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3 changes: 3 additions & 0 deletions .gitmodules
Original file line number Diff line number Diff line change
Expand Up @@ -22,3 +22,6 @@
[submodule "Shared/Network"]
path = Shared/Network
url = https://github.com/openmultiplayer/open.mp-network
[submodule "CAPI"]
path = CAPI
url = https://github.com/openmultiplayer/open.mp-capi
1 change: 1 addition & 0 deletions CAPI
Submodule CAPI added at 55afce
1 change: 1 addition & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -144,6 +144,7 @@ add_subdirectory(lib)

if(BUILD_SERVER)
message("Configuring server")
add_subdirectory(CAPI)
add_subdirectory(SDK)
add_subdirectory(Shared)
add_subdirectory(Server)
Expand Down
8 changes: 8 additions & 0 deletions Server/Components/CAPI/CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@
get_filename_component(ProjectId ${CMAKE_CURRENT_SOURCE_DIR} NAME)
add_server_component(${ProjectId})

target_compile_definitions(${ProjectId} PRIVATE -DCAPI_COMPONENT_BUILD)
target_compile_options(${ProjectId} PRIVATE -Wno-unused-variable)
target_link_libraries(${ProjectId} PRIVATE OMP-CAPI)

set_target_properties(${ProjectId} PROPERTIES PREFIX "$")
189 changes: 189 additions & 0 deletions Server/Components/CAPI/Impl/Actors/APIs.cpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,189 @@
/*
* 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) 2024, open.mp team and contributors.
*/

#include "../ComponentManager.hpp"

OMP_CAPI(Actor_Create, objectPtr(int model, float x, float y, float z, float rot, int* id))
{
IActorsComponent* component = ComponentManager::Get()->actors;
if (component)
{
IActor* actor = component->create(model, { x, y, z }, rot);
if (actor)
{
*id = actor->getID();
return actor;
}
}
return nullptr;
}

OMP_CAPI(Actor_Destroy, bool(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actors->release(actor_->getID());
return true;
}

OMP_CAPI(Actor_FromID, objectPtr(int actorid))
{
IActorsComponent* component = ComponentManager::Get()->actors;
if (component)
{
return component->get(actorid);
}
return nullptr;
}

OMP_CAPI(Actor_GetID, int(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, INVALID_ACTOR_ID);
return actor_->getID();
}

OMP_CAPI(Actor_IsStreamedInFor, bool(objectPtr actor, objectPtr player))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
POOL_ENTITY_RET(players, IPlayer, player, player_, false);
return actor_->isStreamedInForPlayer(*player_);
}

OMP_CAPI(Actor_SetVirtualWorld, bool(objectPtr actor, int vw))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->setVirtualWorld(vw);
return true;
}

OMP_CAPI(Actor_GetVirtualWorld, int(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, 0);
return actor_->getVirtualWorld();
}

OMP_CAPI(Actor_ApplyAnimation, bool(objectPtr actor, StringCharPtr name, StringCharPtr library, float delta, bool loop, bool lockX, bool lockY, bool freeze, int time))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
const AnimationData animationData(delta, loop, lockX, lockY, freeze, uint32_t(time), library, name);
actor_->applyAnimation(animationData);
return true;
}

OMP_CAPI(Actor_ClearAnimations, bool(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->clearAnimations();
return true;
}

OMP_CAPI(Actor_SetPos, bool(objectPtr actor, float x, float y, float z))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->setPosition({ x, y, z });
return true;
}

OMP_CAPI(Actor_GetPos, bool(objectPtr actor, float* x, float* y, float* z))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
const Vector3& pos = actor_->getPosition();

*x = pos.x;
*y = pos.y;
*z = pos.z;
return true;
}

OMP_CAPI(Actor_SetFacingAngle, bool(objectPtr actor, float angle))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->setRotation(Vector3(0.0f, 0.0f, angle));
return true;
}

OMP_CAPI(Actor_GetFacingAngle, float(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, 0.0f);
return actor_->getRotation().ToEuler().z;
}

OMP_CAPI(Actor_SetHealth, bool(objectPtr actor, float hp))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->setHealth(hp);
return true;
}

OMP_CAPI(Actor_GetHealth, float(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, 0.0f);
return actor_->getHealth();
}

OMP_CAPI(Actor_SetInvulnerable, bool(objectPtr actor, bool toggle))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->setInvulnerable(toggle);
return true;
}

OMP_CAPI(Actor_IsInvulnerable, bool(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
return actor_->isInvulnerable();
}

OMP_CAPI(Actor_IsValid, bool(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
if (!actors->get(actor_->getID()))
return false;
return true;
}

OMP_CAPI(Actor_SetSkin, bool(objectPtr actor, int skin))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
actor_->setSkin(skin);
return true;
}

OMP_CAPI(Actor_GetSkin, int(objectPtr actor))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, 0);
return actor_->getSkin();
}

OMP_CAPI(Actor_GetAnimation, bool(objectPtr actor, OutputStringViewPtr library, OutputStringViewPtr name, float* delta, bool* loop, bool* lockX, bool* lockY, bool* freeze, int* time))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
const AnimationData& anim = actor_->getAnimation();

SET_CAPI_STRING_VIEW(library, anim.lib);
SET_CAPI_STRING_VIEW(name, anim.name);
*delta = anim.delta;
*loop = anim.loop;
*lockX = anim.lockX;
*lockY = anim.lockY;
*freeze = anim.freeze;
*time = int(anim.time);
return true;
}

OMP_CAPI(Actor_GetSpawnInfo, bool(objectPtr actor, float* x, float* y, float* z, float* angle, int* skin))
{
POOL_ENTITY_RET(actors, IActor, actor, actor_, false);
const ActorSpawnData& spawnData = actor_->getSpawnData();

*x = spawnData.position.x;
*y = spawnData.position.y;
*z = spawnData.position.z;
*angle = spawnData.facingAngle;
*skin = spawnData.skin;
return true;
}
30 changes: 30 additions & 0 deletions Server/Components/CAPI/Impl/Actors/Events.hpp
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
/*
* 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) 2024, open.mp team and contributors.
*/

#pragma once
#include "../ComponentManager.hpp"
#include "sdk.hpp"

template <EventPriorityType PRIORITY>
struct ActorEvents : public ActorEventHandler, public Singleton<ActorEvents<PRIORITY>>
{
void onPlayerGiveDamageActor(IPlayer& player, IActor& actor, float amount, unsigned weapon, BodyPart part) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onPlayerGiveDamageActor", EventReturnHandler::None, &player, &actor, amount, int(weapon), int(part));
}

void onActorStreamIn(IActor& actor, IPlayer& forPlayer) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onActorStreamIn", EventReturnHandler::None, &actor, &forPlayer);
}

void onActorStreamOut(IActor& actor, IPlayer& forPlayer) override
{
ComponentManager::Get()->CallEvent<PRIORITY>("onActorStreamOut", EventReturnHandler::None, &actor, &forPlayer);
}
};
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