mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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367 lines
12 KiB
C++
367 lines
12 KiB
C++
#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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class User;
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class Entity;
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class NiPoint3;
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enum class eMissionState : int32_t;
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enum class ePetTamingNotifyType : uint32_t;
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enum class eQuickBuildState : uint32_t;
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namespace CppScripts {
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/**
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* Base class for all scripts. Includes virtual methods to be overridden to handle LUA equivelent events.
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*
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* All methods pass 'self' as the first parameter, this is the associated parent entity for the event.
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* There will only ever be one instance of each script.
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*
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* Do not use class members as entity specific variables unless you're sure there will only event be one instance of this script.
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* Do use class members as script wide variables, variables all entities which this script will access.
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*
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* Use self->GetVar<type_t>(u"variable_name") and self->SetVar<type_t>(u"variable_name", value) to manage variables.
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*
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* Designed to yield as close to a 1:1 mapping as possible with LUA.
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* There will be events which are not implemented or inheritetly LUA features not easily translated to C++.
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* Most of the time these can be worked around or ignored.
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*/
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class Script {
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public:
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/**
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* Invoked one frame after the script is loaded.
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*
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* Equivalent to 'function onStartup(self)'
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*/
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virtual void OnStartup(Entity* self) {};
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/**
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* Invoked upon an entity entering the phantom collider on self.
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*
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* Equivalent to 'function onCollisionPhantom(self, msg)'
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*/
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virtual void OnCollisionPhantom(Entity* self, Entity* target) {};
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/**
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* Invoked upon an entity leaving the phantom collider on self.
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*
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* Equivalent to 'function onOffCollisionPhantom(self, msg)'
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*/
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virtual void OnOffCollisionPhantom(Entity* self, Entity* target) {};
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/**
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* Invoked when a player accepted a mission.
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*
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* Equivalent to 'function onMissionDialogueOK(self, msg)'
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*/
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virtual void OnMissionDialogueOK(Entity* self, Entity* target, int missionID, eMissionState missionState) {};
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/**
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* Invoked when the client or the server invoked an event server-side.
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*
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* Equivalent to 'function onFireEventServerSide(self, msg)'
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*/
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virtual void OnFireEventServerSide(Entity* self, Entity* sender, std::string args, int32_t param1, int32_t param2, int32_t param3) {};
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/**
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* Invoked upon sending a object notification.
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*
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* Equivalent to 'function onNotifyObject(self, msg)'
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*/
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virtual void OnNotifyObject(Entity* self, Entity* sender, const std::string& name, int32_t param1 = 0, int32_t param2 = 0) {};
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/**
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* Invoked upon a player exiting the modular build minigame.
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*
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* Equivalent to 'function onModularBuildExit(self, msg)'
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*/
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virtual void OnModularBuildExit(Entity* self, Entity* player, bool bCompleted, std::vector<LOT> modules) {};
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/**
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* Invoked when a player has loaded into the zone.
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*
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* Equivalent to 'function onPlayerLoaded(self, msg)'
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*/
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virtual void OnPlayerLoaded(Entity* self, Entity* player) {};
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/**
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* Invoked when a player has died.
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*
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* Equivalent to 'function onPlayerDied(self, msg)'
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*/
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virtual void OnPlayerDied(Entity* self, Entity* player) {};
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/**
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* Invoked when a player has resurrected.
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*
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* Equivalent to 'function onPlayerResurrected(self, msg)'
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*/
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virtual void OnPlayerResurrected(Entity* self, Entity* player) {};
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/**
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* Invoked when a player has left the zone.
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*
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* Equivalent to 'function onPlayerExit(self, msg)'
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*/
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virtual void OnPlayerExit(Entity* self, Entity* player) {};
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/**
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* Invoked when a player has interacted with the proximity collider on self.
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*
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* Equivalent to 'function onProximityUpdate(self, msg)'
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*
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* @param name The name of the proximity collider recviving an interaction.
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* @param status "ENTER" if a player has entered the proximity collider; "LEAVE" if a player has left the proximity collider
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*/
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virtual void OnProximityUpdate(Entity* self, Entity* entering, std::string name, std::string status) {};
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/**
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* Invoked when a timer on self has expired.
