1
0
mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/CoreEvents.cpp
Sandu Liviu Catalin bc1e7dbde6 Implement the option to specify how many times you want to allow intensive entity events to be forwarded to script callbacks.
Also expose several properties for the vehicle entity type that I forgot about.
2016-06-08 16:53:16 +03:00

1077 lines
43 KiB
C++

// ------------------------------------------------------------------------------------------------
#include "Core.hpp"
#include "Base/Shared.hpp"
#include "Base/Buffer.hpp"
#include "Library/Utils/BufferWrapper.hpp"
// ------------------------------------------------------------------------------------------------
namespace SqMod {
// ------------------------------------------------------------------------------------------------
void Core::EmitCustomEvent(Int32 group, Int32 header, Object & payload)
{
Emit(mOnCustomEvent, group, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipCreated(Int32 blip, Int32 header, Object & payload)
{
Emit(mOnBlipCreated, m_Blips.at(blip).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointCreated(Int32 checkpoint, Int32 header, Object & payload)
{
Emit(mOnCheckpointCreated, m_Checkpoints.at(checkpoint).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindCreated(Int32 keybind, Int32 header, Object & payload)
{
Emit(mOnKeybindCreated, m_Keybinds.at(keybind).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectCreated(Int32 object, Int32 header, Object & payload)
{
Emit(mOnObjectCreated, m_Objects.at(object).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCreated(Int32 pickup, Int32 header, Object & payload)
{
Emit(mOnPickupCreated, m_Pickups.at(pickup).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCreated(Int32 player, Int32 header, Object & payload)
{
Emit(mOnPlayerCreated, m_Players.at(player).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleCreated(Int32 vehicle, Int32 header, Object & payload)
{
Emit(mOnVehicleCreated, m_Vehicles.at(vehicle).mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipDestroyed(Int32 blip, Int32 header, Object & payload)
{
BlipInst & _blip = m_Blips.at(blip);
Emit(_blip.mOnDestroyed, header, payload);
Emit(mOnBlipDestroyed, _blip.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointDestroyed(Int32 checkpoint, Int32 header, Object & payload)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint);
Emit(_checkpoint.mOnDestroyed, header, payload);
Emit(mOnCheckpointDestroyed, _checkpoint.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindDestroyed(Int32 keybind, Int32 header, Object & payload)
{
KeybindInst & _keybind = m_Keybinds.at(keybind);
Emit(_keybind.mOnDestroyed, header, payload);
Emit(mOnKeybindDestroyed, _keybind.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectDestroyed(Int32 object, Int32 header, Object & payload)
{
ObjectInst & _object = m_Objects.at(object);
Emit(_object.mOnDestroyed, header, payload);
Emit(mOnObjectDestroyed, _object.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupDestroyed(Int32 pickup, Int32 header, Object & payload)
{
PickupInst & _pickup = m_Pickups.at(pickup);
Emit(_pickup.mOnDestroyed, header, payload);
Emit(mOnPickupDestroyed, _pickup.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerDestroyed(Int32 player, Int32 header, Object & payload)
{
PlayerInst & _player = m_Players.at(player);
Emit(_player.mOnDestroyed, header, payload);
Emit(mOnPlayerDestroyed, _player.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleDestroyed(Int32 vehicle, Int32 header, Object & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle);
Emit(_vehicle.mOnDestroyed, header, payload);
Emit(mOnVehicleDestroyed, _vehicle.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitBlipCustom(Int32 blip, Int32 header, Object & payload)
{
BlipInst & _blip = m_Blips.at(blip);
Emit(_blip.mOnCustom, header, payload);
Emit(mOnBlipCustom, _blip.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointCustom(Int32 checkpoint, Int32 header, Object & payload)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint);
Emit(_checkpoint.mOnCustom, header, payload);
Emit(mOnCheckpointCustom, _checkpoint.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitKeybindCustom(Int32 keybind, Int32 header, Object & payload)
{
KeybindInst & _keybind = m_Keybinds.at(keybind);
Emit(_keybind.mOnCustom, header, payload);
Emit(mOnKeybindCustom, _keybind.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectCustom(Int32 object, Int32 header, Object & payload)
{
ObjectInst & _object = m_Objects.at(object);
Emit(_object.mOnCustom, header, payload);
Emit(mOnObjectCustom, _object.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCustom(Int32 pickup, Int32 header, Object & payload)
{
PickupInst & _pickup = m_Pickups.at(pickup);
Emit(_pickup.mOnCustom, header, payload);
Emit(mOnPickupCustom, _pickup.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCustom(Int32 player, Int32 header, Object & payload)
{
PlayerInst & _player = m_Players.at(player);
Emit(_player.mOnCustom, header, payload);
Emit(mOnPlayerCustom, _player.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleCustom(Int32 vehicle, Int32 header, Object & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle);
Emit(_vehicle.mOnCustom, header, payload);
Emit(mOnVehicleCustom, _vehicle.mObj, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerStartup()
{
Emit(mOnServerStartup);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerShutdown()
{
Emit(mOnServerShutdown);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerFrame(Float32 elapsed_time)
{
Emit(mOnServerFrame, elapsed_time);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPluginCommand(Uint32 /*command_identifier*/, CCStr /*message*/)
{
// Ignored for now...
