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SqMod/module/Core.hpp

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#pragma once
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// ------------------------------------------------------------------------------------------------
#include "Core/Common.hpp"
#include "Core/Entity.hpp"
#include "Core/Script.hpp"
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// ------------------------------------------------------------------------------------------------
#include <unordered_map>
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// ------------------------------------------------------------------------------------------------
namespace SqMod {
/* ------------------------------------------------------------------------------------------------
* Circular locks employed by the central core.
*/
enum CoreCircularLocks
{
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CCL_RELOAD_SCRIPTS = (1u << 0u),
CCL_EMIT_SERVER_OPTION = (1u << 1u)
};
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/* ------------------------------------------------------------------------------------------------
* Core module class responsible for managing resources.
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*/
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class Core
{
private:
// --------------------------------------------------------------------------------------------
static Core s_Inst; // Core instance.
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/* --------------------------------------------------------------------------------------------
* Default constructor.
*/
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Core() noexcept;
/* --------------------------------------------------------------------------------------------
* Destructor.
*/
~Core();
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public:
// --------------------------------------------------------------------------------------------
typedef std::vector< BlipInst > Blips; // Blips entity instances container.
typedef std::vector< CheckpointInst > Checkpoints; // Checkpoints entity instances container.
typedef std::vector< KeyBindInst > KeyBinds; // Key-binds entity instances container.
typedef std::vector< ObjectInst > Objects; // Objects entity instances container.
typedef std::vector< PickupInst > Pickups; // Pickups entity instances container.
typedef std::vector< PlayerInst > Players; // Players entity instances container.
typedef std::vector< VehicleInst > Vehicles; // Vehicles entity instances container.
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// --------------------------------------------------------------------------------------------
typedef std::vector< ScriptSrc > Scripts; // List of loaded scripts.
// --------------------------------------------------------------------------------------------
typedef std::unordered_map< String, String > Options; // List of custom options.
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private:
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// --------------------------------------------------------------------------------------------
int32_t m_State; // Current plug-in state.
#ifdef VCMP_ENABLE_OFFICIAL
bool m_Official; // Whether official support is enabled.
#endif
HSQUIRRELVM m_VM; // Script virtual machine.
Scripts m_Scripts; // Loaded scripts objects.
Scripts m_PendingScripts; // Pending scripts objects.
Options m_Options; // Custom configuration options.
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// --------------------------------------------------------------------------------------------
Blips m_Blips; // Blips pool.
Checkpoints m_Checkpoints; // Checkpoints pool.
KeyBinds m_KeyBinds; // Key-binds pool.
Objects m_Objects; // Objects pool.
Pickups m_Pickups; // Pickups pool.
Players m_Players; // Players pool.
Vehicles m_Vehicles; // Vehicles pool.
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// --------------------------------------------------------------------------------------------
LightObj m_Events; // Table containing the emitted module events.
// --------------------------------------------------------------------------------------------
uint32_t m_CircularLocks; // Prevent events from triggering themselves.
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// --------------------------------------------------------------------------------------------
int32_t m_ReloadHeader; // The specified reload header.
LightObj m_ReloadPayload; // The specified reload payload.
// --------------------------------------------------------------------------------------------
char * m_IncomingNameBuffer; // Name of an incoming connection.
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size_t m_IncomingNameCapacity; // Incoming connection name size.
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// --------------------------------------------------------------------------------------------
bool m_AreasEnabled; // Whether area tracking is enabled.
bool m_Debugging; // Enable debugging features, if any.
bool m_Executed; // Whether the scripts were executed.
bool m_Shutdown; // Whether the server currently shutting down.
bool m_LockPreLoadSignal; // Lock pre load signal container.
bool m_LockPostLoadSignal; // Lock post load signal container.
bool m_LockUnloadSignal; // Lock unload signal container.
bool m_EmptyInit; // Whether to initialize without any scripts.
// --------------------------------------------------------------------------------------------
int32_t m_Verbosity; // Restrict the amount of outputted information.
// --------------------------------------------------------------------------------------------
LightObj m_ClientData; // Currently processed client data buffer.
// --------------------------------------------------------------------------------------------
LightObj m_NullBlip; // Null Blips instance.
LightObj m_NullCheckpoint; // Null Checkpoints instance.
LightObj m_NullKeyBind; // Null Key-instance pool.
LightObj m_NullObject; // Null Objects instance.
LightObj m_NullPickup; // Null Pickups instance.
LightObj m_NullPlayer; // Null Players instance.
LightObj m_NullVehicle; // Null Vehicles instance.
public:
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/* --------------------------------------------------------------------------------------------
* Copy constructor. (disabled)
*/
Core(const Core & o) = delete;
/* --------------------------------------------------------------------------------------------
* Move constructor. (disabled)
*/
Core(Core && o) = delete;
/* --------------------------------------------------------------------------------------------
* Copy assignment operator. (disabled)
*/
Core & operator = (const Core & o) = delete;
/* --------------------------------------------------------------------------------------------
* Move assignment operator. (disabled)
*/
Core & operator = (Core && o) = delete;
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/* --------------------------------------------------------------------------------------------
* Retrieve the core instance.
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*/
static Core & Get()
{
return s_Inst;
}
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/* --------------------------------------------------------------------------------------------
* Initialize the plug-in core.
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*/
bool Initialize();
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/* --------------------------------------------------------------------------------------------
* Load and execute plug-in resources.
