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openmw-tes3mp/apps/openmw/mwmp/processors/ProcessorInitializer.cpp
David Cernat e6c626f127 [General] Move handling of client globals to ClientScriptGlobal packet
ClientScriptGlobal is a new Worldstate packet that handles short, long and float values for global variables in clientside scripts.

Previously, short values were handled by the ScriptGlobalShort packet, while a partially implemented ScriptGlobalFloat packet also existed, but both of those packets were Object packets because they were added near the end of 2016 when only Player and Object packets existed (with the latter actually being called WorldEvent packets at the time). Both ScriptGlobalShort and ScriptGlobalFloat have now been removed.

The serverside script functions previously used to interact with ScriptGlobalShort have, however, been kept so they can be adjusted to work with local variables in clientside scripts instead in a future commit.
2020-01-04 09:56:37 +02:00

203 lines
10 KiB
C++

#include "ProcessorInitializer.hpp"
#include "SystemProcessor.hpp"
#include "system/ProcessorSystemHandshake.hpp"
#include "PlayerProcessor.hpp"
#include "player/ProcessorChatMessage.hpp"
#include "player/ProcessorGUIMessageBox.hpp"
#include "player/ProcessorUserDisconnected.hpp"
#include "player/ProcessorGameSettings.hpp"
#include "player/ProcessorPlayerAlly.hpp"
#include "player/ProcessorPlayerAnimFlags.hpp"
#include "player/ProcessorPlayerAnimPlay.hpp"
#include "player/ProcessorPlayerAttack.hpp"
#include "player/ProcessorPlayerAttribute.hpp"
#include "player/ProcessorPlayerBaseInfo.hpp"
#include "player/ProcessorPlayerBehavior.hpp"
#include "player/ProcessorPlayerBook.hpp"
#include "player/ProcessorPlayerBounty.hpp"
#include "player/ProcessorPlayerCast.hpp"
#include "player/ProcessorPlayerCellChange.hpp"
#include "player/ProcessorPlayerCellState.hpp"
#include "player/ProcessorPlayerCharClass.hpp"
#include "player/ProcessorPlayerCharGen.hpp"
#include "player/ProcessorPlayerDeath.hpp"
#include "player/ProcessorPlayerDisposition.hpp"
#include "player/ProcessorPlayerEquipment.hpp"
#include "player/ProcessorPlayerFaction.hpp"
#include "player/ProcessorPlayerInput.hpp"
#include "player/ProcessorPlayerInventory.hpp"
#include "player/ProcessorPlayerItemUse.hpp"
#include "player/ProcessorPlayerJail.hpp"
#include "player/ProcessorPlayerJournal.hpp"
#include "player/ProcessorPlayerLevel.hpp"
#include "player/ProcessorPlayerMiscellaneous.hpp"
#include "player/ProcessorPlayerMomentum.hpp"
#include "player/ProcessorPlayerPosition.hpp"
#include "player/ProcessorPlayerQuickKeys.hpp"
#include "player/ProcessorPlayerReputation.hpp"
#include "player/ProcessorPlayerRest.hpp"
#include "player/ProcessorPlayerResurrect.hpp"
#include "player/ProcessorPlayerShapeshift.hpp"
#include "player/ProcessorPlayerSkill.hpp"
#include "player/ProcessorPlayerSpeech.hpp"
#include "player/ProcessorPlayerSpellbook.hpp"
#include "player/ProcessorPlayerStatsDynamic.hpp"
#include "player/ProcessorPlayerTopic.hpp"
#include "ObjectProcessor.hpp"
#include "object/ProcessorConsoleCommand.hpp"
#include "object/ProcessorContainer.hpp"
#include "object/ProcessorDoorDestination.hpp"
#include "object/ProcessorDoorState.hpp"
#include "object/ProcessorMusicPlay.hpp"
#include "object/ProcessorObjectActivate.hpp"
#include "object/ProcessorObjectAnimPlay.hpp"
#include "object/ProcessorObjectAttach.hpp"
#include "object/ProcessorObjectCollision.hpp"
#include "object/ProcessorObjectDelete.hpp"
#include "object/ProcessorObjectHit.hpp"
#include "object/ProcessorObjectLock.hpp"
#include "object/ProcessorObjectMove.hpp"
#include "object/ProcessorObjectPlace.hpp"
