Coding info: Difference between revisions

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This page has information which would be useful for anyone who is doing coding for MTA SA. [[Coding guidelines]] also has a lot of useful info.
This page has information which would be useful for anyone who is doing coding for MTA SA. [[Coding guidelines]] also has a lot of useful info.
== Directory Structure ==
Our project is organised into a number of different directories which serve different purposes:
* '''Client'''
* '''Server'''
* '''Shared''': contains code shared between both the client and the server
* '''utils''': utilities used to automate certain tasks
* '''vendor''': unmodified third-party code and libraries (optionally linked to the appropriate third-party Git repository through Git submodules).


== Projects explained ==
== Projects explained ==

Revision as of 20:56, 29 February 2020

Introduction

This page has information which would be useful for anyone who is doing coding for MTA SA. Coding guidelines also has a lot of useful info.

Directory Structure

Our project is organised into a number of different directories which serve different purposes:

  • Client
  • Server
  • Shared: contains code shared between both the client and the server
  • utils: utilities used to automate certain tasks
  • vendor: unmodified third-party code and libraries (optionally linked to the appropriate third-party Git repository through Git submodules).

Projects explained

  • Client - Core: Typically UI elements like main menu etc and isn't ever unloaded.
  • Client - Deathmatch: Where MTA makes all it's functions and events do stuff.
  • Client - Game SA: Low level stuff which is mainly function calls to the game so each element will have a game_sa class like Vehicle, Ped, Object etc.
  • Client - GUI: It's just wrappers to CEGUI, you need not touch.
  • Client - Launch: Is the MTA executable which loads loader, you need not touch.
  • Client - Loader: You need not touch the loader either.
  • Client - Multiplayer SA: Hooks, code modification and that sort of low level things that lets us work.
  • Server - Core: Cazomino05: "I genuinely don't really know why we have server core."
  • Server - Dbconmy: Stuff to do with the db* functions, you need not touch.
  • Server - Deathmatch: All the server logic and storage classes for elements as well as Lua stuff.
  • Server - Launcher: Just an executable to load all the DLLs we need.
  • Shared - XML Module: XML module is just tinyxml and some high level wrapper functions for stuff we need.
  • Dependencies: Has a load of 3rd party code, modules like sqlite, curl, lua, ehs, etc.
  • CEGUI: Crazy Eddie's GUI system is a graphical user interface C++ library.

Some of the code may be explained in detail in pages under the this category: Classes (Blue)

Simplification of data types

MTA has some type definitions you can use (Can be found in Shared/sdk/SharedUtil.h)

  • ulong = unsigned long
  • uint = unsigned int
  • ushort = unsigned short
  • uchar = unsigned char
  • uint64 = unsigned long long
  • uint32 = unsigned int
  • uint16 = unsigned short
  • uint8 = unsigned char
  • int64 = signed long long
  • int32 = signed int
  • int16 = signed short
  • int8 = signed char
  • BYTE = unsigned char
  • WORD = unsigned short
  • DWORD = unsigned long
  • FLOAT = float

Debug Commands

MTA has some commands which you can use if you're running debug mode

  • showsync - show sync data
  • foo - debug command for devs
  • showwepdata - shows the given player weapon data (nick)
  • showtasks - shows the local player tasks (nick)
  • showplayer - shows extended player information (nick)
  • setmimic - enables player mimics (amount)
  • setmimiclag - enables player mimic lag (amount)
  • paintballs - enables paintball mode
  • breakpoint - inserts breakpoint
  • giveweapon - gives the player a weapon (id)
  • showrpcs - shows the remote prodecure calls
  • showinterpolation - shows information about the interpolation
  • watch - enables wpm watch mode
  • modules - enables wpm module
  • debug - debug function 1
  • debug2 - debug function 2
  • debug3 - debug function 3
  • debug4 - debug function 4

Entity types

  • CCLIENTCAMERA - Camera
  • CCLIENTPLAYER - Player
  • CCLIENTVEHICLE - Vehicle
  • CCLIENTRADARMARKER - Blip
  • CCLIENTOBJECT - Object
  • CCLIENTPICKUP - Pickup
  • CCLIENTRADARAREA - RadarArea
  • CCLIENTMARKER - Marker
  • CCLIENTTEAM - Team
  • CCLIENTPED - Ped
  • CCLIENTPROJECTILE - Projectile
  • CCLIENTIFP - EngineIFP
  • CCLIENTGUI:
  • CGUI_BUTTON - GuiButton
  • CGUI_CHECKBOX - GuiCheckBox
  • CGUI_EDIT - GuiEdit
  • CGUI_GRIDLIST - GuiGridList
  • CGUI_LABEL - GuiLabel
  • CGUI_MEMO - GuiMemo
  • CGUI_PROGRESSBAR - GuiProgressBar
  • CGUI_RADIOBUTTON - GuiRadioButton
  • CGUI_STATICIMAGE - GuiStaticImage
  • CGUI_TAB - GuiTab
  • CGUI_TABPANEL - GuiTabPanel
  • CGUI_WINDOW - GuiWindow
  • CGUI_SCROLLPANE - GuiScrollPane
  • CGUI_SCROLLBAR - GuiScrollBar
  • CGUI_COMBOBOX - GuiComboBox
  • CCLIENTCOLSHAPE - ColShape
  • SCRIPTFILE - File
  • CCLIENTDFF - EngineDFF
  • CCLIENTCOL - EngineCOL
  • CCLIENTTXD - EngineTXD
  • CCLIENTSOUND - Sound
  • CCLIENTWATER - Water
  • CCLIENTDXFONT - DxFont
  • CCLIENTGUIFONT - GuiFont
  • CCLIENTTEXTURE - DxTexture
  • CCLIENTSHADER - DxShader
  • CCLIENTWEAPON - Weapon
  • CCLIENTEFFECT - Effect
  • CCLIENTSCREENSOURCE - DxScreenSource
  • CCLIENTRENDERTARGET - DxRenderTarget