mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-14 11:47:15 +01:00
8ad6a0f500
Include an int version just inc ase a 32 bit float would overflow.
1093 lines
45 KiB
C++
1093 lines
45 KiB
C++
#ifndef _ENTITY_PLAYER_HPP_
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#define _ENTITY_PLAYER_HPP_
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// ------------------------------------------------------------------------------------------------
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#include "Base/Shared.hpp"
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#include "Base/Buffer.hpp"
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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/* ------------------------------------------------------------------------------------------------
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* Circular locks employed by the player manager.
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*/
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enum PlayerCircularLocks
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{
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PLAYERCL_EMIT_PLAYER_OPTION = (1 << 0),
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PLAYERCL_EMIT_PLAYER_ADMIN = (1 << 1),
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PLAYERCL_EMIT_PLAYER_WORLD = (1 << 2),
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PLAYERCL_EMIT_PLAYER_TEAM = (1 << 3),
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PLAYERCL_EMIT_PLAYER_SKIN = (1 << 4),
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PLAYERCL_EMIT_PLAYER_MONEY = (1 << 5),
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PLAYERCL_EMIT_PLAYER_SCORE = (1 << 6),
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PLAYERCL_EMIT_PLAYER_WANTED_LEVEL = (1 << 7),
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PLAYERCL_EMIT_PLAYER_IMMUNITY = (1 << 8),
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PLAYERCL_EMIT_PLAYER_ALPHA = (1 << 9)
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};
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/* ------------------------------------------------------------------------------------------------
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* Manages a single player entity.
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*/
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class CPlayer
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{
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// --------------------------------------------------------------------------------------------
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friend class Core;
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private:
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// --------------------------------------------------------------------------------------------
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static SQChar s_Buffer[SQMOD_PLAYER_TMP_BUFFER];
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/* --------------------------------------------------------------------------------------------
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* Identifier of the managed entity.
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*/
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Int32 m_ID;
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/* --------------------------------------------------------------------------------------------
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* User tag associated with this instance.
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*/
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String m_Tag;
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/* --------------------------------------------------------------------------------------------
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* User data associated with this instance.
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*/
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LightObj m_Data;
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/* --------------------------------------------------------------------------------------------
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* Buffer used to generate client data.
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*/
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Buffer m_Buffer;
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/* --------------------------------------------------------------------------------------------
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* Prevent events from triggering themselves.
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*/
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Uint32 m_CircularLocks;
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/* --------------------------------------------------------------------------------------------
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* Base constructor.
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*/
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CPlayer(Int32 id);
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public:
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// --------------------------------------------------------------------------------------------
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typedef String MsgPrefix[SQMOD_PLAYER_MSG_PREFIXES];
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/* --------------------------------------------------------------------------------------------
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* Maximum possible number that could represent an identifier for this entity type.
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*/
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static const Int32 Max;
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/* --------------------------------------------------------------------------------------------
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* The initial size of the allocated memory buffer when starting a new stream.
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*/
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Uint32 mBufferInitSize;
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/* --------------------------------------------------------------------------------------------
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* Default color to use in client messages.
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*/
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Uint32 mMessageColor;
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/* --------------------------------------------------------------------------------------------
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* Default style to use in client announcements.
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*/
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Int32 mAnnounceStyle;
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/* --------------------------------------------------------------------------------------------
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* Default ammo to give to the managed player when not specifying any.
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*/
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Int32 mDefaultAmmo;
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/* --------------------------------------------------------------------------------------------
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* Set of strings to add before a client message automatically.
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*/
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String mMessagePrefix;
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/* --------------------------------------------------------------------------------------------
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* Set of strings to add before a client message automatically.
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*/
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String mMessagePostfix;
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/* --------------------------------------------------------------------------------------------
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* Set of strings to add before a client announcement automatically.
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*/
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String mAnnouncePrefix;
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/* --------------------------------------------------------------------------------------------
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* Set of strings to add before a client announcement automatically.
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*/
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String mAnnouncePostfix;
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/* --------------------------------------------------------------------------------------------
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* Set of strings to add before a client message automatically.
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*/
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MsgPrefix mMessagePrefixes;
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/* --------------------------------------------------------------------------------------------
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* Don't include the auto message prefix/postfix in already prefixed messages.
