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openmw-tes3mp/apps/openmw-mp/Script/Functions/Actors.hpp

781 lines
29 KiB
C++

#ifndef OPENMW_ACTORAPI_HPP
#define OPENMW_ACTORAPI_HPP
#define ACTORAPI \
{"ReadReceivedActorList", ActorFunctions::ReadReceivedActorList},\
{"ReadCellActorList", ActorFunctions::ReadCellActorList},\
\
{"ClearActorList", ActorFunctions::ClearActorList},\
{"SetActorListPid", ActorFunctions::SetActorListPid},\
\
{"CopyReceivedActorListToStore", ActorFunctions::CopyReceivedActorListToStore},\
\
{"GetActorListSize", ActorFunctions::GetActorListSize},\
{"GetActorListAction", ActorFunctions::GetActorListAction},\
\
{"GetActorCell", ActorFunctions::GetActorCell},\
{"GetActorRefId", ActorFunctions::GetActorRefId},\
{"GetActorRefNum", ActorFunctions::GetActorRefNum},\
{"GetActorMpNum", ActorFunctions::GetActorMpNum},\
\
{"GetActorPosX", ActorFunctions::GetActorPosX},\
{"GetActorPosY", ActorFunctions::GetActorPosY},\
{"GetActorPosZ", ActorFunctions::GetActorPosZ},\
{"GetActorRotX", ActorFunctions::GetActorRotX},\
{"GetActorRotY", ActorFunctions::GetActorRotY},\
{"GetActorRotZ", ActorFunctions::GetActorRotZ},\
\
{"GetActorHealthBase", ActorFunctions::GetActorHealthBase},\
{"GetActorHealthCurrent", ActorFunctions::GetActorHealthCurrent},\
{"GetActorHealthModified", ActorFunctions::GetActorHealthModified},\
{"GetActorMagickaBase", ActorFunctions::GetActorMagickaBase},\
{"GetActorMagickaCurrent", ActorFunctions::GetActorMagickaCurrent},\
{"GetActorMagickaModified", ActorFunctions::GetActorMagickaModified},\
{"GetActorFatigueBase", ActorFunctions::GetActorFatigueBase},\
{"GetActorFatigueCurrent", ActorFunctions::GetActorFatigueCurrent},\
{"GetActorFatigueModified", ActorFunctions::GetActorFatigueModified},\
\
{"GetActorEquipmentItemRefId", ActorFunctions::GetActorEquipmentItemRefId},\
{"GetActorEquipmentItemCount", ActorFunctions::GetActorEquipmentItemCount},\
{"GetActorEquipmentItemCharge", ActorFunctions::GetActorEquipmentItemCharge},\
{"GetActorEquipmentItemEnchantmentCharge", ActorFunctions::GetActorEquipmentItemEnchantmentCharge},\
\
{"DoesActorHavePlayerKiller", ActorFunctions::DoesActorHavePlayerKiller},\
{"GetActorKillerPid", ActorFunctions::GetActorKillerPid},\
{"GetActorKillerRefId", ActorFunctions::GetActorKillerRefId},\
{"GetActorKillerRefNum", ActorFunctions::GetActorKillerRefNum},\
{"GetActorKillerMpNum", ActorFunctions::GetActorKillerMpNum},\
{"GetActorKillerName", ActorFunctions::GetActorKillerName},\
\
{"DoesActorHavePosition", ActorFunctions::DoesActorHavePosition},\
{"DoesActorHaveStatsDynamic", ActorFunctions::DoesActorHaveStatsDynamic},\
\
{"SetActorListCell", ActorFunctions::SetActorListCell},\
{"SetActorListAction", ActorFunctions::SetActorListAction},\
\
{"SetActorCell", ActorFunctions::SetActorCell},\
{"SetActorRefId", ActorFunctions::SetActorRefId},\
{"SetActorRefNum", ActorFunctions::SetActorRefNum},\
{"SetActorMpNum", ActorFunctions::SetActorMpNum},\
\
{"SetActorPosition", ActorFunctions::SetActorPosition},\
{"SetActorRotation", ActorFunctions::SetActorRotation},\
\
{"SetActorHealthBase", ActorFunctions::SetActorHealthBase},\
{"SetActorHealthCurrent", ActorFunctions::SetActorHealthCurrent},\
{"SetActorHealthModified", ActorFunctions::SetActorHealthModified},\
{"SetActorMagickaBase", ActorFunctions::SetActorMagickaBase},\
{"SetActorMagickaCurrent", ActorFunctions::SetActorMagickaCurrent},\
