1
0
mirror of https://github.com/VCMP-SqMod/SqMod.git synced 2024-11-08 08:47:17 +01:00
SqMod/source/Entity/Player.hpp

778 lines
31 KiB
C++
Raw Normal View History

2015-09-30 02:56:11 +02:00
#ifndef _ENTITY_PLAYER_HPP_
#define _ENTITY_PLAYER_HPP_
// ------------------------------------------------------------------------------------------------
#include "Base/Shared.hpp"
2015-09-30 02:56:11 +02:00
// ------------------------------------------------------------------------------------------------
namespace SqMod {
/* ------------------------------------------------------------------------------------------------
* Manages a single player entity.
2015-09-30 02:56:11 +02:00
*/
class CPlayer
2015-09-30 02:56:11 +02:00
{
// --------------------------------------------------------------------------------------------
friend class Core;
private:
// --------------------------------------------------------------------------------------------
static Color3 s_Color3;
static Vector3 s_Vector3;
// --------------------------------------------------------------------------------------------
static SQChar s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
/* --------------------------------------------------------------------------------------------
* Identifier of the managed entity.
*/
Int32 m_ID;
/* --------------------------------------------------------------------------------------------
* User tag associated with this instance.
*/
String m_Tag;
/* --------------------------------------------------------------------------------------------
* User data associated with this instance.
*/
Object m_Data;
/* --------------------------------------------------------------------------------------------
* Base constructor.
*/
CPlayer(Int32 id);
public:
/* --------------------------------------------------------------------------------------------
* Maximum possible number that could represent an identifier for this entity type.
*/
static const Int32 Max;
/* --------------------------------------------------------------------------------------------
* Copy constructor. (disabled)
*/
CPlayer(const CPlayer &) = delete;
/* --------------------------------------------------------------------------------------------
* Move constructor. (disabled)
*/
CPlayer(CPlayer &&) = delete;
/* --------------------------------------------------------------------------------------------
* Destructor.
*/
~CPlayer();
/* --------------------------------------------------------------------------------------------
* 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 compare two instances of this type.
*/
Int32 Cmp(const CPlayer & o) const;
/* --------------------------------------------------------------------------------------------
* Used by the script engine to convert an instance of this type to a string.
*/
const String & ToString() const;
/* --------------------------------------------------------------------------------------------
* Used by the script engine to retrieve the name from instances of this type.
*/
static SQInteger Typename(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Retrieve the identifier of the entity managed by this instance.
*/
Int32 GetID() const
{
return m_ID;
}
/* --------------------------------------------------------------------------------------------
* Check whether this instance manages a valid entity.
*/
bool IsActive() const
{
return VALID_ENTITY(m_ID);
}
/* --------------------------------------------------------------------------------------------
* Retrieve the associated user tag.
*/
const String & GetTag() const;
/* --------------------------------------------------------------------------------------------
* Modify the associated user tag.
*/
void SetTag(CSStr tag);
/* --------------------------------------------------------------------------------------------
* Retrieve the associated user data.
*/
Object & GetData();
/* --------------------------------------------------------------------------------------------
* Modify the associated user data.
*/
void SetData(Object & data);
/* --------------------------------------------------------------------------------------------
* Bind to an event supported by this entity type.
*/
void BindEvent(Int32 evid, Object & env, Function & func) const;
/* --------------------------------------------------------------------------------------------
* See if the managed player entity is streamed for the specified player.
*/
bool IsStreamedFor(CPlayer & player) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the class of the managed player entity.
*/
Int32 GetClass() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has administrator privileges.
*/
bool GetAdmin() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has administrator privileges.
*/
void SetAdmin(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the ip address of the managed player entity.
*/
CSStr GetIP() const;
/* --------------------------------------------------------------------------------------------
* Kick the managed player entity from the server.
*/
void Kick() const;
/* --------------------------------------------------------------------------------------------
* Ban the managed player entity from the server.
*/
void Ban() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is connected.
*/
bool IsConnected() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is spawned.
*/
bool IsSpawned() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the key of the managed player entity.
*/
Uint32 GetKey() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the world in which the managed player entity exists.
*/
Int32 GetWorld() const;
/* --------------------------------------------------------------------------------------------
* Modify the world in which the managed player entity exists.
*/
void SetWorld(Int32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the secondary world of the managed player entity.
*/
Int32 GetSecWorld() const;
/* --------------------------------------------------------------------------------------------
* Modify the secondary world of the managed player entity.
*/
void SetSecWorld(Int32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique world of the managed player entity.
*/
Int32 GetUniqueWorld() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is compatible with the specified world.
*/
bool IsWorldCompatible(Int32 world) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the nick name of the managed player entity.
*/
CSStr GetName() const;
/* --------------------------------------------------------------------------------------------
* Modify the nick name of the managed player entity.
