mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-14 03:37:16 +01:00
1524 lines
66 KiB
C++
1524 lines
66 KiB
C++
#ifndef _CORE_HPP_
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#define _CORE_HPP_
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// ------------------------------------------------------------------------------------------------
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#include "Base/Shared.hpp"
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#include "Base/Vector3.hpp"
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#include "Base/Quaternion.hpp"
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#include "Base/Color4.hpp"
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#include "Base/ScriptSrc.hpp"
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// ------------------------------------------------------------------------------------------------
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#include <vector>
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#include <unordered_map>
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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* Circular locks employed by the central core.
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*/
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enum CoreCircularLocks
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{
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CCL_RELOAD_SCRIPTS = (1 << 0),
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CCL_EMIT_SERVER_OPTION = (1 << 1)
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};
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/* ------------------------------------------------------------------------------------------------
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* Core module class responsible for managing resources.
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*/
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class Core
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{
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private:
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// --------------------------------------------------------------------------------------------
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static Core s_Inst; // Core instance.
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/* --------------------------------------------------------------------------------------------
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* Default constructor.
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*/
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Core();
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/* --------------------------------------------------------------------------------------------
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* Copy constructor. (disabled)
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*/
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Core(const Core & o) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move constructor. (disabled)
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*/
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Core(Core && o) = delete;
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/* --------------------------------------------------------------------------------------------
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* Destructor.
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*/
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~Core();
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/* --------------------------------------------------------------------------------------------
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* Copy assignment operator. (disabled)
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*/
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Core & operator = (const Core & o) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move assignment operator. (disabled)
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*/
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Core & operator = (Core && o) = delete;
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protected:
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// --------------------------------------------------------------------------------------------
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typedef std::vector< std::pair< Area *, LightObj > > AreaList; // List of colided areas.
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify a blip entity instance on the server.
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*/
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struct BlipInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
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BlipInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~BlipInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(!Core::Get().ShuttingDown(), SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
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/* ----------------------------------------------------------------------------------------
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* Destroy the entity instance from the server, if necessary.
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*/
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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/* ----------------------------------------------------------------------------------------
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* Reset the instance to the default values.
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*/
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void ResetInstance();
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/* ----------------------------------------------------------------------------------------
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* Create the associated signals.
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*/
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void InitEvents();
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/* ----------------------------------------------------------------------------------------
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* Clear the associated signals.
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*/
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void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID; // The unique number that identifies this entity on the server.
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Uint32 mFlags; // Various options and states that can be toggled on the instance.
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CBlip * mInst; // Pointer to the actual instance used to interact this entity.
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LightObj mObj; // Script object of the instance used to interact this entity.
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// ----------------------------------------------------------------------------------------
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Int32 mWorld; // The identifier of the world in which this blip was created.
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Int32 mScale; // The scale of the blip.
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// ----------------------------------------------------------------------------------------
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Int32 mSprID;
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// ----------------------------------------------------------------------------------------
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LightObj mEvents; // Table containing the emitted entity events.
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// ----------------------------------------------------------------------------------------
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Vector3 mPosition;
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Color4 mColor;
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// ----------------------------------------------------------------------------------------
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SignalPair mOnDestroyed;
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SignalPair mOnCustom;
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};
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify a checkpoint entity instance on the server.
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*/
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struct CheckpointInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
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CheckpointInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~CheckpointInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(!Core::Get().ShuttingDown(), SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
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/* ----------------------------------------------------------------------------------------
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* Destroy the entity instance from the server, if necessary.
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*/
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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/* ----------------------------------------------------------------------------------------
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* Reset the instance to the default values.
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*/
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void ResetInstance();
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/* ----------------------------------------------------------------------------------------
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* Create the associated signals.
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*/
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void InitEvents();
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/* ----------------------------------------------------------------------------------------
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* Clear the associated signals.
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*/
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void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID; // The unique number that identifies this entity on the server.
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Uint32 mFlags; // Various options and states that can be toggled on the instance.
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CCheckpoint * mInst; // Pointer to the actual instance used to interact this entity.
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LightObj mObj; // Script object of the instance used to interact this entity.
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// ----------------------------------------------------------------------------------------
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LightObj mEvents; // Table containing the emitted entity events.
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// ----------------------------------------------------------------------------------------
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SignalPair mOnDestroyed;
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SignalPair mOnCustom;
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#if SQMOD_SDK_LEAST(2, 1)
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SignalPair mOnStream;
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#endif
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// ----------------------------------------------------------------------------------------
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SignalPair mOnEntered;
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SignalPair mOnExited;
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SignalPair mOnWorld;
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SignalPair mOnRadius;
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};
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify a key-bind entity instance on the server.
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*/
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struct KeybindInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
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KeybindInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~KeybindInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(!Core::Get().ShuttingDown(), SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
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/* ----------------------------------------------------------------------------------------
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* Destroy the entity instance from the server, if necessary.
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*/
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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/* ----------------------------------------------------------------------------------------
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* Reset the instance to the default values.
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*/
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void ResetInstance();
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/* ----------------------------------------------------------------------------------------
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* Create the associated signals.