{"SetActorMagickaModified", ActorFunctions::SetActorMagickaModified},\
{"SetActorFatigueBase", ActorFunctions::SetActorFatigueBase},\
{"SetActorFatigueCurrent", ActorFunctions::SetActorFatigueCurrent},\
{"SetActorFatigueModified", ActorFunctions::SetActorFatigueModified},\
\
{"SetActorSound", ActorFunctions::SetActorSound},\
\
{"SetActorAIAction", ActorFunctions::SetActorAIAction},\
{"SetActorAITargetToPlayer", ActorFunctions::SetActorAITargetToPlayer},\
{"SetActorAITargetToObject", ActorFunctions::SetActorAITargetToObject},\
{"SetActorAICoordinates", ActorFunctions::SetActorAICoordinates},\
{"SetActorAIDistance", ActorFunctions::SetActorAIDistance},\
{"SetActorAIDuration", ActorFunctions::SetActorAIDuration},\
{"SetActorAIRepetition", ActorFunctions::SetActorAIRepetition},\
\
{"EquipActorItem", ActorFunctions::EquipActorItem},\
{"UnequipActorItem", ActorFunctions::UnequipActorItem},\
\
{"AddActor", ActorFunctions::AddActor},\
\
{"SendActorList", ActorFunctions::SendActorList},\
{"SendActorAuthority", ActorFunctions::SendActorAuthority},\
{"SendActorPosition", ActorFunctions::SendActorPosition},\
{"SendActorStatsDynamic", ActorFunctions::SendActorStatsDynamic},\
{"SendActorEquipment", ActorFunctions::SendActorEquipment},\
{"SendActorSpeech", ActorFunctions::SendActorSpeech},\
{"SendActorAI", ActorFunctions::SendActorAI},\
{"SendActorCellChange", ActorFunctions::SendActorCellChange},\
\
{"ReadLastActorList", ActorFunctions::ReadLastActorList},\
{"InitializeActorList", ActorFunctions::InitializeActorList},\
{"CopyLastActorListToStore", ActorFunctions::CopyLastActorListToStore},\
{"GetActorRefNumIndex", ActorFunctions::GetActorRefNumIndex},\
{"GetActorKillerRefNumIndex", ActorFunctions::GetActorKillerRefNumIndex},\
{"SetActorRefNumIndex", ActorFunctions::SetActorRefNumIndex}
class ActorFunctions
{
public:
/**
* \brief Use the last actor list received by the server as the one being read.
*
* \return void
*/
static void ReadReceivedActorList() noexcept;
/**
* \brief Use the temporary actor list stored for a cell as the one being read.
*
* This type of actor list is used to store actor positions and dynamic stats and is deleted
* when the cell is unloaded.
*
* \param cellDescription The description of the cell whose actor list should be read.
* \return void
*/
static void ReadCellActorList(const char* cellDescription) noexcept;
/**
* \brief Clear the data from the actor list stored on the server.
*
* \return void
*/
static void ClearActorList() noexcept;
/**
* \brief Set the pid attached to the ActorList.
*
* \param pid The player ID to whom the actor list should be attached.
* \return void
*/
static void SetActorListPid(unsigned short pid) noexcept;
/**
* \brief Take the contents of the read-only actor list last received by the
* server from a player and move its contents to the stored object list
* that can be sent by the server.
*
* \return void
*/
static void CopyReceivedActorListToStore() noexcept;
/**
* \brief Get the number of indexes in the read actor list.
*
* \return The number of indexes.
*/
static unsigned int GetActorListSize() noexcept;
/**
* \brief Get the action type used in the read actor list.
*
* \return The action type (0 for SET, 1 for ADD, 2 for REMOVE, 3 for REQUEST).
*/
static unsigned char GetActorListAction() noexcept;
/**
* \brief Get the cell description of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The cell description.
