-- This file is part of the SAMP.Lua project. -- Licensed under the MIT License. -- Copyright (c) 2016, FYP @ BlastHack Team -- https://github.com/THE-FYP/SAMP.Lua local bs_io = require 'samp.events.bitstream_io' local utils = require 'samp.events.utils' local bsread, bswrite = bs_io.bs_read, bs_io.bs_write local handler = {} --- onSendGiveDamage, onSendTakeDamage function handler.rpc_send_give_take_damage_reader(bs) local take = bsread.bool(bs) -- 'true' is take damage local data = { bsread.uint16(bs), -- playerId bsread.float(bs), -- damage bsread.int32(bs), -- weapon bsread.int32(bs), -- bodypart take, } return (take and 'onSendTakeDamage' or 'onSendGiveDamage'), data end function handler.rpc_send_give_take_damage_writer(bs, data) bswrite.bool(bs, data[5]) -- give or take bswrite.uint16(bs, data[1]) -- playerId bswrite.float(bs, data[2]) -- damage bswrite.int32(bs, data[3]) -- weapon bswrite.int32(bs, data[4]) -- bodypart end --- onInitGame function handler.rpc_init_game_reader(bs) local settings = {} settings.zoneNames = bsread.bool(bs) settings.useCJWalk = bsread.bool(bs) settings.allowWeapons = bsread.bool(bs) settings.limitGlobalChatRadius = bsread.bool(bs) settings.globalChatRadius = bsread.float(bs) settings.stuntBonus = bsread.bool(bs) settings.nametagDrawDist = bsread.float(bs) settings.disableEnterExits = bsread.bool(bs) settings.nametagLOS = bsread.bool(bs) settings.tirePopping = bsread.bool(bs) settings.classesAvailable = bsread.int32(bs) local playerId = bsread.uint16(bs) settings.showPlayerTags = bsread.bool(bs) settings.playerMarkersMode = bsread.int32(bs) settings.worldTime = bsread.uint8(bs) settings.worldWeather = bsread.uint8(bs) settings.gravity = bsread.float(bs) settings.lanMode = bsread.bool(bs) settings.deathMoneyDrop = bsread.int32(bs) settings.instagib = bsread.bool(bs) settings.normalOnfootSendrate = bsread.int32(bs) settings.normalIncarSendrate = bsread.int32(bs) settings.normalFiringSendrate = bsread.int32(bs) settings.sendMultiplier = bsread.int32(bs) settings.lagCompMode = bsread.int32(bs) local hostName = bsread.string8(bs) local vehicleModels = {} for i = 0, 212 - 1 do vehicleModels[i] = bsread.uint8(bs) end settings.vehicleFriendlyFire = bsread.bool32(bs) return {playerId, hostName, settings, vehicleModels, settings.vehicleFriendlyFire} end function handler.rpc_init_game_writer(bs, data) local settings = data[3] local vehicleModels = data[4] bswrite.bool(bs, settings.zoneNames) bswrite.bool(bs, settings.useCJWalk) bswrite.bool(bs, settings.allowWeapons) bswrite.bool(bs, settings.limitGlobalChatRadius) bswrite.float(bs, settings.globalChatRadius) bswrite.bool(bs, settings.stuntBonus) bswrite.float(bs, settings.nametagDrawDist) bswrite.bool(bs, settings.disableEnterExits) bswrite.bool(bs, settings.nametagLOS) bswrite.bool(bs, settings.tirePopping) bswrite.int32(bs, settings.classesAvailable) bswrite.uint16(bs, data[1]) -- playerId bswrite.bool(bs, settings.showPlayerTags) bswrite.int32(bs, settings.playerMarkersMode) bswrite.uint8(bs, settings.worldTime) bswrite.uint8(bs, settings.worldWeather) bswrite.float(bs, settings.gravity) bswrite.bool(bs, settings.lanMode) bswrite.int32(bs, settings.deathMoneyDrop) bswrite.bool(bs, settings.instagib) bswrite.int32(bs, settings.normalOnfootSendrate) bswrite.int32(bs, settings.normalIncarSendrate) bswrite.int32(bs, settings.normalFiringSendrate) bswrite.int32(bs, settings.sendMultiplier) bswrite.int32(bs, settings.lagCompMode) bswrite.string8(bs, data[2]) -- hostName