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*/
bool Execute();
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/* --------------------------------------------------------------------------------------------
* Terminate the plug-in core.
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*/
void Terminate(bool shutdown = false);
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/* --------------------------------------------------------------------------------------------
* Reload the plug-in core.
*/
bool Reload();
/* --------------------------------------------------------------------------------------------
* Create the null instances of entity classes. Thus, locking them from further changes.
*/
void EnableNullEntities();
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/* --------------------------------------------------------------------------------------------
* Modify the current plug-in state.
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*/
void SetState(int32_t val)
{
m_State = val;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the current plug-in state.
*/
SQMOD_NODISCARD int32_t GetState() const
{
return m_State;
}
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#ifdef VCMP_ENABLE_OFFICIAL
/* --------------------------------------------------------------------------------------------
* See whether official support option was enabled in the plug-in.
*/
SQMOD_NODISCARD bool IsOfficial() const
{
return m_Official;
}
#endif
/* --------------------------------------------------------------------------------------------
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* See whether debugging option was enabled in the plug-in.
*/
SQMOD_NODISCARD bool IsDebugging() const
{
return m_Debugging;
}
/* --------------------------------------------------------------------------------------------
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* See whether all queued scripts were executed and the plug-in fully started.
*/
SQMOD_NODISCARD bool IsExecuted() const
{
return m_Executed;
}
/* --------------------------------------------------------------------------------------------
* See whether the server is currently in the process of shutting down.
*/
SQMOD_NODISCARD bool ShuttingDown() const
{
return m_Shutdown;
}
/* --------------------------------------------------------------------------------------------
* See whether area tracking should be enabled on newly created entities.
*/
SQMOD_NODISCARD bool AreasEnabled() const
{
return m_AreasEnabled;
}
/* --------------------------------------------------------------------------------------------
* Toggle whether area tracking should be enabled on newly created entities.
*/
void AreasEnabled(bool toggle)
{
m_AreasEnabled = toggle;
}
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/* --------------------------------------------------------------------------------------------
* Retrieve the value of the specified option.
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*/
SQMOD_NODISCARD const String & GetOption(const String & name) const;
/* --------------------------------------------------------------------------------------------
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* Retrieve the value of the specified option or the fall back value if it doesn't exist.
*/
SQMOD_NODISCARD const String & GetOption(const String & name, const String & value) const;
/* --------------------------------------------------------------------------------------------
* Modify the value of the specified option.
*/
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void SetOption(const String & name, const String & value);
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/* --------------------------------------------------------------------------------------------
* Retrieve the script source associated with a certain path in the scripts list.
*/
SQMOD_NODISCARD Scripts::iterator FindScript(const SQChar * src);
/* --------------------------------------------------------------------------------------------
* Retrieve the script source associated with a certain path in the pending scripts list.
*/
SQMOD_NODISCARD Scripts::iterator FindPendingScript(const SQChar * src);
/* --------------------------------------------------------------------------------------------
* Retrieve the scripts list. Should not be modified directly! Information purposes only.
*/
SQMOD_NODISCARD Scripts & GetScripts()
{
return m_Scripts;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the pending scripts list. Should not be modified directly! Information purposes only.
*/
SQMOD_NODISCARD Scripts & GetPendingScripts()
{
return m_PendingScripts;
}
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/* --------------------------------------------------------------------------------------------
* Retrieve the virtual machine.
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*/
SQMOD_NODISCARD HSQUIRRELVM GetVM() const
{
return m_VM;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the global events table.
*/
SQMOD_NODISCARD LightObj & GetEvents()
{
return m_Events;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the circular locks.
*/
SQMOD_NODISCARD uint32_t & GetCircularLock()
{
return m_CircularLocks;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the preload signal if not complete.
*/
SQMOD_NODISCARD LightObj & GetPreLoadEvent()
{
return m_LockPreLoadSignal ? NullLightObj() : mOnPreLoad.second;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the post-load signal if not complete.
*/
SQMOD_NODISCARD LightObj & GetPostLoadEvent()
{
return m_LockPostLoadSignal ? NullLightObj() : mOnPostLoad.second;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the unload signal if not complete.
*/
SQMOD_NODISCARD LightObj & GetUnloadEvent()
{
return m_LockUnloadSignal ? NullLightObj() : mOnUnload.second;
}
/* --------------------------------------------------------------------------------------------
* See if certain circular locks are enabled.
*/
SQMOD_NODISCARD bool IsCircularLock(uint32_t lock) const
{
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return static_cast< bool >(m_CircularLocks & lock);
}
/* --------------------------------------------------------------------------------------------
* Set the header and payload for the reload.
*/
void SetReloadInfo(int32_t header, LightObj & payload)
{
m_ReloadHeader = header;
m_ReloadPayload = payload;
}
/* --------------------------------------------------------------------------------------------
* Reset the header and payload for the reload.
*/
void ResetReloadInfo()
{
m_ReloadHeader = -1;
m_ReloadPayload.Release();
}
/* --------------------------------------------------------------------------------------------
* Retrieve the specified reload header.
*/
SQMOD_NODISCARD int32_t GetReloadHeader() const
{
return m_ReloadHeader;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the specified reload header.
*/
SQMOD_NODISCARD LightObj & GetReloadPayload()
{
return m_ReloadPayload;
}
/* --------------------------------------------------------------------------------------------
* Adds a script to the load queue.
