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SqMod/module/Entity/Player.hpp

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#pragma once
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// ------------------------------------------------------------------------------------------------
#include "Core/Common.hpp"
#include "Core/Buffer.hpp"
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// ------------------------------------------------------------------------------------------------
namespace SqMod {
/* ------------------------------------------------------------------------------------------------
* Circular locks employed by the player manager.
*/
enum PlayerCircularLocks
{
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PLAYERCL_EMIT_PLAYER_OPTION = (1u << 0u),
PLAYERCL_EMIT_PLAYER_ADMIN = (1u << 1u),
PLAYERCL_EMIT_PLAYER_WORLD = (1u << 2u),
PLAYERCL_EMIT_PLAYER_TEAM = (1u << 3u),
PLAYERCL_EMIT_PLAYER_SKIN = (1u << 4u),
PLAYERCL_EMIT_PLAYER_MONEY = (1u << 5u),
PLAYERCL_EMIT_PLAYER_SCORE = (1u << 6u),
PLAYERCL_EMIT_PLAYER_WANTED_LEVEL = (1u << 7u),
PLAYERCL_EMIT_PLAYER_IMMUNITY = (1u << 8u),
PLAYERCL_EMIT_PLAYER_ALPHA = (1u << 9u)
};
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/* ------------------------------------------------------------------------------------------------
* Manages a single player entity.
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*/
class CPlayer
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{
// --------------------------------------------------------------------------------------------
friend class Core;
friend class PlayerInst;
private:
// --------------------------------------------------------------------------------------------
static SQChar s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
/* --------------------------------------------------------------------------------------------
* Identifier of the managed entity.
*/
int32_t m_ID;
/* --------------------------------------------------------------------------------------------
* User tag associated with this instance.
*/
String m_Tag;
/* --------------------------------------------------------------------------------------------
* User data associated with this instance.
*/
LightObj m_Data;
/* --------------------------------------------------------------------------------------------
* Buffer used to generate client data.
*/
Buffer m_Buffer;
/* --------------------------------------------------------------------------------------------
* Prevent events from triggering themselves.
*/
uint32_t m_CircularLocks;
/* --------------------------------------------------------------------------------------------
* Base constructor.
*/
explicit CPlayer(int32_t id);
public:
// --------------------------------------------------------------------------------------------
typedef String MsgPrefix[SQMOD_PLAYER_MSG_PREFIXES];
/* --------------------------------------------------------------------------------------------
* Maximum possible number that could represent an identifier for this entity type.
*/
static const int32_t Max;
/* --------------------------------------------------------------------------------------------
* The initial size of the allocated memory buffer when starting a new stream.
*/
uint32_t mBufferInitSize;
/* --------------------------------------------------------------------------------------------
* Default color to use in client messages.
*/
uint32_t mMessageColor;
/* --------------------------------------------------------------------------------------------
* Default style to use in client announcements.
*/
int32_t mAnnounceStyle;
/* --------------------------------------------------------------------------------------------
* Default ammo to give to the managed player when not specifying any.
*/
int32_t mDefaultAmmo;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client message automatically.
*/
String mMessagePrefix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client message automatically.
*/
String mMessagePostfix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client announcement automatically.
*/
String mAnnouncePrefix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client announcement automatically.
*/
String mAnnouncePostfix;
/* --------------------------------------------------------------------------------------------
* Set of strings to add before a client message automatically.
*/
MsgPrefix mMessagePrefixes;
/* --------------------------------------------------------------------------------------------
* Don't include the auto message prefix/postfix in already prefixed messages.
*/
bool mLimitPrefixPostfixMessage;
/* --------------------------------------------------------------------------------------------
* Copy constructor. (disabled)
*/
CPlayer(const CPlayer &) = delete;
/* --------------------------------------------------------------------------------------------
* Move constructor. (disabled)
*/
CPlayer(CPlayer &&) = delete;
/* --------------------------------------------------------------------------------------------
* Copy assignment operator. (disabled)
*/
CPlayer & operator = (const CPlayer &) = delete;
/* --------------------------------------------------------------------------------------------
* Move assignment operator. (disabled)
*/
CPlayer & operator = (CPlayer &&) = delete;
/* --------------------------------------------------------------------------------------------
* See whether this instance manages a valid entity.