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*/
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bool mLimitPrefixPostfixMessage;
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/* --------------------------------------------------------------------------------------------
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* Copy constructor. (disabled)
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*/
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CPlayer(const CPlayer &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move constructor. (disabled)
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*/
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CPlayer(CPlayer &&) = delete;
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/* --------------------------------------------------------------------------------------------
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* Destructor.
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*/
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~CPlayer();
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/* --------------------------------------------------------------------------------------------
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* Copy assignment operator. (disabled)
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*/
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CPlayer & operator = (const CPlayer &) = delete;
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/* --------------------------------------------------------------------------------------------
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* Move assignment operator. (disabled)
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*/
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CPlayer & operator = (CPlayer &&) = delete;
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/* --------------------------------------------------------------------------------------------
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* See whether this instance manages a valid entity.
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*/
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void Validate() const
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{
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if (INVALID_ENTITY(m_ID))
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{
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STHROWF("Invalid player reference [%s]", m_Tag.c_str());
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}
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}
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/* --------------------------------------------------------------------------------------------
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* Used by the script engine to convert an instance of this type to a string.
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*/
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const String & ToString() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated null entity instance.
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*/
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static SQInteger SqGetNull(HSQUIRRELVM vm);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated null entity instance.
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*/
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static LightObj & GetNull();
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/* --------------------------------------------------------------------------------------------
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* Retrieve the identifier of the entity managed by this instance.
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*/
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Int32 GetID() const
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{
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return m_ID;
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}
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/* --------------------------------------------------------------------------------------------
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* Check whether this instance manages a valid entity.
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*/
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bool IsActive() const
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{
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return VALID_ENTITY(m_ID);
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}
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated user tag.
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*/
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const String & GetTag() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user tag.
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*/
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void SetTag(StackStrF & tag);
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user tag.
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*/
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CPlayer & ApplyTag(StackStrF & tag);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the associated user data.
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*/
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LightObj & GetData();
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/* --------------------------------------------------------------------------------------------
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* Modify the associated user data.
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*/
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void SetData(LightObj & data);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the events table of this entity.
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*/
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LightObj & GetEvents() const;
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/* --------------------------------------------------------------------------------------------
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* Emit a custom event for the managed entity
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*/
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void CustomEvent(Int32 header, LightObj & payload) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is connected.
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*/
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bool IsConnected() const;
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/* --------------------------------------------------------------------------------------------
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* See if the managed player entity is streamed for the specified player.
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*/
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bool IsStreamedFor(CPlayer & player) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity has administrator privileges.
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*/
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bool GetAdmin() const;
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/* --------------------------------------------------------------------------------------------
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* Set whether the managed player entity has administrator privileges.
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*/
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void SetAdmin(bool toggle);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the ip address of the managed player entity.
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*/
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CSStr GetIP() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique user identifier of the managed player entity.
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*/
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CSStr GetUID() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique user identifier version 2 of the managed player entity.
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*/
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CSStr GetUID2() const;
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/* --------------------------------------------------------------------------------------------
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* Set player's health to 0 and reset the death reason.
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*/
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void Kill() const;
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/* --------------------------------------------------------------------------------------------
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* Kick the managed player entity from the server.
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*/
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void Kick() const;
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/* --------------------------------------------------------------------------------------------
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* Kick the managed player entity from the server.
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*/
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void KickBecause(Int32 header, LightObj & payload) const;
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/* --------------------------------------------------------------------------------------------
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* Ban the managed player entity from the server.
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*/
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void Ban() const;
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/* --------------------------------------------------------------------------------------------
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* Ban the managed player entity from the server.
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*/
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void BanBecause(Int32 header, LightObj & payload) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the key of the managed player entity.
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*/
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Uint32 GetKey() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the nick name of the managed player entity.
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*/
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CSStr GetName() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the nick name of the managed player entity.
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*/
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void SetName(StackStrF & name) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current state of the managed player entity.
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*/
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Int32 GetState() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current option value of the managed player entity.
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*/
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Int32 GetOption(Int32 option_id) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the current option value of the managed player entity.