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*/
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void InitEvents();
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/* ----------------------------------------------------------------------------------------
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* Clear the associated signals.
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*/
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void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID; // The unique number that identifies this entity on the server.
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Uint32 mFlags; // Various options and states that can be toggled on the instance.
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CKeybind * mInst; // Pointer to the actual instance used to interact this entity.
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LightObj mObj; // Script object of the instance used to interact this entity.
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// ----------------------------------------------------------------------------------------
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Int32 mFirst; // Key-code of the first button from the triggering combination.
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Int32 mSecond; // Key-code of the second button from the triggering combination.
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Int32 mThird; // Key-code of the third button from the triggering combination.
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Int32 mRelease; // Whether the key-bind reacts to button press or release.
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// ----------------------------------------------------------------------------------------
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LightObj mEvents; // Table containing the emitted entity events.
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// ----------------------------------------------------------------------------------------
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SignalPair mOnDestroyed;
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SignalPair mOnCustom;
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// ----------------------------------------------------------------------------------------
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SignalPair mOnKeyPress;
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SignalPair mOnKeyRelease;
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};
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify an object entity instance on the server.
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*/
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struct ObjectInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
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ObjectInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~ObjectInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(!Core::Get().ShuttingDown(), SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
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/* ----------------------------------------------------------------------------------------
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* Destroy the entity instance from the server, if necessary.
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*/
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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/* ----------------------------------------------------------------------------------------
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* Reset the instance to the default values.
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*/
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void ResetInstance();
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/* ----------------------------------------------------------------------------------------
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* Create the associated signals.
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*/
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void InitEvents();
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/* ----------------------------------------------------------------------------------------
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* Clear the associated signals.
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*/
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void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID; // The unique number that identifies this entity on the server.
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Uint32 mFlags; // Various options and states that can be toggled on the instance.
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CObject * mInst; // Pointer to the actual instance used to interact this entity.
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LightObj mObj; // Script object of the instance used to interact this entity.
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// ----------------------------------------------------------------------------------------
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LightObj mEvents; // Table containing the emitted entity events.
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// ----------------------------------------------------------------------------------------
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SignalPair mOnDestroyed;
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SignalPair mOnCustom;
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#if SQMOD_SDK_LEAST(2, 1)
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SignalPair mOnStream;
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#endif
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// ----------------------------------------------------------------------------------------
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SignalPair mOnShot;
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SignalPair mOnTouched;
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SignalPair mOnWorld;
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SignalPair mOnAlpha;
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SignalPair mOnReport;
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};
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify a pickup entity instance on the server.
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*/
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struct PickupInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
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PickupInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~PickupInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(!Core::Get().ShuttingDown(), SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
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/* ----------------------------------------------------------------------------------------
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* Destroy the entity instance from the server, if necessary.
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*/
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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/* ----------------------------------------------------------------------------------------
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* Reset the instance to the default values.
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*/
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void ResetInstance();
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/* ----------------------------------------------------------------------------------------
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* Create the associated signals.
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*/
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void InitEvents();
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/* ----------------------------------------------------------------------------------------
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* Clear the associated signals.
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*/
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void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID; // The unique number that identifies this entity on the server.
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Uint32 mFlags; // Various options and states that can be toggled on the instance.
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CPickup * mInst; // Pointer to the actual instance used to interact this entity.
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LightObj mObj; // Script object of the instance used to interact this entity.
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// ----------------------------------------------------------------------------------------
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LightObj mEvents; // Table containing the emitted entity events.
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// ----------------------------------------------------------------------------------------
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SignalPair mOnDestroyed;
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SignalPair mOnCustom;
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#if SQMOD_SDK_LEAST(2, 1)
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SignalPair mOnStream;
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#endif
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// ----------------------------------------------------------------------------------------
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SignalPair mOnRespawn;
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SignalPair mOnClaimed;
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SignalPair mOnCollected;
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SignalPair mOnWorld;
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SignalPair mOnAlpha;
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SignalPair mOnAutomatic;
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SignalPair mOnAutoTimer;
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SignalPair mOnOption;
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};
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify a player entity instance on the server.
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*/
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struct PlayerInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
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PlayerInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~PlayerInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(false, SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
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/* ----------------------------------------------------------------------------------------
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* Destroy the entity instance from the server, if necessary.
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*/
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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/* ----------------------------------------------------------------------------------------
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* Reset the instance to the default values.
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*/
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void ResetInstance();
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/* ----------------------------------------------------------------------------------------
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* Create the associated signals.
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*/
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void InitEvents();
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/* ----------------------------------------------------------------------------------------
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* Clear the associated signals.
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*/
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void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID; // The unique number that identifies this entity on the server.
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Uint32 mFlags; // Various options and states that can be toggled on the instance.
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CPlayer * mInst; // Pointer to the actual instance used to interact this entity.
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LightObj mObj; // Script object of the instance used to interact this entity.
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// ----------------------------------------------------------------------------------------
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AreaList mAreas; // Areas the player is currently in.
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// ----------------------------------------------------------------------------------------
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SQInteger mTrackPosition; // The number of times to track position changes.