}
// ------------------------------------------------------------------------------------------------
void Core::EmitIncomingConnection(CStr player_name, size_t name_buffer_size, CCStr user_password, CCStr ip_address)
{
// Save the buffer information so that we can write to it from the string
m_IncomingNameBuffer = player_name;
m_IncomingNameCapacity = name_buffer_size;
// Attempt to forward the event to the script callback
try
{
Emit(mOnIncomingConnection, player_name, name_buffer_size, user_password, ip_address);
}
catch (...)
{
// We catch the exception so we can release the assigned buffer
}
// Release any stored buffer information
m_IncomingNameBuffer = nullptr;
m_IncomingNameCapacity = 0;
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRequestClass(Int32 player_id, Int32 offset)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnRequestClass, offset);
Emit(mOnPlayerRequestClass, _player.mObj, offset);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRequestSpawn(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnRequestSpawn);
Emit(mOnPlayerRequestSpawn, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSpawn(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnSpawn);
Emit(mOnPlayerSpawn, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWasted(Int32 player_id, Int32 reason)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnWasted, reason);
Emit(mOnPlayerWasted, _player.mObj, reason);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKilled(Int32 player_id, Int32 killer_id, Int32 reason, vcmpBodyPart body_part, bool team_kill)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _killer = m_Players.at(killer_id);
Emit(_player.mOnKilled, _killer.mObj, reason, static_cast< Int32 >(body_part), team_kill);
Emit(mOnPlayerKilled, _player.mObj, _killer.mObj, reason, static_cast< Int32 >(body_part), team_kill);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEmbarking(Int32 player_id, Int32 vehicle_id, Int32 slot_index)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_player.mOnEmbarking, _vehicle.mObj, slot_index);
Emit(_vehicle.mOnEmbarking, _player.mObj, slot_index);
Emit(mOnPlayerEmbarking, _player.mObj, _vehicle.mObj, slot_index);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerEmbarked(Int32 player_id, Int32 vehicle_id, Int32 slot_index)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_player.mOnEmbarked, _vehicle.mObj, slot_index);
Emit(_vehicle.mOnEmbarked, _player.mObj, slot_index);
Emit(mOnPlayerEmbarked, _player.mObj, _vehicle.mObj, slot_index);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerDisembark(Int32 player_id, Int32 vehicle_id)
{
PlayerInst & _player = m_Players.at(player_id);
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_player.mOnDisembark, _vehicle.mObj);
Emit(_vehicle.mOnDisembark, _player.mObj);
Emit(mOnPlayerDisembark, _player.mObj, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerRename(Int32 player_id, CCStr old_name, CCStr new_name)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnRename, old_name, new_name);
Emit(mOnPlayerRename, _player.mObj, old_name, new_name);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerState(Int32 player_id, Int32 old_state, Int32 new_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnState, old_state, new_state);
Emit(mOnPlayerState, _player.mObj, old_state, new_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateNone(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateNone, old_state);
Emit(mOnStateNone, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateNormal(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateNormal, old_state);
Emit(mOnStateNormal, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateAim(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateAim, old_state);
Emit(mOnStateAim, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateDriver(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateDriver, old_state);
Emit(mOnStateDriver, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStatePassenger(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStatePassenger, old_state);
Emit(mOnStatePassenger, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateEnterDriver(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateEnterDriver, old_state);
Emit(mOnStateEnterDriver, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateEnterPassenger(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateEnterPassenger, old_state);
Emit(mOnStateEnterPassenger, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateExit(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateExit, old_state);
Emit(mOnStateExit, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitStateUnspawned(Int32 player_id, Int32 old_state)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStateUnspawned, old_state);
Emit(mOnStateUnspawned, _player.mObj, old_state);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAction(Int32 player_id, Int32 old_action, Int32 new_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnAction, old_action, new_action);
Emit(mOnPlayerAction, _player.mObj, old_action, new_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionNone(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionNone, old_action);
