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openmw-tes3mp/apps/openmw/mwmp/processors/ProcessorInitializer.cpp
David Cernat 3acfbad55d [General] Implement ClientScriptSettings packet, part 1
For starters, the new packet can set which client scripts have all of their variables synchronized between players. The previous hardcoded list of IDs for synchronized scripts has been removed.
2019-09-09 10:28:35 +03:00

200 lines
10 KiB
C++

#include "ProcessorInitializer.hpp"
#include "PlayerProcessor.hpp"
#include "player/ProcessorChatMessage.hpp"
#include "player/ProcessorGUIMessageBox.hpp"
#include "player/ProcessorHandshake.hpp"
#include "player/ProcessorUserDisconnected.hpp"
#include "player/ProcessorGameSettings.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/ProcessorWorldKillCount.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/ProcessorScriptGlobalShort.hpp"
#include "object/ProcessorScriptGlobalFloat.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/ProcessorCellCreate.hpp"
#include "worldstate/ProcessorCellReset.hpp"
#include "worldstate/ProcessorClientScriptSettings.hpp"
#include "worldstate/ProcessorRecordDynamic.hpp"
#include "worldstate/ProcessorWorldCollisionOverride.hpp"
#include "worldstate/ProcessorWorldMap.hpp"
#include "worldstate/ProcessorWorldRegionAuthority.hpp"
#include "worldstate/ProcessorWorldTime.hpp"
#include "worldstate/ProcessorWorldWeather.hpp"
using namespace mwmp;
void ProcessorInitializer()
{
PlayerProcessor::AddProcessor(new ProcessorChatMessage());
PlayerProcessor::AddProcessor(new ProcessorGUIMessageBox());
PlayerProcessor::AddProcessor(new ProcessorHandshake());
PlayerProcessor::AddProcessor(new ProcessorUserDisconnected());
PlayerProcessor::AddProcessor(new ProcessorGameSettings());
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 ProcessorWorldKillCount());
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 ProcessorScriptGlobalShort());
ObjectProcessor::AddProcessor(new ProcessorScriptGlobalFloat());
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 ProcessorCellCreate());
WorldstateProcessor::AddProcessor(new ProcessorCellReset());
WorldstateProcessor::AddProcessor(new ProcessorClientScriptSettings());
WorldstateProcessor::AddProcessor(new ProcessorRecordDynamic());
WorldstateProcessor::AddProcessor(new ProcessorWorldCollisionOverride());
WorldstateProcessor::AddProcessor(new ProcessorWorldMap());
WorldstateProcessor::AddProcessor(new ProcessorWorldRegionAuthority());
WorldstateProcessor::AddProcessor(new ProcessorWorldTime());
WorldstateProcessor::AddProcessor(new ProcessorWorldWeather());
}