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Gomponent.cpp
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Gomponent.cpp
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/*
* This Source Code Form is subject to the terms of the Mozilla Public License,
* v. 2.0. If a copy of the MPL was not distributed with this file, You can
* obtain one at http://mozilla.org/MPL/2.0/.
*
* The original code is copyright (c) 2022, open.mp team and contributors.
*/
// Include the component's definition.
#include "Gomponent.hpp"
#include "Gamemode.hpp"
#include "ActorEvents.hpp"
#include "CheckpointEvents.hpp"
#include "ClassEvents.hpp"
#include "ConsoleEvents.hpp"
#include "DialogEvents.hpp"
#include "GangZoneEvents.hpp"
#include "MenuEvents.hpp"
#include "ObjectEvents.hpp"
#include "PickupEvents.hpp"
#include "PlayerEvents.hpp"
#include "TextDrawEvents.hpp"
#include "VehicleEvents.hpp"
#include "CustomModelEvents.hpp"
// Required component methods.
StringView Gomponent::componentName() const
{
return "Go";
}
SemanticVersion Gomponent::componentVersion() const
{
return SemanticVersion(0, 2, 0, 0);
}
void Gomponent::onLoad(ICore* c)
{
// Cache core, listen to player events.
core = c;
config = &c->getConfig();
players = &c->getPlayers();
gamemode_ = Gamemode::Get();
}
void Gomponent::onInit(IComponentList* components)
{
actors = components->queryComponent<IActorsComponent>();
checkpoints = components->queryComponent<ICheckpointsComponent>();
classes = components->queryComponent<IClassesComponent>();
console = components->queryComponent<IConsoleComponent>();
dialogs = components->queryComponent<IDialogsComponent>();
gangzones = components->queryComponent<IGangZonesComponent>();
menus = components->queryComponent<IMenusComponent>();
objects = components->queryComponent<IObjectsComponent>();
pickups = components->queryComponent<IPickupsComponent>();
textdraws = components->queryComponent<ITextDrawsComponent>();
textlabels = components->queryComponent<ITextLabelsComponent>();
vehicles = components->queryComponent<IVehiclesComponent>();
models = components->queryComponent<ICustomModelsComponent>();
if (actors)
{
actors->getEventDispatcher().addEventHandler(ActorEvents::Get());
}
if (checkpoints)
{
checkpoints->getEventDispatcher().addEventHandler(CheckpointEvents::Get());
}
if (classes)
{
classes->getEventDispatcher().addEventHandler(ClassEvents::Get());
}
if (console)
{
console->getEventDispatcher().addEventHandler(ConsoleEvents::Get());
}
if (dialogs)
{
dialogs->getEventDispatcher().addEventHandler(DialogEvents::Get());
}
if (gangzones)
{
gangzones->getEventDispatcher().addEventHandler(GangZoneEvents::Get());
}
if (menus)
{
menus->getEventDispatcher().addEventHandler(MenuEvents::Get());
}
if (objects)
{
objects->getEventDispatcher().addEventHandler(ObjectEvents::Get());
}
if (pickups)
{
pickups->getEventDispatcher().addEventHandler(PickupEvents::Get());
}
if (players)
{
players->getPlayerSpawnDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerConnectDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerStreamDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerTextDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerShotDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerChangeDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerDamageDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerClickDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerCheckDispatcher().addEventHandler(PlayerEvents::Get());
players->getPlayerUpdateDispatcher().addEventHandler(PlayerEvents::Get());
}
if (textdraws)
{
textdraws->getEventDispatcher().addEventHandler(TextDrawEvents::Get());
}
if (vehicles)
{
vehicles->getEventDispatcher().addEventHandler(VehicleEvents::Get());
}
if (models)
{
models->getEventDispatcher().addEventHandler(CustomModelEvents::Get());
}
}
void Gomponent::onReady()
{
StringView gamemodeName = config->getString("go.gamemode");
if (gamemodeName.empty())
{
core->logLn(LogLevel::Error, "go.gamemode config string is not set");
return;
}
try
{
gamemode_->load(gamemodeName.to_string());
gamemode_->call<void>("onGameModeInit");
}
catch (const std::runtime_error& error)
{
core->logLn(LogLevel::Error, "Failed to load gamemode: %s", error.what());
}
}
void Gomponent::onFree(IComponent* component)
{
#define COMPONENT_UNLOADED(var) \
if (component == var) \
var = nullptr;
COMPONENT_UNLOADED(actors)
COMPONENT_UNLOADED(checkpoints)
COMPONENT_UNLOADED(classes)
COMPONENT_UNLOADED(console)
COMPONENT_UNLOADED(dialogs)
COMPONENT_UNLOADED(gangzones)
COMPONENT_UNLOADED(menus)
COMPONENT_UNLOADED(objects)
COMPONENT_UNLOADED(pickups)
COMPONENT_UNLOADED(textdraws)
COMPONENT_UNLOADED(textlabels)
COMPONENT_UNLOADED(vehicles)
COMPONENT_UNLOADED(models)
}
void Gomponent::free()
{
// Deletes the component.
delete this;
}
void Gomponent::reset()
{
// Resets data when the mode changes.
}
// When this component is destroyed we need to tell any linked components this it is gone.
Gomponent::~Gomponent()
{
gamemode_->call<void>("onGameModeExit");
gamemode_->unload();
}