*/
bool LoadScript(const SQChar * filepath, Function & cb, LightObj & ctx, bool delay = false);
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/* --------------------------------------------------------------------------------------------
* Modify the name for the currently assigned incoming connection.
*/
void SetIncomingName(const SQChar * name);
/* --------------------------------------------------------------------------------------------
* Retrieve the name for the currently assigned incoming connection.
*/
SQMOD_NODISCARD const SQChar * GetIncomingName()
{
return (!m_IncomingNameBuffer) ? _SC("") : m_IncomingNameBuffer;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the current client data buffer, if any.
*/
SQMOD_NODISCARD LightObj & GetClientDataBuffer()
{
return m_ClientData;
}
/* --------------------------------------------------------------------------------------------
* Retrieves a line of code from a certain source.
*/
SQMOD_NODISCARD String FetchCodeLine(const SQChar * src, SQInteger line, bool trim = true);
protected:
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/* --------------------------------------------------------------------------------------------
* Script execution process.
*/
static bool DoScripts(Scripts::iterator itr, Scripts::iterator end);
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/* --------------------------------------------------------------------------------------------
* Script output handlers.
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*/
static void PrintFunc(HSQUIRRELVM vm, const SQChar * msg, ...);
static void ErrorFunc(HSQUIRRELVM vm, const SQChar * msg, ...);
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/* --------------------------------------------------------------------------------------------
* Script error handlers.
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*/
static SQInteger RuntimeErrorHandler(HSQUIRRELVM vm);
static void CompilerErrorHandler(HSQUIRRELVM vm, const SQChar * desc, const SQChar * src,
SQInteger line, SQInteger column);
bool CompilerErrorHandlerEx(const SQChar * desc, const SQChar * src, SQInteger line, SQInteger column);
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/* --------------------------------------------------------------------------------------------
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* Entity scanners.
*/
void ImportBlips();
void ImportCheckpoints();
void ImportKeyBinds();
void ImportObjects();
void ImportPickups();
void ImportPlayers();
void ImportVehicles();
/* --------------------------------------------------------------------------------------------
* Entity allocators.
*/
BlipInst & AllocBlip(int32_t id, bool owned, int32_t header, LightObj & payload);
CheckpointInst & AllocCheckpoint(int32_t id, bool owned, int32_t header, LightObj & payload);
KeyBindInst & AllocKeyBind(int32_t id, bool owned, int32_t header, LightObj & payload);
ObjectInst & AllocObject(int32_t id, bool owned, int32_t header, LightObj & payload);
PickupInst & AllocPickup(int32_t id, bool owned, int32_t header, LightObj & payload);
VehicleInst & AllocVehicle(int32_t id, bool owned, int32_t header, LightObj & payload);
/* --------------------------------------------------------------------------------------------
* Entity de-allocator.
*/
void DeallocBlip(int32_t id, bool destroy, int32_t header, LightObj & payload);
void DeallocCheckpoint(int32_t id, bool destroy, int32_t header, LightObj & payload);
void DeallocKeyBind(int32_t id, bool destroy, int32_t header, LightObj & payload);
void DeallocObject(int32_t id, bool destroy, int32_t header, LightObj & payload);
void DeallocPickup(int32_t id, bool destroy, int32_t header, LightObj & payload);
void DeallocVehicle(int32_t id, bool destroy, int32_t header, LightObj & payload);
public:
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/* --------------------------------------------------------------------------------------------
* Entity creators.
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*/
BlipInst & NewBlip(int32_t index, int32_t world, float x, float y, float z,
int32_t scale, uint32_t color, int32_t spr_id,
int32_t header, LightObj & payload);
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CheckpointInst & NewCheckpoint(int32_t player, int32_t world, bool sphere, float x, float y, float z,
uint8_t r, uint8_t g, uint8_t b, uint8_t a, float radius,
int32_t header, LightObj & payload);
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KeyBindInst & NewKeyBind(int32_t slot, bool release,
int32_t primary, int32_t secondary, int32_t alternative,
int32_t header, LightObj & payload);
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ObjectInst & NewObject(int32_t model, int32_t world, float x, float y, float z,
int32_t alpha, int32_t header, LightObj & payload);
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PickupInst & NewPickup(int32_t model, int32_t world, int32_t quantity,
float x, float y, float z, int32_t alpha, bool automatic,
int32_t header, LightObj & payload);
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VehicleInst & NewVehicle(int32_t model, int32_t world, float x, float y, float z,
float angle, int32_t primary, int32_t secondary,
int32_t header, LightObj & payload);
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/* --------------------------------------------------------------------------------------------
* Entity destroyers.
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*/
bool DelBlip(int32_t id, int32_t header, LightObj & payload);
bool DelCheckpoint(int32_t id, int32_t header, LightObj & payload);
bool DelKeyBind(int32_t id, int32_t header, LightObj & payload);
bool DelObject(int32_t id, int32_t header, LightObj & payload);
bool DelPickup(int32_t id, int32_t header, LightObj & payload);
bool DelVehicle(int32_t id, int32_t header, LightObj & payload);
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/* --------------------------------------------------------------------------------------------
* Entity retrievers.
