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openmw-tes3mp/apps/openmw-mp/Script/Functions/Settings.cpp
2021-03-21 15:45:01 +02:00

93 lines
2.2 KiB
C++

#include "Settings.hpp"
#include <components/openmw-mp/NetworkMessages.hpp>
#include <components/openmw-mp/TimedLog.hpp>
#include <apps/openmw-mp/Script/ScriptFunctions.hpp>
#include <apps/openmw-mp/Networking.hpp>
#include <iostream>
void SettingFunctions::SetDifficulty(unsigned short pid, int difficulty)
{
Player *player;
GET_PLAYER(pid, player, );
player->difficulty = difficulty;
}
void SettingFunctions::SetEnforcedLogLevel(unsigned short pid, int enforcedLogLevel)
{
Player *player;
GET_PLAYER(pid, player, );
player->enforcedLogLevel = enforcedLogLevel;
}
void SettingFunctions::SetPhysicsFramerate(unsigned short pid, double physicsFramerate)
{
Player *player;
GET_PLAYER(pid, player, );
player->physicsFramerate = physicsFramerate;
}
void SettingFunctions::SetConsoleAllowed(unsigned short pid, bool state)
{
Player *player;
GET_PLAYER(pid, player,);
player->consoleAllowed = state;
}
void SettingFunctions::SetBedRestAllowed(unsigned short pid, bool state)
{
Player *player;
GET_PLAYER(pid, player, );
player->bedRestAllowed = state;
}
void SettingFunctions::SetWildernessRestAllowed(unsigned short pid, bool state)
{
Player *player;
GET_PLAYER(pid, player, );
player->wildernessRestAllowed = state;
}
void SettingFunctions::SetWaitAllowed(unsigned short pid, bool state)
{
Player *player;
GET_PLAYER(pid, player, );
player->waitAllowed = state;
}
void SettingFunctions::SetGameSettingValue(unsigned short pid, const char* setting, const char* value) {
Player* player;
GET_PLAYER(pid, player, );
player->gameSettings[setting] = value;
}
void SettingFunctions::ClearGameSettingValues(unsigned short pid) {
Player* player;
GET_PLAYER(pid, player, );
player->gameSettings.clear();
}
void SettingFunctions::SendSettings(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept
{
Player *player;
GET_PLAYER(pid, player,);
mwmp::PlayerPacket *packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_GAME_SETTINGS);
packet->setPlayer(player);
if (!skipAttachedPlayer)
packet->Send(false);
if (sendToOtherPlayers)
packet->Send(true);
}