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openmw-tes3mp/apps/openmw-mp/Script/Functions/Spells.cpp
David Cernat 8fbed1f808 [General] Remove custom data from PlayerSpellbook packet
It has never made sense to have custom spell data in PlayerSpellbook packets, so it has been removed.
2018-07-24 20:58:55 +03:00

77 lines
1.9 KiB
C++

#include "Spells.hpp"
#include <components/misc/stringops.hpp>
#include <components/openmw-mp/NetworkMessages.hpp>
#include <apps/openmw-mp/Script/ScriptFunctions.hpp>
#include <apps/openmw-mp/Networking.hpp>
using namespace mwmp;
void SpellFunctions::InitializeSpellbookChanges(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
player->spellbookChanges.spells.clear();
}
unsigned int SpellFunctions::GetSpellbookChangesSize(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, 0);
return player->spellbookChanges.count;
}
unsigned int SpellFunctions::GetSpellbookChangesAction(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, 0);
return player->spellbookChanges.action;
}
void SpellFunctions::SetSpellbookChangesAction(unsigned short pid, unsigned char action) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
player->spellbookChanges.action = action;
}
void SpellFunctions::AddSpell(unsigned short pid, const char* spellId) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
ESM::Spell spell;
spell.mId = spellId;
player->spellbookChanges.spells.push_back(spell);
}
const char *SpellFunctions::GetSpellId(unsigned short pid, unsigned int index) noexcept
{
Player *player;
GET_PLAYER(pid, player, "");
if (index >= player->spellbookChanges.count)
return "invalid";
return player->spellbookChanges.spells.at(index).mId.c_str();
}
void SpellFunctions::SendSpellbookChanges(unsigned short pid, bool sendToOtherPlayers, bool skipAttachedPlayer) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
mwmp::PlayerPacket *packet = mwmp::Networking::get().getPlayerPacketController()->GetPacket(ID_PLAYER_SPELLBOOK);
packet->setPlayer(player);
if (!skipAttachedPlayer)
packet->Send(false);
if (sendToOtherPlayers)
packet->Send(true);
}