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*/
SQMOD_NODISCARD BlipInst & GetBlip(int32_t id) { return m_Blips.at(static_cast< size_t >(id)); }
SQMOD_NODISCARD CheckpointInst & GetCheckpoint(int32_t id) { return m_Checkpoints.at(static_cast< size_t >(id)); }
SQMOD_NODISCARD KeyBindInst & GetKeyBind(int32_t id) { return m_KeyBinds.at(static_cast< size_t >(id)); }
// Windows API is retarded. That's why this isn't named `GetObject` like the others
SQMOD_NODISCARD ObjectInst & GetObj(int32_t id) { return m_Objects.at(static_cast< size_t >(id)); }
SQMOD_NODISCARD PickupInst & GetPickup(int32_t id) { return m_Pickups.at(static_cast< size_t >(id)); }
SQMOD_NODISCARD PlayerInst & GetPlayer(int32_t id) { return m_Players.at(static_cast< size_t >(id)); }
SQMOD_NODISCARD VehicleInst & GetVehicle(int32_t id) { return m_Vehicles.at(static_cast< size_t >(id)); }
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/* --------------------------------------------------------------------------------------------
* Pool retrievers.
*/
SQMOD_NODISCARD const Blips & GetBlips() const { return m_Blips; }
SQMOD_NODISCARD const Checkpoints & GetCheckpoints() const { return m_Checkpoints; }
SQMOD_NODISCARD const KeyBinds & GetKeyBinds() const { return m_KeyBinds; }
SQMOD_NODISCARD const Objects & GetObjs() const { return m_Objects; }
SQMOD_NODISCARD const Pickups & GetPickups() const { return m_Pickups; }
SQMOD_NODISCARD const Players & GetPlayers() const { return m_Players; }
SQMOD_NODISCARD const Vehicles & GetVehicles() const { return m_Vehicles; }
/* --------------------------------------------------------------------------------------------
* Null instance retrievers.
*/
SQMOD_NODISCARD LightObj & GetNullBlip() { return m_NullBlip; }
SQMOD_NODISCARD LightObj & GetNullCheckpoint() { return m_NullCheckpoint; }
SQMOD_NODISCARD LightObj & GetNullKeyBind() { return m_NullKeyBind; }
SQMOD_NODISCARD LightObj & GetNullObject() { return m_NullObject; }
SQMOD_NODISCARD LightObj & GetNullPickup() { return m_NullPickup; }
SQMOD_NODISCARD LightObj & GetNullPlayer() { return m_NullPlayer; }
SQMOD_NODISCARD LightObj & GetNullVehicle() { return m_NullVehicle; }
/* --------------------------------------------------------------------------------------------
* Container cleaner.
*/
void ClearContainer(EntityType type);
protected:
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/* --------------------------------------------------------------------------------------------
* Signal initialization and termination.
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*/
void InitEvents();
void DropEvents();
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public:
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/* --------------------------------------------------------------------------------------------
* Player lifetime management.
*/
void ConnectPlayer(int32_t id, int32_t header, LightObj & payload);
void DisconnectPlayer(int32_t id, int32_t header, LightObj & payload);
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/* --------------------------------------------------------------------------------------------
* Emit a custom event.
*/
void EmitCustomEvent(int32_t group, int32_t header, LightObj & payload) const;
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/* --------------------------------------------------------------------------------------------
* Server events.
*/
void EmitBlipCreated(int32_t blip, int32_t header, LightObj & payload);
void EmitCheckpointCreated(int32_t checkpoint, int32_t header, LightObj & payload);
void EmitKeyBindCreated(int32_t key_bind, int32_t header, LightObj & payload);
void EmitObjectCreated(int32_t object, int32_t header, LightObj & payload);
void EmitPickupCreated(int32_t pickup, int32_t header, LightObj & payload);
void EmitPlayerCreated(int32_t player, int32_t header, LightObj & payload);
void EmitVehicleCreated(int32_t vehicle, int32_t header, LightObj & payload);
void EmitBlipDestroyed(int32_t blip, int32_t header, LightObj & payload);
void EmitCheckpointDestroyed(int32_t checkpoint, int32_t header, LightObj & payload);
void EmitKeyBindDestroyed(int32_t key_bind, int32_t header, LightObj & payload);
void EmitObjectDestroyed(int32_t object, int32_t header, LightObj & payload);
void EmitPickupDestroyed(int32_t pickup, int32_t header, LightObj & payload);
void EmitPlayerDestroyed(int32_t player, int32_t header, LightObj & payload);
void EmitVehicleDestroyed(int32_t vehicle, int32_t header, LightObj & payload);
void EmitBlipCustom(int32_t blip, int32_t header, LightObj & payload);