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SQInteger mTrackHeading; // The number of times to track heading changes.
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// ----------------------------------------------------------------------------------------
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Int32 mTrackPositionHeader; // Header to send when triggering position callback.
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LightObj mTrackPositionPayload; // Payload to send when triggering position callback.
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// ----------------------------------------------------------------------------------------
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Int32 mKickBanHeader; // Header to send when triggering kick/ban callback.
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LightObj mKickBanPayload; // Payload to send when triggering kick/ban callback.
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// ----------------------------------------------------------------------------------------
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Int32 mLastWeapon; // Last known weapon of the player entity.
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Float32 mLastHealth; // Last known health of the player entity.
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Float32 mLastArmour; // Last known armor of the player entity.
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Float32 mLastHeading; // Last known heading of the player entity.
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Vector3 mLastPosition; // Last known position of the player entity.
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// ----------------------------------------------------------------------------------------
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Int32 mAuthority; // The authority level of the managed player.
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// ----------------------------------------------------------------------------------------
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LightObj mEvents; // Table containing the emitted entity events.
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// ----------------------------------------------------------------------------------------
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SignalPair mOnDestroyed;
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SignalPair mOnCustom;
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#if SQMOD_SDK_LEAST(2, 1)
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SignalPair mOnStream;
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#endif
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// ----------------------------------------------------------------------------------------
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SignalPair mOnRequestClass;
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SignalPair mOnRequestSpawn;
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SignalPair mOnSpawn;
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SignalPair mOnWasted;
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SignalPair mOnKilled;
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SignalPair mOnEmbarking;
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SignalPair mOnEmbarked;
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SignalPair mOnDisembark;
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SignalPair mOnRename;
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SignalPair mOnState;
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SignalPair mOnStateNone;
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SignalPair mOnStateNormal;
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SignalPair mOnStateAim;
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SignalPair mOnStateDriver;
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SignalPair mOnStatePassenger;
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SignalPair mOnStateEnterDriver;
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SignalPair mOnStateEnterPassenger;
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SignalPair mOnStateExit;
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SignalPair mOnStateUnspawned;
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SignalPair mOnAction;
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SignalPair mOnActionNone;
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SignalPair mOnActionNormal;
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SignalPair mOnActionAiming;
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SignalPair mOnActionShooting;
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SignalPair mOnActionJumping;
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SignalPair mOnActionLieDown;
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SignalPair mOnActionGettingUp;
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SignalPair mOnActionJumpVehicle;
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SignalPair mOnActionDriving;
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SignalPair mOnActionDying;
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SignalPair mOnActionWasted;
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SignalPair mOnActionEmbarking;
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SignalPair mOnActionDisembarking;
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SignalPair mOnBurning;
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SignalPair mOnCrouching;
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SignalPair mOnGameKeys;
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SignalPair mOnStartTyping;
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SignalPair mOnStopTyping;
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SignalPair mOnAway;
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SignalPair mOnMessage;
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SignalPair mOnCommand;
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SignalPair mOnPrivateMessage;
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SignalPair mOnKeyPress;
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SignalPair mOnKeyRelease;
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SignalPair mOnSpectate;
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SignalPair mOnUnspectate;
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SignalPair mOnCrashreport;
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SignalPair mOnModuleList;
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SignalPair mOnObjectShot;
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SignalPair mOnObjectTouched;
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SignalPair mOnPickupClaimed;
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SignalPair mOnPickupCollected;
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SignalPair mOnCheckpointEntered;
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SignalPair mOnCheckpointExited;
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SignalPair mOnClientScriptData;
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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 mOnUpdate;
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SignalPair mOnHealth;
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SignalPair mOnArmour;
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SignalPair mOnWeapon;
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SignalPair mOnHeading;
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SignalPair mOnPosition;
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SignalPair mOnOption;
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SignalPair mOnAdmin;
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SignalPair mOnWorld;
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SignalPair mOnTeam;
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SignalPair mOnSkin;
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SignalPair mOnMoney;
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SignalPair mOnScore;
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SignalPair mOnWantedLevel;
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SignalPair mOnImmunity;
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SignalPair mOnAlpha;
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SignalPair mOnEnterArea;
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SignalPair mOnLeaveArea;
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};
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/* --------------------------------------------------------------------------------------------
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* Helper structure used to identify a vehicle entity instance on the server.
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*/
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struct VehicleInst
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{
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/* ----------------------------------------------------------------------------------------
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* Default constructor.
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*/
|
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VehicleInst() : mID(-1), mFlags(ENF_DEFAULT), mInst(nullptr), mObj()
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{
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ResetInstance();
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}
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|
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/* ----------------------------------------------------------------------------------------
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* Destructor.
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*/
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~VehicleInst()
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{
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if (VALID_ENTITY(mID))
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{
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Destroy(!Core::Get().ShuttingDown(), SQMOD_DESTROY_CLEANUP, NullLightObj());
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}
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}
|
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|
|
/* ----------------------------------------------------------------------------------------
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|
* Destroy the entity instance from the server, if necessary.