*/
void Validate() const
{
if (INVALID_ENTITY(m_ID))
{
STHROWF("Invalid player reference [%s]", m_Tag.c_str());
}
}
/* --------------------------------------------------------------------------------------------
* Used by the script engine to convert an instance of this type to a string.
*/
SQMOD_NODISCARD const String & ToString() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the associated null entity instance.
*/
static SQInteger SqGetNull(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Retrieve the associated null entity instance.
*/
SQMOD_NODISCARD static LightObj & GetNull();
/* --------------------------------------------------------------------------------------------
* Retrieve the identifier of the entity managed by this instance.
*/
SQMOD_NODISCARD int32_t GetID() const
{
return m_ID;
}
/* --------------------------------------------------------------------------------------------
* Check whether this instance manages a valid entity.
*/
SQMOD_NODISCARD bool IsActive() const
{
return VALID_ENTITY(m_ID);
}
/* --------------------------------------------------------------------------------------------
* Retrieve the associated user tag.
*/
SQMOD_NODISCARD const String & GetTag() const;
/* --------------------------------------------------------------------------------------------
* Modify the associated user tag.
*/
void SetTag(StackStrF & tag);
/* --------------------------------------------------------------------------------------------
* Modify the associated user tag.
*/
CPlayer & ApplyTag(StackStrF & tag);
/* --------------------------------------------------------------------------------------------
* Retrieve the associated user data.
*/
SQMOD_NODISCARD LightObj & GetData();
/* --------------------------------------------------------------------------------------------
* Modify the associated user data.
*/
void SetData(LightObj & data);
/* --------------------------------------------------------------------------------------------
* Retrieve the events table of this entity.
*/
SQMOD_NODISCARD LightObj & GetEvents() const;
/* --------------------------------------------------------------------------------------------
* Emit a custom event for the managed entity
*/
void CustomEvent(int32_t header, LightObj & payload) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is connected.
*/
SQMOD_NODISCARD bool IsConnected() const;
/* --------------------------------------------------------------------------------------------
* See if the managed player entity is streamed for the specified player.
*/
bool IsStreamedFor(CPlayer & player) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has administrator privileges.
*/
SQMOD_NODISCARD bool GetAdmin() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has administrator privileges.
*/
void SetAdmin(bool toggle);
/* --------------------------------------------------------------------------------------------
* Retrieve the ip address of the managed player entity.
*/
SQMOD_NODISCARD const SQChar * GetIP() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique user identifier of the managed player entity.
*/
SQMOD_NODISCARD const SQChar * GetUID() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique user identifier version 2 of the managed player entity.
*/
SQMOD_NODISCARD const SQChar * GetUID2() const;
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#if SQMOD_SDK_LEAST(2, 1)
/* --------------------------------------------------------------------------------------------
* Set player's health to 0 and reset the death reason.
*/
void Kill() const;
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#endif
/* --------------------------------------------------------------------------------------------
* Kick the managed player entity from the server.
*/
void Kick() const;
/* --------------------------------------------------------------------------------------------
* Kick the managed player entity from the server.
*/
void KickBecause(int32_t header, LightObj & payload) const;
/* --------------------------------------------------------------------------------------------
* Ban the managed player entity from the server.
*/
void Ban() const;
/* --------------------------------------------------------------------------------------------
* Ban the managed player entity from the server.
*/
void BanBecause(int32_t header, LightObj & payload) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the key of the managed player entity.
*/
SQMOD_NODISCARD uint32_t GetKey() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the nick name of the managed player entity.
*/
SQMOD_NODISCARD const SQChar * GetName() const;
/* --------------------------------------------------------------------------------------------
* Modify the nick name of the managed player entity.