void EmitCheckpointCustom(int32_t checkpoint, int32_t header, LightObj & payload);
void EmitKeyBindCustom(int32_t key_bind, int32_t header, LightObj & payload);
void EmitObjectCustom(int32_t object, int32_t header, LightObj & payload);
void EmitPickupCustom(int32_t pickup, int32_t header, LightObj & payload);
void EmitPlayerCustom(int32_t player, int32_t header, LightObj & payload);
void EmitVehicleCustom(int32_t vehicle, int32_t header, LightObj & payload);
void EmitServerStartup() const;
void EmitServerShutdown() const;
void EmitServerFrame(float elapsed_time) const;
void EmitPluginCommand(uint32_t command_identifier, const char * message);
void EmitIncomingConnection(char * player_name, size_t name_buffer_size, const char * user_password, const char * ip_address);
void EmitPlayerRequestClass(int32_t player_id, int32_t offset);
void EmitPlayerRequestSpawn(int32_t player_id);
void EmitPlayerSpawn(int32_t player_id);
void EmitPlayerWasted(int32_t player_id, int32_t reason, vcmpBodyPart body_part);
void EmitPlayerKilled(int32_t player_id, int32_t killer_id, int32_t reason, vcmpBodyPart body_part, bool team_kill);
void EmitPlayerEmbarking(int32_t player_id, int32_t vehicle_id, int32_t slot_index);
void EmitPlayerEmbarked(int32_t player_id, int32_t vehicle_id, int32_t slot_index);
void EmitPlayerDisembark(int32_t player_id, int32_t vehicle_id);
void EmitPlayerRename(int32_t player_id, const char * old_name, const char * new_name);
void EmitPlayerState(int32_t player_id, int32_t old_state, int32_t new_state);
void EmitStateNone(int32_t player_id, int32_t old_state);
void EmitStateNormal(int32_t player_id, int32_t old_state);
void EmitStateAim(int32_t player_id, int32_t old_state);
void EmitStateDriver(int32_t player_id, int32_t old_state);
void EmitStatePassenger(int32_t player_id, int32_t old_state);
void EmitStateEnterDriver(int32_t player_id, int32_t old_state);
void EmitStateEnterPassenger(int32_t player_id, int32_t old_state);
void EmitStateExit(int32_t player_id, int32_t old_state);
void EmitStateUnspawned(int32_t player_id, int32_t old_state);
void EmitPlayerAction(int32_t player_id, int32_t old_action, int32_t new_action);
void EmitActionNone(int32_t player_id, int32_t old_action);
void EmitActionNormal(int32_t player_id, int32_t old_action);
void EmitActionAiming(int32_t player_id, int32_t old_action);
void EmitActionShooting(int32_t player_id, int32_t old_action);
void EmitActionJumping(int32_t player_id, int32_t old_action);
void EmitActionLieDown(int32_t player_id, int32_t old_action);
void EmitActionGettingUp(int32_t player_id, int32_t old_action);
void EmitActionJumpVehicle(int32_t player_id, int32_t old_action);
void EmitActionDriving(int32_t player_id, int32_t old_action);
void EmitActionDying(int32_t player_id, int32_t old_action);
void EmitActionWasted(int32_t player_id, int32_t old_action);
void EmitActionEmbarking(int32_t player_id, int32_t old_action);
void EmitActionDisembarking(int32_t player_id, int32_t old_action);
void EmitPlayerBurning(int32_t player_id, bool is_on_fire);
void EmitPlayerCrouching(int32_t player_id, bool is_crouching);
void EmitPlayerGameKeys(int32_t player_id, uint32_t old_keys, uint32_t new_keys);
void EmitPlayerStartTyping(int32_t player_id);
void EmitPlayerStopTyping(int32_t player_id);
void EmitPlayerAway(int32_t player_id, bool is_away);
void EmitPlayerMessage(int32_t player_id, const char * message);
void EmitPlayerCommand(int32_t player_id, const char * message);
void EmitPlayerPrivateMessage(int32_t player_id, int32_t target_player_id, const char * message);
void EmitPlayerKeyPress(int32_t player_id, int32_t bind_id);
void EmitPlayerKeyRelease(int32_t player_id, int32_t bind_id);
void EmitPlayerSpectate(int32_t player_id, int32_t target_player_id);
void EmitPlayerUnspectate(int32_t player_id);
void EmitPlayerCrashReport(int32_t player_id, const char * report);
void EmitPlayerModuleList(int32_t player_id, const char * list);
void EmitVehicleExplode(int32_t vehicle_id);
void EmitVehicleRespawn(int32_t vehicle_id);
void EmitObjectShot(int32_t object_id, int32_t player_id, int32_t weapon_id);
void EmitObjectTouched(int32_t object_id, int32_t player_id);
void EmitPickupClaimed(int32_t pickup_id, int32_t player_id);
void EmitPickupCollected(int32_t pickup_id, int32_t player_id);
void EmitPickupRespawn(int32_t pickup_id);
void EmitCheckpointEntered(int32_t checkpoint_id, int32_t player_id);
void EmitCheckpointExited(int32_t checkpoint_id, int32_t player_id);
/* --------------------------------------------------------------------------------------------
* Miscellaneous events.