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|
*/
|
|
void Destroy(bool destroy, Int32 header, LightObj & payload);
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|
|
/* ----------------------------------------------------------------------------------------
|
|
* Reset the instance to the default values.
|
|
*/
|
|
void ResetInstance();
|
|
|
|
/* ----------------------------------------------------------------------------------------
|
|
* Create the associated signals.
|
|
*/
|
|
void InitEvents();
|
|
|
|
/* ----------------------------------------------------------------------------------------
|
|
* Clear the associated signals.
|
|
*/
|
|
void DropEvents();
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
Int32 mID; // The unique number that identifies this entity on the server.
|
|
Uint32 mFlags; // Various options and states that can be toggled on the instance.
|
|
CVehicle * mInst; // Pointer to the actual instance used to interact this entity.
|
|
LightObj mObj; // Script object of the instance used to interact this entity.
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
AreaList mAreas; // Areas the vehicle is currently in.
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
SQInteger mTrackPosition; // The number of times to track position changes.
|
|
SQInteger mTrackRotation; // The number of times to track rotation changes.
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
Int32 mLastPrimaryColor; // Last known secondary-color of the player entity.
|
|
Int32 mLastSecondaryColor; // Last known primary-color of the player entity.
|
|
Float32 mLastHealth; // Last known health of the player entity.
|
|
Vector3 mLastPosition; // Last known position of the player entity.
|
|
Quaternion mLastRotation; // Last known rotation of the player entity.
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
LightObj mEvents; // Table containing the emitted entity events.
|
|
|
|
// ----------------------------------------------------------------------------------------
|
|
SignalPair mOnDestroyed;
|
|
SignalPair mOnCustom;
|
|
#if SQMOD_SDK_LEAST(2, 1)
|
|
SignalPair mOnStream;
|
|
#endif
|
|
// ----------------------------------------------------------------------------------------
|
|
SignalPair mOnEmbarking;
|
|
SignalPair mOnEmbarked;
|
|
SignalPair mOnDisembark;
|
|
SignalPair mOnExplode;
|
|
SignalPair mOnRespawn;
|
|
SignalPair mOnUpdate;
|
|
SignalPair mOnColor;
|
|
SignalPair mOnHealth;
|
|
SignalPair mOnPosition;
|
|
SignalPair mOnRotation;
|
|
SignalPair mOnOption;
|
|
SignalPair mOnWorld;
|
|
SignalPair mOnImmunity;
|
|
SignalPair mOnPartStatus;
|
|
SignalPair mOnTyreStatus;
|
|
SignalPair mOnDamageData;
|
|
SignalPair mOnRadio;
|
|
SignalPair mOnHandlingRule;
|
|
SignalPair mOnEnterArea;
|
|
SignalPair mOnLeaveArea;
|
|
};
|
|
|
|
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 m_State; // Current plug-in state.
|
|
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 m_CircularLocks; // Prevent events from triggering themselves.
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
Int32 m_ReloadHeader; // The specified reload header.
|
|
LightObj m_ReloadPayload; // The specified reload payload.
|
|
|
|
// --------------------------------------------------------------------------------------------
|
|
CStr 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 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:
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* 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 val)
|
|
{
|
|
m_State = val;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the current plug-in state.
|
|
*/
|
|
Int32 GetState() const
|
|
{
|
|
return m_State;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether debugging option was enabled in the plug-in.
|
|
*/
|
|
bool IsDebugging() const
|
|
{
|
|
return m_Debugging;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether all queued scripts were executed and the plug-in fully started.
|
|
*/
|
|
bool IsExecuted() const
|
|
{
|
|
return m_Executed;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether the server is currently in the process of shutting down.
|
|
*/
|
|
bool ShuttingDown() const
|
|
{
|
|
return m_Shutdown;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether area tracking should be enabled on newlly created entities.
|
|
*/
|
|
bool AreasEnabled() const
|
|
{
|
|
return m_AreasEnabled;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Toggle whether area tracking should be enabled on newlly created entities.
|
|
*/
|
|
void AreasEnabled(bool toggle)
|
|
{
|
|
m_AreasEnabled = toggle;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the value of the specified option.
|
|
*/
|
|
CSStr GetOption(CSStr name) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the value of the specified option or the fall back value if it doesn't exist.
|
|
*/
|
|
CSStr GetOption(CSStr name, CSStr value) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the value of the specified option.
|
|
*/
|
|
void SetOption(CSStr name, CSStr value);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the script source associated with a certain path in the scripts list.
|
|
*/
|
|
Scripts::iterator FindScript(const CSStr src);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the script source associated with a certain path in the pending scripts list.
|
|
*/
|
|
Scripts::iterator FindPendingScript(const CSStr src);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the scripts list. Should not be modified directly! Information purposes only.
|
|
*/
|
|
Scripts & GetScripts()
|
|
{
|
|
return m_Scripts;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the pending scripts list. Should not be modified directly! Information purposes only.
|
|
*/
|
|
Scripts & GetPendingScripts()
|
|
{
|
|
return m_PendingScripts;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the virtual machine.
|
|
*/
|
|
HSQUIRRELVM GetVM() const
|
|
{
|
|
return m_VM;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the global events table.
