#pragma once // ------------------------------------------------------------------------------------------------ #include "Base/Shared.hpp" #include "Base/Buffer.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { /* ------------------------------------------------------------------------------------------------ * Circular locks employed by the player manager. */ enum PlayerCircularLocks { 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) }; /* ------------------------------------------------------------------------------------------------ * Manages a single player entity. */ class CPlayer { // -------------------------------------------------------------------------------------------- friend class Core; private: // -------------------------------------------------------------------------------------------- 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. */ LightObj m_Data; /* -------------------------------------------------------------------------------------------- * Buffer used to generate client data. */ Buffer m_Buffer; /* -------------------------------------------------------------------------------------------- * Prevent events from triggering themselves. */ Uint32 m_CircularLocks; /* -------------------------------------------------------------------------------------------- * Base constructor. */ explicit CPlayer(Int32 id); public: // -------------------------------------------------------------------------------------------- typedef String MsgPrefix[SQMOD_PLAYER_MSG_PREFIXES]; /* -------------------------------------------------------------------------------------------- * Maximum possible number that could represent an identifier for this entity type. */ static const Int32 Max; /* -------------------------------------------------------------------------------------------- * The initial size of the allocated memory buffer when starting a new stream. */ Uint32 mBufferInitSize; /* -------------------------------------------------------------------------------------------- * Default color to use in client messages. */ Uint32 mMessageColor; /* -------------------------------------------------------------------------------------------- * Default style to use in client announcements. */ Int32 mAnnounceStyle; /* -------------------------------------------------------------------------------------------- * Default ammo to give to the managed player when not specifying any. */ Int32 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. */ const String & ToString() const; /* -------------------------------------------------------------------------------------------- * Retrieve the associated null entity instance. */ static SQInteger SqGetNull(HSQUIRRELVM vm); /* -------------------------------------------------------------------------------------------- * Retrieve the associated null entity instance. */ static LightObj & GetNull(); /* -------------------------------------------------------------------------------------------- * 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(StackStrF & tag); /* -------------------------------------------------------------------------------------------- * Modify the associated user tag. */ CPlayer & ApplyTag(StackStrF & tag); /* -------------------------------------------------------------------------------------------- * Retrieve the associated user data. */ LightObj & GetData(); /* -------------------------------------------------------------------------------------------- * Modify the associated user data. */ void SetData(LightObj & data); /* -------------------------------------------------------------------------------------------- * Retrieve the events table of this entity. */ LightObj & GetEvents() const; /* -------------------------------------------------------------------------------------------- * Emit a custom event for the managed entity */ void CustomEvent(Int32 header, LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * See whether the managed player entity is connected. */ 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. */ 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. */ CSStr GetIP() 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; #if SQMOD_SDK_LEAST(2, 1) /* -------------------------------------------------------------------------------------------- * Set player's health to 0 and reset the death reason. */ void Kill() const; #endif /* -------------------------------------------------------------------------------------------- * Kick the managed player entity from the server. */ void Kick() const; /* -------------------------------------------------------------------------------------------- * Kick the managed player entity from the server. */ void KickBecause(Int32 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 header, LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * Retrieve the key of the managed player entity. */ Uint32 GetKey() const; /* -------------------------------------------------------------------------------------------- * Retrieve the nick name of the managed player entity. */ CSStr 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. */ Int32 GetState() const; /* -------------------------------------------------------------------------------------------- * Retrieve the current option value of the managed player entity. */ Int32 GetOption(Int32 option_id) const; /* -------------------------------------------------------------------------------------------- * Modify the current option value of the managed player entity. */ void SetOption(Int32 option_id, bool toggle); /* -------------------------------------------------------------------------------------------- * Modify the current option value of the managed player entity. */ void SetOptionEx(Int32 option_id, bool toggle, Int32 header, LightObj & payload); #if SQMOD_SDK_LEAST(2, 1) /* -------------------------------------------------------------------------------------------- * Retrieve network statistics related to the managed player entity. */ SQFloat GetNetworkStatisticsF(Int32 option_id) const; /* -------------------------------------------------------------------------------------------- * Retrieve network statistics related to the managed player entity. */ SQInteger GetNetworkStatisticsI(Int32 option_id) const; #endif /* -------------------------------------------------------------------------------------------- * 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); /* -------------------------------------------------------------------------------------------- * Retrieve the secondary world of the managed player entity. */ Int32 GetSecondaryWorld() const; /* -------------------------------------------------------------------------------------------- * Modify the secondary world of the managed player entity. */ void SetSecondaryWorld(Int32 world); /* -------------------------------------------------------------------------------------------- * 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 class of the managed player entity. */ Int32 GetClass() const; /* -------------------------------------------------------------------------------------------- * Retrieve the team of the managed