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781 lines
29 KiB
C++
781 lines
29 KiB
C++
#ifndef OPENMW_ACTORAPI_HPP
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#define OPENMW_ACTORAPI_HPP
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#define ACTORAPI \
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{"ReadReceivedActorList", ActorFunctions::ReadReceivedActorList},\
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{"ReadCellActorList", ActorFunctions::ReadCellActorList},\
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\
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{"ClearActorList", ActorFunctions::ClearActorList},\
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{"SetActorListPid", ActorFunctions::SetActorListPid},\
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\
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{"CopyReceivedActorListToStore", ActorFunctions::CopyReceivedActorListToStore},\
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\
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{"GetActorListSize", ActorFunctions::GetActorListSize},\
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{"GetActorListAction", ActorFunctions::GetActorListAction},\
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\
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{"GetActorCell", ActorFunctions::GetActorCell},\
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{"GetActorRefId", ActorFunctions::GetActorRefId},\
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{"GetActorRefNum", ActorFunctions::GetActorRefNum},\
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{"GetActorMpNum", ActorFunctions::GetActorMpNum},\
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\
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{"GetActorPosX", ActorFunctions::GetActorPosX},\
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{"GetActorPosY", ActorFunctions::GetActorPosY},\
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{"GetActorPosZ", ActorFunctions::GetActorPosZ},\
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{"GetActorRotX", ActorFunctions::GetActorRotX},\
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{"GetActorRotY", ActorFunctions::GetActorRotY},\
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{"GetActorRotZ", ActorFunctions::GetActorRotZ},\
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\
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{"GetActorHealthBase", ActorFunctions::GetActorHealthBase},\
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{"GetActorHealthCurrent", ActorFunctions::GetActorHealthCurrent},\
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{"GetActorHealthModified", ActorFunctions::GetActorHealthModified},\
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{"GetActorMagickaBase", ActorFunctions::GetActorMagickaBase},\
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{"GetActorMagickaCurrent", ActorFunctions::GetActorMagickaCurrent},\
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{"GetActorMagickaModified", ActorFunctions::GetActorMagickaModified},\
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{"GetActorFatigueBase", ActorFunctions::GetActorFatigueBase},\
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{"GetActorFatigueCurrent", ActorFunctions::GetActorFatigueCurrent},\
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{"GetActorFatigueModified", ActorFunctions::GetActorFatigueModified},\
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\
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{"GetActorEquipmentItemRefId", ActorFunctions::GetActorEquipmentItemRefId},\
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{"GetActorEquipmentItemCount", ActorFunctions::GetActorEquipmentItemCount},\
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{"GetActorEquipmentItemCharge", ActorFunctions::GetActorEquipmentItemCharge},\
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{"GetActorEquipmentItemEnchantmentCharge", ActorFunctions::GetActorEquipmentItemEnchantmentCharge},\
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\
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{"DoesActorHavePlayerKiller", ActorFunctions::DoesActorHavePlayerKiller},\
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{"GetActorKillerPid", ActorFunctions::GetActorKillerPid},\
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{"GetActorKillerRefId", ActorFunctions::GetActorKillerRefId},\
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{"GetActorKillerRefNum", ActorFunctions::GetActorKillerRefNum},\
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{"GetActorKillerMpNum", ActorFunctions::GetActorKillerMpNum},\
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{"GetActorKillerName", ActorFunctions::GetActorKillerName},\
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\
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{"DoesActorHavePosition", ActorFunctions::DoesActorHavePosition},\
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{"DoesActorHaveStatsDynamic", ActorFunctions::DoesActorHaveStatsDynamic},\
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\
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{"SetActorListCell", ActorFunctions::SetActorListCell},\
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{"SetActorListAction", ActorFunctions::SetActorListAction},\
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\
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{"SetActorCell", ActorFunctions::SetActorCell},\
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{"SetActorRefId", ActorFunctions::SetActorRefId},\
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{"SetActorRefNum", ActorFunctions::SetActorRefNum},\
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{"SetActorMpNum", ActorFunctions::SetActorMpNum},\
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\
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{"SetActorPosition", ActorFunctions::SetActorPosition},\
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{"SetActorRotation", ActorFunctions::SetActorRotation},\
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\
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{"SetActorHealthBase", ActorFunctions::SetActorHealthBase},\