|
|
*/
|
|
LightObj & GetEvents()
|
|
{
|
|
return m_Events;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the circular locks.
|
|
*/
|
|
Uint32 & GetCircularLock()
|
|
{
|
|
return m_CircularLocks;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the preload signal if not complete.
|
|
*/
|
|
LightObj & GetPreLoadEvent()
|
|
{
|
|
return m_LockPreLoadSignal ? NullLightObj() : mOnPreLoad.second;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the postload signal if not complete.
|
|
*/
|
|
LightObj & GetPostLoadEvent()
|
|
{
|
|
return m_LockPostLoadSignal ? NullLightObj() : mOnPostLoad.second;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the unload signal if not complete.
|
|
*/
|
|
LightObj & GetUnloadEvent()
|
|
{
|
|
return m_LockUnloadSignal ? NullLightObj() : mOnUnload.second;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See if certain circular locks are enabled.
|
|
*/
|
|
bool IsCircularLock(Uint32 lock) const
|
|
{
|
|
return (m_CircularLocks & lock);
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set the header and payload for the reload.
|
|
*/
|
|
void SetReloadInfo(Int32 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.
|
|
*/
|
|
Int32 GetReloadHeader() const
|
|
{
|
|
return m_ReloadHeader;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the specified reload header.
|
|
*/
|
|
LightObj & GetReloadPayload()
|
|
{
|
|
return m_ReloadPayload;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Adds a script to the load queue.
|
|
*/
|
|
bool LoadScript(CSStr filepath, bool delay);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the name for the currently assigned incoming connection.
|
|
*/
|
|
void SetIncomingName(CSStr name);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the name for the currently assigned incoming connection.
|
|
*/
|
|
CSStr GetIncomingName()
|
|
{
|
|
return (!m_IncomingNameBuffer) ? _SC("") : m_IncomingNameBuffer;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieves a line of code from a certain source.
|
|
*/
|
|
String FetchCodeLine(CSStr 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, CSStr msg, ...);
|
|
static void ErrorFunc(HSQUIRRELVM vm, CSStr msg, ...);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Script error handlers.
|
|
*/
|
|
static SQInteger RuntimeErrorHandler(HSQUIRRELVM vm);
|
|
static void CompilerErrorHandler(HSQUIRRELVM vm, CSStr desc, CSStr src,
|
|
SQInteger line, SQInteger column);
|
|
bool CompilerErrorHandlerEx(CSStr desc, CSStr 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 id, bool owned, Int32 header, LightObj & payload);
|
|
CheckpointInst & AllocCheckpoint(Int32 id, bool owned, Int32 header, LightObj & payload);
|
|
KeybindInst & AllocKeybind(Int32 id, bool owned, Int32 header, LightObj & payload);
|
|
ObjectInst & AllocObject(Int32 id, bool owned, Int32 header, LightObj & payload);
|
|
PickupInst & AllocPickup(Int32 id, bool owned, Int32 header, LightObj & payload);
|
|
VehicleInst & AllocVehicle(Int32 id, bool owned, Int32 header, LightObj & payload);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Entity deallocator.
|
|
*/
|
|
void DeallocBlip(Int32 id, bool destroy, Int32 header, LightObj & payload);
|
|
void DeallocCheckpoint(Int32 id, bool destroy, Int32 header, LightObj & payload);
|
|
void DeallocKeybind(Int32 id, bool destroy, Int32 header, LightObj & payload);
|
|
void DeallocObject(Int32 id, bool destroy, Int32 header, LightObj & payload);
|
|
void DeallocPickup(Int32 id, bool destroy, Int32 header, LightObj & payload);
|
|
void DeallocVehicle(Int32 id, bool destroy, Int32 header, LightObj & payload);
|
|
|
|
public:
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Entity creators.
|
|
*/
|
|
LightObj & NewBlip(Int32 index, Int32 world, Float32 x, Float32 y, Float32 z,
|
|
Int32 scale, Uint32 color, Int32 sprid,
|
|
Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewCheckpoint(Int32 player, Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
|
|
Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewKeybind(Int32 slot, bool release,
|
|
Int32 primary, Int32 secondary, Int32 alternative,
|
|
Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewObject(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z,
|
|
Int32 alpha, Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewPickup(Int32 model, Int32 world, Int32 quantity,
|
|
Float32 x, Float32 y, Float32 z, Int32 alpha, bool automatic,
|
|
Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewSprite(Int32 index, CSStr file, Int32 xp, Int32 yp,
|
|
Int32 xr, Int32 yr, Float32 angle, Int32 alpha, bool rel,
|
|
Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewTextdraw(Int32 index, CSStr text, Int32 xp, Int32 yp,
|
|
Uint32 color, bool rel, Int32 header, LightObj & payload);
|
|
|
|
LightObj & NewVehicle(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z,
|
|
Float32 angle, Int32 primary, Int32 secondary,
|
|
Int32 header, LightObj & payload);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Entity destroyers.