Emit(mOnActionNone, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionNormal(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionNormal, old_action);
Emit(mOnActionNormal, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionAiming(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionAiming, old_action);
Emit(mOnActionAiming, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionShooting(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionShooting, old_action);
Emit(mOnActionShooting, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionJumping(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionJumping, old_action);
Emit(mOnActionJumping, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionLieDown(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionLieDown, old_action);
Emit(mOnActionLieDown, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionGettingUp(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionGettingUp, old_action);
Emit(mOnActionGettingUp, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionJumpVehicle(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionJumpVehicle, old_action);
Emit(mOnActionJumpVehicle, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDriving(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionDriving, old_action);
Emit(mOnActionDriving, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDying(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionDying, old_action);
Emit(mOnActionDying, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionWasted(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionWasted, old_action);
Emit(mOnActionWasted, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionEmbarking(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionEmbarking, old_action);
Emit(mOnActionEmbarking, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitActionDisembarking(Int32 player_id, Int32 old_action)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnActionDisembarking, old_action);
Emit(mOnActionDisembarking, _player.mObj, old_action);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerBurning(Int32 player_id, bool is_on_fire)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnBurning, is_on_fire);
Emit(mOnPlayerBurning, _player.mObj, is_on_fire);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCrouching(Int32 player_id, bool is_crouching)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnCrouching, is_crouching);
Emit(mOnPlayerCrouching, _player.mObj, is_crouching);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerGameKeys(Int32 player_id, Uint32 old_keys, Uint32 new_keys)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnGameKeys, old_keys, new_keys);
Emit(mOnPlayerGameKeys, _player.mObj, old_keys, new_keys);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerStartTyping(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStartTyping);
Emit(mOnPlayerStartTyping, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerStopTyping(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnStopTyping);
Emit(mOnPlayerStopTyping, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerAway(Int32 player_id, bool is_away)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnAway, is_away);
Emit(mOnPlayerAway, _player.mObj, is_away);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerMessage(Int32 player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnMessage, message);
Emit(mOnPlayerMessage, _player.mObj, message);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCommand(Int32 player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnCommand, message);
Emit(mOnPlayerCommand, _player.mObj, message);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerPrivateMessage(Int32 player_id, Int32 target_player_id, CCStr message)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _receiver = m_Players.at(target_player_id);
Emit(_player.mOnMessage,_receiver.mObj, message);
Emit(mOnPlayerMessage, _player.mObj, _receiver.mObj, message);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKeyPress(Int32 player_id, Int32 bind_id)
{
PlayerInst & _player = m_Players.at(player_id);
KeybindInst & _keybind = m_Keybinds.at(bind_id);
Emit(_player.mOnKeyPress, _keybind.mObj);
Emit(_keybind.mOnKeyPress, _player.mObj);
Emit(mOnPlayerKeyPress, _player.mObj, _keybind.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerKeyRelease(Int32 player_id, Int32 bind_id)
{
PlayerInst & _player = m_Players.at(player_id);
KeybindInst & _keybind = m_Keybinds.at(bind_id);
Emit(_keybind.mOnKeyRelease, _player.mObj);
Emit(_player.mOnKeyRelease, _keybind.mObj);
Emit(mOnPlayerKeyRelease, _player.mObj, _keybind.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerSpectate(Int32 player_id, Int32 target_player_id)
{
PlayerInst & _player = m_Players.at(player_id);
PlayerInst & _target = m_Players.at(target_player_id);
Emit(_player.mOnSpectate, _target.mObj);
Emit(mOnPlayerSpectate, _player.mObj, _target.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerCrashreport(Int32 player_id, CCStr report)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnCrashreport, report);