*/
void SetName(CSStr name) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the team of the managed player entity.
*/
Int32 GetTeam() const;
/* --------------------------------------------------------------------------------------------
* Modify the team of the managed player entity.
*/
void SetTeam(Int32 team) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the skin identifier of the managed player entity.
*/
Int32 GetSkin() const;
/* --------------------------------------------------------------------------------------------
* Modify the skin identifier of the managed player entity.
*/
void SetSkin(Int32 skin) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the color of the managed player entity.
*/
const 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 r, Uint8 g, Uint8 b) 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;
/* --------------------------------------------------------------------------------------------
* Retrieve the money amount of the managed player entity.
*/
Int32 GetMoney() const;
/* --------------------------------------------------------------------------------------------
* Modify the money amount of the managed player entity.
*/
void SetMoney(Int32 amount) const;
/* --------------------------------------------------------------------------------------------
* Give a certain amount of money to the managed player entity.
*/
void GiveMoney(Int32 amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the score of the managed player entity.
*/
Int32 GetScore() const;
/* --------------------------------------------------------------------------------------------
* Modify the score of the managed player entity.
*/
void SetScore(Int32 score) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the connection latency of the managed player entity.
*/
Int32 GetPing() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the frames per second of the managed player entity.
*/
Float32 GetFPS() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is typing.
*/
bool IsTyping() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique user identifier of the managed player entity.
*/
CSStr GetUID() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the unique user identifier version 2 of the managed player entity.
*/
CSStr GetUID2() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current health of the managed player entity.
*/
Float32 GetHealth() const;
/* --------------------------------------------------------------------------------------------
* Modify the health of the managed player entity.
*/
void SetHealth(Float32 amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current health of the managed player entity.
*/
Float32 GetArmor() const;
/* --------------------------------------------------------------------------------------------
* Modify the health of the managed player entity.
*/
void SetArmor(Float32 amount) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the immunity flags of the managed player entity.
*/
Int32 GetImmunity() const;
/* --------------------------------------------------------------------------------------------
* Modify the immunity flags of the managed player entity.
*/
void SetImmunity(Int32 flags) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position of the managed player entity.
*/
const 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(Float32 x, Float32 y, Float32 z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the speed of the managed player entity.
*/
const 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(Float32 x, Float32 y, Float32 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(Float32 x, Float32 y, Float32 z) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the heading angle of the managed player entity.
*/
Float32 GetHeading() const;
/* --------------------------------------------------------------------------------------------
* Modify the heading angle of the managed player entity.
*/
void SetHeading(Float32 angle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the alpha of the managed player entity.
*/
Int32 GetAlpha() const;
/* --------------------------------------------------------------------------------------------
* Modify the alpha of the managed player entity.
*/
void SetAlpha(Int32 alpha, Int32 fade) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle status of the managed player entity.
*/
Int32 GetVehicleStatus() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the occupied vehicle slot by the managed player entity.
*/
Int32 GetOccupiedSlot() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle in which the managed player entity is embarked.
*/
Object & GetVehicle() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle identifier in which the managed player entity is embarked.
*/
Int32 GetVehicleID() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity can be controlled.
*/
bool GetControllable() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity can be controlled.
*/
void SetControllable(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity can driveby.
*/
bool GetDriveby() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity can driveby.
*/
void SetDriveby(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has white scanlines.
*/
bool GetWhiteScanlines() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has white scanlines.
*/
void SetWhiteScanlines(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has green scanlines.
*/
bool GetGreenScanlines() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has green scanlines.
*/
void SetGreenScanlines(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has widescreen.
*/
bool GetWidescreen() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has widescreen.
*/
void SetWidescreen(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity displays markers.
*/
bool GetShowMarkers() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity displays markers.
*/
void SetShowMarkers(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has attacking privileges.
*/
bool GetAttackPriv() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has attacking privileges.
*/
void SetAttackPriv(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has markers.
*/
bool GetHasMarker() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has markers.
*/
void SetHasMarker(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has chat tags.
*/
bool GetChatTags() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity has chat tags.
*/
void SetChatTags(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is under drunk effects.
*/
bool GetDrunkEffects() const;
/* --------------------------------------------------------------------------------------------
* Set whether the managed player entity is under drunk effects.
*/
void SetDrunkEffects(bool toggle) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the weapon identifier of the managed player entity.
*/
Int32 GetWeapon() const;
/* --------------------------------------------------------------------------------------------
* Modify the weapon of the managed player entity.
*/
void SetWeapon(Int32 wep, Int32 ammo) const;
/* --------------------------------------------------------------------------------------------
* Give a weapon of the managed player entity.