|
|
*/
|
|
bool DelBlip(Int32 id, Int32 header, LightObj & payload);
|
|
bool DelCheckpoint(Int32 id, Int32 header, LightObj & payload);
|
|
bool DelKeybind(Int32 id, Int32 header, LightObj & payload);
|
|
bool DelObject(Int32 id, Int32 header, LightObj & payload);
|
|
bool DelPickup(Int32 id, Int32 header, LightObj & payload);
|
|
bool DelVehicle(Int32 id, Int32 header, LightObj & payload);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Entity retrievers.
|
|
*/
|
|
BlipInst & GetBlip(Int32 id) { return m_Blips.at(id); }
|
|
CheckpointInst & GetCheckpoint(Int32 id) { return m_Checkpoints.at(id); }
|
|
KeybindInst & GetKeybind(Int32 id) { return m_Keybinds.at(id); }
|
|
ObjectInst & GetObject(Int32 id) { return m_Objects.at(id); }
|
|
PickupInst & GetPickup(Int32 id) { return m_Pickups.at(id); }
|
|
PlayerInst & GetPlayer(Int32 id) { return m_Players.at(id); }
|
|
VehicleInst & GetVehicle(Int32 id) { return m_Vehicles.at(id); }
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Pool retrievers.
|
|
*/
|
|
const Blips & GetBlips() const { return m_Blips; }
|
|
const Checkpoints & GetCheckpoints() const { return m_Checkpoints; }
|
|
const Keybinds & GetKeybinds() const { return m_Keybinds; }
|
|
const Objects & GetObjects() const { return m_Objects; }
|
|
const Pickups & GetPickups() const { return m_Pickups; }
|
|
const Players & GetPlayers() const { return m_Players; }
|
|
const Vehicles & GetVehicles() const { return m_Vehicles; }
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Null instance retrievers.
|
|
*/
|
|
LightObj & GetNullBlip() { return m_NullBlip; }
|
|
LightObj & GetNullCheckpoint() { return m_NullCheckpoint; }
|
|
LightObj & GetNullKeybind() { return m_NullKeybind; }
|
|
LightObj & GetNullObject() { return m_NullObject; }
|
|
LightObj & GetNullPickup() { return m_NullPickup; }
|
|
LightObj & GetNullPlayer() { return m_NullPlayer; }
|
|
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 id, Int32 header, LightObj & payload);
|
|
void DisconnectPlayer(Int32 id, Int32 header, LightObj & payload);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Emit a custom event.
|
|
*/
|
|
void EmitCustomEvent(Int32 group, Int32 header, LightObj & payload);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Server events.
|
|
*/
|
|
void EmitBlipCreated(Int32 blip, Int32 header, LightObj & payload);
|
|
void EmitCheckpointCreated(Int32 forcefield, Int32 header, LightObj & payload);
|
|
void EmitKeybindCreated(Int32 keybind, Int32 header, LightObj & payload);
|
|
void EmitObjectCreated(Int32 object, Int32 header, LightObj & payload);
|
|
void EmitPickupCreated(Int32 pickup, Int32 header, LightObj & payload);
|
|
void EmitPlayerCreated(Int32 player, Int32 header, LightObj & payload);
|
|
void EmitVehicleCreated(Int32 vehicle, Int32 header, LightObj & payload);
|
|
void EmitBlipDestroyed(Int32 blip, Int32 header, LightObj & payload);
|
|
void EmitCheckpointDestroyed(Int32 forcefield, Int32 header, LightObj & payload);
|
|
void EmitKeybindDestroyed(Int32 keybind, Int32 header, LightObj & payload);
|
|
void EmitObjectDestroyed(Int32 object, Int32 header, LightObj & payload);
|
|
void EmitPickupDestroyed(Int32 pickup, Int32 header, LightObj & payload);
|
|
void EmitPlayerDestroyed(Int32 player, Int32 header, LightObj & payload);
|
|
void EmitVehicleDestroyed(Int32 vehicle, Int32 header, LightObj & payload);
|
|
void EmitBlipCustom(Int32 blip, Int32 header, LightObj & payload);
|
|
void EmitCheckpointCustom(Int32 forcefield, Int32 header, LightObj & payload);
|
|
void EmitKeybindCustom(Int32 keybind, Int32 header, LightObj & payload);
|
|
void EmitObjectCustom(Int32 object, Int32 header, LightObj & payload);
|
|
void EmitPickupCustom(Int32 pickup, Int32 header, LightObj & payload);
|
|
void EmitPlayerCustom(Int32 player, Int32 header, LightObj & payload);
|
|
void EmitVehicleCustom(Int32 vehicle, Int32 header, LightObj & payload);
|
|
void EmitServerStartup();
|
|
void EmitServerShutdown();
