#ifndef OPENMW_WORLDSTATEAPI_HPP #define OPENMW_WORLDSTATEAPI_HPP #include #include "../Types.hpp" #define WORLDSTATEAPI \ {"ReadReceivedWorldstate", WorldstateFunctions::ReadReceivedWorldstate},\ \ {"CopyReceivedWorldstateToStore", WorldstateFunctions::CopyReceivedWorldstateToStore},\ \ {"ClearMapChanges", WorldstateFunctions::ClearMapChanges},\ \ {"GetMapChangesSize", WorldstateFunctions::GetMapChangesSize},\ \ {"GetWeatherRegion", WorldstateFunctions::GetWeatherRegion},\ {"GetWeatherCurrent", WorldstateFunctions::GetWeatherCurrent},\ {"GetWeatherNext", WorldstateFunctions::GetWeatherNext},\ {"GetWeatherQueued", WorldstateFunctions::GetWeatherQueued},\ {"GetWeatherTransitionFactor", WorldstateFunctions::GetWeatherTransitionFactor},\ \ {"GetMapTileCellX", WorldstateFunctions::GetMapTileCellX},\ {"GetMapTileCellY", WorldstateFunctions::GetMapTileCellY},\ \ {"SetAuthorityRegion", WorldstateFunctions::SetAuthorityRegion},\ \ {"SetWeatherRegion", WorldstateFunctions::SetWeatherRegion},\ {"SetWeatherForceState", WorldstateFunctions::SetWeatherForceState},\ {"SetWeatherCurrent", WorldstateFunctions::SetWeatherCurrent},\ {"SetWeatherNext", WorldstateFunctions::SetWeatherNext},\ {"SetWeatherQueued", WorldstateFunctions::SetWeatherQueued},\ {"SetWeatherTransitionFactor", WorldstateFunctions::SetWeatherTransitionFactor},\ \ {"SetHour", WorldstateFunctions::SetHour},\ {"SetDay", WorldstateFunctions::SetDay},\ {"SetMonth", WorldstateFunctions::SetMonth},\ {"SetYear", WorldstateFunctions::SetYear},\ {"SetDaysPassed", WorldstateFunctions::SetDaysPassed},\ {"SetTimeScale", WorldstateFunctions::SetTimeScale},\ \ {"SetPlayerCollisionState", WorldstateFunctions::SetPlayerCollisionState},\ {"SetActorCollisionState", WorldstateFunctions::SetActorCollisionState},\ {"SetPlacedObjectCollisionState", WorldstateFunctions::SetPlacedObjectCollisionState},\ {"UseActorCollisionForPlacedObjects", WorldstateFunctions::UseActorCollisionForPlacedObjects},\ \ {"AddEnforcedCollisionRefId", WorldstateFunctions::AddEnforcedCollisionRefId},\ {"ClearEnforcedCollisionRefIds", WorldstateFunctions::ClearEnforcedCollisionRefIds},\ \ {"SaveMapTileImageFile", WorldstateFunctions::SaveMapTileImageFile},\ {"LoadMapTileImageFile", WorldstateFunctions::LoadMapTileImageFile},\ \ {"SendWorldMap", WorldstateFunctions::SendWorldMap},\ {"SendWorldTime", WorldstateFunctions::SendWorldTime},\ {"SendWorldWeather", WorldstateFunctions::SendWorldWeather},\ {"SendWorldCollisionOverride", WorldstateFunctions::SendWorldCollisionOverride},\ {"SendWorldRegionAuthority", WorldstateFunctions::SendWorldRegionAuthority},\ \ {"ReadLastWorldstate", WorldstateFunctions::ReadLastWorldstate},\ {"CopyLastWorldstateToStore", WorldstateFunctions::CopyLastWorldstateToStore} class WorldstateFunctions { public: static mwmp::BaseWorldstate *readWorldstate; static mwmp::BaseWorldstate writeWorldstate; /** * \brief Use the last worldstate received by the server as the one being read. * * \return void */ static void ReadReceivedWorldstate() noexcept; /** * \brief Take the contents of the read-only worldstate last received by the * server from a player and move its contents to the stored worldstate * that can be sent by the server. * * \return void */ static void CopyReceivedWorldstateToStore() noexcept; /** * \brief Clear the map changes for the write-only worldstate. * * This is used to initialize the sending of new WorldMap packets. * * \return void */ static void ClearMapChanges() noexcept; /** * \brief Get the number of indexes in the read worldstate's map changes. * * \return The number of indexes. */ static unsigned int GetMapChangesSize() noexcept; /** * \brief Get the weather region in the read worldstate. * * \return The weather region. */ static const char *GetWeatherRegion() noexcept; /** * \brief Get the current weather in the read worldstate. * * \return The current weather. */ static int GetWeatherCurrent() noexcept; /** * \brief Get the next weather in the read worldstate. * * \return The next weather. */ static int GetWeatherNext() noexcept; /** * \brief Get the queued weather in the read