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openmw-tes3mp/apps/openmw/mwmp/processors/player/ProcessorPlayerSpellsActive.hpp
David Cernat c56cd7c221 [General] Implement PlayerSpellsActive packet, part 1
Additions and removals of the local player's active spells can now be saved to and loaded from the server.
2020-07-10 02:09:11 +02:00

42 lines
1.3 KiB
C++

#ifndef OPENMW_PROCESSORPLAYERSPELLSACTIVE_HPP
#define OPENMW_PROCESSORPLAYERSPELLSACTIVE_HPP
#include "../PlayerProcessor.hpp"
namespace mwmp
{
class ProcessorPlayerSpellsActive final: public PlayerProcessor
{
public:
ProcessorPlayerSpellsActive()
{
BPP_INIT(ID_PLAYER_SPELLS_ACTIVE)
}
virtual void Do(PlayerPacket &packet, BasePlayer *player)
{
if (!isLocal()) return;
LOG_MESSAGE_SIMPLE(TimedLog::LOG_INFO, "Received ID_PLAYER_SPELLS_ACTIVE about LocalPlayer from server");
if (isRequest())
static_cast<LocalPlayer*>(player)->sendSpellsActive();
else
{
LocalPlayer &localPlayer = static_cast<LocalPlayer&>(*player);
int spellsActiveAction = localPlayer.spellsActiveChanges.action;
if (spellsActiveAction == SpellsActiveChanges::ADD)
localPlayer.addSpellsActive();
else if (spellsActiveAction == SpellsActiveChanges::REMOVE)
localPlayer.removeSpellsActive();
else // SpellsActiveChanges::SET
localPlayer.setSpellsActive();
}
}
};
}
#endif //OPENMW_PROCESSORPLAYERSPELLSACTIVE_HPP