API documentation
Basic data types:
- size_t: Can be used as entity iterator (64 Bit)
- HostVersion: A 16-bit value containing a version number (high and low)
- SpriteHandle: A handle to a sprite (64 Bit)
- SoundHandle: A handle to a sound (64 Bit)
- DamageValue: Value containing a damage value. 0 till 255 (1 Byte)
Enums:
DamageType:
- DAMAGEABLE_NO: Specifies a non-damageable entity
- DAMAGEABLE_ALL: Specifies an entity that can be damaged by all
- DAMAGEABLE_NOTSQUAD: Specifies an entity that cannot be damaged by entities with the same name
FileSeekWay:
- SEEKW_BEGIN: Start from the begin of a file
- SEEKW_CURRENT: Start from current file offset
- SEEKW_END: Start from the end of a file
Callbacks:
//Called for every file object in list
bool FuncFileListing(const string& in);
Structs:
ToolInfo:
string szName //The name of the tool
string szVersion //The tool version
string szAuthor //The author identifier
string szContact //Contact information
string szPreviewImage //Preview image file relative to the directory of the tool
string szCursor //Cursor sprite file relative to the directory of the tool
int iCursorWidth //The desired width of the cursor
int iCursorHeight //The desired height of the cursor
uint32 uiTriggerDelay //Using the tool via the trigger button is available when this time in milliseconds has elapsed
GameKeys:
int vkTrigger //Virtual key code of the trigger mouse button
int vkClearn //Virtual key code of the clean mouse button
int vkMenu //Virtual key code of the menu button
int vkScrollUp //Virtual key code of the mouse button to scroll up (defaulted to wheel up)
int vkScrollDown //Virtual key code of the mouse button to scroll down (defaulted to wheel down)
int vkTeamSelect //Virtual key code of the team selection button
int vkTakeScreen //Virtual key code of the button to take screenshots
int vkKey0 * vkKey9 //Virtual key code of a bound tool
int vkExit //Virtual key code of the exit button
Classes:
Color (Used to define colors for sprites, boxes, strings, etc.):
Color() //Default constructor
Color(uint8 r, uint8 g, uint8 b, uint8 a) //Construct with default values
uint8 R() //Getter for red channel
uint8 G() //Getter for green channel
uint8 B() //Getter for blue channel
uint8 A() //Getter for alpha channel
ConColor (Used to define colors when printing to the console):
ConColor() //Default constructor
ConColor(uint8 r, uint8 g, uint8 b) //Construct with default values
uint8 R() //Getter for red channel
uint8 G() //Getter for green channel
uint8 B() //Getter for blue channel
Vector (Screen positions and resolutions are defined as 2D vectors):
Vector() //Default constructor
Vector(Vector &in) //Construct from a different Vector
Vector(int x, int y) //Construct from x and y coordinates
Vector[0/1] //Getter and setter for a specific dimension
Vector=Vector //Assign the values of a Vector to a different Vector
Vector==Vector //Compare two Vectors of equality
Vector[0/1]++ //Increment Vector dimension value
Vector[0/1]-* //Decrement Vector dimension value
Vector+Vector //Perform addition of two Vectors
Vector-Vector //Substract a Vector from another
int GetX() const //Get X dimension value
int GetY() const //Get Y dimension value
int Distance(const Vector &in) //Calculate the distance between two Vectors
void Zero() //Fill the Vector with zero
SpriteInfo (Useful for obtaining information about a sprite before loading it):
SpriteInfo() //Default constructor
Vector& GetResolution() //Get resolution of the sprite
int GetDepth() //Get color depth of the sprite
int GetFormat() //Get format of the sprite
BoundingBox (Used to define the bounding box of a model):
BoundingBox() //Default constructor
bool Alloc() //Allocate memory needed for using the object instance
void AddBBoxItem(const Vector& in, const Vector& in) //Add a bbox item.
First Vector is the relative position of the item and the second Vector
is the dimensions of the item
bool IsCollided(const Vector& in, const Vector& in, const BoundingBox& in) //Check for collision.
First Vector is the absolute screen position of the owner entity, second Vector is the absolute screen
position of the reference entity. Last parameter is the BoundingBox object instance of the reference entity
bool IsInside(const Vector &in, const Vector &in) //Check if a Vector is inside the BoundingBox.
First argument is the absolute position of the owner entity, second argument is the position to be checked.
bool IsEmpty() //Returns true if there are no items added to the BoundingBox
void Clear() //Remove all added items
TempSprite (Useful for creating non-specific temporary sprites which do only have a visual relevance):
TempSprite() //Default constructor
TempSprite(const string &in, uint32 dwSwitchDelay, bool bInfinite, int iFrameCount, int iFrameWidth, int iFrameHeight, int iFramesPerLine, bool bForceCustomSize)
//Instantiate with the given data. First argument is the sprite file name relative to the directory of the tool.