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*/
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void SetOption(Int32 option_id, bool toggle);
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/* --------------------------------------------------------------------------------------------
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* Modify the current option value of the managed player entity.
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*/
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void SetOptionEx(Int32 option_id, bool toggle, Int32 header, LightObj & payload);
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/* --------------------------------------------------------------------------------------------
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* Retrieve network statistics related to the managed player entity.
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*/
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SQFloat GetNetworkStatisticsF(Int32 option_id) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve network statistics related to the managed player entity.
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*/
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SQInteger GetNetworkStatisticsI(Int32 option_id) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the world in which the managed player entity exists.
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*/
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Int32 GetWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the world in which the managed player entity exists.
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*/
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void SetWorld(Int32 world);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the secondary world of the managed player entity.
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*/
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Int32 GetSecondaryWorld() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the secondary world of the managed player entity.
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*/
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void SetSecondaryWorld(Int32 world);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the unique world of the managed player entity.
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*/
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Int32 GetUniqueWorld() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is compatible with the specified world.
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*/
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bool IsWorldCompatible(Int32 world) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the class of the managed player entity.
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*/
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Int32 GetClass() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the team of the managed player entity.
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*/
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Int32 GetTeam() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the team of the managed player entity.
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*/
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void SetTeam(Int32 team);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the skin identifier of the managed player entity.
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*/
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Int32 GetSkin() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the skin identifier of the managed player entity.
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*/
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void SetSkin(Int32 skin);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the color of the managed player entity.
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*/
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Color3 GetColor() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the color of the managed player entity.
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*/
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void SetColor(const Color3 & color) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the color of the managed player entity.
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*/
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void SetColorEx(Uint8 r, Uint8 g, Uint8 b) const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is spawned.
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*/
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bool IsSpawned() const;
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/* --------------------------------------------------------------------------------------------
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* Force the managed player entity to spawn in the game.
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*/
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void ForceSpawn() const;
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/* --------------------------------------------------------------------------------------------
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* Force the managed player entity to select a class.
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*/
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void ForceSelect() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is typing.
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*/
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bool IsTyping() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the money amount of the managed player entity.
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*/
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Int32 GetMoney() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the money amount of the managed player entity.
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*/
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void SetMoney(Int32 amount);
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/* --------------------------------------------------------------------------------------------
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* Give a certain amount of money to the managed player entity.
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*/
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void GiveMoney(Int32 amount);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the score of the managed player entity.
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*/
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Int32 GetScore() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the score of the managed player entity.
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*/
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void SetScore(Int32 score);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the wanted level of the managed player entity.
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*/
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Int32 GetWantedLevel() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the wanted level of the managed player entity.
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*/
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void SetWantedLevel(Int32 level);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the connection latency of the managed player entity.
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*/
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Int32 GetPing() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the frames per second of the managed player entity.
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*/
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Float32 GetFPS() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current health of the managed player entity.
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*/
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Float32 GetHealth() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the health of the managed player entity.
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*/
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void SetHealth(Float32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current health of the managed player entity.
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*/
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Float32 GetArmor() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the health of the managed player entity.
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*/
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void SetArmor(Float32 amount) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the immunity flags of the managed player entity.
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*/
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Int32 GetImmunity() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the immunity flags of the managed player entity.
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*/
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void SetImmunity(Int32 flags);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the position of the managed player entity.
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*/
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Vector3 GetPosition() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position of the managed player entity.
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*/
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void SetPosition(const Vector3 & pos) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the position of the managed player entity.
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*/
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void SetPositionEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the speed of the managed player entity.
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*/
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Vector3 GetSpeed() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void SetSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void SetSpeedEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void AddSpeed(const Vector3 & vel) const;
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/* --------------------------------------------------------------------------------------------
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* Modify the speed of the managed player entity.
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*/
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void AddSpeedEx(Float32 x, Float32 y, Float32 z) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the heading angle of the managed player entity.
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*/
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Float32 GetHeading() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the heading angle of the managed player entity.
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*/
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void SetHeading(Float32 angle) const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the alpha of the managed player entity.
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*/
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Int32 GetAlpha() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the alpha of the managed player entity.