player entity. */ Int32 GetTeam() const; /* -------------------------------------------------------------------------------------------- * Modify the team of the managed player entity. */ void SetTeam(Int32 team); /* -------------------------------------------------------------------------------------------- * 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); /* -------------------------------------------------------------------------------------------- * Retrieve the color of the managed player entity. */ 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; /* -------------------------------------------------------------------------------------------- * See whether the managed player entity is spawned. */ 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. */ bool IsTyping() 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); /* -------------------------------------------------------------------------------------------- * Give a certain amount of money to the managed player entity. */ void GiveMoney(Int32 amount); /* -------------------------------------------------------------------------------------------- * Retrieve the score of the managed player entity. */ Int32 GetScore() const; /* -------------------------------------------------------------------------------------------- * Modify the score of the managed player entity. */ void SetScore(Int32 score); /* -------------------------------------------------------------------------------------------- * 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); /* -------------------------------------------------------------------------------------------- * Retrieve the connection latency of the managed player entity. */ Int32 GetPing() const; /* -------------------------------------------------------------------------------------------- * Retrieve the frames per second of the managed player entity. */ SQFloat GetFPS() 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); /* -------------------------------------------------------------------------------------------- * Retrieve the position of the managed player entity. */ 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. */ 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); /* -------------------------------------------------------------------------------------------- * Modify the alpha of the managed player entity. */ void SetAlphaEx(Int32 alpha, Int32 fade); /* -------------------------------------------------------------------------------------------- * Retrieve the aim position of the managed player entity. */ Vector3 GetAimPosition() const; /* -------------------------------------------------------------------------------------------- * Retrieve the aim direction of the managed player entity. */ Vector3 GetAimDirection() 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 action of the managed player entity. */ Int32 GetAction() const; /* -------------------------------------------------------------------------------------------- * Retrieve the game keys of the managed player entity. */ Int32 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 Embark(CVehicle & vehicle, Int32 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. */ Int32 GetVehicleStatus() const; /* -------------------------------------------------------------------------------------------- * Retrieve the occupied vehicle slot by the managed player entity. */ Int32 GetVehicleSlot() const; /* -------------------------------------------------------------------------------------------- * Retrieve the vehicle in which the managed player entity is embarked. */ LightObj & GetVehicle() const; /* -------------------------------------------------------------------------------------------- * Retrieve the vehicle identifier in which the managed player entity is embarked. */ Int32 GetVehicleID() 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) const; /* -------------------------------------------------------------------------------------------- * Modify the weapon of the managed player entity. */ void SetWeaponEx(Int32 wep, Int32 ammo) const; /* -------------------------------------------------------------------------------------------- * Give a weapon of the managed player entity. */ void GiveWeapon(Int32 wep, Int32 ammo) const; /* -------------------------------------------------------------------------------------------- * Retrieve the active weapon ammo of the managed player entity. */ Int32 GetAmmo() const; /* -------------------------------------------------------------------------------------------- * Retrieve the weapon slot of the managed player entity. */ Int32 GetWeaponSlot() const; /* -------------------------------------------------------------------------------------------- * Modify the weapon slot of the managed player entity. */ void SetWeaponSlot(Int32 slot) const; /* -------------------------------------------------------------------------------------------- * Retrieve the weapon identifier at the specified slot for the managed player entity. */ Int32 GetWeaponAtSlot(Int32 slot) const; /* -------------------------------------------------------------------------------------------- * Retrieve the ammo from the weapon at the specified slot for the managed player entity. */ Int32 GetAmmoAtSlot(Int32 slot) const; /* -------------------------------------------------------------------------------------------- * Remove a certain weapon from the managed player entity. */ void RemoveWeapon(Int32 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 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 anim) const; /* -------------------------------------------------------------------------------------------- * Modify the animation of the managed player entity. */ void SetAnimation(Int32 anim, Int32 group) const; /* -------------------------------------------------------------------------------------------- * Retrieve the vehicle that the managed player entity is standing on. */ LightObj & StandingOnVehicle() const; /* -------------------------------------------------------------------------------------------- * Retrieve the object that the managed player entity is standing on. */ LightObj & StandingOnObject() const; /* -------------------------------------------------------------------------------------------- * See whether the managed player entity is away. */ bool IsAway() const; /* -------------------------------------------------------------------------------------------- * Retrieve the player that the managed player entity is spectating. */ 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. */ 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; #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. */ 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. */ bool GetPlayer3DArrowID(SQInteger id) const; /* -------------------------------------------------------------------------------------------- * Smoothly pivots the camera angle. */ bool InterpolateCameraLookAt(const Vector3 & pos, Uint32 ms) const; /* -------------------------------------------------------------------------------------------- * Smoothly pivots the camera angle. */ bool