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openmw-tes3mp/apps/openmw-mp/Cells.cpp
Koncord 2d0840cb3a [General] Modernize Script API
This commit changes the style of tes3mp serverside scripting mods. Short list of changes:
* Break compatibility with old server mods
* OOP style lua API
* Basic dependency checker, allowing the installation of multiple server mods without changing configs
* Remove support for C++ plugins
* Change outdated LuaBridge to [sol2](https://github.com/ThePhD/sol2);
* Support GCC, Clang and MSVC compilers
* New environment variables: "TES3MP_SERVER_DIR" and "TES3MP_SERVER_USERDIR";
* New entity "Command controller" for registering new chat commands;
* New Event system
* Simplified Timer API
* All Lua mods now run in their own environments
* Add global namespace - Data that can be used for communicating between mods
* Player and Actor inherit base class NetActor
2017-08-28 00:15:56 +08:00

99 lines
2.6 KiB
C++

//
// Created by koncord on 25.08.17.
//
#include "Cells.hpp"
#include <components/openmw-mp/NetworkMessages.hpp>
#include "Script/LuaState.hpp"
#include "NetActor.hpp"
#include "Networking.hpp"
using namespace std;
void Cells::Init(LuaState &lua)
{
lua.getState()->new_usertype<Cells>("Cells",
"cell", sol::property(&Cells::getCell, &Cells::setCell),
"getExterior", &Cells::getExterior,
"setExterior", &Cells::setExterior,
"getRegion", &Cells::getRegion,
"isExterior", &Cells::isExterior,
"isChangingRegion", &Cells::isChangingRegion
);
}
Cells::Cells(NetActor *netActor) : netActor(netActor), changedCell(false)
{
}
Cells::~Cells()
{
}
void Cells::update()
{
}
std::string Cells::getCell() const
{
return netActor->getNetCreature()->cell.getDescription();
}
void Cells::setCell(const std::string &cellDescription)
{
/*LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Script is moving %s from %s to %s", netActor->getNetCreature()->npc.mName.c_str(),
netActor->getNetCreature()->cell.getDescription().c_str(), cellDescription.c_str());*/
netActor->getNetCreature()->cell = Utils::getCellFromDescription(cellDescription);
changedCell = true;
}
std::tuple<int, int> Cells::getExterior() const
{
return make_tuple(netActor->getNetCreature()->cell.mData.mX, netActor->getNetCreature()->cell.mData.mY);
}
void Cells::setExterior(int x, int y)
{
/*LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Script is moving %s from %s to %i,%i", netActor->getNetCreature()->npc.mName.c_str(),
netActor->getNetCreature()->cell.getDescription().c_str(), x, y);*/
// If the player is currently in an interior, turn off the interior flag from the cell
if (!netActor->getNetCreature()->cell.isExterior())
netActor->getNetCreature()->cell.mData.mFlags &= ~ESM::Cell::Interior;
netActor->getNetCreature()->cell.mData.mX = x;
netActor->getNetCreature()->cell.mData.mY = y;
changedCell = true;
}
bool Cells::isExterior() const
{
return netActor->getNetCreature()->cell.isExterior();
}
bool Cells::isChangingRegion() const
{
return netActor->getNetCreature()->isChangingRegion;
}
std::string Cells::getRegion() const
{
return netActor->getNetCreature()->cell.mRegion;
}
bool Cells::isChangedCell() const
{
return changedCell;
}
void Cells::resetChangedCell()
{
changedCell = false;
}