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*/
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void SetAlpha(Int32 alpha);
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/* --------------------------------------------------------------------------------------------
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* Modify the alpha of the managed player entity.
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*/
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void SetAlphaEx(Int32 alpha, Int32 fade);
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/* --------------------------------------------------------------------------------------------
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* Retrieve the aim position of the managed player entity.
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*/
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Vector3 GetAimPosition() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the aim direction of the managed player entity.
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*/
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Vector3 GetAimDirection() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is burning.
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*/
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bool IsBurning() const;
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/* --------------------------------------------------------------------------------------------
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* See whether the managed player entity is crouched.
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*/
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bool IsCrouched() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the current action of the managed player entity.
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*/
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Int32 GetAction() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the game keys of the managed player entity.
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*/
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Int32 GetGameKeys() const;
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/* --------------------------------------------------------------------------------------------
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* Embark the managed player entity into the specified vehicle entity.
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*/
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bool Embark(CVehicle & vehicle) const;
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/* --------------------------------------------------------------------------------------------
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* Embark the managed player entity into the specified vehicle entity.
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*/
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bool Embark(CVehicle & vehicle, Int32 slot, bool allocate, bool warp) const;
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/* --------------------------------------------------------------------------------------------
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* Disembark the managed player entity from the currently embarked vehicle entity.
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*/
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void Disembark() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle status of the managed player entity.
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*/
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Int32 GetVehicleStatus() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the occupied vehicle slot by the managed player entity.
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*/
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Int32 GetVehicleSlot() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle in which the managed player entity is embarked.
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*/
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LightObj & GetVehicle() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the vehicle identifier in which the managed player entity is embarked.
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*/
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Int32 GetVehicleID() const;
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/* --------------------------------------------------------------------------------------------
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* Retrieve the weapon identifier of the managed player entity.
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*/
|
|
Int32 GetWeapon() const;
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/* --------------------------------------------------------------------------------------------
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* Modify the weapon of the managed player entity.
|
|
*/
|
|
void SetWeapon(Int32 wep) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the weapon of the managed player entity.
|
|
*/
|
|
void SetWeaponEx(Int32 wep, Int32 ammo) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Give a weapon of the managed player entity.
|
|
*/
|
|
void GiveWeapon(Int32 wep, Int32 ammo) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the active weapon ammo of the managed player entity.
|
|
*/
|
|
Int32 GetAmmo() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the weapon slot of the managed player entity.
|
|
*/
|
|
Int32 GetWeaponSlot() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the weapon slot of the managed player entity.
|
|
*/
|
|
void SetWeaponSlot(Int32 slot) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the weapon identifier at the specified slot for the managed player entity.
|
|
*/
|
|
Int32 GetWeaponAtSlot(Int32 slot) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the ammo from the weapon at the specified slot for the managed player entity.
|
|
*/
|
|
Int32 GetAmmoAtSlot(Int32 slot) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Remove a certain weapon from the managed player entity.
|
|
*/
|
|
void RemoveWeapon(Int32 wep) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Strip the managed player entity of all weapons.
|
|
*/
|
|
void StripWeapons() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the camera position of the managed player entity.
|
|
*/
|
|
void SetCameraPosition(const Vector3 & pos, const Vector3 & aim) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the camera position of the managed player entity.
|
|
*/
|
|
void SetCameraPosition(Float32 xp, Float32 yp, Float32 zp, Float32 xa, Float32 ya, Float32 za) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Restore the camera position of the managed player entity.
|
|
*/
|
|
void RestoreCamera() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether the managed player entity has camera locked.
|
|
*/
|
|
bool IsCameraLocked() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the animation of the managed player entity.
|
|
*/
|
|
void SetAnimation(Int32 anim) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the animation of the managed player entity.
|
|
*/
|
|
void SetAnimation(Int32 anim, Int32 group) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the vehicle that the managed player entity is standing on.
|
|
*/
|
|
LightObj & StandingOnVehicle() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the object that the managed player entity is standing on.
|
|
*/
|
|
LightObj & StandingOnObject() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether the managed player entity is away.
|
|
*/
|
|
bool IsAway() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the player that the managed player entity is spectating.
|
|
*/
|
|
LightObj & GetSpectator() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set the managed player entity to spectate the specified player entity.
