refactor: Refactorized whole project structure
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161
source/functions/squirrel/functions.h
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161
source/functions/squirrel/functions.h
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#ifndef _SQFUNCTIONS_
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#define _SQFUNCTIONS_
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#include <Function.h>
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#include <CustomTypes.h>
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namespace nonut
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{
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class ServerFunctions
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{
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protected:
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ServerFunctions();
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static inline ServerFunctions* instance = nullptr;
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public:
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ServerFunctions(ServerFunctions& other) = delete;
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void operator=(const ServerFunctions&) = delete;
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static ServerFunctions* getInstance();
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Function<String> getHostname;
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Function<Int> getMaxSlots;
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Function<Int> getPlayersCount;
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Function<Float, Float, Float, Float, Float> getDistance2d;
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Function<Float, Float, Float, Float, Float, Float, Float> getDistance3d;
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Function<Float, Float, Float, Float, Float> getVectorAngle;
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Function<void, Int, Int, Int, String> sendMessageToAll;
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Function<void, Int, Int, Int, Int, String> sendMessageToPlayer;
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Function<void, Int, Int, Int, Int, String> sendPlayerMessageToAll;
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Function<void, Int, Int, Int, Int, Int, String> sendPlayerMessageToPlayer;
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Function<void, Int> exit;
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Function<Float> getDayLength;
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Function<String> getServerDescription;
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Function<String> getServerWorld;
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Function<SqDict> getTime;
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Function<void, String> serverLog;
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Function<void, Float> setDayLength;
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Function<Bool, String> setServerDescription;
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Function<void, String> setServerWorld;
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Function<void, Int, Int, Int> setTime;
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Function<void, Int> clearNpcActions;
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Function<Int, String, String> createNpc;
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Function<Bool, Int> destroyNpc;
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Function<SqDict, Int, Int> getNpcAction;
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//Function<???> getNpcActionType;
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Function<SqList, Int> getNpcActions;
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Function<Int, Int> getNpcActionsCount;
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Function<Int, Int> getNpcHostPlayer;
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Function<Int, Int> getNpcLastActionId;
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Function<Bool, Int> isNpc;
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Function<Bool, Int, Int> isNpcActionFinished;
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Function<void, Int, Int, Int, Int> npcAttackMelee;
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Function<void, Int, Int> npcAttackRanged;
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Function<void, Int, Int> npcSpellCast;
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Function<void, Int, String, Int> npcUseClosestMob;
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//Function<???> pushNpcAction;
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Function<Bool, Int, Int> setNpcHostPlayer;
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Function<Bool, SQObject> addBan;
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Function<Bool, Int, Int> applyPlayerOverlay;
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Function<void, Int, Int, String> ban;
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Function<void, Int, Int> drawWeapon;
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Function<void, Int, String, Int> equipItem;
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Function<String, Int> getPlayerAmulet;
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Function<Float, Int> getPlayerAngle;
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Function<String, Int> getPlayerAni;
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Function<String, Int> getPlayerArmor;
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Function<Position3d, Int> getPlayerAtVector;
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Function<String, Int> getPlayerBelt;
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Function<Position3d, Int> getPlayerCameraPosition;
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Function<Bool, Int> getPlayerCollision;
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Function<Color, Int> getPlayerColor;
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Function<Int, Int, Int> getPlayerContext;
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Function<Int, Int> getPlayerDexterity;
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Function<SqList, Int> getPlayerFaceAnis;
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Function<Float, Int> getPlayerFatness;
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Function<Int, Int> getPlayerFocus;
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Function<Int, Int> getPlayerHealth;
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Function<String, Int> getPlayerHelmet;
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Function<String, Int> getPlayerIP;
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Function<String, Int> getPlayerInstance;
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Function<String, Int> getPlayerMacAddr;