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*
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* Equivalent to 'function onTimerDone(self, msg)'
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*/
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virtual void OnTimerDone(Entity* self, std::string timerName) {};
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/**
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* Invoked when a player interactions with self.
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*
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* Equivalent to 'function onUse(self, msg)'
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*/
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virtual void OnUse(Entity* self, Entity* user) {};
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/**
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* Invoked when self has died.
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*
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* Equivalent to 'function onDie(self, msg)'
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*/
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virtual void OnDie(Entity* self, Entity* killer) {};
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/**
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* Invoked when self has received a hit.
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*
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* Equivalent to 'function onHit(self, msg)'
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*/
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virtual void OnHit(Entity* self, Entity* attacker) {};
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/**
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* Invoked when self has received an emote from a player.
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*
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* Equivalent to 'function onEmoteReceived(self, msg)'
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*/
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virtual void OnEmoteReceived(Entity* self, int32_t emote, Entity* target) {};
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/**
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* Invoked when a player has started building this quickbuild.
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*
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* Equivalent to 'function onQuickBuildStart(self, msg)'
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*/
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virtual void OnQuickBuildStart(Entity* self, Entity* target) {};
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/**
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* Invoked when this quickbuild has changed state.
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*
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* Equivalent to 'function onQuickBuildNotifyState(self, msg)'
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*/
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virtual void OnQuickBuildNotifyState(Entity* self, eQuickBuildState state) {};
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/**
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* Invoked when this quickbuild has been completed.
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*
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* Equivalent to 'function OnQuickBuildComplete(self, msg)'
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*/
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virtual void OnQuickBuildComplete(Entity* self, Entity* target) {};
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/**
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* Invoked when self has received either a hit or heal.
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*
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* Equivalent to 'function onHitOrHealResult(self, msg)'
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*/
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virtual void OnHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {};
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/**
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* Invoked when self has received either a hit or heal. Only used for scripts subscribed to an entity.
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*
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* Equivalent to 'function notifyHitOrHealResult(self, msg)'
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*/
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virtual void NotifyHitOrHealResult(Entity* self, Entity* attacker, int32_t damage) {};
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/**
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* Invoked when a player has responsed to a mission.
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*
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* Equivalent to 'function onRespondToMission(self, msg)'
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*/
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virtual void OnRespondToMission(Entity* self, int missionID, Entity* player, int reward) {};
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/**
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* Invoked once per frame.
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*
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* No LUA eqivalent.
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*/
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virtual void OnUpdate(Entity* self) {};
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/**
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* Invoked when this property has been rented.
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*
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* Equivalent to 'function onZonePropertyRented(self, msg)'
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*/
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virtual void OnZonePropertyRented(Entity* self, Entity* renter) {};
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/**
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* Invoked when a player has begun to edit this property.
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*
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* Equivalent to 'function onZonePropertyEditBegin(self, msg)'
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*/
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virtual void OnZonePropertyEditBegin(Entity* self) {};
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/**
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* Invoked when a player has concluded editing this property.
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*
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* Equivalent to 'function onZonePropertyEditEnd(self, msg)'
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*/
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virtual void OnZonePropertyEditEnd(Entity* self) {};
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/**
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* Invoked when a player has equipped a model while editing this property.
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*
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* Equivalent to 'function onZonePropertyModelEquipped(self, msg)'
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*/
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virtual void OnZonePropertyModelEquipped(Entity* self) {};
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/**
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* Invoked when a player has placed a model while editing this property.
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*
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* Equivalent to 'function onZonePropertyModelPlaced(self, msg)'
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*/
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virtual void OnZonePropertyModelPlaced(Entity* self, Entity* player) {};
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/**
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* Invoked when a player has picked up a model while editing this property.
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*
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* Equivalent to 'function onZonePropertyModelPickedUp(self, msg)'
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*/
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virtual void OnZonePropertyModelPickedUp(Entity* self, Entity* player) {};
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/**
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* Invoked when a player removed a model while editing this property.
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*
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* Equivalent to 'function onZonePropertyModelRemoved(self, msg)'
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*/
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virtual void OnZonePropertyModelRemoved(Entity* self, Entity* player) {};
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/**
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* Invoked when a player removed a model while holding it when editing this property.
