempting to <add player speed> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQFloat CPlayer::GetHeading() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerHeading(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player heading> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHeading(SQFloat angle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerHeading(m_ID, angle);
}
else
{
LogWrn(_SC("Attempting to <st player heading> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetAlpha() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerAlpha(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player alpha> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAlpha(SQInt32 alpha, SQInt32 fade) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerAlpha(m_ID, alpha, fade);
}
else
{
LogWrn(_SC("Attempting to <set player alpha> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetVehicleStatus() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerInVehicleStatus(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player vehicle status> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetOccupiedSlot() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerInVehicleSlot(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player occupied slot> 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
{
LogWrn(_SC("Attempting to <get player embarked vehicle> using an invalid reference: %d"), m_ID);
}
return Reference < CVehicle >();
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetVehicleID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerVehicleID(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player embarked vehicle id> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetControllable() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerControllable(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is controllable> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetControllable(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerControllable(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player is controllable> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetDriveby() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerDriveby(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player can driveby> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDriveby(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerDriveby(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player can driveby> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetWhiteScanlines() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerWhiteScanlines(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has white scanlines> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWhiteScanlines(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerWhiteScanlines(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player has white scanlines> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetGreenScanlines() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerGreenScanlines(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has green scanlines> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetGreenScanlines(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerGreenScanlines(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player has green scanlines> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetWidescreen() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerWidescreen(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has widescreen> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWidescreen(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerWidescreen(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player has widescreen> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetShowMarkers() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerShowMarkers(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player displays markers> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetShowMarkers(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerShowMarkers(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player displays markers> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetAttackPriv() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerAttackPriv(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has attack privilege> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAttackPriv(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerAttackPriv(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player has attack privilege> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetHasMarker() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerHasMarker(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has marker> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetHasMarker(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerHasMarker(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player has marker> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetChatTags() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerChatTags(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has chat tags> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetChatTags(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerChatTagsEnabled(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player has chat tags> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::GetDrunkEffects() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->EnabledPlayerDrunkEffects(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is under drunk effects> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetDrunkEffects(bool toggle) const
{
if (VALID_ENTITY(m_ID))
{
_Func->TogglePlayerDrunkEffects(m_ID, toggle);
}
else
{
LogWrn(_SC("Attempting to <set whether player is under drunk effects> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <get player weapon> using an invalid reference: %d"), m_ID);
}
// 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)
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid argument: %d"), _SCI32(wep));
}
else
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWeaponEx(const CWeapon & wep, SQInt32 ammo) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->SetPlayerWeapon(m_ID, wep, ammo);
}
else if (!wep)
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid argument: %d"), _SCI32(wep));
}
else
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetWeaponID() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerWeapon(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player weapon id> using an invalid reference: %d"), m_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))
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid argument: %d"), wep);
}
else
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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))
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid argument: %d"), wep);
}
else
{
LogWrn(_SC("Attempting to <set player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeapon(const CWeapon & wep) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->GivePlayerWeapon(m_ID, wep, wep.GetAmmo());
}
else if (!wep)
{
LogWrn(_SC("Attempting to <give player weapon> using an invalid argument: %d"), _SCI32(wep));
}
else
{
LogWrn(_SC("Attempting to <give player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::GiveWeaponEx(const CWeapon & wep, SQInt32 ammo) const
{
if (VALID_ENTITY(m_ID) && wep)
{
_Func->GivePlayerWeapon(m_ID, wep, ammo);
}
else if (!wep)
{
LogWrn(_SC("Attempting to <give player weapon> using an invalid argument: %d"), _SCI32(wep));
}
else
{
LogWrn(_SC("Attempting to <give player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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))
