#ifndef OPENMW_MISCELLANEOUSAPI_HPP #define OPENMW_MISCELLANEOUSAPI_HPP #include "../Types.hpp" #define MISCELLANEOUSAPI \ {"GetLastPlayerId", MiscellaneousFunctions::GetLastPlayerId},\ \ {"GetCurrentMpNum", MiscellaneousFunctions::GetCurrentMpNum},\ {"SetCurrentMpNum", MiscellaneousFunctions::SetCurrentMpNum} class MiscellaneousFunctions { public: /** * \brief Get the last player ID currently connected to the server. * * Every player receives a unique numerical index known as their player ID upon joining the * server. * * \return The player ID. */ static unsigned int GetLastPlayerId() noexcept; /** * \brief Get the current (latest) mpNum generated by the server. * * Every object that did not exist in an .ESM or .ESP data file and has instead been placed or * spawned through a server-sent packet has a numerical index known as its mpNum. * * When ObjectPlace and ObjectSpawn packets are received from players, their objects lack mpNums, * so the server assigns them some based on incrementing the server's current mpNum, with the * operation's final mpNum becoming the server's new current mpNum. * * \return The mpNum. */ static int GetCurrentMpNum() noexcept; /** * \brief Set the current (latest) mpNum generated by the server. * * When restarting a server, it is important to revert to the previous current (latest) mpNum * as stored in the server's data, so as to avoid starting over from 0 and ending up assigning * duplicate mpNums to objects. * * \param mpNum The number that should be used as the new current mpNum. * \return void */ static void SetCurrentMpNum(int mpNum) noexcept; }; #endif //OPENMW_MISCELLANEOUSAPI_HPP