worldstate. * * \return The queued weather. */ static int GetWeatherQueued() noexcept; /** * \brief Get the transition factor of the weather in the read worldstate. * * \return The transition factor of the weather. */ static double GetWeatherTransitionFactor() noexcept; /** * \brief Get the X coordinate of the cell corresponding to the map tile at a certain index in * the read worldstate's map tiles. * * \param index The index of the map tile. * \return The X coordinate of the cell. */ static int GetMapTileCellX(unsigned int index) noexcept; /** * \brief Get the Y coordinate of the cell corresponding to the map tile at a certain index in * the read worldstate's map tiles. * * \param index The index of the map tile. * \return The Y coordinate of the cell. */ static int GetMapTileCellY(unsigned int index) noexcept; /** * \brief Set the region affected by the next WorldRegionAuthority packet sent. * * \param region The region. * \return void */ static void SetAuthorityRegion(const char* authorityRegion) noexcept; /** * \brief Set the weather region in the write-only worldstate stored on the server. * * \param region The region. * \return void */ static void SetWeatherRegion(const char* region) noexcept; /** * \brief Set the weather forcing state in the write-only worldstate stored on the server. * * Players who receive a packet with forced weather will switch to that weather immediately. * * \param forceState The weather forcing state. * \return void */ static void SetWeatherForceState(bool forceState) noexcept; /** * \brief Set the current weather in the write-only worldstate stored on the server. * * \param currentWeather The current weather. * \return void */ static void SetWeatherCurrent(int currentWeather) noexcept; /** * \brief Set the next weather in the write-only worldstate stored on the server. * * \param nextWeather The next weather. * \return void */ static void SetWeatherNext(int nextWeather) noexcept; /** * \brief Set the queued weather in the write-only worldstate stored on the server. * * \param queuedWeather The queued weather. * \return void */ static void SetWeatherQueued(int queuedWeather) noexcept; /** * \brief Set the transition factor for the weather in the write-only worldstate stored on the server. * * \param transitionFactor The transition factor. * \return void */ static void SetWeatherTransitionFactor(double transitionFactor) noexcept; /** * \brief Set the world's hour in the write-only worldstate stored on the server. * * \param hour The hour. * \return void */ static void SetHour(double hour) noexcept; /** * \brief Set the world's day in the write-only worldstate stored on the server. * * \param day The day. * \return void */ static void SetDay(int day) noexcept; /** * \brief Set the world's month in the write-only worldstate stored on the server. * * \param month The month. * \return void */ static void SetMonth(int month) noexcept; /** * \brief Set the world's year in the write-only worldstate stored on the server. * * \param year The year. * \return void */ static void SetYear(int year) noexcept; /** * \brief Set the world's days passed in the write-only worldstate stored on the server. * * \param daysPassed The days passed. * \return void */ static void SetDaysPassed(int daysPassed) noexcept; /** * \brief Set the world's time scale in the write-only worldstate stored on the server. * * \param pid The player ID. * \param timeScale The time scale. * \return void */ static void SetTimeScale(double timeScale) noexcept; /** * \brief Set the collision state for other players in the write-only worldstate stored * on the server. * * \param state The collision state. * \return void */ static void SetPlayerCollisionState(bool state) noexcept; /** * \brief Set the collision state for actors in the write-only worldstate stored on the * server. * * \param state The collision state. * \return void */ static void SetActorCollisionState(bool state) noexcept; /** * \brief Set the collision state for placed objects in the write-only worldstate stored * on the server. * * \param state The collision state. * \return