*/
static const char *GetActorCell(unsigned int index) noexcept;
/**
* \brief Get the refId of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The refId.
*/
static const char *GetActorRefId(unsigned int index) noexcept;
/**
* \brief Get the refNum of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The refNum.
*/
static unsigned int GetActorRefNum(unsigned int index) noexcept;
/**
* \brief Get the mpNum of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The mpNum.
*/
static unsigned int GetActorMpNum(unsigned int index) noexcept;
/**
* \brief Get the X position of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The X position.
*/
static double GetActorPosX(unsigned int index) noexcept;
/**
* \brief Get the Y position of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The Y position.
*/
static double GetActorPosY(unsigned int index) noexcept;
/**
* \brief Get the Z position of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The Z position.
*/
static double GetActorPosZ(unsigned int index) noexcept;
/**
* \brief Get the X rotation of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The X rotation.
*/
static double GetActorRotX(unsigned int index) noexcept;
/**
* \brief Get the Y rotation of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The Y rotation.
*/
static double GetActorRotY(unsigned int index) noexcept;
/**
* \brief Get the Z rotation of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The Z rotation.
*/
static double GetActorRotZ(unsigned int index) noexcept;
/**
* \brief Get the base health of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The base health.
*/
static double GetActorHealthBase(unsigned int index) noexcept;
/**
* \brief Get the current health of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The current health.
*/
static double GetActorHealthCurrent(unsigned int index) noexcept;
/**
* \brief Get the modified health of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The modified health.
*/
static double GetActorHealthModified(unsigned int index) noexcept;
/**
* \brief Get the base magicka of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The base magicka.
*/
static double GetActorMagickaBase(unsigned int index) noexcept;
/**
* \brief Get the current magicka of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The current magicka.
*/
static double GetActorMagickaCurrent(unsigned int index) noexcept;
/**
* \brief Get the modified magicka of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The modified magicka.
*/
static double GetActorMagickaModified(unsigned int index) noexcept;
/**
* \brief Get the base fatigue of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The base fatigue.
*/
static double GetActorFatigueBase(unsigned int index) noexcept;
/**
* \brief Get the current fatigue of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The current fatigue.
*/
static double GetActorFatigueCurrent(unsigned int index) noexcept;
/**
* \brief Get the modified fatigue of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The modified fatigue.
*/
static double GetActorFatigueModified(unsigned int index) noexcept;
/**
* \brief Get the refId of the item in a certain slot of the equipment of the actor at a
* certain index in the read actor list.
*
* \param index The index of the actor.
* \param slot The slot of the equipment item.
* \return The refId.
*/
static const char *GetActorEquipmentItemRefId(unsigned int index, unsigned short slot) noexcept;
/**
* \brief Get the count of the item in a certain slot of the equipment of the actor at a
* certain index in the read actor list.
*
* \param index The index of the actor.
* \param slot The slot of the equipment item.
* \return The item count.
*/
static int GetActorEquipmentItemCount(unsigned int index, unsigned short slot) noexcept;
/**
* \brief Get the charge of the item in a certain slot of the equipment of the actor at a
* certain index in the read actor list.
*
* \param index The index of the actor.
* \param slot The slot of the equipment item.
* \return The charge.
*/
static int GetActorEquipmentItemCharge(unsigned int index, unsigned short slot) noexcept;
/**
* \brief Get the enchantment charge of the item in a certain slot of the equipment of the actor at a
* certain index in the read actor list.
*
* \param index The index of the actor.
* \param slot The slot of the equipment item.
* \return The enchantment charge.
*/
static double GetActorEquipmentItemEnchantmentCharge(unsigned int index, unsigned short slot) noexcept;
/**
* \brief Check whether the killer of the actor at a certain index in the read actor list is a player.
*
* \param index The index of the actor.
* \return Whether the actor was killed by a player.
*/
static bool DoesActorHavePlayerKiller(unsigned int index) noexcept;
/**
* \brief Get the player ID of the killer of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The player ID of the killer.
*/
static int GetActorKillerPid(unsigned int index) noexcept;
/**
* \brief Get the refId of the actor killer of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The refId of the killer.
*/
static const char *GetActorKillerRefId(unsigned int index) noexcept;
/**
* \brief Get the refNum of the actor killer of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The refNum of the killer.