*/
void SetName(StackStrF & name) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current state of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetState() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current option value of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetOption(int32_t option_id) const;
/* --------------------------------------------------------------------------------------------
* Modify the current option value of the managed player entity.
*/
void SetOption(int32_t option_id, bool toggle);
/* --------------------------------------------------------------------------------------------
* Modify the current option value of the managed player entity.
*/
void SetOptionEx(int32_t option_id, bool toggle, int32_t header, LightObj & payload);
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#if SQMOD_SDK_LEAST(2, 1)
/* --------------------------------------------------------------------------------------------
* Retrieve network statistics related to the managed player entity.
*/
SQMOD_NODISCARD SQFloat GetNetworkStatisticsF(int32_t option_id) const;
/* --------------------------------------------------------------------------------------------
* Retrieve network statistics related to the managed player entity.
*/
SQMOD_NODISCARD SQInteger GetNetworkStatisticsI(int32_t option_id) const;
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#endif
/* --------------------------------------------------------------------------------------------
* Retrieve the world in which the managed player entity exists.
*/
SQMOD_NODISCARD int32_t GetWorld() const;
/* --------------------------------------------------------------------------------------------
* Modify the world in which the managed player entity exists.
*/
void SetWorld(int32_t world);
/* --------------------------------------------------------------------------------------------
* Retrieve the secondary world of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetSecondaryWorld() const;
/* --------------------------------------------------------------------------------------------
* Modify the secondary world of the managed player entity.
*/
void SetSecondaryWorld(int32_t world);
/* --------------------------------------------------------------------------------------------
* Retrieve the unique world of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetUniqueWorld() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is compatible with the specified world.
*/
SQMOD_NODISCARD bool IsWorldCompatible(int32_t world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the class of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetClass() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the team of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetTeam() const;
/* --------------------------------------------------------------------------------------------
* Modify the team of the managed player entity.
*/
void SetTeam(int32_t team);
/* --------------------------------------------------------------------------------------------
* Retrieve the skin identifier of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetSkin() const;
/* --------------------------------------------------------------------------------------------
* Modify the skin identifier of the managed player entity.
*/
void SetSkin(int32_t skin);
/* --------------------------------------------------------------------------------------------
* Retrieve the color of the managed player entity.
*/
SQMOD_NODISCARD Color3 GetColor() const;
/* --------------------------------------------------------------------------------------------
* Modify the color of the managed player entity.
*/
void SetColor(const Color3 & color) const;
/* --------------------------------------------------------------------------------------------
* Modify the color of the managed player entity.
*/
void SetColorEx(uint8_t r, uint8_t g, uint8_t b) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is spawned.
*/
SQMOD_NODISCARD bool IsSpawned() const;
/* --------------------------------------------------------------------------------------------
* Force the managed player entity to spawn in the game.
*/
void ForceSpawn() const;
/* --------------------------------------------------------------------------------------------
* Force the managed player entity to select a class.
*/
void ForceSelect() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is typing.
*/
SQMOD_NODISCARD bool IsTyping() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the money amount of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetMoney() const;
/* --------------------------------------------------------------------------------------------
* Modify the money amount of the managed player entity.
*/
void SetMoney(int32_t amount);
/* --------------------------------------------------------------------------------------------
* Give a certain amount of money to the managed player entity.
*/
void GiveMoney(int32_t amount);
/* --------------------------------------------------------------------------------------------
* Retrieve the score of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetScore() const;
/* --------------------------------------------------------------------------------------------
* Modify the score of the managed player entity.
*/
void SetScore(int32_t score);
/* --------------------------------------------------------------------------------------------
* Retrieve the wanted level of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetWantedLevel() const;
/* --------------------------------------------------------------------------------------------
* Modify the wanted level of the managed player entity.
*/
void SetWantedLevel(int32_t level);
/* --------------------------------------------------------------------------------------------
* Retrieve the connection latency of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetPing() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the frames per second of the managed player entity.
*/
SQMOD_NODISCARD SQFloat GetFPS() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current health of the managed player entity.