*/
void EmitCheckpointWorld(int32_t checkpoint_id, int32_t old_world, int32_t new_world);
void EmitCheckpointRadius(int32_t checkpoint_id, float old_radius, float new_radius);
void EmitObjectWorld(int32_t object_id, int32_t old_world, int32_t new_world);
void EmitObjectAlpha(int32_t object_id, int32_t old_alpha, int32_t new_alpha, int32_t time);
void EmitPickupWorld(int32_t pickup_id, int32_t old_world, int32_t new_world);
void EmitPickupAlpha(int32_t pickup_id, int32_t old_alpha, int32_t new_alpha);
void EmitPickupAutomatic(int32_t pickup_id, bool old_status, bool new_status);
void EmitPickupAutoTimer(int32_t pickup_id, int32_t old_timer, int32_t new_timer);
void EmitPickupOption(int32_t pickup_id, int32_t option_id, bool value, int32_t header, LightObj & payload);
void EmitObjectReport(int32_t object_id, bool old_status, bool new_status, bool touched);
void EmitPlayerHealth(int32_t player_id, float old_health, float new_health);
void EmitPlayerArmour(int32_t player_id, float old_armour, float new_armour);
void EmitPlayerWeapon(int32_t player_id, int32_t old_weapon, int32_t new_weapon);
void EmitPlayerHeading(int32_t player_id, float old_heading, float new_heading);
void EmitPlayerPosition(int32_t player_id);
void EmitPlayerOption(int32_t player_id, int32_t option_id, bool value, int32_t header, LightObj & payload);
void EmitPlayerAdmin(int32_t player_id, bool old_status, bool new_status);
void EmitPlayerWorld(int32_t player_id, int32_t old_world, int32_t new_world, bool secondary);
void EmitPlayerTeam(int32_t player_id, int32_t old_team, int32_t new_team);
void EmitPlayerSkin(int32_t player_id, int32_t old_skin, int32_t new_skin);
void EmitPlayerMoney(int32_t player_id, int32_t old_money, int32_t new_money);
void EmitPlayerScore(int32_t player_id, int32_t old_score, int32_t new_score);
void EmitPlayerWantedLevel(int32_t player_id, int32_t old_level, int32_t new_level);
void EmitPlayerImmunity(int32_t player_id, int32_t old_immunity, int32_t new_immunity);
void EmitPlayerAlpha(int32_t player_id, int32_t old_alpha, int32_t new_alpha, int32_t fade);
void EmitPlayerEnterArea(int32_t player_id, LightObj & area_obj);
void EmitPlayerLeaveArea(int32_t player_id, LightObj & area_obj);
void EmitVehicleColor(int32_t vehicle_id, int32_t changed);
void EmitVehicleHealth(int32_t vehicle_id, float old_health, float new_health);
void EmitVehiclePosition(int32_t vehicle_id);
void EmitVehicleRotation(int32_t vehicle_id);
void EmitVehicleOption(int32_t vehicle_id, int32_t option_id, bool value, int32_t header, LightObj & payload);
void EmitVehicleWorld(int32_t vehicle_id, int32_t old_world, int32_t new_world);
void EmitVehicleImmunity(int32_t vehicle_id, int32_t old_immunity, int32_t new_immunity);
void EmitVehiclePartStatus(int32_t vehicle_id, int32_t part, int32_t old_status, int32_t new_status);
void EmitVehicleTyreStatus(int32_t vehicle_id, int32_t tyre, int32_t old_status, int32_t new_status);
void EmitVehicleDamageData(int32_t vehicle_id, uint32_t old_data, uint32_t new_data);
void EmitVehicleRadio(int32_t vehicle_id, int32_t old_radio, int32_t new_radio);
void EmitVehicleHandlingRule(int32_t vehicle_id, int32_t rule, SQFloat old_data, SQFloat new_data);
void EmitVehicleEnterArea(int32_t player_id, LightObj & area_obj);
void EmitVehicleLeaveArea(int32_t player_id, LightObj & area_obj);
void EmitServerOption(int32_t option, bool value, int32_t header, LightObj & payload);
void EmitScriptReload(int32_t header, LightObj & payload) const;
void EmitScriptLoaded() const;
/* --------------------------------------------------------------------------------------------
* Entity pool changes events.
*/
void EmitEntityPool(vcmpEntityPool entity_type, int32_t entity_id, bool is_deleted);
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#if SQMOD_SDK_LEAST(2, 1)
/* --------------------------------------------------------------------------------------------
* Entity streaming changes events.
*/
void EmitCheckpointStream(int32_t player_id, int32_t entity_id, bool is_deleted);
void EmitObjectStream(int32_t player_id, int32_t entity_id, bool is_deleted);
void EmitPickupStream(int32_t player_id, int32_t entity_id, bool is_deleted);
void EmitPlayerStream(int32_t player_id, int32_t entity_id, bool is_deleted);
void EmitVehicleStream(int32_t player_id, int32_t entity_id, bool is_deleted);
void EmitEntityStreaming(int32_t player_id, int32_t entity_id, vcmpEntityPool entity_type, bool is_deleted);
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#endif
/* --------------------------------------------------------------------------------------------
* Entity update events.
*/
void EmitPlayerUpdate(int32_t player_id, vcmpPlayerUpdate update_type);
void EmitVehicleUpdate(int32_t vehicle_id, vcmpVehicleUpdate update_type);
/* --------------------------------------------------------------------------------------------
* Client data streams event.
*/
void EmitClientScriptData(int32_t player_id, const uint8_t * data, size_t size);
public:
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/* --------------------------------------------------------------------------------------------
* Module signals.
*/
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SignalPair mOnPreLoad{};
SignalPair mOnPostLoad{};
SignalPair mOnUnload{};
SignalPair mOnScript{}; // Callback to be invoked for each loaded script.
/* --------------------------------------------------------------------------------------------
* Server signals.