|
|
*/
|
|
void SetSpectator(CPlayer & target) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the identifier of the player that the managed player entity is spectating.
|
|
*/
|
|
SQInteger GetSpectatorID() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set the managed player entity to spectate the specified player entity.
|
|
*/
|
|
void SetSpectatorID(SQInteger id) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set the managed player entity to spectate no one.
|
|
*/
|
|
void Unspectate() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set whether the target player will see an objective arrow over a player.
|
|
*/
|
|
void SetPlayer3DArrow(CPlayer & target, bool toggle) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether the target player sees an objective arrow over a player.
|
|
*/
|
|
bool GetPlayer3DArrow(CPlayer & target) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set whether the target player will see an objective arrow over a player.
|
|
*/
|
|
void SetPlayer3DArrowID(SQInteger id, bool toggle) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether the target player sees an objective arrow over a player.
|
|
*/
|
|
bool GetPlayer3DArrowID(SQInteger id) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Smoothly pivots the camera angle.
|
|
*/
|
|
bool InterpolateCameraLookAt(const Vector3 & pos, Uint32 ms) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Smoothly pivots the camera angle.
|
|
*/
|
|
bool InterpolateCameraLookAtEx(Float32 x, Float32 y, Float32 z, Uint32 ms) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Redirect the managed player entity to the specified server.
|
|
*/
|
|
void Redirect(StackStrF & ip, Uint32 port, StackStrF & nick,
|
|
StackStrF & server_pass, StackStrF & user_pass);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Request a list of the modules loaded into the client session.
|
|
*/
|
|
void GetModuleList() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the authority level of the managed player entity.
|
|
*/
|
|
void PlaySound(Int32 sound_id) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set how delayed a player's turn handling is when in a vehicle.
|
|
*/
|
|
void SetDrunkHandling(SQInteger level) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve how delayed a player's turn handling is when in a vehicle.
|
|
*/
|
|
SQInteger GetDrunkHandling() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set how intense the drunk blur overlay is for a player.
|
|
*/
|
|
void SetDrunkVisuals(SQInteger level) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve how intense the drunk blur overlay is for a player.
|
|
*/
|
|
SQInteger GetDrunkVisuals() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Create a checkpoint or sphere for this player.
|
|
*/
|
|
LightObj & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Create a checkpoint or sphere for this player.
|
|
*/
|
|
LightObj & CreateCheckpointEx(Int32 world, bool sphere, Float32 x, Float32 y, Float32 z,
|
|
Uint8 r, Uint8 g, Uint8 b, Uint8 a, Float32 radius,
|
|
Int32 header, LightObj & payload) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Create a checkpoint or sphere for this player.
|
|
*/
|
|
LightObj & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos,
|
|
const Color4 & color, Float32 radius) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Create a checkpoint or sphere for this player.
|
|
*/
|
|
LightObj & CreateCheckpoint(Int32 world, bool sphere, const Vector3 & pos, const Color4 & color,
|
|
Float32 radius, Int32 header, LightObj & payload) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* See whether the managed player entity collides with user defined areas.
|
|
*/
|
|
bool GetCollideAreas() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set whether the managed player entity can collide with user defined areas.
|
|
*/
|
|
void SetCollideAreas(bool toggle) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Set whether the managed player entity can collide with user defined areas (with last test).
|
|
*/
|
|
void SetAreasCollide(bool toggle) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the authority level of the managed player entity.
|
|
*/
|
|
Int32 GetAuthority() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the authority level of the managed player entity.
|
|
*/
|
|
void SetAuthority(Int32 level) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the message prefix at the specified index for the managed player entity.
|
|
*/
|
|
const String & GetMessagePrefix(Uint32 index) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the message prefix at the specified index for the managed player entity.
|
|
*/
|
|
void SetMessagePrefix(Uint32 index, StackStrF & prefix);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the amount of tracked position changes for the managed player entity.
|
|
*/
|
|
SQInteger GetTrackPosition() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the amount of tracked position changes for the managed player entity.
|
|
*/
|
|
void SetTrackPosition(SQInteger num) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the amount of tracked position changes for the managed player entity.