*/
SQMOD_NODISCARD float GetHealth() const;
/* --------------------------------------------------------------------------------------------
* Modify the health of the managed player entity.
*/
void SetHealth(float amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current health of the managed player entity.
*/
SQMOD_NODISCARD float GetArmor() const;
/* --------------------------------------------------------------------------------------------
* Modify the health of the managed player entity.
*/
void SetArmor(float amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the immunity flags of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetImmunity() const;
/* --------------------------------------------------------------------------------------------
* Modify the immunity flags of the managed player entity.
*/
void SetImmunity(int32_t flags);
/* --------------------------------------------------------------------------------------------
* Retrieve the position of the managed player entity.
*/
SQMOD_NODISCARD Vector3 GetPosition() const;
/* --------------------------------------------------------------------------------------------
* Modify the position of the managed player entity.
*/
void SetPosition(const Vector3 & pos) const;
/* --------------------------------------------------------------------------------------------
* Modify the position of the managed player entity.
*/
void SetPositionEx(float x, float y, float z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the speed of the managed player entity.
*/
SQMOD_NODISCARD Vector3 GetSpeed() const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void SetSpeed(const Vector3 & vel) const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void SetSpeedEx(float x, float y, float z) const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void AddSpeed(const Vector3 & vel) const;
/* --------------------------------------------------------------------------------------------
* Modify the speed of the managed player entity.
*/
void AddSpeedEx(float x, float y, float z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the heading angle of the managed player entity.
*/
SQMOD_NODISCARD float GetHeading() const;
/* --------------------------------------------------------------------------------------------
* Modify the heading angle of the managed player entity.
*/
void SetHeading(float angle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the alpha of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetAlpha() const;
/* --------------------------------------------------------------------------------------------
* Modify the alpha of the managed player entity.
*/
void SetAlpha(int32_t alpha);
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/* --------------------------------------------------------------------------------------------
* Modify the alpha of the managed player entity.
*/
void SetAlphaEx(int32_t alpha, int32_t fade);
/* --------------------------------------------------------------------------------------------
* Retrieve the aim position of the managed player entity.
*/
SQMOD_NODISCARD Vector3 GetAimPosition() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the aim direction of the managed player entity.
*/
SQMOD_NODISCARD Vector3 GetAimDirection() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is burning.
*/
SQMOD_NODISCARD bool IsBurning() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is crouched.
*/
SQMOD_NODISCARD bool IsCrouched() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current action of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetAction() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the game keys of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetGameKeys() const;
/* --------------------------------------------------------------------------------------------
* Embark the managed player entity into the specified vehicle entity.
*/
bool Embark(CVehicle & vehicle) const;
/* --------------------------------------------------------------------------------------------
* Embark the managed player entity into the specified vehicle entity.
*/
bool EmbarkEx(CVehicle & vehicle, int32_t slot, bool allocate, bool warp) const;
/* --------------------------------------------------------------------------------------------
* Disembark the managed player entity from the currently embarked vehicle entity.
*/
void Disembark() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle status of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetVehicleStatus() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the occupied vehicle slot by the managed player entity.
*/
SQMOD_NODISCARD int32_t GetVehicleSlot() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle in which the managed player entity is embarked.
*/
SQMOD_NODISCARD LightObj & GetVehicle() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle identifier in which the managed player entity is embarked.
*/
SQMOD_NODISCARD int32_t GetVehicleID() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the weapon identifier of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetWeapon() const;
/* --------------------------------------------------------------------------------------------
* Modify the weapon of the managed player entity.
*/
void SetWeapon(int32_t wep) const;
/* --------------------------------------------------------------------------------------------
* Modify the weapon of the managed player entity.
*/
void SetWeaponEx(int32_t wep, int32_t ammo) const;
/* --------------------------------------------------------------------------------------------
* Give a weapon of the managed player entity.
*/
void GiveWeapon(int32_t wep, int32_t ammo) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the active weapon ammo of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetAmmo() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the weapon slot of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetWeaponSlot() const;
/* --------------------------------------------------------------------------------------------
* Modify the weapon slot of the managed player entity.