#include "object/ProcessorObjectRotate.hpp"
#include "object/ProcessorObjectScale.hpp"
#include "object/ProcessorObjectSpawn.hpp"
#include "object/ProcessorObjectState.hpp"
#include "object/ProcessorObjectTrap.hpp"
#include "object/ProcessorScriptLocalShort.hpp"
#include "object/ProcessorScriptLocalFloat.hpp"
#include "object/ProcessorScriptMemberShort.hpp"
#include "object/ProcessorScriptMemberFloat.hpp"
#include "object/ProcessorVideoPlay.hpp"
#include "ActorProcessor.hpp"
#include "actor/ProcessorActorAI.hpp"
#include "actor/ProcessorActorAnimFlags.hpp"
#include "actor/ProcessorActorAnimPlay.hpp"
#include "actor/ProcessorActorAttack.hpp"
#include "actor/ProcessorActorAuthority.hpp"
#include "actor/ProcessorActorCast.hpp"
#include "actor/ProcessorActorCellChange.hpp"
#include "actor/ProcessorActorDeath.hpp"
#include "actor/ProcessorActorEquipment.hpp"
#include "actor/ProcessorActorList.hpp"
#include "actor/ProcessorActorPosition.hpp"
#include "actor/ProcessorActorSpeech.hpp"
#include "actor/ProcessorActorStatsDynamic.hpp"
#include "actor/ProcessorActorTest.hpp"
#include "WorldstateProcessor.hpp"
#include "worldstate/ProcessorCellReset.hpp"
#include "worldstate/ProcessorClientScriptGlobal.hpp"
#include "worldstate/ProcessorClientScriptSettings.hpp"
#include "worldstate/ProcessorRecordDynamic.hpp"
#include "worldstate/ProcessorWorldCollisionOverride.hpp"
#include "worldstate/ProcessorWorldDestinationOverride.hpp"
#include "worldstate/ProcessorWorldKillCount.hpp"
#include "worldstate/ProcessorWorldMap.hpp"
#include "worldstate/ProcessorWorldRegionAuthority.hpp"
#include "worldstate/ProcessorWorldTime.hpp"
#include "worldstate/ProcessorWorldWeather.hpp"
using namespace mwmp;
void ProcessorInitializer()
{
SystemProcessor::AddProcessor(new ProcessorSystemHandshake());
PlayerProcessor::AddProcessor(new ProcessorChatMessage());
PlayerProcessor::AddProcessor(new ProcessorGUIMessageBox());
PlayerProcessor::AddProcessor(new ProcessorUserDisconnected());
PlayerProcessor::AddProcessor(new ProcessorGameSettings());
PlayerProcessor::AddProcessor(new ProcessorPlayerAlly());
PlayerProcessor::AddProcessor(new ProcessorPlayerAnimFlags());
PlayerProcessor::AddProcessor(new ProcessorPlayerAnimPlay());
PlayerProcessor::AddProcessor(new ProcessorPlayerAttack());
PlayerProcessor::AddProcessor(new ProcessorPlayerAttribute());
PlayerProcessor::AddProcessor(new ProcessorPlayerBaseInfo());
PlayerProcessor::AddProcessor(new ProcessorPlayerBehavior());
PlayerProcessor::AddProcessor(new ProcessorPlayerBook());
PlayerProcessor::AddProcessor(new ProcessorPlayerBounty());
PlayerProcessor::AddProcessor(new ProcessorPlayerCast());
PlayerProcessor::AddProcessor(new ProcessorPlayerCellChange());
PlayerProcessor::AddProcessor(new ProcessorPlayerCellState());
PlayerProcessor::AddProcessor(new ProcessorPlayerCharClass());
PlayerProcessor::AddProcessor(new ProcessorPlayerCharGen());
PlayerProcessor::AddProcessor(new ProcessorPlayerDeath());
PlayerProcessor::AddProcessor(new ProcessorPlayerDisposition());
PlayerProcessor::AddProcessor(new ProcessorPlayerEquipment());
PlayerProcessor::AddProcessor(new ProcessorPlayerFaction());
PlayerProcessor::AddProcessor(new ProcessorPlayerInput());
PlayerProcessor::AddProcessor(new ProcessorPlayerInventory());
PlayerProcessor::AddProcessor(new ProcessorPlayerItemUse());
PlayerProcessor::AddProcessor(new ProcessorPlayerJail());
PlayerProcessor::AddProcessor(new ProcessorPlayerJournal());
PlayerProcessor::AddProcessor(new ProcessorPlayerLevel());
PlayerProcessor::AddProcessor(new ProcessorPlayerMiscellaneous());
PlayerProcessor::AddProcessor(new ProcessorPlayerMomentum());
