DarkflameServer/dGame/dGameMessages/SyncSkill.h

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#ifndef __SYNCSKILL__H__
#define __SYNCSKILL__H__
#include <cstdint>
#include <string>
#include "BitStream.h"
#include "eGameMessageType.h"
/* Message to synchronize a skill cast */
class SyncSkill {
public:
SyncSkill() {
bDone = false;
}
SyncSkill(std::string _sBitStream, uint32_t _uiBehaviorHandle, uint32_t _uiSkillHandle, bool _bDone = false) {
bDone = _bDone;
sBitStream = _sBitStream;
uiBehaviorHandle = _uiBehaviorHandle;
uiSkillHandle = _uiSkillHandle;
}
SyncSkill(RakNet::BitStream& stream) : SyncSkill() {
Deserialize(stream);
}
~SyncSkill() {
}
void Serialize(RakNet::BitStream& stream) {
stream.Write(eGameMessageType::SYNC_SKILL);
stream.Write(bDone);
uint32_t sBitStreamLength = sBitStream.length();
stream.Write(sBitStreamLength);
for (unsigned int k = 0; k < sBitStreamLength; k++) {
stream.Write(sBitStream[k]);
}
stream.Write(uiBehaviorHandle);
stream.Write(uiSkillHandle);
}
bool Deserialize(RakNet::BitStream& stream) {
stream.Read(bDone);
uint32_t sBitStreamLength{};
stream.Read(sBitStreamLength);
for (uint32_t k = 0; k < sBitStreamLength; k++) {
unsigned char character;
stream.Read(character);
sBitStream.push_back(character);
}
stream.Read(uiBehaviorHandle);
stream.Read(uiSkillHandle);
return true;
}
bool bDone{};
std::string sBitStream{};
uint32_t uiBehaviorHandle{};
uint32_t uiSkillHandle{};
};
#endif //!__SYNCSKILL__H__