*/
void SetWeaponSlot(int32_t slot) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the weapon identifier at the specified slot for the managed player entity.
*/
SQMOD_NODISCARD int32_t GetWeaponAtSlot(int32_t slot) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the ammo from the weapon at the specified slot for the managed player entity.
*/
SQMOD_NODISCARD int32_t GetAmmoAtSlot(int32_t slot) const;
/* --------------------------------------------------------------------------------------------
* Remove a certain weapon from the managed player entity.
*/
void RemoveWeapon(int32_t wep) const;
/* --------------------------------------------------------------------------------------------
* Strip the managed player entity of all weapons.
*/
void StripWeapons() const;
/* --------------------------------------------------------------------------------------------
* Modify the camera position of the managed player entity.
*/
void SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const;
/* --------------------------------------------------------------------------------------------
* Modify the camera position of the managed player entity.
*/
void SetCameraPositionEx(float xp, float yp, float zp, float xa, float ya, float za) const;
/* --------------------------------------------------------------------------------------------
* Restore the camera position of the managed player entity.
*/
void RestoreCamera() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has camera locked.
*/
SQMOD_NODISCARD bool IsCameraLocked() const;
/* --------------------------------------------------------------------------------------------
* Modify the animation of the managed player entity.
*/
void SetAnimation(int32_t anim) const;
/* --------------------------------------------------------------------------------------------
* Modify the animation of the managed player entity.
*/
void SetAnimationEx(int32_t anim, int32_t group) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle that the managed player entity is standing on.
*/
SQMOD_NODISCARD LightObj & StandingOnVehicle() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the object that the managed player entity is standing on.
*/
SQMOD_NODISCARD LightObj & StandingOnObject() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is away.
*/
SQMOD_NODISCARD bool IsAway() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the player that the managed player entity is spectating.
*/
SQMOD_NODISCARD LightObj & GetSpectator() const;
/* --------------------------------------------------------------------------------------------
* Set the managed player entity to spectate the specified player entity.
*/
void SetSpectator(CPlayer & target) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the identifier of the player that the managed player entity is spectating.
*/
SQMOD_NODISCARD SQInteger GetSpectatorID() const;
/* --------------------------------------------------------------------------------------------
* Set the managed player entity to spectate the specified player entity.
*/
void SetSpectatorID(SQInteger id) const;
/* --------------------------------------------------------------------------------------------
* Set the managed player entity to spectate no one.
*/
void Unspectate() const;
2020-03-20 19:37:17 +01:00
#if SQMOD_SDK_LEAST(2, 1)
/* --------------------------------------------------------------------------------------------
* Set whether the target player will see an objective arrow over a player.
*/
void SetPlayer3DArrow(CPlayer & target, bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the target player sees an objective arrow over a player.
*/
SQMOD_NODISCARD bool GetPlayer3DArrow(CPlayer & target) const;
/* --------------------------------------------------------------------------------------------
* Set whether the target player will see an objective arrow over a player.
*/
void SetPlayer3DArrowID(SQInteger id, bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the target player sees an objective arrow over a player.
*/
SQMOD_NODISCARD bool GetPlayer3DArrowID(SQInteger id) const;
/* --------------------------------------------------------------------------------------------
* Smoothly pivots the camera angle.
*/
SQMOD_NODISCARD bool InterpolateCameraLookAt(const Vector3 & pos, uint32_t ms) const;
/* --------------------------------------------------------------------------------------------
* Smoothly pivots the camera angle.
*/
SQMOD_NODISCARD bool InterpolateCameraLookAtEx(float x, float y, float z, uint32_t ms) const;
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#endif
/* --------------------------------------------------------------------------------------------
* Redirect the managed player entity to the specified server.
*/
void Redirect(StackStrF & ip, uint32_t port, StackStrF & nick,
StackStrF & server_pass, StackStrF & user_pass) const;
/* --------------------------------------------------------------------------------------------
* Request a list of the modules loaded into the client session.