|
|
void EmitServerFrame(Float32 elapsed_time);
|
|
void EmitPluginCommand(Uint32 command_identifier, CCStr message);
|
|
void EmitIncomingConnection(CStr player_name, size_t name_buffer_size, CCStr user_password, CCStr ip_address);
|
|
void EmitPlayerRequestClass(Int32 player_id, Int32 offset);
|
|
void EmitPlayerRequestSpawn(Int32 player_id);
|
|
void EmitPlayerSpawn(Int32 player_id);
|
|
void EmitPlayerWasted(Int32 player_id, Int32 reason);
|
|
void EmitPlayerKilled(Int32 player_id, Int32 killer_id, Int32 reason, vcmpBodyPart body_part, bool team_kill);
|
|
void EmitPlayerEmbarking(Int32 player_id, Int32 vehicle_id, Int32 slot_index);
|
|
void EmitPlayerEmbarked(Int32 player_id, Int32 vehicle_id, Int32 slot_index);
|
|
void EmitPlayerDisembark(Int32 player_id, Int32 vehicle_id);
|
|
void EmitPlayerRename(Int32 player_id, CCStr old_name, CCStr new_name);
|
|
void EmitPlayerState(Int32 player_id, Int32 old_state, Int32 new_state);
|
|
void EmitStateNone(Int32 player_id, Int32 old_state);
|
|
void EmitStateNormal(Int32 player_id, Int32 old_state);
|
|
void EmitStateAim(Int32 player_id, Int32 old_state);
|
|
void EmitStateDriver(Int32 player_id, Int32 old_state);
|
|
void EmitStatePassenger(Int32 player_id, Int32 old_state);
|
|
void EmitStateEnterDriver(Int32 player_id, Int32 old_state);
|
|
void EmitStateEnterPassenger(Int32 player_id, Int32 old_state);
|
|
void EmitStateExit(Int32 player_id, Int32 old_state);
|
|
void EmitStateUnspawned(Int32 player_id, Int32 old_state);
|
|
void EmitPlayerAction(Int32 player_id, Int32 old_action, Int32 new_action);
|
|
void EmitActionNone(Int32 player_id, Int32 old_action);
|
|
void EmitActionNormal(Int32 player_id, Int32 old_action);
|
|
void EmitActionAiming(Int32 player_id, Int32 old_action);
|
|
void EmitActionShooting(Int32 player_id, Int32 old_action);
|
|
void EmitActionJumping(Int32 player_id, Int32 old_action);
|
|
void EmitActionLieDown(Int32 player_id, Int32 old_action);
|
|
void EmitActionGettingUp(Int32 player_id, Int32 old_action);
|
|
void EmitActionJumpVehicle(Int32 player_id, Int32 old_action);
|
|
void EmitActionDriving(Int32 player_id, Int32 old_action);
|
|
void EmitActionDying(Int32 player_id, Int32 old_action);
|
|
void EmitActionWasted(Int32 player_id, Int32 old_action);
|
|
void EmitActionEmbarking(Int32 player_id, Int32 old_action);
|
|
void EmitActionDisembarking(Int32 player_id, Int32 old_action);
|
|
void EmitPlayerBurning(Int32 player_id, bool is_on_fire);
|
|
void EmitPlayerCrouching(Int32 player_id, bool is_crouching);
|
|
void EmitPlayerGameKeys(Int32 player_id, Uint32 old_keys, Uint32 new_keys);
|
|
void EmitPlayerStartTyping(Int32 player_id);
|
|
void EmitPlayerStopTyping(Int32 player_id);
|
|
void EmitPlayerAway(Int32 player_id, bool is_away);
|
|
void EmitPlayerMessage(Int32 player_id, CCStr message);
|
|
void EmitPlayerCommand(Int32 player_id, CCStr message);
|
|
void EmitPlayerPrivateMessage(Int32 player_id, Int32 target_player_id, CCStr message);
|
|
void EmitPlayerKeyPress(Int32 player_id, Int32 bind_id);
|
|
void EmitPlayerKeyRelease(Int32 player_id, Int32 bind_id);
|
|
void EmitPlayerSpectate(Int32 player_id, Int32 target_player_id);
|
|
void EmitPlayerUnspectate(Int32 player_id);
|
|
void EmitPlayerCrashreport(Int32 player_id, CCStr report);
|
|
void EmitPlayerModuleList(Int32 player_id, CCStr list);
|
|
void EmitVehicleExplode(Int32 vehicle_id);
|
|
void EmitVehicleRespawn(Int32 vehicle_id);
|
|
void EmitObjectShot(Int32 object_id, Int32 player_id, Int32 weapon_id);
|
|
void EmitObjectTouched(Int32 object_id, Int32 player_id);
|
|
void EmitPickupClaimed(Int32 pickup_id, Int32 player_id);
|
|
void EmitPickupCollected(Int32 pickup_id, Int32 player_id);
|
|
void EmitPickupRespawn(Int32 pickup_id);
|
|
void EmitCheckpointEntered(Int32 checkpoint_id, Int32 player_id);
|
|
void EmitCheckpointExited(Int32 checkpoint_id, Int32 player_id);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Miscellaneous events.
