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openmw-tes3mp/components/openmw-mp/Packets/Player/PacketPlayerSpellsActive.cpp
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

62 lines
1.6 KiB
C++

#include "PacketPlayerSpellsActive.hpp"
#include <components/openmw-mp/NetworkMessages.hpp>
using namespace mwmp;
PacketPlayerSpellsActive::PacketPlayerSpellsActive(RakNet::RakPeerInterface *peer) : PlayerPacket(peer)
{
packetID = ID_PLAYER_SPELLS_ACTIVE;
}
void PacketPlayerSpellsActive::Packet(RakNet::BitStream *newBitstream, bool send)
{
PlayerPacket::Packet(newBitstream, send);
RW(player->spellsActiveChanges.action, send);
uint32_t count;
if (send)
count = static_cast<uint32_t>(player->spellsActiveChanges.activeSpells.size());
RW(count, send);
if (!send)
{
player->spellsActiveChanges.activeSpells.clear();
player->spellsActiveChanges.activeSpells.resize(count);
}
for (auto&& activeSpell : player->spellsActiveChanges.activeSpells)
{
RW(activeSpell.id, send, true);
RW(activeSpell.params.mDisplayName, send, true);
uint32_t effectCount;
if (send)
effectCount = static_cast<uint32_t>(activeSpell.params.mEffects.size());
RW(effectCount, send);
if (effectCount > maxEffects)
{
return;
}
if (!send)
{
activeSpell.params.mEffects.clear();
activeSpell.params.mEffects.resize(effectCount);
}
for (auto&& effect : activeSpell.params.mEffects)
{
RW(effect.mEffectId, send);
RW(effect.mArg, send);
RW(effect.mMagnitude, send);
RW(effect.mDuration, send);
RW(effect.mTimeLeft, send);
}
}
}