mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-08 00:37:15 +01:00
e13d1a91e7
ef you MS
1493 lines
65 KiB
C++
1493 lines
65 KiB
C++
#pragma once
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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 = (1u << 0u),
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CCL_EMIT_SERVER_OPTION = (1u << 1u)
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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() noexcept;
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/* --------------------------------------------------------------------------------------------
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* Destructor.
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*/
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~Core();
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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() = default;
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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{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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CBlip * mInst{nullptr}; // 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{-1}; // The identifier of the world in which this blip was created.
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Int32 mScale{-1}; // The scale of the blip.
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// ----------------------------------------------------------------------------------------
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Int32 mSprID{-1};
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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() = default;
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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{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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CCheckpoint * mInst{nullptr}; // 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() = default;
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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{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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CKeybind * mInst{nullptr}; // 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{-1}; // Key-code of the first button from the triggering combination.
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Int32 mSecond{-1}; // Key-code of the second button from the triggering combination.
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Int32 mThird{-1}; // Key-code of the third button from the triggering combination.
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Int32 mRelease{-1}; // 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() = default;
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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{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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CObject * mInst{nullptr}; // 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() = default;
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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{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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CPickup * mInst{nullptr}; // 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() = default;
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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{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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CPlayer * mInst{nullptr}; // 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{0}; // The number of times to track position changes.
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SQInteger mTrackHeading{0}; // The number of times to track heading changes.
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// ----------------------------------------------------------------------------------------
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Int32 mTrackPositionHeader{0}; // 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{0}; // 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{-1}; // Last known weapon of the player entity.
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Float32 mLastHealth{0}; // Last known health of the player entity.
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Float32 mLastArmour{0}; // Last known armor of the player entity.
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Float32 mLastHeading{0}; // 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{0}; // 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() = default;
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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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*/
|
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void Destroy(bool destroy, Int32 header, LightObj & payload);
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|
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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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*/
|
|
void DropEvents();
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// ----------------------------------------------------------------------------------------
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Int32 mID{-1}; // The unique number that identifies this entity on the server.
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Uint32 mFlags{ENF_DEFAULT}; // Various options and states that can be toggled on the instance.
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|
CVehicle * mInst{nullptr}; // 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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// ----------------------------------------------------------------------------------------
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AreaList mAreas{}; // Areas the vehicle is currently in.
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|
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// ----------------------------------------------------------------------------------------
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SQInteger mTrackPosition{0}; // The number of times to track position changes.
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SQInteger mTrackRotation{0}; // The number of times to track rotation changes.
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|
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// ----------------------------------------------------------------------------------------
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|
Int32 mLastPrimaryColor{-1}; // Last known secondary-color of the player entity.
|
|
Int32 mLastSecondaryColor{-1}; // Last known primary-color of the player entity.
|
|
Float32 mLastHealth{0}; // 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:
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Copy constructor. (disabled)
|
|
*/
|
|
Core(const Core & o) = delete;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Move constructor. (disabled)
|
|
*/
|
|
Core(Core && o) = delete;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Copy assignment operator. (disabled)
|
|
*/
|
|
Core & operator = (const Core & o) = delete;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Move assignment operator. (disabled)
|
|
*/
|
|
Core & operator = (Core && o) = delete;
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the core instance.
|
|
*/
|
|
static Core & Get()
|
|
{
|
|
return s_Inst;
|
|
}
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Initialize the plug-in core.
|
|
*/
|
|
bool Initialize();
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Load and execute plug-in resources.
|
|
*/
|
|
bool Execute();
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Terminate the plug-in core.
|
|
*/
|
|
void Terminate(bool shutdown = false);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Reload the plug-in core.
|
|
*/
|
|
bool Reload();
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Create the null instances of entity classes. Thus, locking them from further changes.
|
|
*/
|
|
void EnableNullEntities();
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Modify the current plug-in state.
|
|
*/
|
|
void SetState(Int32 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(CSStr src);
|
|
|
|
/* --------------------------------------------------------------------------------------------
|
|
* Retrieve the script source associated with a certain path in the pending scripts list.
|
|
*/
|
|
Scripts::iterator FindPendingScript(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 static_cast< bool >(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 & 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(static_cast< size_t >(id)); }
|
|
CheckpointInst & GetCheckpoint(Int32 id) { return m_Checkpoints.at(static_cast< size_t >(id)); }
|
|
KeybindInst & GetKeybind(Int32 id) { return m_Keybinds.at(static_cast< size_t >(id)); }
|
|
ObjectInst & GetObj(Int32 id) { return m_Objects.at(static_cast< size_t >(id)); }
|
|
PickupInst & GetPickup(Int32 id) { return m_Pickups.at(static_cast< size_t >(id)); }
|
|
PlayerInst & GetPlayer(Int32 id) { return m_Players.at(static_cast< size_t >(id)); }
|
|
VehicleInst & GetVehicle(Int32 id) { return m_Vehicles.at(static_cast< size_t >(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 & GetObjs() 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, SQFloat old_data, SQFloat 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.
|
|
*/
|
|
explicit 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
|