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Function<Int, Int> getPlayerMana;
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Function<Int, Int> getPlayerMaxHealth;
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Function<Int, Int> getPlayerMaxMana;
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Function<String, Int> getPlayerMeleeWeapon;
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Function<String, Int> getPlayerName;
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Function<Int, Int> getPlayerPing;
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Function<Position3d, Int> getPlayerPosition;
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Function<String, Int> getPlayerRangedWeapon;
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Function<Int, Int> getPlayerRespawnTime;
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Function<String, Int, Int> getPlayerRing;
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Function<SqDict, Int> getPlayerScale;
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Function<String, Int> getPlayerSerial;
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Function<String, Int> getPlayerShield;
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Function<Int, Int, Int> getPlayerSkillWeapon;
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Function<String, Int, Int> getPlayerSpell;
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Function<Int, Int> getPlayerStrength;
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Function<Int, Int, Int> getPlayerTalent;
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Function<String, Int> getPlayerUID;
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Function<Int, Int> getPlayerVirtualWorld;
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Function<SqDict, Int> getPlayerVisual;
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Function<Int, Int> getPlayerWeaponMode;
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Function<String, Int> getPlayerWorld;
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Function<void, Int, String, Int> giveItem;
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Function<Bool, Int, Int> hitPlayer;
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Function<Bool, Int> isPlayerConnected;
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Function<Bool, Int> isPlayerDead;
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Function<Bool, Int> isPlayerUnconscious;
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Function<void, Int, String> kick;
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Function<void, Int, String> playAni;
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Function<void, Int, String> playFaceAni;
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Function<void, Int, Int, Int> readySpell;
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Function<void, Int, String, Int> removeItem;
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Function<Bool, Int, Int> removePlayerOverlay;
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Function<void, Int> removeWeapon;
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Function<void, Int> respawnPlayer;
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Function<void, Int, Float> setPlayerAngle;
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Function<void, Int, Bool> setPlayerCollision;
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Function<void, Int, Int, Int, Int> setPlayerColor;
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Function<void, Int, Int, Int> setPlayerContext;
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Function<void, Int, Int> setPlayerDexterity;
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Function<void, Int, Float> setPlayerFatness;
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Function<void, Int, Int> setPlayerHealth;
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Function<void, Int, String> setPlayerInstance;
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Function<void, Int, Bool> setPlayerInvisible;
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Function<void, Int, Int> setPlayerMana;
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Function<void, Int, Int> setPlayerMaxHealth;
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Function<void, Int, Int> setPlayerMaxMana;
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Function<void, Int, String> setPlayerName;
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Function<void, Int, Float, Float, Float> setPlayerPosition;
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Function<void, Int, Int> setPlayerRespawnTime;
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Function<void, Int, Float, Float, Float> setPlayerScale;
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Function<void, Int, Int, Int> setPlayerSkillWeapon;
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Function<void, Int, Int> setPlayerStrength;
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Function<void, Int, Int, Int> setPlayerTalent;
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Function<void, Int, Int> setPlayerVirtualWorld;
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Function<void, Int, String, Int, String, Int> setPlayerVisual;
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Function<void, Int, Int> setPlayerWeaponMode;
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Function<void, Int, String, String> setPlayerWorld;
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Function<void, Int> spawnPlayer;
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Function<void, Int, String> stopAni;
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Function<void, Int, String> stopFaceAni;
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Function<void, Int, String> unequipItem;
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Function<void, Int> unreadySpell;
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Function<void, Int> unspawnPlayer;
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Function<void, Int, String> useItem;
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Function<void, Int, String, Int> useItemToState;
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Function<SqList, SQObject, Int, String, Int> findNearbyPlayers;
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Function<SqList, Int> getSpawnedPlayersForPlayer;
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Function<SqList, Int> getStreamedPlayersByPlayer;
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Function<SqDict, String, Int, Int, Int> getNearestWaypoint;
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Function<SqDict, String, String> getWaypoint;
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};
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}
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#endif
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