Second argument defines the delay between each frame change. Third argument defines whether this entity shall last permanently.
iFrameCount defines the amount of frames in the sprite sheet. iFrameWidth and iFrameHeight are for the dimensions of the sprite.
If the sprite sheet has multiple lines then you can define the amount of frames per each line with iFramesPerLine. bForceCustomSize is used to
determine if the sprite shall be loaded with a custom size instead of the original size
bool Initialize(const string &in, uint32 dwSwitchDelay, bool bInfinite, int iFrameCount, int iFrameWidth, int iFrameHeight, int iFramesPerLine, bool bForceCustomSize)
//Used if not constructed with the custom initialization constructor. For the arguments see the custom constructor definition above.
void Draw(const Vector &in, float fRotation) //Draw the sprite at the given position using the given rotation
void Release() //Release the temp sprite. Use this when you don't need the sprite anymore or when the game shuts down
Model (Useful for associating a model with a scripted entity. Used by the game engine to process collisions):
Model() //Default constructor
Model(const string &in) //Construct with providing a relative file name to the model file
Model(const string &in, bool b) //Same as above, but you can define if a custom size shall be used
Model=Model //Basically used to copy the entire data to a new Model object instance
bool Initialize(const string&in szMdlFile, bool bForceCustomSize) //Initialize the model. Same as the second custom constructor above.
bool Initialize2(const BoundingBox& in, SpriteHandle hSprite) //This is to be used with an already existing sprite file and a Bounding Box.
void Release() //Release the Model data. Use this when shutting down or not using the Model anymore
bool IsCollided(const Vector& in mypos, const Vector& in refpos, const Model& in mdl) //Check if a reference model collides with this model using the given absolute coordinates
bool IsValid() //Returns true if the model has been initialized successfully and can be used
bool Alloc() //Allocate memory for the model. Call this before Initialize()/Initialize2()
void SetCenter(const Vector &in) //This can be used to define the center of a model
SpriteHandle Handle() //Returns the handle to the loaded sprite associated with the model
const Vector& GetCenter() const //Getter for the center of the model
BoundingBox& GetBBox() //Returns the associated bounding box
Timer (Useful for processing stuff after a period of time):
Timer() //Default constructor
Timer(uint32 delay) //Construct with a given delay value. Also sets the timer in active state
void Reset() //Resets the internal timing values. Call this when IsElapsed() returns true in order to run the timer again
void Update() //Perform internal update calculations
void SetActive(bool bStatus) //Set the activation state of the timer
void SetDelay(uint32 delay) //Set the delay of the timer
bool IsActive() //Indicate activation state
uint32 GetDelay() //Get delay value
bool IsElapsed() //Indicates whether the time has elapsed
FileReader (can be used to read from files, e.g. custom configs):
FileReader() //Default constructor
FileReader(const string& in) //Construct object and open the given file
for reading. Note that you can only read files relative to the directory of your tool
bool Open(const string &in) //Open a file for reading.
bool IsOpen() //Indicate whether the file has been successfully opened
bool Eof() //Returns true if the internal file pointer has reached the end of the file
void Seek(FileSeekWay from, int offset) //Jump "offset" bytes from the seek way inside the file
string GetLine() //Get line at current file pointer
string GetEntireContent(bool bSkipNLChar = false) //Read the entire file. The boolean argument
specifies whether no newline char shall be appended to each read line
void Close() //Closes the file
FileWriter (can be used to write to files):
FileWriter() //Default constructor
FileWriter(const string& in) //Construct and opens a file for writing. Using the constructor it defaults to append to the file
bool Open(const string &in, bool bAppend = true)
//Opens a file for writing. The boolean parameter can be used to define whether to append to the file
if it already exists. Otherwise the file is overwritten.
bool Eof() //Returns true if the internal file pointer has reached the end of the file
void Seek(FileSeekWay from, int offset) //Jump "offset" bytes from the seek way inside the file
void Write(const string &in) //Write a string to the file
void WriteLine(const string &in) //Write a line to the file
void Close() //Close the file
Interface:
IScriptedEntity:
- Used to implement entities related to the tool
- See example in this demo script file
//Default constructor IScriptedEntity() //Called when the entity gets spawned. The position on the screen is passed as argument void OnSpawn(const Vector& in vec) //Called when the entity gets released void OnRelease() //Process entity stuff void OnProcess() //Entity can draw everything in default order here void OnDraw() //Entity can draw on-top stuff here void OnDrawOnTop() //Indicate whether the user is allowed to clean this entity bool DoUserCleaning() //Indicate whether this entity shall be removed by the game bool NeedsRemoval() //Indicate whether this entity is damageable. Damageable entities can collide with other //entities (even with entities from other tools) and recieve and strike damage. //0 = not damageable, 1 = damage all, 2 = not damaging entities with same name DamageType IsDamageable() //Called when the entity recieves damage void OnDamage(DamageValue dv) //Called for recieving the model data for this entity. This is only used for //damageable entities. Model& GetModel() //Called for recieving the current position. This is useful if the entity shall move. Vector& GetPosition() //Return the rotation. This is actually not used by the host application, but might be useful to other entities float GetRotation() //Called for querying the damage value for this entity DamageValue GetDamageValue() //Return a name string here, e.g. the class name or instance name. This is used when DAMAGE_NOTSQUAD is defined as damage-type, but can also be useful to other entities //Indicate if this entity is movable bool IsMovable() //This vector is used for drawing the selection box Vector& GetSelectionSize() //This method is used to set the movement destination position void MoveTo(const Vector& in vec)
Available API functions:
//Print a text to the console
void Print(const string& in)
//Print text to the console with the given color
void PrintClr(const string& in, const ConColor &in)
//Set an offset to the cursor in order to draw it on a different position
void SetCursorOffset(const Vector& in)
//Set the cursor rotation
void SetCursorRotation(float fRotation)
//Load a font
FontHandle R_LoadFont(const string& in, uint8 ucFontSizeW, uint8 ucFontSizeH)
//Get information about a sprite file. Path is relative to the directory of the tool
bool R_GetSpriteInfo(const string &in, SpriteInfo &out)\
//Load a sprite into memory. First argument is the sprite file name relative to the directory of the tool.