*/
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SignalPair mOnCustomEvent{};
SignalPair mOnBlipCreated{};
SignalPair mOnCheckpointCreated{};
SignalPair mOnKeyBindCreated{};
SignalPair mOnObjectCreated{};
SignalPair mOnPickupCreated{};
SignalPair mOnPlayerCreated{};
SignalPair mOnVehicleCreated{};
SignalPair mOnBlipDestroyed{};
SignalPair mOnCheckpointDestroyed{};
SignalPair mOnKeyBindDestroyed{};
SignalPair mOnObjectDestroyed{};
SignalPair mOnPickupDestroyed{};
SignalPair mOnPlayerDestroyed{};
SignalPair mOnVehicleDestroyed{};
SignalPair mOnBlipCustom{};
SignalPair mOnCheckpointCustom{};
SignalPair mOnKeyBindCustom{};
SignalPair mOnObjectCustom{};
SignalPair mOnPickupCustom{};
SignalPair mOnPlayerCustom{};
SignalPair mOnVehicleCustom{};
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#if SQMOD_SDK_LEAST(2, 1)
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SignalPair mOnCheckpointStream{};
SignalPair mOnObjectStream{};
SignalPair mOnPickupStream{};
SignalPair mOnPlayerStream{};
SignalPair mOnVehicleStream{};
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#endif
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SignalPair mOnServerStartup{};
SignalPair mOnServerShutdown{};
SignalPair mOnServerFrame{};
SignalPair mOnIncomingConnection{};
SignalPair mOnPlayerRequestClass{};
SignalPair mOnPlayerRequestSpawn{};
SignalPair mOnPlayerSpawn{};
SignalPair mOnPlayerWasted{};
SignalPair mOnPlayerKilled{};
SignalPair mOnPlayerEmbarking{};
SignalPair mOnPlayerEmbarked{};
SignalPair mOnPlayerDisembark{};
SignalPair mOnPlayerRename{};
SignalPair mOnPlayerState{};
SignalPair mOnStateNone{};
SignalPair mOnStateNormal{};
SignalPair mOnStateAim{};
SignalPair mOnStateDriver{};
SignalPair mOnStatePassenger{};
SignalPair mOnStateEnterDriver{};
SignalPair mOnStateEnterPassenger{};
SignalPair mOnStateExit{};
SignalPair mOnStateUnspawned{};
SignalPair mOnPlayerAction{};
SignalPair mOnActionNone{};
SignalPair mOnActionNormal{};
SignalPair mOnActionAiming{};
SignalPair mOnActionShooting{};
SignalPair mOnActionJumping{};
SignalPair mOnActionLieDown{};
SignalPair mOnActionGettingUp{};
SignalPair mOnActionJumpVehicle{};
SignalPair mOnActionDriving{};
SignalPair mOnActionDying{};
SignalPair mOnActionWasted{};
SignalPair mOnActionEmbarking{};
SignalPair mOnActionDisembarking{};
SignalPair mOnPlayerBurning{};
SignalPair mOnPlayerCrouching{};
SignalPair mOnPlayerGameKeys{};
SignalPair mOnPlayerStartTyping{};
SignalPair mOnPlayerStopTyping{};
SignalPair mOnPlayerAway{};
SignalPair mOnPlayerMessage{};
SignalPair mOnPlayerCommand{};
SignalPair mOnPlayerPrivateMessage{};
SignalPair mOnPlayerKeyPress{};
SignalPair mOnPlayerKeyRelease{};
SignalPair mOnPlayerSpectate{};
SignalPair mOnPlayerUnspectate{};
SignalPair mOnPlayerCrashReport{};
SignalPair mOnPlayerModuleList{};
SignalPair mOnVehicleExplode{};
SignalPair mOnVehicleRespawn{};
SignalPair mOnObjectShot{};
SignalPair mOnObjectTouched{};
SignalPair mOnObjectWorld{};
SignalPair mOnObjectAlpha{};
SignalPair mOnObjectReport{};
SignalPair mOnPickupClaimed{};
SignalPair mOnPickupCollected{};
SignalPair mOnPickupRespawn{};
SignalPair mOnPickupWorld{};
SignalPair mOnPickupAlpha{};
SignalPair mOnPickupAutomatic{};
SignalPair mOnPickupAutoTimer{};
SignalPair mOnPickupOption{};
SignalPair mOnCheckpointEntered{};
SignalPair mOnCheckpointExited{};
SignalPair mOnCheckpointWorld{};
SignalPair mOnCheckpointRadius{};
SignalPair mOnEntityPool{};
SignalPair mOnClientScriptData{};
SignalPair mOnPlayerUpdate{};
SignalPair mOnVehicleUpdate{};
SignalPair mOnPlayerHealth{};
SignalPair mOnPlayerArmour{};
SignalPair mOnPlayerWeapon{};
SignalPair mOnPlayerHeading{};
SignalPair mOnPlayerPosition{};
SignalPair mOnPlayerOption{};
SignalPair mOnPlayerAdmin{};
SignalPair mOnPlayerWorld{};
SignalPair mOnPlayerTeam{};
SignalPair mOnPlayerSkin{};
SignalPair mOnPlayerMoney{};
SignalPair mOnPlayerScore{};
SignalPair mOnPlayerWantedLevel{};
SignalPair mOnPlayerImmunity{};
SignalPair mOnPlayerAlpha{};
SignalPair mOnPlayerEnterArea{};
SignalPair mOnPlayerLeaveArea{};
SignalPair mOnVehicleColor{};
SignalPair mOnVehicleHealth{};
SignalPair mOnVehiclePosition{};
SignalPair mOnVehicleRotation{};
SignalPair mOnVehicleOption{};
SignalPair mOnVehicleWorld{};
SignalPair mOnVehicleImmunity{};
SignalPair mOnVehiclePartStatus{};
SignalPair mOnVehicleTyreStatus{};
SignalPair mOnVehicleDamageData{};
SignalPair mOnVehicleRadio{};
SignalPair mOnVehicleHandlingRule{};
SignalPair mOnVehicleEnterArea{};
SignalPair mOnVehicleLeaveArea{};
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#if SQMOD_SDK_LEAST(2, 1)
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SignalPair mOnEntityStream{};
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#endif
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SignalPair mOnServerOption{};
SignalPair mOnScriptReload{};
SignalPair mOnScriptLoaded{};
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};
/* ------------------------------------------------------------------------------------------------
* Structure used to preserve the core state across recursive event calls from the server.