|
|
*/
|
|
void EmitCheckpointWorld(Int32 checkpoint_id, Int32 old_world, Int32 new_world);
|
|
void EmitCheckpointRadius(Int32 checkpoint_id, Float32 old_radius, Float32 new_radius);
|
|
void EmitObjectWorld(Int32 object_id, Int32 old_world, Int32 new_world);
|
|
void EmitObjectAlpha(Int32 object_id, Int32 old_alpha, Int32 new_alpha, Int32 time);
|
|
void EmitPickupWorld(Int32 pickup_id, Int32 old_world, Int32 new_world);
|
|
void EmitPickupAlpha(Int32 pickup_id, Int32 old_alpha, Int32 new_alpha);
|
|
void EmitPickupAutomatic(Int32 pickup_id, bool old_status, bool new_status);
|
|
void EmitPickupAutoTimer(Int32 pickup_id, Int32 old_timer, Int32 new_timer);
|
|
void EmitPickupOption(Int32 pickup_id, Int32 option_id, bool value, Int32 header, LightObj & payload);
|
|
void EmitObjectReport(Int32 object_id, bool old_status, bool new_status, bool touched);
|
|
void EmitPlayerHealth(Int32 player_id, Float32 old_health, Float32 new_health);
|
|
void EmitPlayerArmour(Int32 player_id, Float32 old_armour, Float32 new_armour);
|
|
void EmitPlayerWeapon(Int32 player_id, Int32 old_weapon, Int32 new_weapon);
|
|
void EmitPlayerHeading(Int32 player_id, Float32 old_heading, Float32 new_heading);
|
|
void EmitPlayerPosition(Int32 player_id);
|
|
void EmitPlayerOption(Int32 player_id, Int32 option_id, bool value, Int32 header, LightObj & payload);
|
|
void EmitPlayerAdmin(Int32 player_id, bool old_status, bool new_status);
|
|
void EmitPlayerWorld(Int32 player_id, Int32 old_world, Int32 new_world, bool secondary);
|
|
void EmitPlayerTeam(Int32 player_id, Int32 old_team, Int32 new_team);
|
|
void EmitPlayerSkin(Int32 player_id, Int32 old_skin, Int32 new_skin);
|
|
void EmitPlayerMoney(Int32 player_id, Int32 old_money, Int32 new_money);
|
|
void EmitPlayerScore(Int32 player_id, Int32 old_score, Int32 new_score);
|
|
void EmitPlayerWantedLevel(Int32 player_id, Int32 old_level, Int32 new_level);
|
|
void EmitPlayerImmunity(Int32 player_id, Int32 old_immunity, Int32 new_immunity);
|
|
void EmitPlayerAlpha(Int32 player_id, Int32 old_alpha, Int32 new_alpha, Int32 fade);
|
|
void EmitPlayerEnterArea(Int32 player_id, LightObj & area_obj);
|
|
void EmitPlayerLeaveArea(Int32 player_id, LightObj & area_obj);
|
|
void EmitVehicleColor(Int32 vehicle_id, Int32 changed);
|
|
void EmitVehicleHealth(Int32 vehicle_id, Float32 old_health, Float32 new_health);
|
|
void EmitVehiclePosition(Int32 vehicle_id);
|
|
void EmitVehicleRotation(Int32 vehicle_id);
|
|
void EmitVehicleOption(Int32 vehicle_id, Int32 option_id, bool value, Int32 header, LightObj & payload);
|
|
void EmitVehicleWorld(Int32 vehicle_id, Int32 old_world, Int32 new_world);
|
|
void EmitVehicleImmunity(Int32 vehicle_id, Int32 old_immunity, Int32 new_immunity);
|
|
void EmitVehiclePartStatus(Int32 vehicle_id, Int32 part, Int32 old_status, Int32 new_status);
|
|
void EmitVehicleTyreStatus(Int32 vehicle_id, Int32 tyre, Int32 old_status, Int32 new_status);
|
|
void EmitVehicleDamageData(Int32 vehicle_id, Uint32 old_data, Uint32 new_data);
|
|
void EmitVehicleRadio(Int32 vehicle_id, Int32 old_radio, Int32 new_radio);
|
|
void EmitVehicleHandlingRule(Int32 vehicle_id, Int32 rule, Float32 old_data, Float32 new_data);
|
|
void EmitVehicleEnterArea(Int32 player_id, LightObj & area_obj);
|
|
void EmitVehicleLeaveArea(Int32 player_id, LightObj & area_obj);
|
|
void EmitServerOption(Int32 option, bool value, Int32 header, LightObj & payload);
|
|
void EmitScriptReload(Int32 header, LightObj & payload);
|
|
void EmitScriptLoaded();
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Entity pool changes events.
|
|
*/
|
|
void EmitEntityPool(vcmpEntityPool entity_type, Int32 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 player_id, vcmpPlayerUpdate update_type);
|
|
void EmitVehicleUpdate(Int32 vehicle_id, vcmpVehicleUpdate update_type);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Client data streams event.
|
|
*/
|
|
void EmitClientScriptData(Int32 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())
|
|
{
|
|
//...
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Backup the current core state and set the given state.
|
|
*/
|
|
CoreState(int s)
|
|
: m_State(Core::Get().GetState())
|
|
{
|
|
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 guarded state.
|
|
*/
|
|
int GetValue() const
|
|
{
|
|
return m_State;
|
|
}
|
|
|
|
protected:
|
|
|
|
int m_State; // The core state at the time when this instance was created.
|
|
};
|
|
|
|
} // Namespace:: SqMod
|
|
|
|
#endif // _CORE_HPP_
|