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{"SetActorHealthCurrent", ActorFunctions::SetActorHealthCurrent},\
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{"SetActorHealthModified", ActorFunctions::SetActorHealthModified},\
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{"SetActorMagickaBase", ActorFunctions::SetActorMagickaBase},\
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{"SetActorMagickaCurrent", ActorFunctions::SetActorMagickaCurrent},\
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{"SetActorMagickaModified", ActorFunctions::SetActorMagickaModified},\
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{"SetActorFatigueBase", ActorFunctions::SetActorFatigueBase},\
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{"SetActorFatigueCurrent", ActorFunctions::SetActorFatigueCurrent},\
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{"SetActorFatigueModified", ActorFunctions::SetActorFatigueModified},\
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\
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{"SetActorSound", ActorFunctions::SetActorSound},\
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\
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{"SetActorAIAction", ActorFunctions::SetActorAIAction},\
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{"SetActorAITargetToPlayer", ActorFunctions::SetActorAITargetToPlayer},\
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{"SetActorAITargetToObject", ActorFunctions::SetActorAITargetToObject},\
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{"SetActorAICoordinates", ActorFunctions::SetActorAICoordinates},\
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{"SetActorAIDistance", ActorFunctions::SetActorAIDistance},\
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{"SetActorAIDuration", ActorFunctions::SetActorAIDuration},\
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{"SetActorAIRepetition", ActorFunctions::SetActorAIRepetition},\
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\
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{"EquipActorItem", ActorFunctions::EquipActorItem},\
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{"UnequipActorItem", ActorFunctions::UnequipActorItem},\
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\
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{"AddActor", ActorFunctions::AddActor},\
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\
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{"SendActorList", ActorFunctions::SendActorList},\
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{"SendActorAuthority", ActorFunctions::SendActorAuthority},\
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{"SendActorPosition", ActorFunctions::SendActorPosition},\
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{"SendActorStatsDynamic", ActorFunctions::SendActorStatsDynamic},\
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{"SendActorEquipment", ActorFunctions::SendActorEquipment},\
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{"SendActorSpeech", ActorFunctions::SendActorSpeech},\
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{"SendActorAI", ActorFunctions::SendActorAI},\
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{"SendActorCellChange", ActorFunctions::SendActorCellChange},\
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\
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{"ReadLastActorList", ActorFunctions::ReadLastActorList},\
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{"InitializeActorList", ActorFunctions::InitializeActorList},\
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{"CopyLastActorListToStore", ActorFunctions::CopyLastActorListToStore},\
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{"GetActorRefNumIndex", ActorFunctions::GetActorRefNumIndex},\
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{"GetActorKillerRefNumIndex", ActorFunctions::GetActorKillerRefNumIndex},\
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{"SetActorRefNumIndex", ActorFunctions::SetActorRefNumIndex}
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class ActorFunctions
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{
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public:
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/**
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* \brief Use the last actor list received by the server as the one being read.
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*
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* \return void
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*/
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static void ReadReceivedActorList() noexcept;
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/**
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* \brief Use the temporary actor list stored for a cell as the one being read.
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*
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* This type of actor list is used to store actor positions and dynamic stats and is deleted
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* when the cell is unloaded.
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*
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* \param cellDescription The description of the cell whose actor list should be read.
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* \return void
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*/
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static void ReadCellActorList(const char* cellDescription) noexcept;
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/**
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* \brief Clear the data from the actor list stored on the server.
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*
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* \return void
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*/
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static void ClearActorList() noexcept;
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/**
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* \brief Set the pid attached to the ActorList.
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*
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* \param pid The player ID to whom the actor list should be attached.
