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YimMenu/src/gta/script_handler.hpp
tupoy-ya 1087146e56
refactor!: Replace premake5 with CMake. (#551)
Co-authored-by: tupoy-ya <tupoy-ya@users.noreply.github.com>
2022-11-08 21:08:58 +00:00

186 lines
7.3 KiB
C++

#pragma once
#include <cstdint>
#include "fwddec.hpp"
#include "node_list.hpp"
#include "script_id.hpp"
#pragma pack(push, 1)
namespace rage
{
class scriptResource
{
public:
virtual ~scriptResource() = default;
};
class scriptResourceEntry
{
public:
scriptResource *m_data; // 0x00
std::uint32_t m_unk; // 0x04
char m_padding[0x0C]; // 0x0C
scriptResourceEntry *m_next; // 0x18
};
class scriptHandlerNetComponent
{
public:
virtual ~scriptHandlerNetComponent() = default;
public:
scriptHandler *m_script_handler; // 0x08
};
class scriptHandler
{
public:
class atDScriptObjectNode : public atDNode<scriptHandlerObject*>
{
};
public:
virtual ~scriptHandler() = default; // 0 (0x00)
virtual bool _0x08() = 0; // 1 (0x08)
virtual void _0x10() = 0; // 2 (0x10)
virtual void cleanup_objects() = 0; // 3 (0x18)
virtual scriptId *_0x20() = 0; // 4 (0x20)
virtual scriptId *get_id() = 0; // 5 (0x28)
// Returns whether the script handler belongs to a networked script.
virtual bool is_networked() = 0; // 6 (0x30)
// Initializes the network component for the script handler.
virtual void init_net_component() = 0; // 7 (0x38)
// Deletes the script handler's network component, if it exists.
virtual void reset_net_component() = 0; // 8 (0x40)
// Destroys the script handler.
virtual bool destroy() = 0; // 9 (0x48)
// Adds the object to the script handler's list of objects.
virtual void add_object(scriptHandlerObject*, bool is_network, bool is_network_and_scriptcheck) = 0; // 10 (0x50)
// Something related to reservations.
virtual void _0x58(void*) = 0; // 11 (0x58)
virtual void register_resource(scriptResource*, void*) = 0; // 12 (0x60)
virtual void _0x68() = 0; // 13 (0x68)
virtual void _0x70() = 0; // 14 (0x70)
virtual void _0x78() = 0; // 15 (0x78)
virtual void _0x80() = 0; // 16 (0x80)
virtual void _0x88() = 0; // 17 (0x88)
virtual void _0x90() = 0; // 18 (0x90)
virtual void _0x98() = 0; // 19 (0x98)
public:
void *m_0x08; // 0x08
void *m_0x10; // 0x10
scrThread *m_script_thread; // 0x18
atDList<atDScriptObjectNode> m_objects; // 0x20
scriptResource *m_resource_list_head; // 0x30
scriptResource *m_resource_list_tail; // 0x38
void *m_0x40; // 0x40
scriptHandlerNetComponent *m_net_component; // 0x48
std::uint32_t m_0x50; // 0x50
std::uint32_t m_0x54; // 0x54
std::uint32_t m_0x58; // 0x58
std::uint32_t m_0x60; // 0x5C
};
class scriptHandlerMgr
{
public:
virtual ~scriptHandlerMgr() = default;
// Initializes some scripting-related pools.
virtual bool initialize() = 0; // 1 (0x08)
// Called every tick.
virtual void _0x10() = 0; // 2 (0x10)
// Frees some scripting-related pools.
virtual void shutdown() = 0; // 3 (0x18)
virtual void _0x20() = 0; // 4 (0x20)
virtual void _0x28() = 0; // 5 (0x28)
virtual void _0x30() = 0; // 6 (0x30)
// Generates a rage::scriptId from the thread and copies it over to a global structure.
virtual void _0x38(scrThread*) = 0; // 7 (0x38)
// Allocates and constructs a script handler.
virtual scriptHandler *create_script_handler() = 0; // 8 (0x40)
// Finds the script handler for a given script id.
virtual scriptHandler *get_script_handler(scriptId*) = 0; // 9 (0x48)
// Attaches a script thread.
virtual void attach_thread(scrThread*) = 0; // 10 (0x50)
// Detaches a script thread.
virtual void detach_thread(scrThread*) = 0; // 11 (0x58)
// Called when a player joins.
virtual void on_player_join(netPlayer*) = 0; // 12 (0x60)
// Called when a player leaves.
virtual void on_player_left(netPlayer*) = 0; // 13 (0x68)
virtual std::int32_t _0x70() = 0; // 14 (0x70)
virtual void *_0x78() = 0; // 15 (0x78)
public:
char m_padding1[0x28]; // 0x08
bool m_initialized; // 0x30
bool m_initialized2; // 0x31
char m_padding2[0x0E]; // 0x32
rage::netLoggingInterface *m_logger; // 0x40
};
}
class CGameScriptHandler : public rage::scriptHandler
{
public:
CGameScriptId m_script_id; // 0x60
};
class CGameScriptHandlerNetwork : public CGameScriptHandler
{
public:
std::uint8_t m_0xA0; // 0xA0
std::uint8_t m_0xA1; // 0xA1
std::uint8_t m_0xA2; // 0xA2
std::uint8_t m_0xA3; // 0xA3
std::uint8_t m_num_players; // 0xA4
std::uint8_t m_0xA5; // 0xA5
std::uint8_t m_0xA6; // 0xA6
std::uint8_t m_0xA7; // 0xA7
std::uint8_t m_0xA8; // 0xA8
std::uint8_t m_0xA9; // 0xA9
std::uint8_t m_0xAA; // 0xAA
std::uint8_t m_0xAB; // 0xAB
std::uint8_t m_0xAC; // 0xAC
std::uint8_t m_0xAD; // 0xAD
std::uint8_t m_0xAE; // 0xAE
std::uint8_t m_0xAF; // 0xAF
};
class CGameScriptHandlerMgr : public rage::scriptHandlerMgr
{
};
static_assert(sizeof(rage::scriptHandler) == 0x60);
static_assert(sizeof(CGameScriptHandler) == 0xA0);
static_assert(sizeof(CGameScriptHandlerNetwork) == 0xB0);
#pragma pack(pop)