InterpolateCameraLookAtEx(Float32 x, Float32 y, Float32 z, Uint32 ms) const; #endif /* -------------------------------------------------------------------------------------------- * Redirect the managed player entity to the specified server. */ void Redirect(StackStrF & ip, Uint32 port, StackStrF & nick, StackStrF & server_pass, StackStrF & user_pass); /* -------------------------------------------------------------------------------------------- * 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 sound_id) const; #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. */ 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. */ SQInteger GetDrunkVisuals() const; #endif /* -------------------------------------------------------------------------------------------- * Create a checkpoint or sphere for this player. */ LightObj & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) const; /* -------------------------------------------------------------------------------------------- * Create a checkpoint or sphere for this player. */ LightObj & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z, Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius, Int32 header, LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * Create a checkpoint or sphere for this player. */ LightObj & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color, Float32 radius) const; /* -------------------------------------------------------------------------------------------- * Create a checkpoint or sphere for this player. */ LightObj & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color, Float32 radius, Int32 header, LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * See whether the managed player entity collides with user defined areas. */ 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. */ 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. */ const String & GetMessagePrefix(Uint32 index) const; /* -------------------------------------------------------------------------------------------- * Modify the message prefix at the specified index for the managed player entity. */ void SetMessagePrefix(Uint32 index, StackStrF & prefix); /* -------------------------------------------------------------------------------------------- * Retrieve the amount of tracked position changes for the managed player entity. */ 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 header, const LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * Retrieve the amount of tracked heading changes for the managed player entity. */ 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. */ Int32 GetLastWeapon() const; /* -------------------------------------------------------------------------------------------- * Retrieve the last known health for the managed player entity. */ Float32 GetLastHealth() const; /* -------------------------------------------------------------------------------------------- * Retrieve the last known armour for the managed player entity. */ Float32 GetLastArmour() const; /* -------------------------------------------------------------------------------------------- * Retrieve the last known heading for the managed player entity. */ Float32 GetLastHeading() const; /* -------------------------------------------------------------------------------------------- * Retrieve the last known position for the managed player entity. */ const Vector3 & GetLastPosition() const; /* -------------------------------------------------------------------------------------------- * Retrieve the distance traveled by the managed player entity while tracking was enabled. */ 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. */ 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 StartStream(Uint32 size); /* -------------------------------------------------------------------------------------------- * Retrieve the current cursor position of the stream buffer. */ Int32 GetBufferCursor() const; /* -------------------------------------------------------------------------------------------- * Retrieve the current cursor position of the stream buffer. */ void SetBufferCursor(Int32 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. */ Uint32 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. */ Float32 GetPositionX() const; /* -------------------------------------------------------------------------------------------- * Retrieve the position on the y axis of the managed player entity. */ Float32 GetPositionY() const; /* -------------------------------------------------------------------------------------------- * Retrieve the position on the z axis of the managed player entity. */ Float32 GetPositionZ() const; /* -------------------------------------------------------------------------------------------- * Modify the position on the x axis of the managed player entity. */ void SetPositionX(Float32 x) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the y axis of the managed player entity. */ void SetPositionY(Float32 y) const; /* -------------------------------------------------------------------------------------------- * Modify the position on the z axis of the managed player entity. */ void SetPositionZ(Float32 z) const; /* -------------------------------------------------------------------------------------------- * Retrieve the red color of the managed player entity. */ Int32 GetColorR() const; /* -------------------------------------------------------------------------------------------- * Retrieve the green color of the managed player entity. */ Int32 GetColorG() const; /* -------------------------------------------------------------------------------------------- * Retrieve the blue color of the managed player entity. */ Int32 GetColorB() const; /* -------------------------------------------------------------------------------------------- * Retrieve the red color of the managed player entity. */ void SetColorR(Int32 r) const; /* -------------------------------------------------------------------------------------------- * Retrieve the green color of the managed player entity. */ void SetColorG(Int32 g) const; /* -------------------------------------------------------------------------------------------- * Retrieve the blue color of the managed player entity. */ void SetColorB(Int32 b) const; /* -------------------------------------------------------------------------------------------- * Send a formatted colored message to the managed player entity. */ 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. */ static SQInteger MsgEx(HSQUIRRELVM vm); /* -------------------------------------------------------------------------------------------- * Send a formatted message to the managed player entity. */ static SQInteger Message(HSQUIRRELVM vm); /* -------------------------------------------------------------------------------------------- * Send a formatted announcement message to the managed player entity. */ static SQInteger Announce(HSQUIRRELVM vm); /* -------------------------------------------------------------------------------------------- * Send a formatted announcement message to the managed player entity. */ static SQInteger AnnounceEx(HSQUIRRELVM vm); }; } // Namespace:: SqMod