mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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2d0840cb3a
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allowing the installation of multiple server mods without changing configs * Remove support for C++ plugins * Change outdated LuaBridge to [sol2](https://github.com/ThePhD/sol2); * Support GCC, Clang and MSVC compilers * New environment variables: "TES3MP_SERVER_DIR" and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
41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
#ifndef OPENMW_PROCESSOROBJECTSPAWN_HPP
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#define OPENMW_PROCESSOROBJECTSPAWN_HPP
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#include "../WorldProcessor.hpp"
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#include <apps/openmw-mp/Networking.hpp>
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namespace mwmp
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{
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class ProcessorObjectSpawn : public WorldProcessor
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{
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public:
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ProcessorObjectSpawn()
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{
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BPP_INIT(ID_OBJECT_SPAWN)
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}
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void Do(WorldPacket &packet, std::shared_ptr<Player> player, BaseEvent &event) override
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{
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Received %s from %s", strPacketID.c_str(), player->npc.mName.c_str());
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for (unsigned int i = 0; i < event.worldObjectCount; i++)
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{
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event.worldObjects.at(i).mpNum = mwmp::Networking::getPtr()->incrementMpNum();
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}
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// Send this packet back to the original sender with the mpNum generation from above,
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// then send it to the other players
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packet.Send(false);
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packet.Send(true);
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auto objCtrl = Networking::get().getState().getObjectCtrl();
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auto objects = objCtrl.copyObjects(event);
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Networking::get().getState().getEventCtrl().Call<CoreEvent::ON_OBJECT_SCALE>(player, objects);
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objCtrl.sendObjects(player, objects);
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}
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};
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}
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#endif //OPENMW_PROCESSOROBJECTSPAWN_HPP
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