*/
struct CoreState
{
/* --------------------------------------------------------------------------------------------
* Backup the current core state.
*/
CoreState()
: m_State(Core::Get().GetState()), m_Start(m_State)
{
//...
}
/* --------------------------------------------------------------------------------------------
* Backup the current core state and set the given state.
*/
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explicit CoreState(int s)
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: CoreState()
{
Core::Get().SetState(s);
}
/* --------------------------------------------------------------------------------------------
* Copy constructor (disabled).
*/
CoreState(const CoreState & o) = delete;
/* --------------------------------------------------------------------------------------------
* Move constructor (disabled).
*/
CoreState(CoreState && o) = delete;
/* --------------------------------------------------------------------------------------------
* Destructor. Restore the grabbed core state.
*/
~CoreState()
{
Core::Get().SetState(m_State);
}
/* --------------------------------------------------------------------------------------------
* Copy assignment operator (disabled).
*/
CoreState & operator = (const CoreState & o) = delete;
/* --------------------------------------------------------------------------------------------
* Move assignment operator (disabled).
*/
CoreState & operator = (CoreState && o) = delete;
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/* --------------------------------------------------------------------------------------------
* Retrieve the initial state.
*/
SQMOD_NODISCARD int GetStart() const
{
return m_Start;
}
/* --------------------------------------------------------------------------------------------
* Retrieve the guarded state.
*/
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SQMOD_NODISCARD int GetState() const
{
return m_State;
}
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/* --------------------------------------------------------------------------------------------
* Modify the guarded state.
*/
CoreState & SetState(int s)
{
m_State = s;
return *this;
}
/* --------------------------------------------------------------------------------------------
* Restore the guarded state. I.e the original state value at the time of construction.
*/
CoreState & Regress()
{
m_State = m_Start;
return *this;
}
protected:
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int m_State; // The core state to be applied by destructor.
int m_Start; // The core state at the time when this instance was created.
};
/* ------------------------------------------------------------------------------------------------
* Generic implementation of entity iteration.
*/
template < class T, class F > inline void ForeachEntity(std::vector< T > & vec, F cb)
{
for (auto & e : vec)
{
cb(e);
}
}
// Entity iteration.
template < class F > inline void ForeachBlip(F f) { ForeachEntity(Core::Get().GetBlips(), std::forward< F >(f)); }
template < class F > inline void ForeachCheckpoint(F f) { ForeachEntity(Core::Get().GetCheckpoints(), std::forward< F >(f)); }
template < class F > inline void ForeachObject(F f) { ForeachEntity(Core::Get().GetObjs(), std::forward< F >(f)); }
template < class F > inline void ForeachPickup(F f) { ForeachEntity(Core::Get().GetPickups(), std::forward< F >(f)); }
template < class F > inline void ForeachPlayer(F f) { ForeachEntity(Core::Get().GetPlayers(), std::forward< F >(f)); }
template < class F > inline void ForeachVehicle(F f) { ForeachEntity(Core::Get().GetVehicles(), std::forward< F >(f)); }
/* ------------------------------------------------------------------------------------------------
* Generic implementation of active entity iteration.
*/
template < class T, class F > inline void ForeachActiveEntity(const std::vector< T > & vec, F cb)
{
for (const auto & e : vec)
{
if (VALID_ENTITY(e.mID)) cb(e);
}
}
// Entity iteration.
template < class F > inline void ForeachActiveBlip(F f) { ForeachActiveEntity(Core::Get().GetBlips(), std::forward< F >(f)); }
template < class F > inline void ForeachActiveCheckpoint(F f) { ForeachActiveEntity(Core::Get().GetCheckpoints(), std::forward< F >(f)); }
template < class F > inline void ForeachActiveObject(F f) { ForeachActiveEntity(Core::Get().GetObjs(), std::forward< F >(f)); }
template < class F > inline void ForeachActivePickup(F f) { ForeachActiveEntity(Core::Get().GetPickups(), std::forward< F >(f)); }
template < class F > inline void ForeachActivePlayer(F f) { ForeachActiveEntity(Core::Get().GetPlayers(), std::forward< F >(f)); }
template < class F > inline void ForeachActiveVehicle(F f) { ForeachActiveEntity(Core::Get().GetVehicles(), std::forward< F >(f)); }
/* ------------------------------------------------------------------------------------------------
* Process the identifier of each connected player.
*/
template < class F > inline void ForeachConnectedPlayer(F f) {
for (int32_t i = 0, n = _Func->GetMaxPlayers(); i < n; ++i) f(i);
}
/* ------------------------------------------------------------------------------------------------
* Process the identifier of each connected player and count processed players.
*/
template < class F > SQMOD_NODISCARD inline int32_t ForeachConnectedPlayerCount(F f) {
int32_t c = 0;
for (int32_t i = 0, n = _Func->GetMaxPlayers(); i < n; ++i)
if (f(i)) ++c;
return c;
}
/* ------------------------------------------------------------------------------------------------
* Process the identifier of each connected player until a certain criteria is met.
*/
template < class F > SQMOD_NODISCARD inline int32_t ForeachConnectedPlayerUntil(F f) {
for (int32_t i = 0, n = _Func->GetMaxPlayers(); i < n; ++i)
if (f(i)) return i;
return -1;
}
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} // Namespace:: SqMod