{
LogWrn(_SC("Attempting to <give player weapon> using an invalid argument: %d"), wep);
}
else
{
LogWrn(_SC("Attempting to <give player weapon> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::StripWeapons() const
{
if (VALID_ENTITY(m_ID))
{
_Func->RemoveAllWeapons(m_ID);
}
else
{
LogWrn(_SC("Attempting to <strip player of weapons> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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
{
LogWrn(_SC("Attempting to <set player camera position> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::RestoreCamera() const
{
if (VALID_ENTITY(m_ID))
{
_Func->RestoreCamera(m_ID);
}
else
{
LogWrn(_SC("Attempting to <restore player camera position> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCameraLocked() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsCameraLocked(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player has camera locked> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetAnimation(SQInt32 group, SQInt32 anim) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerAnimation(m_ID, group, anim);
}
else
{
LogWrn(_SC("Attempting to <set player animation> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetWantedLevel() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerWantedLevel(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player wanted level> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
void CPlayer::SetWantedLevel(SQInt32 level) const
{
if (VALID_ENTITY(m_ID))
{
_Func->SetPlayerWantedLevel(m_ID, level);
}
else
{
LogWrn(_SC("Attempting to <set player wanted level> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
Reference < CVehicle > CPlayer::StandingOnVehicle() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CVehicle >(_Func->GetPlayerStandingOnVehicle(m_ID));
}
else
{
LogWrn(_SC("Attempting to <get the vehicle on which the player is standing> using an invalid reference: %d"), m_ID);
}
return Reference < CVehicle >();
}
// ------------------------------------------------------------------------------------------------
Reference < CObject > CPlayer::StandingOnObject() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CObject >(_Func->GetPlayerStandingOnObject(m_ID));
}
else
{
LogWrn(_SC("Attempting to <get the object on which the player is standing> using an invalid reference: %d"), m_ID);
}
return Reference < CObject >();
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsAway() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->IsPlayerAway(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is away> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
Reference < CPlayer > CPlayer::Spectating() const
{
if (VALID_ENTITY(m_ID))
{
return Reference < CPlayer >(_Func->GetPlayerSpectateTarget(m_ID));
}
else
{
LogWrn(_SC("Attempting to <get spectated player> using an invalid reference: %d"), m_ID);
}
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)
{
LogWrn(_SC("Attempting to <set spectated player> using an invalid argument: %d"), _SCI32(target));
}
else
{
LogWrn(_SC("Attempting to <set spectated player> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsBurning() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerOnFireStatus(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is burning> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::IsCrouched() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerCrouchStatus(m_ID);
}
else
{
LogWrn(_SC("Attempting to <see if player is crouched> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetAction() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerAction(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player action> using an invalid reference: %d"), m_ID);
}
return SQMOD_UNKNOWN;
}
// ------------------------------------------------------------------------------------------------
SQInt32 CPlayer::GetGameKeys() const
{
if (VALID_ENTITY(m_ID))
{
return _Func->GetPlayerGameKeys(m_ID);
}
else
{
LogWrn(_SC("Attempting to <get player game keys> using an invalid reference: %d"), m_ID);
}
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
{
LogWrn(_SC("Attempting to <get player aim position> using an invalid reference: %d"), m_ID);
}
// 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
{
LogWrn(_SC("Attempting to <get player aim direction> using an invalid reference: %d"), m_ID);
}
// 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)
{
LogWrn(_SC("Attempting to <embark player in vehicle> using an invalid argument: %d"), _SCI32(vehicle));
}
else
{
LogWrn(_SC("Attempting to <embark player in vehicle> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
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)
{
LogWrn(_SC("Attempting to <embark player in vehicle> using an invalid argument: %d"), _SCI32(vehicle));
}
else
{
LogWrn(_SC("Attempting to <embark player in vehicle> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
void CPlayer::Disembark() const
{
if (VALID_ENTITY(m_ID))
{
_Func->RemovePlayerFromVehicle(m_ID);
}
else
{
LogWrn(_SC("Attempting to <disembark player from vehicle> using an invalid reference: %d"), m_ID);
}
}
// ------------------------------------------------------------------------------------------------
bool CPlayer::Redirect(const SQChar * ip, SQUnsignedInteger 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
{
LogWrn(_SC("Attempting to <redirect player to server> using an invalid reference: %d"), m_ID);
}
return false;
}
// ------------------------------------------------------------------------------------------------
SQInteger CPlayer::Msg(HSQUIRRELVM vm)
{
const SQInteger top = sq_gettop(vm);
// Are there any arguments on the stack?
if (top <= 1)
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)))
{
LogErr("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)))
{
LogErr("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
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)))
{
LogErr("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)))
{
LogErr("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
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)))
{
LogErr("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), 0x6599FFFF, "%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)))
{
LogErr("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), 0x6599FFFF, "%s", msg);
}
else
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)))
{
LogErr("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), 1, "%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)))
{
LogErr("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), 1, "%s", msg);
}
else
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)
{
LogErr("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)))
{
LogErr("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)))
{
LogErr("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
{
LogErr("Unable to <extract the player announcement> from the specified value");
}
// At this point everything went correctly
return 0;
}
// ================================================================================================
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("cls"), &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, &CPlayer::Spectate)
.Prop(_SC("away"), &CPlayer::IsAway)
.Prop(_SC("spectating"), &CPlayer::Spectating)
.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("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("camera_position"), &CPlayer::SetCameraPosition)
.Func(_SC("restore_camera"), &CPlayer::RestoreCamera)
.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("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 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");
// Registration succeeded
return true;
}
} // Namespace:: SqMod