*/
static unsigned int GetActorKillerRefNum(unsigned int index) noexcept;
/**
* \brief Get the mpNum of the actor killer of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The mpNum of the killer.
*/
static unsigned int GetActorKillerMpNum(unsigned int index) noexcept;
/**
* \brief Get the name of the actor killer of the actor at a certain index in the read actor list.
*
* \param index The index of the actor.
* \return The name of the killer.
*/
static const char *GetActorKillerName(unsigned int index) noexcept;
/**
* \brief Check whether there is any positional data for the actor at a certain index in
* the read actor list.
*
* This is only useful when reading the actor list data recorded for a particular cell.
*
* \param index The index of the actor.
* \return Whether the read actor list contains positional data.
*/
static bool DoesActorHavePosition(unsigned int index) noexcept;
/**
* \brief Check whether there is any dynamic stats data for the actor at a certain index in
* the read actor list.
*
* This is only useful when reading the actor list data recorded for a particular cell.
*
* \param index The index of the actor.
* \return Whether the read actor list contains dynamic stats data.
*/
static bool DoesActorHaveStatsDynamic(unsigned int index) noexcept;
/**
* \brief Set the cell of the temporary actor list stored on the server.
*
* The cell is determined to be an exterior cell if it fits the pattern of a number followed
* by a comma followed by another number.
*
* \param cellDescription The description of the cell.
* \return void
*/
static void SetActorListCell(const char* cellDescription) noexcept;
/**
* \brief Set the action type of the temporary actor list stored on the server.
*
* \param action The action type (0 for SET, 1 for ADD, 2 for REMOVE, 3 for REQUEST).
* \return void
*/
static void SetActorListAction(unsigned char action) noexcept;
/**
* \brief Set the cell of the temporary actor stored on the server.
*
* Used for ActorCellChange packets, where a specific actor's cell now differs from that of the
* actor list.
*
* The cell is determined to be an exterior cell if it fits the pattern of a number followed
* by a comma followed by another number.
*
* \param cellDescription The description of the cell.
* \return void
*/
static void SetActorCell(const char* cellDescription) noexcept;
/**
* \brief Set the refId of the temporary actor stored on the server.
*
* \param refId The refId.
* \return void
*/
static void SetActorRefId(const char* refId) noexcept;
/**
* \brief Set the refNum of the temporary actor stored on the server.
*
* \param refNum The refNum.
* \return void
*/
static void SetActorRefNum(int refNum) noexcept;
/**
* \brief Set the mpNum of the temporary actor stored on the server.
*
* \param mpNum The mpNum.
* \return void
*/
static void SetActorMpNum(int mpNum) noexcept;
/**
* \brief Set the position of the temporary actor stored on the server.
*
* \param x The X position.
* \param y The Y position.
* \param z The Z position.
* \return void
*/
static void SetActorPosition(double x, double y, double z) noexcept;
/**
* \brief Set the rotation of the temporary actor stored on the server.
*
* \param x The X rotation.
* \param y The Y rotation.
* \param z The Z rotation.
* \return void
*/
static void SetActorRotation(double x, double y, double z) noexcept;
/**
* \brief Set the base health of the temporary actor stored on the server.
*
* \param value The new value.
* \return void
*/
static void SetActorHealthBase(double value) noexcept;
/**
* \brief Set the current health of the temporary actor stored on the server.
*
* \param value The new value.
* \return void
*/
static void SetActorHealthCurrent(double value) noexcept;
/**
* \brief Set the modified health of the temporary actor stored on the server.
*
* \param value The new value.
* \return void
*/
static void SetActorHealthModified(double value) noexcept;
/**
* \brief Set the base magicka of the temporary actor stored on the server.
*
* \param value The new value.
* \return void
*/
static void SetActorMagickaBase(double value) noexcept;
/**
* \brief Set the current magicka of the temporary actor stored on the server.
*
* \param value The new value.
* \return void
*/
static void SetActorMagickaCurrent(double value) noexcept;
/**
* \brief Set the modified magicka of the temporary actor stored on the server.
*
* \param value The new value.
* \return void
*/
static void SetActorMagickaModified(double value) noexcept;
/**
* \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