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*
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* Equivalent to 'function onZonePropertyModelRemoved(self, msg)'
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*/
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virtual void OnZonePropertyModelRemovedWhileEquipped(Entity* self, Entity* player) {};
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/**
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* Invoked when a player rotated a model while editing this property.
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*
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* Equivalent to 'function onZonePropertyModelRotated(self, msg)'
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*/
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virtual void OnZonePropertyModelRotated(Entity* self, Entity* player) {};
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/**
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* Invoked when the pet taming minigame encounted an event.
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*
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* Equivalent to 'function onNotifyPetTamingMinigame(self, msg)'
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*/
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virtual void OnNotifyPetTamingMinigame(Entity* self, Entity* tamer, ePetTamingNotifyType type) {};
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/**
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* Invoked when a player responded to a message box.
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*
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* Equivalent to 'function onMessageBoxResponse(self, msg)'
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*/
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virtual void OnMessageBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& identifier, const std::u16string& userData) {};
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/**
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* Invoked when a player responded to a choice box.
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*
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* Equivalent to 'function onChoiceBoxResponse(self, msg)'
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*/
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virtual void OnChoiceBoxResponse(Entity* self, Entity* sender, int32_t button, const std::u16string& buttonIdentifier, const std::u16string& identifier) {};
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/**
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* Invoked when self arrived at a moving platform waypoint.
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*
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* Equivalent to 'function onWaypointReached(self, msg)'
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*/
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virtual void OnWaypointReached(Entity* self, uint32_t waypointIndex) {};
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/**
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* Invoked when a player fired a skill event on self.
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*
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* Equivalent to 'function onSkillEventFired(self, msg)'
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*/
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virtual void OnSkillEventFired(Entity* self, Entity* caster, const std::string& message) {};
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/**
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* Invoked when self casted a skill.
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*
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* Equivalent to 'function onSkillCast(self, msg)'
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*/
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virtual void OnSkillCast(Entity* self, uint32_t skillID) {};
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/**
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* Invoked when a player on a rail reaches a waypoint
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* Equivalent to: 'onPlayerRailArrivedNotification(self, msg)'
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* @param self the parent of the script
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* @param sender the entity that sent the event
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* @param pathName the name of the path the entity was on
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* @param waypoint the waypoint number of the path the entity was on
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*/
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virtual void OnPlayerRailArrived(Entity* self, Entity* sender, const std::u16string& pathName, int32_t waypoint) {};
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/**
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* Used by legacy minigames to indicate something has changed about the activity
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* @param self the entity the script belongs to
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* @param senderID the sender of the message
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* @param value1 some value to represent the change
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* @param value2 some other value to represent the change
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* @param stringValue some string value to represent the change
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*/
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virtual void OnActivityStateChangeRequest(Entity* self, const LWOOBJID senderID, const int32_t value1,
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const int32_t value2, const std::u16string& stringValue) {
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};
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virtual void OnCinematicUpdate(Entity* self, Entity* sender, eCinematicEvent event, const std::u16string& pathName,
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float_t pathTime, float_t totalTime, int32_t waypoint) {
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};
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/**
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* Used by items to tell their owner that they were equipped.
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*
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* @param itemOwner The owner of the item
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* @param itemObjId The items Object ID
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*/
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virtual void OnFactionTriggerItemEquipped(Entity* itemOwner, LWOOBJID itemObjId) {};
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/**
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* Used by items to tell their owner that they were unequipped.
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*
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* @param itemOwner The owner of the item
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* @param itemObjId The items Object ID
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*/
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virtual void OnFactionTriggerItemUnequipped(Entity* itemOwner, LWOOBJID itemObjId) {};
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/**
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* Handles exiting a scripted activity
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*
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* @param sender
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* @param player the player to remove
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* @param canceled if it was done via the cancel button
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*/
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virtual void OnRequestActivityExit(Entity* sender, LWOOBJID player, bool canceled){};
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};
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Script* const GetScript(Entity* parent, const std::string& scriptName);
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// Get the invalid script. Would be a static variable of the namespace, but that would be
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// more cluttery to use. Also this allows us to control where this invalid script is defined and initialized
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// since we dont want anyone externally modifying it.
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Script* const GetInvalidScript();
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};
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