iFrameCount defines the amount of frames in the sprite sheet. iFrameWidth and iFrameHeight are for the dimensions of the sprite.
If the sprite sheet has multiple lines then you can define the amount of frames per each line with iFramesPerLine. bForceCustomSize is used to
determine if the sprite shall be loaded with a custom size instead of the original size.
The szFile path is relative to the directory of the tool
SpriteHandle R_LoadSprite(const string& in szFile, int iFrameCount, int iFrameWidth, int iFrameHeight, int iFramesPerLine, bool bForceCustomSize)
//Release a sprite if not used anymore
bool R_FreeSprite(SpriteHandle hSprite)
//Draw a box on the screen. It is not filled. You can define the line thickness of the box with iThickness.
bool R_DrawBox(const Vector& in pos, const Vector&in size, int iThickness, const Color&in color)
//Draw a filled box on the screen.
bool R_DrawFilledBox(const Vector&in pos, const Vector&in size, const Color&in color)
//Draw a line on the screen.
bool R_DrawLine(const Vector&in start, const Vector&in end, const Color&in color)
//Draw a loaded sprite on the screen. iFrame specifies the frame of the sprite sheet if the sprite is loaded from a sheet.
You can define a vertical and horizontal scaling value. Also you can define a rotation vector which is used for
rotating the sprite from. Also you can define a custom color which the sprite shall be rendered with.
bool R_DrawSprite(const SpriteHandle hSprite, const Vector&in pos, int iFrame, float fRotation, const Vector &in vRotPos, float fScale1, float fScale2, bool bUseCustomColorMask, const Color&in color)
//Draw a string on the screen.
bool R_DrawString(const FontHandle font, const string&in szText, const Vector&in pos, const Color&in color)
//Get the handle to the default loaded game engine font
FontHandle R_GetDefaultFont()
//Query a sound file located on the disk. Path is relative to the directory of the tool
SoundHandle S_QuerySound(const string&in szSoundFile)
//Play a sound with the given volume (1-10)
bool S_PlaySound(SoundHandle hSound, int32 lVolume)
//Get the center of the width of the screen
int Wnd_GetWindowCenterX()
//Get the center of the height of the screen
int Wnd_GetWindowCenterY()
//Spawn a scripted entity. Every IScriptedEntity class instance must be registered with the game engine using this method
bool Ent_SpawnEntity(IScriptedEntity @obj, const Vector& in)
//Get the amount of all existing entities. This includes entities from other tools
size_t Ent_GetEntityCount()
//Get a handle to a given entity using it's ID. You can also obtain entity handles of entities from other tools
IScriptedEntity@+ Ent_GetEntityHandle(size_t uiEntityId)
//Perform a trace line calculation from one point to another. The first found entity inside the trace line is returned.
You can specify an entity that shall be skipped by the search
IScriptedEntity@+ Ent_TraceLine(const Vector&in vStart, const Vector&in vEnd, IScriptedEntity@+ pIgnoredEnt)
//Check if an entity is still valid. This is useful for validating if an entity has not yet been disposed
bool Ent_IsValid(IScriptedEntity@ pEntity)
//Get the ID of an entity by the entity handle
size_t Ent_GetId(IScriptedEntity@ pEntity)
//List all sprites of a directory relative to the directory of the tool.
bool Util_ListSprites(const string& in, FuncFileListing @cb)
//List all sounds of a directory relative to the directory of the tool
bool Util_ListSounds(const string& in, FuncFileListing @cb)
//Return a random number between the given values
int Util_Random(int start, int end)
AngelScript internals:
You can use all things from
- AngelScript std string
- AngelScript script array
- AngelScript script math
In order to learn how AngelScript generally works visit the official AngelScript documentation.