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* \return void
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*/
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static void SetActorListPid(unsigned short pid) noexcept;
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/**
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* \brief Take the contents of the read-only actor list last received by the
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* server from a player and move its contents to the stored object list
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* that can be sent by the server.
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*
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* \return void
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*/
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static void CopyReceivedActorListToStore() noexcept;
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/**
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* \brief Get the number of indexes in the read actor list.
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*
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* \return The number of indexes.
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*/
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static unsigned int GetActorListSize() noexcept;
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/**
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* \brief Get the action type used in the read actor list.
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*
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* \return The action type (0 for SET, 1 for ADD, 2 for REMOVE, 3 for REQUEST).
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*/
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static unsigned char GetActorListAction() noexcept;
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/**
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* \brief Get the cell description of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The cell description.
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*/
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static const char *GetActorCell(unsigned int index) noexcept;
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/**
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* \brief Get the refId of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refId.
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*/
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static const char *GetActorRefId(unsigned int index) noexcept;
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/**
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* \brief Get the refNum of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refNum.
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*/
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static unsigned int GetActorRefNum(unsigned int index) noexcept;
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/**
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* \brief Get the mpNum of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The mpNum.
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*/
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static unsigned int GetActorMpNum(unsigned int index) noexcept;
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/**
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* \brief Get the X position of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The X position.
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*/
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static double GetActorPosX(unsigned int index) noexcept;
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/**
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* \brief Get the Y position of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Y position.
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*/
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static double GetActorPosY(unsigned int index) noexcept;
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/**
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* \brief Get the Z position of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Z position.
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*/
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static double GetActorPosZ(unsigned int index) noexcept;
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/**
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* \brief Get the X rotation of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The X rotation.
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*/
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static double GetActorRotX(unsigned int index) noexcept;
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/**
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* \brief Get the Y rotation of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Y rotation.
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*/
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static double GetActorRotY(unsigned int index) noexcept;
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/**
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* \brief Get the Z rotation of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The Z rotation.
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*/
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static double GetActorRotZ(unsigned int index) noexcept;
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/**
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* \brief Get the base health of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The base health.
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*/
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static double GetActorHealthBase(unsigned int index) noexcept;
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/**
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* \brief Get the current health of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The current health.
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*/
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static double GetActorHealthCurrent(unsigned int index) noexcept;
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/**
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* \brief Get the modified health of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The modified health.
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*/
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static double GetActorHealthModified(unsigned int index) noexcept;
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/**
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* \brief Get the base magicka of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The base magicka.
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*/
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static double GetActorMagickaBase(unsigned int index) noexcept;
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/**
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* \brief Get the current magicka of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The current magicka.
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*/
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static double GetActorMagickaCurrent(unsigned int index) noexcept;
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/**
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* \brief Get the modified magicka of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The modified magicka.
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*/
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static double GetActorMagickaModified(unsigned int index) noexcept;
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/**
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* \brief Get the base fatigue of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The base fatigue.
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*/
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static double GetActorFatigueBase(unsigned int index) noexcept;
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/**
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* \brief Get the current fatigue of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The current fatigue.
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*/
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static double GetActorFatigueCurrent(unsigned int index) noexcept;
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/**
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* \brief Get the modified fatigue of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The modified fatigue.
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*/
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static double GetActorFatigueModified(unsigned int index) noexcept;
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/**
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* \brief Get the refId of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The refId.
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*/
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static const char *GetActorEquipmentItemRefId(unsigned int index, unsigned short slot) noexcept;
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/**
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* \brief Get the count of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The item count.
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*/
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static int GetActorEquipmentItemCount(unsigned int index, unsigned short slot) noexcept;
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/**
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* \brief Get the charge of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The charge.
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*/
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static int GetActorEquipmentItemCharge(unsigned int index, unsigned short slot) noexcept;
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/**
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* \brief Get the enchantment charge of the item in a certain slot of the equipment of the actor at a
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* certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \param slot The slot of the equipment item.
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* \return The enchantment charge.