*/
void GiveWeapon(Int32 wep, Int32 ammo) 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 SetCameraPosition(Float32 xp, Float32 yp, Float32 zp, Float32 xa, Float32 ya, Float32 za) const;
/* --------------------------------------------------------------------------------------------
* Restore the camera position of the managed player entity.
*/
void RestoreCamera() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity has camera locked.
*/
bool IsCameraLocked() const;
/* --------------------------------------------------------------------------------------------
* Modify the animation of the managed player entity.
*/
void SetAnimation(Int32 group, Int32 anim) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the wanted level of the managed player entity.
*/
Int32 GetWantedLevel() const;
/* --------------------------------------------------------------------------------------------
* Modify the wanted level of the managed player entity.
*/
void SetWantedLevel(Int32 level) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the vehicle that the managed player entity is standing on.
*/
Object & StandingOnVehicle() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the object that the managed player entity is standing on.
*/
Object & StandingOnObject() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is away.
*/
bool IsAway() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the player that the managed player entity is spectating.
*/
Object & GetSpectator() const;
/* --------------------------------------------------------------------------------------------
* Set the managed player entity to spectate the specified player entity.
*/
void SetSpectator(CPlayer & target) const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is burning.
*/
bool IsBurning() const;
/* --------------------------------------------------------------------------------------------
* See whether the managed player entity is crouched.
*/
bool IsCrouched() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current state of the managed player entity.
*/
Int32 GetState() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the current action of the managed player entity.
*/
Int32 GetAction() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the game keys of the managed player entity.
*/
Int32 GetGameKeys() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the aim position of the managed player entity.
*/
const Vector3 & GetAimPos() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the aim direction of the managed player entity.
*/
const Vector3 & GetAimDir() const;
/* --------------------------------------------------------------------------------------------
* Embark the managed player entity into the specified vehicle entity.
*/
void Embark(CVehicle & vehicle) const;
/* --------------------------------------------------------------------------------------------
* Embark the managed player entity into the specified vehicle entity.
*/
void Embark(CVehicle & vehicle, Int32 slot, bool allocate, bool warp) const;
/* --------------------------------------------------------------------------------------------
* Disembark the managed player entity from the currently embarked vehicle entity.
*/
void Disembark() const;
/* --------------------------------------------------------------------------------------------
* Redirect the managed player entity to the specified server.
*/
bool Redirect(CSStr ip, Uint32 port, CSStr nick, CSStr pass, CSStr user);
/* --------------------------------------------------------------------------------------------
* Retrieve the authority level of the managed player entity.
*/
Int32 GetAuthority() const;
/* --------------------------------------------------------------------------------------------
* Modify the authority level of the managed player entity.
*/
void SetAuthority(Int32 level) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the message prefix at the specified index for the managed player entity.
*/
CSStr GetMessagePrefix(Uint32 index) const;
/* --------------------------------------------------------------------------------------------
* Modify the message prefix at the specified index for the managed player entity.
*/
void SetMessagePrefix(Uint32 index, CSStr prefix) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the message color for the managed player entity.
*/
Uint32 GetMessageColor() const;
/* --------------------------------------------------------------------------------------------
* Modify the message color for the managed player entity.
*/
void SetMessageColor(Uint32 color) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the announcement style for the managed player entity.
*/
Int32 GetAnnounceStyle() const;
/* --------------------------------------------------------------------------------------------
* Modify the announcement style for the managed player entity.
*/
void SetAnnounceStyle(Int32 style) const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the x axis of the managed player entity.
*/
Float32 GetPosX() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the y axis of the managed player entity.
*/
Float32 GetPosY() const;
/* --------------------------------------------------------------------------------------------
* Retrieve the position on the z axis of the managed player entity.
*/
Float32 GetPosZ() const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the x axis of the managed player entity.
*/
void SetPosX(Float32 x) const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the y axis of the managed player entity.
*/
void SetPosY(Float32 y) const;
/* --------------------------------------------------------------------------------------------
* Modify the position on the z axis of the managed player entity.
*/
void SetPosZ(Float32 z) const;
2015-11-09 02:29:04 +01:00
/* --------------------------------------------------------------------------------------------
* Send a formatted colored message to the managed player entity.
*/
2015-11-09 02:29:04 +01:00
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.
*/
2015-11-09 02:29:04 +01:00
static SQInteger MsgEx(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted message to the managed player entity.
*/
2015-11-09 02:29:04 +01:00
static SQInteger Message(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted announcement message to the managed player entity.
*/
2015-11-09 02:29:04 +01:00
static SQInteger Announce(HSQUIRRELVM vm);
/* --------------------------------------------------------------------------------------------
* Send a formatted announcement message to the managed player entity.
*/
static SQInteger AnnounceEx(HSQUIRRELVM vm);
2015-09-30 02:56:11 +02:00
};
} // Namespace:: SqMod
#endif // _ENTITY_PLAYER_HPP_