Emit(mOnPlayerCrashreport, _player.mObj, report);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleExplode(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnExplode);
Emit(mOnVehicleExplode, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRespawn(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnRespawn);
Emit(mOnVehicleRespawn, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectShot(Int32 object_id, Int32 player_id, Int32 weapon_id)
{
ObjectInst & _object = m_Objects.at(object_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_object.mOnShot, _player.mObj, weapon_id);
Emit(_player.mOnObjectShot, _object.mObj, weapon_id);
Emit(mOnObjectShot, _player.mObj, _object.mObj, weapon_id);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitObjectTouched(Int32 object_id, Int32 player_id)
{
ObjectInst & _object = m_Objects.at(object_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_object.mOnTouched, _player.mObj);
Emit(_player.mOnObjectTouched, _object.mObj);
Emit(mOnObjectTouched, _player.mObj, _object.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupClaimed(Int32 pickup_id, Int32 player_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_pickup.mOnClaimed, _player.mObj);
Emit(_player.mOnPickupClaimed, _pickup.mObj);
Emit(mOnPickupClaimed, _player.mObj, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupCollected(Int32 pickup_id, Int32 player_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_pickup.mOnCollected, _player.mObj);
Emit(_player.mOnPickupCollected, _pickup.mObj);
Emit(mOnPickupCollected, _player.mObj, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPickupRespawn(Int32 pickup_id)
{
PickupInst & _pickup = m_Pickups.at(pickup_id);
Emit(_pickup.mOnRespawn);
Emit(mOnPickupRespawn, _pickup.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointEntered(Int32 checkpoint_id, Int32 player_id)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_checkpoint.mOnEntered, _player.mObj);
Emit(_player.mOnCheckpointEntered, _checkpoint.mObj);
Emit(mOnCheckpointEntered, _player.mObj, _checkpoint.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitCheckpointExited(Int32 checkpoint_id, Int32 player_id)
{
CheckpointInst & _checkpoint = m_Checkpoints.at(checkpoint_id);
PlayerInst & _player = m_Players.at(player_id);
Emit(_checkpoint.mOnExited, _player.mObj);
Emit(_player.mOnCheckpointExited, _checkpoint.mObj);
Emit(mOnCheckpointExited, _player.mObj, _checkpoint.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerHealth(Int32 player_id, Float32 old_health, Float32 new_health)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnHealth, old_health, new_health);
Emit(mOnPlayerHealth, _player.mObj, old_health, new_health);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerArmour(Int32 player_id, Float32 old_armour, Float32 new_armour)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnArmour, old_armour, new_armour);
Emit(mOnPlayerArmour, _player.mObj, old_armour, new_armour);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerWeapon(Int32 player_id, Int32 old_weapon, Int32 new_weapon)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnWeapon, old_weapon, new_weapon);
Emit(mOnPlayerWeapon, _player.mObj, old_weapon, new_weapon);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerHeading(Int32 player_id, Float32 old_heading, Float32 new_heading)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnHeading, old_heading, new_heading);
Emit(mOnPlayerHeading, _player.mObj, old_heading, new_heading);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerPosition(Int32 player_id)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnPosition);
Emit(mOnPlayerPosition, _player.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerOption(Int32 player_id, Int32 option_id, bool value,
Int32 header, Object & payload)
{
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnOption, option_id, value, header, payload);
Emit(mOnPlayerOption, _player.mObj, option_id, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleColour(Int32 vehicle_id, Int32 changed)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnColour, changed);
Emit(mOnVehicleColour, _vehicle.mObj, changed);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleHealth(Int32 vehicle_id, Float32 old_health, Float32 new_health)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnHealth, old_health, new_health);
Emit(mOnVehicleHealth, _vehicle.mObj, old_health, new_health);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehiclePosition(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnPosition);
Emit(mOnVehiclePosition, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleRotation(Int32 vehicle_id)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnRotation);
Emit(mOnVehicleRotation, _vehicle.mObj);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleOption(Int32 vehicle_id, Int32 option_id, bool value,
Int32 header, Object & payload)
{
VehicleInst & _vehicle = m_Vehicles.at(vehicle_id);
Emit(_vehicle.mOnOption, option_id, value, header, payload);
Emit(mOnVehicleOption, _vehicle.mObj, option_id, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitServerOption(Int32 option, bool value, Int32 header, Object & payload)
{
if (m_CircularLocks & CCL_EMIT_SERVER_OPTION)
{
return; // Already inside this event!