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*/
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static double GetActorEquipmentItemEnchantmentCharge(unsigned int index, unsigned short slot) noexcept;
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/**
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* \brief Check whether the killer of the actor at a certain index in the read actor list is a player.
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*
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* \param index The index of the actor.
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* \return Whether the actor was killed by a player.
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*/
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static bool DoesActorHavePlayerKiller(unsigned int index) noexcept;
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/**
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* \brief Get the player ID of the killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The player ID of the killer.
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*/
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static int GetActorKillerPid(unsigned int index) noexcept;
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/**
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* \brief Get the refId of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refId of the killer.
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*/
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static const char *GetActorKillerRefId(unsigned int index) noexcept;
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/**
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* \brief Get the refNum of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The refNum of the killer.
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*/
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static unsigned int GetActorKillerRefNum(unsigned int index) noexcept;
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/**
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* \brief Get the mpNum of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The mpNum of the killer.
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*/
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static unsigned int GetActorKillerMpNum(unsigned int index) noexcept;
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/**
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* \brief Get the name of the actor killer of the actor at a certain index in the read actor list.
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*
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* \param index The index of the actor.
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* \return The name of the killer.
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*/
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static const char *GetActorKillerName(unsigned int index) noexcept;
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/**
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* \brief Check whether there is any positional data for the actor at a certain index in
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* the read actor list.
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*
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* This is only useful when reading the actor list data recorded for a particular cell.
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*
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* \param index The index of the actor.
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* \return Whether the read actor list contains positional data.
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*/
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static bool DoesActorHavePosition(unsigned int index) noexcept;
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/**
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* \brief Check whether there is any dynamic stats data for the actor at a certain index in
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* the read actor list.
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*
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* This is only useful when reading the actor list data recorded for a particular cell.
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*
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* \param index The index of the actor.
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* \return Whether the read actor list contains dynamic stats data.
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*/
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static bool DoesActorHaveStatsDynamic(unsigned int index) noexcept;
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/**
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* \brief Set the cell of the temporary actor list stored on the server.
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*
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* The cell is determined to be an exterior cell if it fits the pattern of a number followed
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* by a comma followed by another number.
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*
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* \param cellDescription The description of the cell.
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* \return void
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*/
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static void SetActorListCell(const char* cellDescription) noexcept;
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/**
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* \brief Set the action type of the temporary actor list stored on the server.
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*
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* \param action The action type (0 for SET, 1 for ADD, 2 for REMOVE, 3 for REQUEST).
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* \return void
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*/
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static void SetActorListAction(unsigned char action) noexcept;
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/**
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* \brief Set the cell of the temporary actor stored on the server.
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*
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* Used for ActorCellChange packets, where a specific actor's cell now differs from that of the
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* actor list.
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*
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* The cell is determined to be an exterior cell if it fits the pattern of a number followed
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* by a comma followed by another number.
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*
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* \param cellDescription The description of the cell.
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* \return void
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*/
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static void SetActorCell(const char* cellDescription) noexcept;
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/**
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* \brief Set the refId of the temporary actor stored on the server.
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*
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* \param refId The refId.
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* \return void
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*/
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static void SetActorRefId(const char* refId) noexcept;
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/**
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* \brief Set the refNum of the temporary actor stored on the server.
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*
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* \param refNum The refNum.
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* \return void
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*/
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static void SetActorRefNum(int refNum) noexcept;
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/**
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* \brief Set the mpNum of the temporary actor stored on the server.
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*
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* \param mpNum The mpNum.
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* \return void
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*/
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static void SetActorMpNum(int mpNum) noexcept;
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/**
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* \brief Set the position of the temporary actor stored on the server.
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*
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* \param x The X position.
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* \param y The Y position.
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* \param z The Z position.
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* \return void
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*/
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static void SetActorPosition(double x, double y, double z) noexcept;
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/**
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* \brief Set the rotation of the temporary actor stored on the server.
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*
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* \param x The X rotation.
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* \param y The Y rotation.