*/
void GetModuleList() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the authority level of the managed player entity.
*/
void PlaySound(int32_t sound_id) const;
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#if SQMOD_SDK_LEAST(2, 1)
/* --------------------------------------------------------------------------------------------
* Set how delayed a player's turn handling is when in a vehicle.
*/
void SetDrunkHandling(SQInteger level) const;
/* --------------------------------------------------------------------------------------------
* Retrieve how delayed a player's turn handling is when in a vehicle.
*/
SQMOD_NODISCARD SQInteger GetDrunkHandling() const;
/* --------------------------------------------------------------------------------------------
* Set how intense the drunk blur overlay is for a player.
*/
void SetDrunkVisuals(SQInteger level) const;
/* --------------------------------------------------------------------------------------------
* Retrieve how intense the drunk blur overlay is for a player.
*/
SQMOD_NODISCARD SQInteger GetDrunkVisuals() const;
2020-03-20 19:37:17 +01:00
#endif
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
LightObj & CreateCheckpointEx1a(int32_t world, bool sphere, float x, float y, float z, // NOLINT(modernize-use-nodiscard)
uint8_t r, uint8_t g, uint8_t b, uint8_t a, float radius) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
LightObj & CreateCheckpointEx1b(int32_t world, bool sphere, float x, float y, float z, // NOLINT(modernize-use-nodiscard)
uint8_t r, uint8_t g, uint8_t b, uint8_t a, float radius,
int32_t header, LightObj & payload) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
LightObj & CreateCheckpoint1a(int32_t world, bool sphere, const Vector3 & pos, // NOLINT(modernize-use-nodiscard)
const Color4 & color, float radius) const;
/* --------------------------------------------------------------------------------------------
* Create a checkpoint or sphere for this player.
*/
LightObj & CreateCheckpoint1b(int32_t world, bool sphere, const Vector3 & pos, const Color4 & color, // NOLINT(modernize-use-nodiscard)
float radius, int32_t header, LightObj & payload) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity collides with user defined areas.
*/
SQMOD_NODISCARD bool GetCollideAreas() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity can collide with user defined areas.
*/
void SetCollideAreas(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity can collide with user defined areas (with last test).
*/
void SetAreasCollide(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the authority level of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetAuthority() const;
/* --------------------------------------------------------------------------------------------
* Modify the authority level of the managed player entity.
*/
void SetAuthority(int32_t level) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the message prefix at the specified index for the managed player entity.
*/
SQMOD_NODISCARD const String & GetMessagePrefix(uint32_t index) const;
/* --------------------------------------------------------------------------------------------
* Modify the message prefix at the specified index for the managed player entity.
*/
void SetMessagePrefix(uint32_t index, StackStrF & prefix);
/* --------------------------------------------------------------------------------------------
* Retrieve the amount of tracked position changes for the managed player entity.
*/
SQMOD_NODISCARD SQInteger GetTrackPosition() const;
/* --------------------------------------------------------------------------------------------
* Modify the amount of tracked position changes for the managed player entity.
*/
void SetTrackPosition(SQInteger num) const;
/* --------------------------------------------------------------------------------------------
* Modify the amount of tracked position changes for the managed player entity.
*/
void SetTrackPositionEx(SQInteger num, int32_t header, const LightObj & payload) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the amount of tracked heading changes for the managed player entity.
*/
SQMOD_NODISCARD SQInteger GetTrackHeading() const;
/* --------------------------------------------------------------------------------------------
* Modify the amount of tracked heading changes for the managed player entity.
*/
void SetTrackHeading(SQInteger num) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known weapon for the managed player entity.
*/
SQMOD_NODISCARD int32_t GetLastWeapon() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known health for the managed player entity.
*/
SQMOD_NODISCARD float GetLastHealth() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known armour for the managed player entity.
*/
SQMOD_NODISCARD float GetLastArmour() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known heading for the managed player entity.