}
// Prevent further calls to this event
BitGuardU32 bg(m_CircularLocks, CCL_EMIT_SERVER_OPTION);
// Now forward the event call
Emit(mOnServerOption, option, value, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitScriptReload(Int32 header, Object & payload)
{
Emit(mOnScriptReload, header, payload);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitScriptLoaded()
{
Emit(mOnScriptLoaded);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitEntityPool(vcmpEntityPool entity_type, Int32 entity_id, bool is_deleted)
{
// See what type of change happened in the entity pool
switch (entity_type)
{
case vcmpEntityPoolVehicle:
// Do we even have this vehicle that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Vehicles[entity_id].mID))
{
DeallocVehicle(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this vehicle that we're trying to create?
else if (INVALID_ENTITY(m_Vehicles[entity_id].mID))
{
AllocVehicle(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolObject:
// Do we even have this object that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Objects[entity_id].mID))
{
DeallocObject(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this object that we're trying to create?
else if (INVALID_ENTITY(m_Objects[entity_id].mID))
{
AllocObject(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolPickup:
// Do we even have this pickup that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Pickups[entity_id].mID))
{
DeallocPickup(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this pickup that we're trying to create?
else if (INVALID_ENTITY(m_Pickups[entity_id].mID))
{
AllocPickup(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolRadio:
// @TODO Implement...
break;
case vcmpEntityPoolCheckPoint:
// Do we even have this checkpoint that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Checkpoints[entity_id].mID))
{
DeallocCheckpoint(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this checkpoint that we're trying to create?
else if (INVALID_ENTITY(m_Checkpoints[entity_id].mID))
{
AllocCheckpoint(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
case vcmpEntityPoolBlip:
// Do we even have this blip that we're trying to delete?
if (is_deleted && VALID_ENTITY(m_Blips[entity_id].mID))
{
DeallocBlip(entity_id, false, SQMOD_DESTROY_POOL, NullObject());
}
// Do we already have this blip that we're trying to create?
else if (INVALID_ENTITY(m_Blips[entity_id].mID))
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(entity_id, SQMOD_BLIP_POOL))
{
STHROWF("Cannot allocate blip with invalid identifier: %d", entity_id);
}
// Retrieve the specified entity instance
BlipInst & inst = m_Blips[entity_id];
// Make sure that the instance isn't already allocated
if (VALID_ENTITY(inst.mID))
{
STHROWF("Cannot allocate blip that already exists: %d", entity_id);
}
// Information about the blip entity
Int32 world, scale, sprid;
Uint32 color;
Float32 x, y, z;
// Get the blip information from the server
_Func->GetCoordBlipInfo(entity_id, &world, &x, &y, &z, &scale, &color, &sprid);
// Assign the obtain information
inst.mWorld = world;
inst.mScale = scale;
inst.mSprID = sprid;
inst.mColor.SetRGBA(color);
inst.mPosition.Set(x, y, z);
// Now we can try to allocate the instance after we have all the information
AllocBlip(entity_id, false, SQMOD_CREATE_POOL, NullObject());
}
break;
default:
LogErr("Unknown change in the entity pool of type: %d", entity_type);
}
// Finally, forward the event to the script
Emit(mOnEntityPool, static_cast< Int32 >(entity_type), entity_id, is_deleted);
}
// ------------------------------------------------------------------------------------------------
void Core::EmitPlayerUpdate(Int32 player_id, vcmpPlayerUpdate update_type)
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(player_id, SQMOD_PLAYER_POOL))
{
STHROWF("Cannot update player with invalid identifier: %d", player_id);
}
// Retrieve the associated tracking instance
PlayerInst & inst = m_Players[player_id];
// Obtain the current heading of this instance
Float32 heading = _Func->GetPlayerHeading(player_id);
// Did the heading change since the last tracked value?
if (!EpsEq(heading, inst.mLastHeading))
{
// Trigger the event specific to this change
EmitPlayerHeading(player_id, inst.mLastHeading, heading);
// Update the tracked value
inst.mLastHeading = heading;
}
Vector3 pos;
// Obtain the current position of this instance
_Func->GetPlayerPosition(player_id, &pos.x, &pos.y, &pos.z);
// Did the position change since the last tracked value?
if (pos != inst.mLastPosition)
{
// Trigger the event specific to this change
if (inst.mTrackPosition != 0)
{
EmitPlayerPosition(player_id);
// Should we decrease the tracked position changes?
if (inst.mTrackPosition)
{
--inst.mTrackPosition;
}
}
// Update the tracked value
inst.mLastPosition = pos;
}
// Obtain the current health of this instance
Float32 health = _Func->GetPlayerHealth(player_id);
// Did the health change since the last tracked value?
if (!EpsEq(health, inst.mLastHealth))
{
// Trigger the event specific to this change
EmitPlayerHealth(player_id, inst.mLastHealth, health);
// Update the tracked value
inst.mLastHealth = health;
}
// Obtain the current armor of this instance
Float32 armour = _Func->GetPlayerArmour(player_id);
// Did the armor change since the last tracked value?
