mirror of
https://github.com/TES3MP/openmw-tes3mp.git
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3f3fe66fde
Also simplify sending of SpellsActive packets slightly.
208 lines
3.9 KiB
C++
208 lines
3.9 KiB
C++
#ifndef OPENMW_BASESTRUCTS_HPP
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#define OPENMW_BASESTRUCTS_HPP
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#include <string>
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#include <components/esm/activespells.hpp>
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#include <components/esm/loadcell.hpp>
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#include <components/esm/statstate.hpp>
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#include <RakNetTypes.h>
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namespace mwmp
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{
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namespace DialogueChoiceType
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{
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enum DIALOGUE_CHOICE
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{
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TOPIC,
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PERSUASION,
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COMPANION_SHARE,
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BARTER,
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SPELLS,
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TRAVEL,
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SPELLMAKING,
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ENCHANTING,
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TRAINING,
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REPAIR
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};
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}
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enum PACKET_ORIGIN
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{
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CLIENT_GAMEPLAY = 0,
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CLIENT_CONSOLE = 1,
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CLIENT_DIALOGUE = 2,
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CLIENT_SCRIPT_LOCAL = 3,
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CLIENT_SCRIPT_GLOBAL = 4,
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SERVER_SCRIPT = 5
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};
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enum VARIABLE_TYPE
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{
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SHORT,
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LONG,
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FLOAT,
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INT,
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STRING
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};
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struct ClientVariable
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{
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std::string id;
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int internalIndex;
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char variableType;
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int intValue;
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float floatValue;
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std::string stringValue;
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};
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struct Time
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{
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float hour;
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int day;
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int month;
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int year;
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int daysPassed;
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float timeScale;
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};
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struct Item
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{
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std::string refId;
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int count;
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int charge;
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float enchantmentCharge;
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std::string soul;
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inline bool operator==(const Item& rhs)
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{
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return refId == rhs.refId && count == rhs.count && charge == rhs.charge &&
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enchantmentCharge == rhs.enchantmentCharge && soul == rhs.soul;
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}
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};
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struct Target
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{
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bool isPlayer;
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std::string refId;
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unsigned int refNum;
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unsigned int mpNum;
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std::string name; // Remove this once the server can get names corresponding to different refIds
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RakNet::RakNetGUID guid;
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};
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class Attack
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{
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public:
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Target target;
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enum TYPE
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{
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MELEE = 0,
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RANGED
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};
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char type;
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std::string attackAnimation;
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std::string rangedWeaponId;
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std::string rangedAmmoId;
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ESM::Position hitPosition;
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float damage = 0;
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float attackStrength = 0;
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bool isHit = false;
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bool success = false;
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bool block = false;
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bool pressed = false;
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bool instant = false;
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bool knockdown = false;
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bool applyWeaponEnchantment = false;
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bool applyAmmoEnchantment = false;
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bool shouldSend = false;
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};
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class Cast
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{
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public:
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Target target;
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char type; // 0 - regular magic, 1 - item magic
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enum TYPE
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{
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REGULAR = 0,
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ITEM
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};
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std::string spellId; // id of spell (e.g. "fireball")
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std::string itemId;
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ESM::Position hitPosition;
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bool isHit;
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bool success;
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bool pressed;
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bool instant;
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bool shouldSend;
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};
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struct SpellCooldown
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{
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std::string id;
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int startTimestampDay;
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double startTimestampHour;
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};
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struct ActiveSpell
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{
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std::string id;
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bool isStackingSpell;
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int timestampDay;
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double timestampHour;
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Target caster;
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ESM::ActiveSpells::ActiveSpellParams params;
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};
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struct SpellsActiveChanges
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{
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std::vector<ActiveSpell> activeSpells;
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enum ACTION_TYPE
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{
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SET = 0,
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ADD,
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REMOVE
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};
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int action; // 0 - Clear and set in entirety, 1 - Add spell, 2 - Remove spell
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};
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struct Animation
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{
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std::string groupname;
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int mode;
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int count;
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bool persist;
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};
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struct SimpleCreatureStats
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{
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ESM::StatState<float> mDynamic[3];
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bool mDead;
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bool mDeathAnimationFinished;
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};
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}
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#endif //OPENMW_BASESTRUCTS_HPP
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