for i = 1, 212 do bswrite.uint8(bs, vehicleModels[i]) end bswrite.bool32(bs, settings.vehicleFriendlyFire) end --- onInitMenu function handler.rpc_init_menu_reader(bs) local colWidth2 local rows = {} local columns = {} local readColumn = function(width) local title = bsread.fixedString32(bs) local rowCount = bsread.uint8(bs) local column = {title = title, width = width, text = {}} for i = 1, rowCount do column.text[i] = bsread.fixedString32(bs) end return column end local menuId = bsread.uint8(bs) local twoColumns = bsread.bool32(bs) local menuTitle = bsread.fixedString32(bs) local x = bsread.float(bs) local y = bsread.float(bs) local colWidth1 = bsread.float(bs) if twoColumns then colWidth2 = bsread.float(bs) end local menu = bsread.bool32(bs) for i = 1, 12 do rows[i] = bsread.int32(bs) end columns[1] = readColumn(colWidth1) if twoColumns then columns[2] = readColumn(colWidth2) end return {menuId, menuTitle, x, y, twoColumns, columns, rows, menu} end function handler.rpc_init_menu_writer(bs, data) local columns = data[6] bswrite.uint8(bs, data[1]) -- menuId bswrite.bool32(bs, data[5]) -- twoColumns bswrite.fixedString32(bs, data[2]) -- title bswrite.float(bs, data[3]) -- x bswrite.float(bs, data[4]) -- y -- columns width bswrite.float(bs, columns[1].width) if data[5] then bswrite.float(bs, columns[2].width) end bswrite.bool32(bs, data[8]) -- menu -- rows for i = 1, 12 do bswrite.int32(bs, data[7][i]) end -- columns for i = 1, (data[5] and 2 or 1) do bswrite.fixedString32(bs, columns[i].title) bswrite.uint8(bs, #columns[i].text) for r, t in ipairs(columns[i].text) do bswrite.fixedString32(bs, t) end end end --- onMarkersSync function handler.packet_markers_sync_reader(bs) local markers = {} local players = bsread.int32(bs) for i = 1, players do local playerId = bsread.uint16(bs) local active = bsread.bool(bs) if active then local vector3d = require 'vector3d' local x, y, z = bsread.int16(bs), bsread.int16(bs), bsread.int16(bs) table.insert(markers, {playerId = playerId, active = true, coords = vector3d(x, y, z)}) else table.insert(markers, {playerId = playerId, active = false}) end end return {markers} end function handler.packet_markers_sync_writer(bs, data) bswrite.int32(bs, #data) for i = 1, #data do local it = data[i] bswrite.uint16(bs, it.playerId) bswrite.bool(bs, it.active) if it.active then bswrite.uint16(bs, it.coords.x) bswrite.uint16(bs, it.coords.y) bswrite.uint16(bs, it.coords.z) end end end --- onPlayerSync function handler.packet_player_sync_reader(bs) local has_value = bsread.bool local data = {} local playerId = bsread.uint16(bs) if has_value(bs) then data.leftRightKeys = bsread.uint16(bs) end if has_value(bs) then data.upDownKeys = bsread.uint16(bs) end data.keysData = bsread.uint16(bs) data.position = bsread.vector3d(bs) data.quaternion = bsread.normQuat(bs) data.health, data.armor = utils.decompress_health_and_armor(bsread.uint8(bs)) data.weapon = bsread.uint8(bs) data.specialAction = bsread.uint8(bs) data.moveSpeed = bsread.compressedVector(bs) if has_value(bs) then data.surfingVehicleId = bsread.uint16(bs) data.surfingOffsets = bsread.vector3d(bs) end if has_value(bs) then data.animationId = bsread.uint16(bs) data.animationFlags = bsread.uint16(bs) end return {playerId, data} end function handler.packet_player_sync_writer(bs, data) local playerId = data[1] local data = data[2] bswrite.uint16(bs, playerId) bswrite.bool(bs, data.leftRightKeys ~= nil) if data.leftRightKeys then bswrite.uint16(bs, data.leftRightKeys) end bswrite.bool(bs, data.upDownKeys ~= nil) if data.upDownKeys then bswrite.uint16(bs, data.upDownKeys) end bswrite.uint16(bs, data.keysData) bswrite.vector3d(bs, data.position) bswrite.normQuat(bs, data.quaternion) bswrite.uint8(bs, utils.compress_health_and_armor(data.health, data.armor)) bswrite.uint8(bs, data.weapon) bswrite.uint8(bs, data.specialAction) bswrite.compressedVector(bs, data.moveSpeed) bswrite.bool(bs, data.surfingVehicleId ~= nil) if data.surfingVehicleId then bswrite.uint16(bs, data.surfingVehicleId) bswrite.vector3d(bs, data.surfingOffsets) end bswrite.bool(bs, data.animationId ~= nil) if data.animationId then bswrite.uint16(bs, data.animationId) bswrite.uint16(bs, data.animationFlags) end end --- onVehicleSync function handler.packet_vehicle_sync_reader(bs) local data = {} local playerId = bsread.uint16(bs) local vehicleId = bsread.uint16(bs) data.leftRightKeys = bsread.uint16(bs) data.upDownKeys = bsread.uint16(bs) data.keysData = bsread.uint16(bs) data.quaternion = bsread.normQuat(bs) data.position = bsread.vector3d(bs) data.moveSpeed = bsread.compressedVector(bs) data.vehicleHealth = bsread.uint16(bs) data.playerHealth, data.armor = utils.decompress_health_and_armor(bsread.uint8(bs)) data.currentWeapon = bsread.uint8(bs) data.siren = bsread.bool(bs) data.landingGear = bsread.bool(bs) if bsread.bool(bs) then data.trainSpeed = bsread.int32(bs) end if bsread.bool(bs) then data.trailerId = bsread.uint16(bs) end return {playerId, vehicleId, data} end function handler.packet_vehicle_sync_writer(bs, data) local playerId = data[1] local vehicleId = data[2] local data = data[3] bswrite.uint16(bs, playerId) bswrite.uint16(bs, vehicleId) bswrite.uint16(bs, data.leftRightKeys) bswrite.uint16(bs, data.upDownKeys) bswrite.uint16(bs, data.keysData) bswrite.normQuat(bs, data.quaternion) bswrite.vector3d(bs, data.position) bswrite.compressedVector(bs, data.moveSpeed) bswrite.uint16(bs, data.vehicleHealth) bswrite.uint8(bs, utils.compress_health_and_armor(data.playerHealth, data.armor)) bswrite.uint8(bs, data.currentWeapon) bswrite.bool(bs, data.siren) bswrite.bool(bs, data.landingGear) bswrite.bool(bs, data.trainSpeed ~= nil) if data.trainSpeed ~= nil then bswrite.int32(bs, data.trainSpeed) end bswrite.bool(bs, data.trailerId ~= nil) if data.trailerId ~= nil then bswrite.uint16(bs, data.trailerId) end end --- onVehicleStreamIn function handler.rpc_vehicle_stream_in_reader(bs) local data = {modSlots = {}} local vehicleId = bsread.uint16(bs) data.type = bsread.int32(bs) data.position = bsread.vector3d(bs) data.rotation = bsread.float(bs) data.bodyColor1 = bsread.uint8(bs) data.bodyColor2 = bsread.uint8(bs) data.health = bsread.float(bs) data.interiorId = bsread.uint8(bs) data.doorDamageStatus = bsread.int32(bs) data.panelDamageStatus = bsread.int32(bs) data.lightDamageStatus = bsread.uint8(bs) data.tireDamageStatus = bsread.uint8(bs) data.addSiren = bsread.uint8(bs) for i = 1, 14 do data.modSlots[i] = bsread.uint8(bs) end data.paintJob = bsread.uint8(bs) data.interiorColor1 = bsread.int32(bs) data.interiorColor2 = bsread.int32(bs) return {vehicleId, data} end function handler.rpc_vehicle_stream_in_writer(bs, data) local vehicleId = data[1] local data = data[2] bswrite.uint16(bs, vehicleId) bswrite.int32(bs, data.type) bswrite.vector3d(bs, data.position) bswrite.float(bs, data.rotation) bswrite.uint8(bs, data.bodyColor1) bswrite.uint8(bs, data.bodyColor2) bswrite.float(bs, data.health) bswrite.uint8(bs, data.interiorId) bswrite.int32(bs, data.doorDamageStatus) bswrite.int32(bs, data.panelDamageStatus) bswrite.uint8(bs, data.lightDamageStatus) bswrite.uint8(bs, data.tireDamageStatus) bswrite.uint8(bs, data.addSiren) for i = 1, 14 do bswrite.uint8(bs, data.modSlots[i]) end bswrite.uint8(bs, data.paintJob) bswrite.int32(bs, data.interiorColor1) bswrite.int32(bs, data.interiorColor2) end local MATERIAL_TYPE = { NONE = 0, TEXTURE = 1, TEXT = 2, } local function read_object_material(bs) local data = {} data.materialId = bsread.uint8(bs) data.modelId = bsread.uint16(bs) data.libraryName = bsread.string8(bs) data.textureName = bsread.string8(bs) data.color = bsread.int32(bs) data.type = MATERIAL_TYPE.TEXTURE return data end local function write_object_material(bs, data) bswrite.uint8(bs, data.type) bswrite.uint8(bs, data.materialId) bswrite.uint16(bs, data.modelId) bswrite.string8(bs, data.libraryName) bswrite.string8(bs, data.textureName) bswrite.int32(bs, data.color) end local function read_object_material_text(bs) local data = {} data.materialId = bsread.uint8(bs) data.materialSize = bsread.uint8(bs) data.fontName = bsread.string8(bs) data.fontSize = bsread.uint8(bs) data.bold = bsread.uint8(bs) data.fontColor = bsread.int32(bs) data.backGroundColor = bsread.int32(bs) data.align = bsread.uint8(bs) data.text = bsread.encodedString2048(bs) data.type = MATERIAL_TYPE.TEXT return data end local function write_object_material_text(bs, data) bswrite.uint8(bs, data.type) bswrite.uint8(bs, data.materialId) bswrite.uint8(bs, data.materialSize) bswrite.string8(bs, data.fontName) bswrite.uint8(bs, data.fontSize) bswrite.uint8(bs, data.bold) bswrite.int32(bs, data.fontColor) bswrite.int32(bs, data.backGroundColor) bswrite.uint8(bs, data.align) bswrite.encodedString2048(bs, data.text) end --- onSetObjectMaterial function handler.rpc_set_object_material_reader(bs) local objectId = bsread.uint16(bs) local materialType = bsread.uint8(bs) local material if materialType == MATERIAL_TYPE.TEXTURE then material = read_object_material(bs) elseif materialType == MATERIAL_TYPE.TEXT then material = read_object_material_text(bs) end local ev = materialType == MATERIAL_TYPE.TEXTURE and 'onSetObjectMaterial' or 'onSetObjectMaterialText' return ev, {objectId, material} end function handler.rpc_set_object_material_writer(bs, data) local objectId = data[1] local mat = data[2] bswrite.uint16(bs, objectId) if mat.type == MATERIAL_TYPE.TEXTURE then write_object_material(bs, mat) elseif mat.type == MATERIAL_TYPE.TEXT then write_object_material_text(bs, mat) end end --- onCreateObject function handler.rpc_create_object_reader(bs) local data = {materials = {}, materialText = {}} local objectId = bsread.uint16(bs) data.modelId = bsread.int32(bs) data.position = bsread.vector3d(bs) data.rotation = bsread.vector3d(bs) data.drawDistance = bsread.float(bs) data.noCameraCol = bsread.bool8(bs) data.attachToVehicleId = bsread.uint16(bs) data.attachToObjectId = bsread.uint16(bs) if data.attachToVehicleId ~= 0xFFFF or data.attachToObjectId ~= 0xFFFF then data.attachOffsets = bsread.vector3d(bs) data.attachRotation = bsread.vector3d(bs) data.syncRotation = bsread.bool8(bs) end data.texturesCount = bsread.uint8(bs) while raknetBitStreamGetNumberOfUnreadBits(bs) >= 8 do local materialType = bsread.uint8(bs) if materialType == MATERIAL_TYPE.TEXTURE then table.insert(data.materials, read_object_material(bs)) elseif materialType == MATERIAL_TYPE.TEXT then table.insert(data.materialText, read_object_material_text(bs)) end end data.materials_text = data.materialText -- obsolete return {objectId, data} end function handler.rpc_create_object_writer(bs, data) local objectId = data[1] local data = data[2] bswrite.uint16(bs, objectId) bswrite.int32(bs, data.modelId) bswrite.vector3d(bs, data.position) bswrite.vector3d(bs, data.rotation) bswrite.float(bs, data.drawDistance) bswrite.bool8(bs, data.noCameraCol) bswrite.uint16(bs, data.attachToVehicleId) bswrite.uint16(bs, data.attachToObjectId) if data.attachToVehicleId ~= 0xFFFF or data.attachToObjectId ~= 0xFFFF then bswrite.vector3d(bs, data.attachOffsets) bswrite.vector3d(bs, data.attachRotation) bswrite.bool8(bs, data.syncRotation) end bswrite.uint8(bs, data.texturesCount) for _, it in ipairs(data.materials) do write_object_material(bs, it) end for _, it in ipairs(data.materialText) do write_object_material_text(bs, it) end end function handler.rpc_update_scores_and_pings_reader(bs) local data = {} for i = 1, raknetBitStreamGetNumberOfBytesUsed(bs) / 10 do local playerId = bsread.uint16(bs) local playerScore = bsread.int32(bs) local playerPing = bsread.int32(bs) data[playerId] = {score = playerScore, ping = playerPing} end return {data} end function handler.rpc_update_scores_and_pings_writer(bs, data) for id, info in pairs(data[1]) do bswrite.uint16(bs, id) bswrite.int32(bs, info.score) bswrite.int32(bs, info.ping) end end function handler.packet_weapons_update_reader(bs) local playerTarget = bsread.uint16(bs) local actorTarget = bsread.uint16(bs) local weapons = {} local count = raknetBitStreamGetNumberOfUnreadBits(bs) / 32 for i = 1, count do local slot = bsread.uint8(bs) local weapon = bsread.uint8(bs) local ammo = bsread.uint16(bs) weapons[i] = {slot = slot, weapon = weapon, ammo = ammo} end return {playerTarget, actorTarget, weapons} end function handler.packet_weapons_update_writer(bs, data) bswrite.uint16(bs, data[1]) bswrite.uint16(bs, data[2]) for i, weap in ipairs(data[3]) do bswrite.uint8(bs, weap.slot) bswrite.uint8(bs, weap.weapon) bswrite.uint16(bs, weap.ammo) end end return handler