*/
SQMOD_NODISCARD float GetLastHeading() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the last known position for the managed player entity.
*/
SQMOD_NODISCARD const Vector3 & GetLastPosition() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the distance traveled by the managed player entity while tracking was enabled.
*/
SQMOD_NODISCARD SQFloat GetDistance() const;
/* --------------------------------------------------------------------------------------------
* Modify the distance traveled by the managed player entity.
*/
void SetDistance(SQFloat distance) const;
/* --------------------------------------------------------------------------------------------
* Check whether distance tracking is enabled for the managed player entity.
*/
SQMOD_NODISCARD bool GetTrackDistance() const;
/* --------------------------------------------------------------------------------------------
* Set whether distance tracking is enabled for the managed player entity.
*/
void SetTrackDistance(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* Start a new stream with the default size.
*/
void StartStream();
/* --------------------------------------------------------------------------------------------
* Start a new stream with a custom size.
*/
void StartStreamEx(uint32_t size);
/* --------------------------------------------------------------------------------------------
* Retrieve the current cursor position of the stream buffer.
*/
SQMOD_NODISCARD int32_t GetBufferCursor() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current cursor position of the stream buffer.
*/
void SetBufferCursor(int32_t pos);
/* --------------------------------------------------------------------------------------------
* Write a 8bit byte to the stream buffer.
*/
void StreamByte(SQInteger val);
/* --------------------------------------------------------------------------------------------
* Write a 16bit short to the stream buffer.
*/
void StreamShort(SQInteger val);
/* --------------------------------------------------------------------------------------------
* Write a 32bit integer to the stream buffer.
*/
void StreamInt(SQInteger val);
/* --------------------------------------------------------------------------------------------
* Write a 32bit float to the stream buffer.
*/
void StreamFloat(SQFloat val);
/* --------------------------------------------------------------------------------------------
* Write a string to the stream buffer.
*/
void StreamString(StackStrF & val);
/* --------------------------------------------------------------------------------------------
* Write a raw string to the stream buffer.
*/
void StreamRawString(StackStrF & val);
/* --------------------------------------------------------------------------------------------
* Send the data in the stream buffer to the client.
*/
void FlushStream(bool reset);
/* --------------------------------------------------------------------------------------------
* Retrieve the total capacity of the buffer stream in bytes.
*/
SQMOD_NODISCARD uint32_t GetBufferCapacity() const;
/* --------------------------------------------------------------------------------------------
* Send the specified buffer contents to the managed player entity.
*/
void SendBuffer(const SqBuffer & buffer) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the x axis of the managed player entity.
*/
SQMOD_NODISCARD float GetPositionX() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the y axis of the managed player entity.
*/
SQMOD_NODISCARD float GetPositionY() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the z axis of the managed player entity.
*/
SQMOD_NODISCARD float GetPositionZ() const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the x axis of the managed player entity.
*/
void SetPositionX(float x) const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the y axis of the managed player entity.
*/
void SetPositionY(float y) const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the z axis of the managed player entity.
*/
void SetPositionZ(float z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the red color of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetColorR() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the green color of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetColorG() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the blue color of the managed player entity.
*/
SQMOD_NODISCARD int32_t GetColorB() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the red color of the managed player entity.
*/
void SetColorR(int32_t r) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the green color of the managed player entity.
*/
void SetColorG(int32_t g) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the blue color of the managed player entity.
*/
void SetColorB(int32_t b) const;
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/* --------------------------------------------------------------------------------------------
* Send a formatted colored message to the managed player entity.
*/
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static SQInteger Msg(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted message with a prefix to the managed player entity.
*/
static SQInteger MsgP(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted colored message to the managed player entity.
*/
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static SQInteger MsgEx(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted message to the managed player entity.
*/
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static SQInteger Message(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted announcement message to the managed player entity.
*/
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static SQInteger Announce(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted announcement message to the managed player entity.
*/
static SQInteger AnnounceEx(HSQUIRRELVM vm);
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};
} // Namespace:: SqMod