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* \param z The Z rotation.
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* \return void
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*/
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static void SetActorRotation(double x, double y, double z) noexcept;
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/**
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* \brief Set the base health of the temporary actor stored on the server.
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*
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* \param value The new value.
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* \return void
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*/
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static void SetActorHealthBase(double value) noexcept;
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/**
|
|
* \brief Set the current health of the temporary actor stored on the server.
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|
*
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* \param value The new value.
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|
* \return void
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|
*/
|
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static void SetActorHealthCurrent(double value) noexcept;
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|
/**
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|
* \brief Set the modified health of the temporary actor stored on the server.
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|
*
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* \param value The new value.
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|
* \return void
|
|
*/
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static void SetActorHealthModified(double value) noexcept;
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|
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/**
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|
* \brief Set the base magicka of the temporary actor stored on the server.
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|
*
|
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* \param value The new value.
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|
* \return void
|
|
*/
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static void SetActorMagickaBase(double value) noexcept;
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|
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/**
|
|
* \brief Set the current magicka of the temporary actor stored on the server.
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|
*
|
|
* \param value The new value.
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|
* \return void
|
|
*/
|
|
static void SetActorMagickaCurrent(double value) noexcept;
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|
|
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/**
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|
* \brief Set the modified magicka of the temporary actor stored on the server.
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|
*
|
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* \param value The new value.
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|
* \return void
|
|
*/
|
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static void SetActorMagickaModified(double value) noexcept;
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|
|
|
/**
|
|
* \brief Set the base fatigue of the temporary actor stored on the server.
|
|
*
|
|
* \param value The new value.
|
|
* \return void
|
|
*/
|
|
static void SetActorFatigueBase(double value) noexcept;
|
|
|
|
/**
|
|
* \brief Set the current fatigue of the temporary actor stored on the server.
|
|
*
|
|
* \param value The new value.
|
|
* \return void
|
|
*/
|
|
static void SetActorFatigueCurrent(double value) noexcept;
|
|
|
|
/**
|
|
* \brief Set the modified fatigue of the temporary actor stored on the server.
|
|
*
|
|
* \param value The new value.
|
|
* \return void
|
|
*/
|
|
static void SetActorFatigueModified(double value) noexcept;
|
|
|
|
/**
|
|
* \brief Set the sound of the temporary actor stored on the server.
|
|
*
|
|
* \param sound The sound.
|
|
* \return void
|
|
*/
|
|
static void SetActorSound(const char* sound) noexcept;
|
|
|
|
/**
|
|
* \brief Set the AI action of the temporary actor stored on the server.
|
|
*
|
|
* \param action The new action.
|
|
* \return void
|
|
*/
|
|
static void SetActorAIAction(unsigned int action) noexcept;
|
|
|
|
/**
|
|
* \brief Set a player as the AI target of the temporary actor stored on the server.
|
|
*
|
|
* \param pid The player ID.
|
|
* \return void
|
|
*/
|
|
static void SetActorAITargetToPlayer(unsigned short pid) noexcept;
|
|
|
|
/**
|
|
* \brief Set another object as the AI target of the temporary actor stored on the server.
|
|
*
|
|
* \param refNum The refNum of the target object.
|
|
* \param mpNum The mpNum of the target object.
|
|
* \return void
|
|
*/
|
|
static void SetActorAITargetToObject(int refNum, int mpNum) noexcept;
|
|
|
|
/**
|
|
* \brief Set the coordinates for the AI package associated with the current AI action.
|
|
*
|
|
* \param x The X coordinate.
|
|
* \param y The Y coordinate.
|
|
* \param z The Z coordinate.
|
|
* \return void
|
|
*/
|
|
static void SetActorAICoordinates(double x, double y, double z) noexcept;
|
|
|
|
/**
|
|
* \brief Set the distance of the AI package associated with the current AI action.
|
|
*
|
|
* \param duration The distance of the package.
