You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3coop/apps/openmw-mp/Script/Functions/Actors.cpp

331 lines
9.4 KiB
C++

#include <components/openmw-mp/NetworkMessages.hpp>
#include <components/openmw-mp/Base/BaseActor.hpp>
#include <apps/openmw-mp/Networking.hpp>
#include <apps/openmw-mp/Player.hpp>
#include <apps/openmw-mp/Utils.hpp>
#include <apps/openmw-mp/Script/ScriptFunctions.hpp>
#include <components/esm/creaturestats.hpp>
#include "Actors.hpp"
using namespace mwmp;
BaseActorList *readActorList;
BaseActorList writeActorList;
BaseActor tempActor;
const BaseActor emptyActor = {};
static std::string tempCellDescription;
void ActorFunctions::ReadLastActorList() noexcept
{
readActorList = mwmp::Networking::getPtr()->getLastActorList();
}
void ActorFunctions::ReadCellActorList(const char* cellDescription) noexcept
{
ESM::Cell esmCell = Utils::getCellFromDescription(cellDescription);
Cell *serverCell = CellController::get()->getCell(&esmCell);
readActorList = serverCell->getActorList();
}
void ActorFunctions::InitializeActorList(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
writeActorList.cell.blank();
writeActorList.baseActors.clear();
writeActorList.guid = player->guid;
}
unsigned int ActorFunctions::GetActorListSize() noexcept
{
return readActorList->count;
}
unsigned char ActorFunctions::GetActorListAction() noexcept
{
return readActorList->action;
}
const char *ActorFunctions::GetActorCell(unsigned int i) noexcept
{
tempCellDescription = readActorList->baseActors.at(i).cell.getDescription();
return tempCellDescription.c_str();
}
const char *ActorFunctions::GetActorRefId(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).refId.c_str();
}
int ActorFunctions::GetActorRefNumIndex(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).refNumIndex;
}
int ActorFunctions::GetActorMpNum(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).mpNum;
}
double ActorFunctions::GetActorPosX(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).position.pos[0];
}
double ActorFunctions::GetActorPosY(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).position.pos[1];
}
double ActorFunctions::GetActorPosZ(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).position.pos[2];
}
double ActorFunctions::GetActorRotX(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).position.rot[0];
}
double ActorFunctions::GetActorRotY(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).position.rot[1];
}
double ActorFunctions::GetActorRotZ(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).position.rot[2];
}
double ActorFunctions::GetActorHealthBase(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[0].mBase;
}
double ActorFunctions::GetActorHealthCurrent(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[0].mCurrent;
}
double ActorFunctions::GetActorHealthModified(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[0].mMod;
}
double ActorFunctions::GetActorMagickaBase(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[1].mBase;
}
double ActorFunctions::GetActorMagickaCurrent(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[1].mCurrent;
}
double ActorFunctions::GetActorMagickaModified(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[1].mMod;
}
double ActorFunctions::GetActorFatigueBase(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[2].mBase;
}
double ActorFunctions::GetActorFatigueCurrent(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[2].mCurrent;
}
double ActorFunctions::GetActorFatigueModified(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).creatureStats.mDynamic[2].mMod;
}
const char *ActorFunctions::GetActorEquipmentItemRefId(unsigned int i, unsigned short slot) noexcept
{
return readActorList->baseActors.at(i).equipedItems[slot].refId.c_str();
}
int ActorFunctions::GetActorEquipmentItemCount(unsigned int i, unsigned short slot) noexcept
{
return readActorList->baseActors.at(i).equipedItems[slot].count;
}
int ActorFunctions::GetActorEquipmentItemCharge(unsigned int i, unsigned short slot) noexcept
{
return readActorList->baseActors.at(i).equipedItems[slot].charge;
}
bool ActorFunctions::DoesActorHavePosition(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).hasPositionData;
}
bool ActorFunctions::DoesActorHaveStatsDynamic(unsigned int i) noexcept
{
return readActorList->baseActors.at(i).hasStatsDynamicData;
