We appreciate your interest in contributing to the development and improvement of the Multi Theft Auto (MTA) multiplayer mod. To ensure high-quality code and a smooth collaboration process, please adhere to the following coding guidelines.
We always try to avoid magic numbers like memory addresses, offsets, some constant numbers, etc. You can use the #define macro to define the numbers or at least use comments to document these numbers.
float CWeatherSA::GetWetRoads() const
{
return *(float*)0xC81308; // CWeather::WetRoads
}
// In the header
#define NUM_WETROADS 0xC81308
// In the .cpp
float CWeatherSA::GetWetRoads() const
{
return *(float*)NUM_WETROADS;
}
When using the #define macro, we use a prefix that specifies what it defines.
#define FUNC_RemoveRef 0x4C4BB0 // Function address
#define ARRAY_aCannons 0xC80740 // Array address
#define STRUCT_CAESoundManager 0xB62CB0 // Struct address
#define SIZE_CWaterCannon 0x3CC // Size of object (e.g., struct object)
#define CLASSSIZE_WeaponInfo 112 // Class size
#define NUM_CWaterCannon_Audio_Offset 0x32C // Number (e.g., offsets, integers, etc.)
#define CLASS_CText 0xC1B340 // Class address
#define VAR_CTempColModels_ModelPed1 0x968DF0 // Variable address (CColModel colModelPeds)
We use different naming conventions depending on the context.
- Use lower camel case for variable names and types:
SSomeStruct valueOne; ESomeEnum m_valueTwo;
- Use upper camel case for functions and classes:
void UpperCamelCase(); class Vector;
- Class member, should start with the prefix m_
CVector m_vecPosition; CVector m_vecRotation; bool m_isVisible; bool m_isFrozen;
- We avoid Hungarian notation in new codes, so use it only if
necessary for consistency with the current code you are editing.
float fValue; // Local variable unsigned char m_ucValue; // Class member variable char ms_cValue; // Class static member variable bool g_bCrashTwiceAnHour; // Global variable char* szUsername; // Zero-terminated string SString strUsername; // String CVector vecPosition; // 3D Vector
Define and call functions without arguments simply with empty parentheses. Don't use void in this case as it is an old practice!
// Bad
void MyFunction(void);
MyFunction(void);
// Good
void MyFunction();
MyFunction();
This is another very important point of the guidelines. Always try to make your code as readable as possible so that anyone can easily read it and understand its purpose.
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Use early-returns to improve code readability.
// Poor readability bool CStaticFunctionDefinitions::RespawnObject(CElement* pElement) { if (IS_OBJECT(pElement)) { CObject* pObject = static_cast<CObject*>(pElement); if (pObject) { pObject->Respawn(); return true; } } return false; } // Clearer readability bool CStaticFunctionDefinitions::RespawnObject(CElement* pElement) { if (!IS_OBJECT(pElement)) return false; CObject* pObject = static_cast<CObject*>(pElement); if (!pObject) return false; pObject->Respawn(); return true; }
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Use early-continue to improve code readability.
// Poor readability bool SomeFunction() { for(auto i = 0; i < 255; i++) { if(conditionA) { someCode(); if(conditionB) { otherCode(); } } } } // Clearer readability bool SomeFunction() { for(auto i = 0; i < 255; i++) { if (!conditionA) continue; someCode(); if (!conditionB) continue; otherCode(); } }
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Always strive to maintain code readability. If a type is lengthy to write, you can use auto to improve readability
CDeatchmatchObject* pObject = static_cast<CDeathmatchObject*>(pEntity); // Can be auto* pObject = static_cast<CDeathmatchObject*>(pEntity);
We prefer to use auto* when it comes to pointer, even though auto itself is sufficient.
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Use logical conditions whenever possible
// Poor readability const CPositionRotationAnimation* CObject::GetMoveAnimation() { if (IsMoving()) { return m_pMoveAnimation; } else { return nullptr; } } // Good readability const CPositionRotationAnimation* CObject::GetMoveAnimation() { return IsMoving() ? m_pMoveAnimation : nullptr; }
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If a loop or condition is short, omit curly braces
// Instead of if (!bStillRunning) { StopMoving(); } // You can do if (!bStillRunning) StopMoving(); // However, do not omit curly braces for larger blocks: for (dont) for (do) for (this) ...
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The final line of a brace-less condition/loop should be separated for readability, e.g:
// Instead of PreCheck(); if (!bStillRunning) StopMoving(); PostCheck(); // You should do PreCheck(); if (!bStillRunning) StopMoving(); PostCheck();
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Functions that only return a value should be placed in header files. For example, instead of:
// In .cpp file int GetGameSpeed() { return m_iGameSpeed; }
Do it in the header:
int GetGameSpeed() const noexcept { return m_iGameSpeed; }
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Don't use unnecessary parenthesis.