|
|
* \return void
|
|
*/
|
|
static void SetActorAIDistance(unsigned int distance) noexcept;
|
|
|
|
/**
|
|
* \brief Set the duration of the AI package associated with the current AI action.
|
|
*
|
|
* \param duration The duration of the package.
|
|
* \return void
|
|
*/
|
|
static void SetActorAIDuration(unsigned int duration) noexcept;
|
|
|
|
/**
|
|
* \brief Set whether the current AI package should be repeated.
|
|
*
|
|
* Note: This only has an effect on the WANDER package.
|
|
*
|
|
* \param shouldRepeat Whether the package should be repeated.
|
|
* \return void
|
|
*/
|
|
static void SetActorAIRepetition(bool shouldRepeat) noexcept;
|
|
|
|
/**
|
|
* \brief Equip an item in a certain slot of the equipment of the temporary actor stored
|
|
* on the server.
|
|
*
|
|
* \param slot The equipment slot.
|
|
* \param refId The refId of the item.
|
|
* \param count The count of the item.
|
|
* \param charge The charge of the item.
|
|
* \param enchantmentCharge The enchantment charge of the item.
|
|
* \return void
|
|
*/
|
|
static void EquipActorItem(unsigned short slot, const char* refId, unsigned int count, int charge, double enchantmentCharge = -1) noexcept;
|
|
|
|
/**
|
|
* \brief Unequip the item in a certain slot of the equipment of the temporary actor stored
|
|
* on the server.
|
|
*
|
|
* \param slot The equipment slot.
|
|
* \return void
|
|
*/
|
|
static void UnequipActorItem(unsigned short slot) noexcept;
|
|
|
|
/**
|
|
* \brief Add a copy of the server's temporary actor to the server's temporary actor list.
|
|
*
|
|
* In the process, the server's temporary actor will automatically be cleared so a new
|
|
* one can be set up.
|
|
*
|
|
* \return void
|
|
*/
|
|
static void AddActor() noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorList packet.
|
|
*
|
|
* It is sent only to the player for whom the current actor list was initialized.
|
|
*
|
|
* \return void
|
|
*/
|
|
static void SendActorList() noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorAuthority packet.
|
|
*
|
|
* The player for whom the current actor list was initialized is recorded in the server memory
|
|
* as the new actor authority for the actor list's cell.
|
|
*
|
|
* The packet is sent to that player as well as all other players who have the cell loaded.
|
|
*
|
|
* \return void
|
|
*/
|
|
static void SendActorAuthority() noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorPosition packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors 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 SendActorPosition(bool sendToOtherVisitors, bool skipAttachedPlayer) noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorStatsDynamic packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors 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 SendActorStatsDynamic(bool sendToOtherVisitors, bool skipAttachedPlayer) noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorEquipment packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors 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 SendActorEquipment(bool sendToOtherVisitors, bool skipAttachedPlayer) noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorSpeech packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors 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 SendActorSpeech(bool sendToOtherVisitors, bool skipAttachedPlayer) noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorAI packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors 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 SendActorAI(bool sendToOtherVisitors, bool skipAttachedPlayer) noexcept;
|
|
|
|
/**
|
|
* \brief Send an ActorCellChange packet.
|
|
*
|
|
* \param sendToOtherVisitors Whether this packet should be sent to cell visitors 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 SendActorCellChange(bool sendToOtherVisitors, bool skipAttachedPlayer) noexcept;
|
|
|
|
|
|
// All methods below are deprecated versions of methods from above
|
|
|
|
static void ReadLastActorList() noexcept;
|
|
static void InitializeActorList(unsigned short pid) noexcept;
|
|
static void CopyLastActorListToStore() noexcept;
|
|
static unsigned int GetActorRefNumIndex(unsigned int index) noexcept;
|
|
static unsigned int GetActorKillerRefNumIndex(unsigned int index) noexcept;
|
|
static void SetActorRefNumIndex(int refNum) noexcept;
|
|
};
|
|
|
|
|
|
#endif //OPENMW_ACTORAPI_HPP
|