#pragma once // ------------------------------------------------------------------------------------------------ #include "Core/Common.hpp" #include "Core/Entity.hpp" #include "Core/Script.hpp" // ------------------------------------------------------------------------------------------------ #include // ------------------------------------------------------------------------------------------------ namespace SqMod { /* ------------------------------------------------------------------------------------------------ * Circular locks employed by the central core. */ enum CoreCircularLocks { CCL_RELOAD_SCRIPTS = (1u << 0u), CCL_EMIT_SERVER_OPTION = (1u << 1u) }; /* ------------------------------------------------------------------------------------------------ * Core module class responsible for managing resources. */ class Core { private: // -------------------------------------------------------------------------------------------- static Core s_Inst; // Core instance. /* -------------------------------------------------------------------------------------------- * Default constructor. */ Core() noexcept; /* -------------------------------------------------------------------------------------------- * Destructor. */ ~Core(); 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. // -------------------------------------------------------------------------------------------- typedef std::vector< ScriptSrc > Scripts; // List of loaded scripts. // -------------------------------------------------------------------------------------------- typedef std::unordered_map< String, String > Options; // List of custom options. private: // -------------------------------------------------------------------------------------------- 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. // -------------------------------------------------------------------------------------------- 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. // -------------------------------------------------------------------------------------------- LightObj m_Events; // Table containing the emitted module events. // -------------------------------------------------------------------------------------------- uint32_t m_CircularLocks; // Prevent events from triggering themselves. // -------------------------------------------------------------------------------------------- int32_t m_ReloadHeader; // The specified reload header. LightObj m_ReloadPayload; // The specified reload payload. // -------------------------------------------------------------------------------------------- char * m_IncomingNameBuffer; // Name of an incoming connection. size_t m_IncomingNameCapacity; // Incoming connection name size. // -------------------------------------------------------------------------------------------- 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_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: /* -------------------------------------------------------------------------------------------- * 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; /* -------------------------------------------------------------------------------------------- * Retrieve the core instance. */ static Core & Get() { return s_Inst; } /* -------------------------------------------------------------------------------------------- * Initialize the plug-in core. */ bool Initialize(); /* -------------------------------------------------------------------------------------------- * Load and execute plug-in resources. */ bool Execute(); /* -------------------------------------------------------------------------------------------- * Terminate the plug-in core. */ void Terminate(bool shutdown = false); /* -------------------------------------------------------------------------------------------- * Reload the plug-in core. */ bool Reload(); /* -------------------------------------------------------------------------------------------- * Create the null instances of entity classes. Thus, locking them from further changes. */ void EnableNullEntities(); /* -------------------------------------------------------------------------------------------- * Modify the current plug-in state. */ void SetState(int32_t val) { m_State = val; } /* -------------------------------------------------------------------------------------------- * Retrieve the current plug-in state. */ SQMOD_NODISCARD int32_t GetState() const { return m_State; } #ifdef VCMP_ENABLE_OFFICIAL /* -------------------------------------------------------------------------------------------- * See whether official support option was enabled in the plug-in. */ SQMOD_NODISCARD bool IsOfficial() const { return m_Official; } #endif /* -------------------------------------------------------------------------------------------- * See whether debugging option was enabled in the plug-in. */ SQMOD_NODISCARD bool IsDebugging() const { return m_Debugging; } /* -------------------------------------------------------------------------------------------- * 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; } /* -------------------------------------------------------------------------------------------- * Retrieve the value of the specified option. */ SQMOD_NODISCARD const String & GetOption(const String & name) const; /* -------------------------------------------------------------------------------------------- * 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. */ void SetOption(const String & name, const String & value); /* -------------------------------------------------------------------------------------------- * 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; } /* -------------------------------------------------------------------------------------------- * Retrieve the virtual machine. */ 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 { 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, bool delay); /* -------------------------------------------------------------------------------------------- * 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; } /* -------------------------------------------------------------------------------------------- * Retrieves a line of code from a certain source. */ SQMOD_NODISCARD String FetchCodeLine(const SQChar * src, SQInteger line, bool trim = true); protected: /* -------------------------------------------------------------------------------------------- * Script execution process. */ static bool DoScripts(Scripts::iterator itr, Scripts::iterator end); /* -------------------------------------------------------------------------------------------- * Script output handlers. */ static void PrintFunc(HSQUIRRELVM vm, const SQChar * msg, ...); static void ErrorFunc(HSQUIRRELVM vm, const SQChar * msg, ...); /* -------------------------------------------------------------------------------------------- * Script error handlers. */ 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); /* -------------------------------------------------------------------------------------------- * 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: /* -------------------------------------------------------------------------------------------- * Entity creators. */ 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); 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); KeyBindInst & NewKeyBind(int32_t slot, bool release, int32_t primary, int32_t secondary, int32_t alternative, int32_t header, LightObj & payload); ObjectInst & NewObject(int32_t model, int32_t world, float x, float y, float z, int32_t alpha, int32_t header, LightObj & payload); 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); 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); /* -------------------------------------------------------------------------------------------- * Entity destroyers. */ 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); /* -------------------------------------------------------------------------------------------- * Entity retrievers. */ 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)); } /* -------------------------------------------------------------------------------------------- * 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: /* -------------------------------------------------------------------------------------------- * Signal initialization and termination. */ void InitEvents(); void DropEvents(); public: /* -------------------------------------------------------------------------------------------- * Player lifetime management. */ void ConnectPlayer(int32_t id, int32_t header, LightObj & payload); void DisconnectPlayer(int32_t id, int32_t header, LightObj & payload); /* -------------------------------------------------------------------------------------------- * Emit a custom event. */ void EmitCustomEvent(int32_t group, int32_t header, LightObj & payload) const; /* -------------------------------------------------------------------------------------------- * 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); #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); #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: /* -------------------------------------------------------------------------------------------- * Module signals. */ SignalPair mOnPreLoad; SignalPair mOnPostLoad; SignalPair mOnUnload; /* -------------------------------------------------------------------------------------------- * Server signals. */ 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; #if SQMOD_SDK_LEAST(2, 1) SignalPair mOnCheckpointStream; SignalPair mOnObjectStream; SignalPair mOnPickupStream; SignalPair mOnPlayerStream; SignalPair mOnVehicleStream; #endif 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; #if SQMOD_SDK_LEAST(2, 1) SignalPair mOnEntityStream; #endif SignalPair mOnServerOption; SignalPair mOnScriptReload; SignalPair mOnScriptLoaded; }; /* ------------------------------------------------------------------------------------------------ * 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. */ explicit CoreState(int s) : 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; /* -------------------------------------------------------------------------------------------- * Retrieve the initial state. */ SQMOD_NODISCARD int GetStart() const { return m_Start; } /* -------------------------------------------------------------------------------------------- * Retrieve the guarded state. */ SQMOD_NODISCARD int GetState() const { return m_State; } /* -------------------------------------------------------------------------------------------- * 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: 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; } } // Namespace:: SqMod