}
void ActorFunctions::SetActorListCell(const char* cellDescription) noexcept
{
writeActorList.cell = Utils::getCellFromDescription(cellDescription);
}
void ActorFunctions::SetActorListAction(unsigned char action) noexcept
{
writeActorList.action = action;
}
void ActorFunctions::SetActorCell(const char* cellDescription) noexcept
{
tempActor.cell = Utils::getCellFromDescription(cellDescription);
}
void ActorFunctions::SetActorRefId(const char* refId) noexcept
{
tempActor.refId = refId;
}
void ActorFunctions::SetActorRefNumIndex(int refNumIndex) noexcept
{
tempActor.refNumIndex = refNumIndex;
}
void ActorFunctions::SetActorMpNum(int mpNum) noexcept
{
tempActor.mpNum = mpNum;
}
void ActorFunctions::SetActorPosition(double x, double y, double z) noexcept
{
tempActor.position.pos[0] = x;
tempActor.position.pos[1] = y;
tempActor.position.pos[2] = z;
}
void ActorFunctions::SetActorRotation(double x, double y, double z) noexcept
{
tempActor.position.rot[0] = x;
tempActor.position.rot[1] = y;
tempActor.position.rot[2] = z;
}
void ActorFunctions::SetActorHealthBase(double value) noexcept
{
tempActor.creatureStats.mDynamic[0].mBase = value;
}
void ActorFunctions::SetActorHealthCurrent(double value) noexcept
{
tempActor.creatureStats.mDynamic[0].mCurrent = value;
}
void ActorFunctions::SetActorHealthModified(double value) noexcept
{
tempActor.creatureStats.mDynamic[0].mMod = value;
}
void ActorFunctions::SetActorMagickaBase(double value) noexcept
{
tempActor.creatureStats.mDynamic[1].mBase = value;
}
void ActorFunctions::SetActorMagickaCurrent(double value) noexcept
{
tempActor.creatureStats.mDynamic[1].mCurrent = value;
}
void ActorFunctions::SetActorMagickaModified(double value) noexcept
{
tempActor.creatureStats.mDynamic[1].mMod = value;
}
void ActorFunctions::SetActorFatigueBase(double value) noexcept
{
tempActor.creatureStats.mDynamic[2].mBase = value;
}
void ActorFunctions::SetActorFatigueCurrent(double value) noexcept
{
tempActor.creatureStats.mDynamic[2].mCurrent = value;
}
void ActorFunctions::SetActorFatigueModified(double value) noexcept
{
tempActor.creatureStats.mDynamic[2].mMod = value;
}
void ActorFunctions::EquipActorItem(unsigned short slot, const char *refId, unsigned int count, int charge) noexcept
{
tempActor.equipedItems[slot].refId = refId;
tempActor.equipedItems[slot].count = count;
tempActor.equipedItems[slot].charge = charge;
}
void ActorFunctions::UnequipActorItem(unsigned short slot) noexcept
{
ActorFunctions::EquipActorItem(slot, "", 0, -1);
}
void ActorFunctions::AddActor() noexcept
{
writeActorList.baseActors.push_back(tempActor);
tempActor = emptyActor;
}
void ActorFunctions::SendActorList() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_LIST)->setActorList(&writeActorList);
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_LIST)->Send(writeActorList.guid);
}
void ActorFunctions::SendActorAuthority() noexcept
{
Cell *serverCell = CellController::get()->getCell(&writeActorList.cell);
if (serverCell != nullptr)
{
serverCell->setAuthority(writeActorList.guid);
mwmp::ActorPacket *authorityPacket = mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_AUTHORITY);
authorityPacket->setActorList(&writeActorList);
authorityPacket->Send(writeActorList.guid);
// Also send this to everyone else who has the cell loaded
serverCell->sendToLoaded(authorityPacket, &writeActorList);
}
}
void ActorFunctions::SendActorPosition() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_POSITION)->setActorList(&writeActorList);
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_POSITION)->Send(writeActorList.guid);
}
void ActorFunctions::SendActorStatsDynamic() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_STATS_DYNAMIC)->setActorList(&writeActorList);
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_STATS_DYNAMIC)->Send(writeActorList.guid);
}
void ActorFunctions::SendActorEquipment() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_EQUIPMENT)->setActorList(&writeActorList);
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_EQUIPMENT)->Send(writeActorList.guid);
}
void ActorFunctions::SendActorCellChange() noexcept
{
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_CELL_CHANGE)->setActorList(&writeActorList);
mwmp::Networking::get().getActorPacketController()->GetPacket(ID_ACTOR_CELL_CHANGE)->Send(writeActorList.guid);
}