void */ static void SetPlacedObjectCollisionState(bool state) noexcept; /** * \brief Whether placed objects with collision turned on should use actor collision, i.e. * whether they should be slippery and prevent players from standing on them. * * \param useActorCollision Whether to use actor collision. * \return void */ static void UseActorCollisionForPlacedObjects(bool useActorCollision) noexcept; /** * \brief Add a refId to the list of refIds for which collision should be enforced * irrespective of other settings. * * \param refId The refId. * \return void */ static void AddEnforcedCollisionRefId(const char* refId) noexcept; /** * \brief Clear the list of refIdsd for which collision should be enforced irrespective * of other settings. * * \return void */ static void ClearEnforcedCollisionRefIds() noexcept; /** * \brief Save the .png image data of the map tile at a certain index in the read worldstate's * map changes. * * \param index The index of the map tile. * \param filePath The file path of the resulting file. * \return void */ static void SaveMapTileImageFile(unsigned int index, const char *filePath) noexcept; /** * \brief Load a .png file as the image data for a map tile and add it to the write-only worldstate * stored on the server. * * \param cellX The X coordinate of the cell corresponding to the map tile. * \param cellY The Y coordinate of the cell corresponding to the map tile. * \param filePath The file path of the loaded file. * \return void */ static void LoadMapTileImageFile(int cellX, int cellY, const char* filePath) noexcept; /** * \brief Send a WorldRegionAuthority packet establishing a certain player as the only one who * should process certain region-specific events (such as weather changes). * * It is always sent to all players. * * \param pid The player ID attached to the packet. * \return void */ static void SendWorldRegionAuthority(unsigned short pid) noexcept; /** * \brief Send a WorldMap packet with the current set of map changes in the write-only * worldstate. * * \param pid The player ID attached to the packet. * \param broadcast Whether this packet should be sent only to the attached player * or to all players on the server. * \return void */ static void SendWorldMap(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept; /** * \brief Send a WorldTime packet with the current time and time scale in the write-only * worldstate. * * \param pid The player ID attached to the packet. * \param sendToOtherPlayers Whether this packet should be sent to players other than the * player attached to the packet (false by default). * \param skipAttachedPlayer Whether the packet should skip being sent to the player attached * to the packet (false by default). * \return void */ static void SendWorldTime(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept; /** * \brief Send a WorldWeather packet with the current weather in the write-only worldstate. * * \param pid The player ID attached to the packet. * \param sendToOtherPlayers Whether this packet should be sent to players other than the * player attached to the packet (false by default). * \param skipAttachedPlayer Whether the packet should skip being sent to the player attached * to the packet (false by default). * \return void */ static void SendWorldWeather(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept; /** * \brief Send a WorldCollisionOverride packet with the current collision overrides in * the write-only worldstate. * * \param pid The player ID attached to the packet. * \param sendToOtherPlayers Whether this packet should be sent to players other than the * player attached to the packet (false by default). * \param skipAttachedPlayer Whether the packet should skip being sent to the player attached * to the packet (false by default). * \return void */ static void SendWorldCollisionOverride(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept; // All methods below are deprecated versions of methods from above static void ReadLastWorldstate() noexcept; static void CopyLastWorldstateToStore() noexcept; }; #endif //OPENMW_WORLDSTATEAPI_HPP