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openmw-tes3mp/components/openmw-mp/Base/BaseStructs.hpp
David Cernat 9350e1d484 [General] Split up Attack packets into Attack and Cast ones
Create an entirely new PlayerCast packet for that purpose, but rename the already existing but unused ActorInteraction into ActorCast.
2019-08-25 09:35:23 +03:00

137 lines
2.5 KiB
C++

#ifndef OPENMW_BASESTRUCTS_HPP
#define OPENMW_BASESTRUCTS_HPP
#include <string>
#include <components/esm/loadcell.hpp>
#include <components/esm/statstate.hpp>
#include <RakNetTypes.h>
namespace mwmp
{
enum PACKET_ORIGIN
{
CLIENT_GAMEPLAY = 0,
CLIENT_CONSOLE = 1,
CLIENT_DIALOGUE = 2,
CLIENT_SCRIPT_LOCAL = 3,
CLIENT_SCRIPT_GLOBAL = 4,
SERVER_SCRIPT = 5
};
struct Time
{
float hour;
int day;
int month;
int year;
int daysPassed;
float timeScale;
};
struct Item
{
std::string refId;
int count;
int charge;
float enchantmentCharge;
std::string soul;
inline bool operator==(const Item& rhs)
{
return refId == rhs.refId && count == rhs.count && charge == rhs.charge &&
enchantmentCharge == rhs.enchantmentCharge && soul == rhs.soul;
}
};
struct Target
{
bool isPlayer;
std::string refId;
int refNum;
int mpNum;
std::string name; // Remove this once the server can get names corresponding to different refIds
RakNet::RakNetGUID guid;
};
class Attack
{
public:
Target target;
char type; // 0 - melee, 1 - ranged
enum TYPE
{
MELEE = 0,
RANGED
};
std::string rangedWeaponId;
std::string rangedAmmoId;
ESM::Position hitPosition;
float damage;
float attackStrength;
bool isHit;
bool success;
bool block;
bool pressed;
bool instant;
bool knockdown;
bool applyWeaponEnchantment;
bool applyAmmoEnchantment;
bool shouldSend;
};
class Cast
{
public:
Target target;
char type; // 0 - regular magic, 1 - item magic
enum TYPE
{
REGULAR = 0,
ITEM
};
std::string spellId; // id of spell (e.g. "fireball")
std::string itemId;
ESM::Position hitPosition;
bool isHit;
bool success;
bool pressed;
bool instant;
bool shouldSend;
};
struct Animation
{
std::string groupname;
int mode;
int count;
bool persist;
};
struct SimpleCreatureStats
{
ESM::StatState<float> mDynamic[3];
bool mDead;
};
}
#endif //OPENMW_BASESTRUCTS_HPP