|
|
*/
|
|
void SetTrackPositionEx(SQInteger num, Int32 header, const LightObj & payload) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the amount of tracked heading changes for the managed player entity.
|
|
*/
|
|
SQInteger GetTrackHeading() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the amount of tracked heading changes for the managed player entity.
|
|
*/
|
|
void SetTrackHeading(SQInteger num) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the last known weapon for the managed player entity.
|
|
*/
|
|
Int32 GetLastWeapon() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the last known health for the managed player entity.
|
|
*/
|
|
Float32 GetLastHealth() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the last known armour for the managed player entity.
|
|
*/
|
|
Float32 GetLastArmour() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the last known heading for the managed player entity.
|
|
*/
|
|
Float32 GetLastHeading() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the last known position for the managed player entity.
|
|
*/
|
|
const Vector3 & GetLastPosition() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Start a new stream with the default size.
|
|
*/
|
|
void StartStream();
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Start a new stream with a custom size.
|
|
*/
|
|
void StartStream(Uint32 size);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the current cursor position of the stream buffer.
|
|
*/
|
|
Int32 GetBufferCursor() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the current cursor position of the stream buffer.
|
|
*/
|
|
void SetBufferCursor(Int32 pos);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Write a 8bit byte to the stream buffer.
|
|
*/
|
|
void StreamByte(SQInteger val);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Write a 16bit short to the stream buffer.
|
|
*/
|
|
void StreamShort(SQInteger val);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Write a 32bit integer to the stream buffer.
|
|
*/
|
|
void StreamInt(SQInteger val);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Write a 32bit float to the stream buffer.
|
|
*/
|
|
void StreamFloat(SQFloat val);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Write a string to the stream buffer.
|
|
*/
|
|
void StreamString(StackStrF & val);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Write a raw string to the stream buffer.
|
|
*/
|
|
void StreamRawString(StackStrF & val);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send the data in the stream buffer to the client.
|
|
*/
|
|
void FlushStream(bool reset);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the total capacity of the buffer stream in bytes.
|
|
*/
|
|
Uint32 GetBufferCapacity() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send the specified buffer contents to the managed player entity.
|
|
*/
|
|
void SendBuffer(const SqBuffer & buffer) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the position on the x axis of the managed player entity.
|
|
*/
|
|
Float32 GetPositionX() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the position on the y axis of the managed player entity.
|
|
*/
|
|
Float32 GetPositionY() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the position on the z axis of the managed player entity.
|
|
*/
|
|
Float32 GetPositionZ() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the position on the x axis of the managed player entity.
|
|
*/
|
|
void SetPositionX(Float32 x) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the position on the y axis of the managed player entity.
|
|
*/
|
|
void SetPositionY(Float32 y) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the position on the z axis of the managed player entity.
|
|
*/
|
|
void SetPositionZ(Float32 z) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the red color of the managed player entity.
|
|
*/
|
|
Int32 GetColorR() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the green color of the managed player entity.
|
|
*/
|
|
Int32 GetColorG() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the blue color of the managed player entity.
|
|
*/
|
|
Int32 GetColorB() const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the red color of the managed player entity.
|
|
*/
|
|
void SetColorR(Int32 r) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the green color of the managed player entity.
|
|
*/
|
|
void SetColorG(Int32 g) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the blue color of the managed player entity.
|
|
*/
|
|
void SetColorB(Int32 b) const;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a formatted colored message to the managed player entity.
|
|
*/
|
|
static SQInteger Msg(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a formatted message with a prefix to the managed player entity.
|
|
*/
|
|
static SQInteger MsgP(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a formatted colored message to the managed player entity.
|
|
*/
|
|
static SQInteger MsgEx(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a formatted message to the managed player entity.
|
|
*/
|
|
static SQInteger Message(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a formatted announcement message to the managed player entity.
|
|
*/
|
|
static SQInteger Announce(HSQUIRRELVM vm);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Send a formatted announcement message to the managed player entity.
|
|
*/
|
|
static SQInteger AnnounceEx(HSQUIRRELVM vm);
|
|
};
|
|
|
|
} // Namespace:: SqMod
|
|
|
|
#endif // _ENTITY_PLAYER_HPP_
|