if (!EpsEq(armour, inst.mLastArmour))
{
// Trigger the event specific to this change
EmitPlayerArmour(player_id, inst.mLastArmour, armour);
// Update the tracked value
inst.mLastArmour = armour;
}
// Obtain the current weapon of this instance
Int32 wep = _Func->GetPlayerWeapon(player_id);
// Did the weapon change since the last tracked value?
if (wep != inst.mLastWeapon)
{
// Trigger the event specific to this change
EmitPlayerWeapon(player_id, inst.mLastWeapon, wep);
// Update the tracked value
inst.mLastWeapon = wep;
}
// Finally, forward the call to the update callback
Emit(inst.mOnUpdate, static_cast< Int32 >(update_type));
Emit(mOnPlayerUpdate, inst.mObj, static_cast< Int32 >(update_type));
}
// ------------------------------------------------------------------------------------------------
void Core::EmitVehicleUpdate(Int32 vehicle_id, vcmpVehicleUpdate update_type)
{
// Make sure that the specified entity identifier is valid
if (INVALID_ENTITYEX(vehicle_id, SQMOD_VEHICLE_POOL))
{
STHROWF("Cannot update vehicle with invalid identifier: %d", vehicle_id);
}
// Retrieve the associated instance
VehicleInst & inst = m_Vehicles[vehicle_id];
// Identify the update type
switch (update_type)
{
case vcmpVehicleUpdatePosition:
{
// Trigger the event specific to this change
if (inst.mTrackPosition != 0)
{
EmitVehiclePosition(vehicle_id);
// Should we decrease the tracked position changes?
if (inst.mTrackPosition)
{
--inst.mTrackPosition;
}
}
// Update the tracked value
_Func->GetVehiclePosition(vehicle_id, &inst.mLastPosition.x,
&inst.mLastPosition.y, &inst.mLastPosition.z);
} break;
case vcmpVehicleUpdateHealth:
{
// Obtain the current health of this instance
Float32 health = _Func->GetVehicleHealth(vehicle_id);
// Trigger the event specific to this change
EmitVehicleHealth(vehicle_id, inst.mLastHealth, health);
// Update the tracked value
inst.mLastHealth = health;
} break;
case vcmpVehicleUpdateColour:
{
Int32 primary, secondary;
// Obtain the current colours of this instance
_Func->GetVehicleColour(vehicle_id, &primary, &secondary);
// Which colours changed
Int32 changed = 0;
// Did the primary colour changed?
if (primary != inst.mLastPrimaryColour)
{
changed |= (1<<0);
}
// Did the secondary colour changed?
if (primary != inst.mLastSecondaryColour)
{
changed |= (1<<1);
}
// Trigger the event specific to this change
EmitVehicleColour(vehicle_id, changed);
// Update the tracked value
inst.mLastPrimaryColour = primary;
inst.mLastSecondaryColour = secondary;
} break;
case vcmpVehicleUpdateRotation:
{
// Trigger the event specific to this change
if (inst.mTrackRotation != 0)
{
EmitVehicleRotation(vehicle_id);
// Should we decrease the tracked rotation changes?
if (inst.mTrackRotation)
{
--inst.mTrackRotation;
}
}
// Obtain the current rotation of this instance
_Func->GetVehicleRotation(vehicle_id, &inst.mLastRotation.x, &inst.mLastRotation.y,
&inst.mLastRotation.z, &inst.mLastRotation.w);
} break;
default:
{
// Finally, forward the call to the update callback
Emit(inst.mOnUpdate, static_cast< Int32 >(update_type));
Emit(mOnVehicleUpdate, inst.mObj, static_cast< Int32 >(update_type));
}
}
}
// ------------------------------------------------------------------------------------------------
void Core::EmitClientScriptData(Int32 player_id, const uint8_t * data, size_t size)
{
// Allocate a buffer with the received size
Buffer b(size);
// Replicate the data to the allocated buffer
b.Write(0, reinterpret_cast< Buffer::ConstPtr >(data), size);
// Wrap the buffer into a script object
Object o = MakeObject(m_VM, BufferWrapper(std::move(b)));
// Forward the event call
PlayerInst & _player = m_Players.at(player_id);
Emit(_player.mOnClientScriptData, o, size);
Emit(mOnClientScriptData, _player.mObj, o, size);
}
} // Namespace:: SqMod