//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Functions that process commands sent from the server. // This function is for chat messages only; it is invoked on the client when // the server does a commandToClient with the tag ChatMessage. (Cf. the // functions chatMessage* in core/scripts/server/message.cs.) // This just invokes onChatMessage, which the mod code must define. function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10) { onChatMessage(detag(%msgString), %voice, %pitch); } // Game event descriptions, which may or may not include text messages, can be // sent using the message* functions in core/scripts/server/message.cs. Those // functions do commandToClient with the tag ServerMessage, which invokes the // function below. // For ServerMessage messages, the client can install callbacks that will be // run, according to the "type" of the message. function clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10) { // Get the message type; terminates at any whitespace. %tag = getWord(%msgType, 0); // First see if there is a callback installed that doesn't have a type; // if so, that callback is always executed when a message arrives. for (%i = 0; (%func = $MSGCB["", %i]) !$= ""; %i++) { call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10); } // Next look for a callback for this particular type of ServerMessage. if (%tag !$= "") { for (%i = 0; (%func = $MSGCB[%tag, %i]) !$= ""; %i++) { call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10); } } } // Called by the client to install a callback for a particular type of // ServerMessage. function addMessageCallback(%msgType, %func) { for (%i = 0; (%afunc = $MSGCB[%msgType, %i]) !$= ""; %i++) { // If it already exists as a callback for this type, // nothing to do. if (%afunc $= %func) { return; } } // Set it up. $MSGCB[%msgType, %i] = %func; } // The following is the callback that will be executed for every ServerMessage, // because we're going to install it without a specified type. Any type- // specific callbacks will be executed afterward. // This just invokes onServerMessage, which can be overridden by the game function onServerMessage(%a, %b, %c, %d, %e, %f, %g, %h, %i) { echo("onServerMessage: "); if(%a !$= "") echo(" +- a: " @ %a); if(%b !$= "") echo(" +- b: " @ %b); if(%c !$= "") echo(" +- c: " @ %c); if(%d !$= "") echo(" +- d: " @ %d); if(%e !$= "") echo(" +- e: " @ %e); if(%f !$= "") echo(" +- f: " @ %f); if(%g !$= "") echo(" +- g: " @ %g); if(%h !$= "") echo(" +- h: " @ %h); if(%i !$= "") echo(" +- i: " @ %i); } function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10) { onServerMessage(detag(%msgString)); } // Register that default message handler now. addMessageCallback("", defaultMessageCallback);