PlayerProcessor::AddProcessor(new ProcessorPlayerPosition());
PlayerProcessor::AddProcessor(new ProcessorPlayerQuickKeys());
PlayerProcessor::AddProcessor(new ProcessorPlayerReputation());
PlayerProcessor::AddProcessor(new ProcessorPlayerRest());
PlayerProcessor::AddProcessor(new ProcessorPlayerResurrect());
PlayerProcessor::AddProcessor(new ProcessorPlayerShapeshift());
PlayerProcessor::AddProcessor(new ProcessorPlayerSkill());
PlayerProcessor::AddProcessor(new ProcessorPlayerSpeech());
PlayerProcessor::AddProcessor(new ProcessorPlayerSpellbook());
PlayerProcessor::AddProcessor(new ProcessorPlayerStatsDynamic());
PlayerProcessor::AddProcessor(new ProcessorPlayerTopic());
ObjectProcessor::AddProcessor(new ProcessorConsoleCommand());
ObjectProcessor::AddProcessor(new ProcessorContainer());
ObjectProcessor::AddProcessor(new ProcessorDoorDestination());
ObjectProcessor::AddProcessor(new ProcessorDoorState());
ObjectProcessor::AddProcessor(new ProcessorMusicPlay());
ObjectProcessor::AddProcessor(new ProcessorObjectActivate());
ObjectProcessor::AddProcessor(new ProcessorObjectAnimPlay());
ObjectProcessor::AddProcessor(new ProcessorObjectAttach());
ObjectProcessor::AddProcessor(new ProcessorObjectCollision());
ObjectProcessor::AddProcessor(new ProcessorObjectDelete());
ObjectProcessor::AddProcessor(new ProcessorObjectHit());
ObjectProcessor::AddProcessor(new ProcessorObjectLock());
ObjectProcessor::AddProcessor(new ProcessorObjectMove());
ObjectProcessor::AddProcessor(new ProcessorObjectPlace());
ObjectProcessor::AddProcessor(new ProcessorObjectRotate());
ObjectProcessor::AddProcessor(new ProcessorObjectScale());
ObjectProcessor::AddProcessor(new ProcessorObjectSpawn());
ObjectProcessor::AddProcessor(new ProcessorObjectState());
ObjectProcessor::AddProcessor(new ProcessorObjectTrap());
ObjectProcessor::AddProcessor(new ProcessorScriptLocalShort());
ObjectProcessor::AddProcessor(new ProcessorScriptLocalFloat());
ObjectProcessor::AddProcessor(new ProcessorScriptMemberShort());
ObjectProcessor::AddProcessor(new ProcessorScriptMemberFloat());
ObjectProcessor::AddProcessor(new ProcessorVideoPlay());
ActorProcessor::AddProcessor(new ProcessorActorAI());
ActorProcessor::AddProcessor(new ProcessorActorAnimFlags());
ActorProcessor::AddProcessor(new ProcessorActorAnimPlay());
ActorProcessor::AddProcessor(new ProcessorActorAttack());
ActorProcessor::AddProcessor(new ProcessorActorAuthority());
ActorProcessor::AddProcessor(new ProcessorActorCast());
ActorProcessor::AddProcessor(new ProcessorActorCellChange());
ActorProcessor::AddProcessor(new ProcessorActorDeath());
ActorProcessor::AddProcessor(new ProcessorActorEquipment());
ActorProcessor::AddProcessor(new ProcessorActorList());
ActorProcessor::AddProcessor(new ProcessorActorPosition());
ActorProcessor::AddProcessor(new ProcessorActorSpeech());
ActorProcessor::AddProcessor(new ProcessorActorStatsDynamic());
ActorProcessor::AddProcessor(new ProcessorActorTest());
WorldstateProcessor::AddProcessor(new ProcessorCellReset());
WorldstateProcessor::AddProcessor(new ProcessorClientScriptGlobal());
WorldstateProcessor::AddProcessor(new ProcessorClientScriptSettings());
WorldstateProcessor::AddProcessor(new ProcessorRecordDynamic());
WorldstateProcessor::AddProcessor(new ProcessorWorldCollisionOverride());
WorldstateProcessor::AddProcessor(new ProcessorWorldDestinationOverride());
WorldstateProcessor::AddProcessor(new ProcessorWorldKillCount());
WorldstateProcessor::AddProcessor(new ProcessorWorldMap());
WorldstateProcessor::AddProcessor(new ProcessorWorldRegionAuthority());
WorldstateProcessor::AddProcessor(new ProcessorWorldTime());
WorldstateProcessor::AddProcessor(new ProcessorWorldWeather());
}