// Bad bool CClientPed::IsDead() { (return (m_status == STATUS_DEAD)); } // Good bool CClientPed::IsDead() { return m_status == STATUS_DEAD; }
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Use range-based for loops when possible.
std::vector<int> vec; // Example std container // Bad: for (std::vector<int>::iterator it = vec.begin(); it != vec.end(); it++) // Good: for (const auto& v : vec) for (const int& v : vec) // In case of maps you can use structured binding: std::map<std::string, int> myMap; for (const auto& [k, v] : myMap) // There are situations where you must use old style loops, in this case use `auto` for (auto it = vec.begin(); it != vec.end(); it++)
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Always place a copyight comment at the beginning of header files
/***************************************************************************** * * PROJECT: Multi Theft Auto * LICENSE: See LICENSE in the top level directory * * Multi Theft Auto is available from https://www.multitheftauto.com/ * *****************************************************************************/ #pragma once
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Use #pragma once preprocessor directive after the copyright comment for new header files, and the ones you are modifying for the pull request. Make sure to remove include guard if you are using #pragma once.
We always try to create good code that complies with modern practices.
These are the basic specifiers we try to use, especially in new codes:
-
Use the noexcept specifier whenever possible, but be cautious as it can cause the program to terminate if certain conditions are met:
- An exception is thrown in the noexcept function;
- Noexcept function calls a throwing function;
- Noexcept function calls a deallocation function that fails.
Throwing in noexcept function calls std::terminate. std::terminate calls std::terminate_handler which by default calls std::abort. std::abort raises SIGABRT signal. We don't handle that signal anywhere in the code, causing unavoidable termination of the process. Only the client code is somewhat protected from it by using the
SetUnhandledExceptionFilter
function.
Use nullptr instead of NULL when setting or returning a null pointer.
Use member initialization lists whenever possible. Instead of doing:
CObject::CObject(CElement* pParent, CObjectManager* pObjectManager, bool bIsLowLod)
: CElement(pParent), m_bIsLowLod(bIsLowLod), m_pLowLodObject(NULL)
{
// Init
m_iType = CElement::OBJECT;
SetTypeName("object");
m_pObjectManager = pObjectManager;
m_usModel = 0xFFFF;
m_pMoveAnimation = NULL;
m_ucAlpha = 255;
m_vecScale = CVector(1.0f, 1.0f, 1.0f);
m_fHealth = 1000.0f;
m_bSyncable = true;
m_pSyncer = NULL;
m_bIsFrozen = false;
m_bDoubleSided = false;
m_bBreakable = false;
m_bCollisionsEnabled = true;
// Add us to the manager's list
pObjectManager->AddToList(this);
}
Do:
CObject::CObject(CElement* pParent, CObjectManager* pObjectManager, bool bIsLowLod)
: CElement(pParent),
m_bIsLowLod(bIsLowLod),
m_pLowLodObject(nullptr),
m_iType(CElement::OBJECT),
m_pObjectManager(pObjectManager),
m_usModel(0xFFFF),
m_pMoveAnimation(nullptr),
m_ucAlpha(255),
m_vecScale(1.0f, 1.0f, 1.0f),
m_fHealth(1000.0f),
m_bSyncable(true),
m_pSyncer(nullptr),
m_bIsFrozen(false),
m_bDoubleSided(false),
m_bBreakable(false),
m_bCollisionsEnabled(true)
{
SetTypeName("object");
// Add us to the manager's list
pObjectManager->AddToList(this);
}
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In C++, prefer using types from the std namespace provided by appropriate headers (such as
<cstdint>
,<cstddef>
, etc.). This is recommended for several reasons:- Namespace Safety: Types defined in these headers are encapsulated within the std namespace, which helps avoid naming conflicts with user-defined types or macros. This follows the C++ standard practice of minimizing global namespace pollution.
- Consistency and Readability: Using std:: types ensures consistency and improves code readability by making it clear that these types are part of the standard library.
-
C++ Standard Compliance: The C++ standard (C++11 and later) includes headers like
<cstdint>
and<cstddef>
, which provide standardized types:-
<cstdint>
includes exact-width integer types such as 'std::uint32_t, std::int32_t, etc. -
<cstddef>
includes types like std::size_t, std::ptrdiff_t, etc.
-
-
Portability and Maintainability: Using these headers makes your code more portable across different compilers and platforms, as it guarantees that these types are defined in a standardized way. This is especially important in a C++ environment, where the focus is on maintainability and cross-platform compatibility.
By adhering to these practices, you ensure that your codebase remains clean, consistent, and adheres to modern C++ standards, which ultimately contributes to better maintainability and fewer integration issues.
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In new codes, try not to use the SString type anymore, use std::string instead.
We have had a new parser argument for several years, although it has not yet been used in many places and you can often see the old CScriptArgReader. For new codes, use a new parser if possible. If you are refactoring older functions, you usually need to use ArgumentParserWarn to maintain backward compatibility.
// New function
{"pathListDir", ArgumentParser<pathListDir>},
// Old function with new argument parser
{"outputChatBox", ArgumentParserWarn<false, OutputChatBox>},
More information about the parser can be found here.