// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef TESTING_TOOL_STRUCTURES_H #define TESTING_TOOL_STRUCTURES_H // misc #include "nel/misc/types_nl.h" #include "nel/misc/stream.h" #include "nel/misc/sheet_id.h" // game share #include "game_share/ryzom_entity_id.h" // stl #include struct SActorBeginTest { // uint16 Role; // uint16 Level; sint32 Hp; sint32 Sta; sint32 Sap; NLMISC::CSheetId Armor; uint16 ArmorQuality; NLMISC::CSheetId RightHand; uint16 RightHandQuality; NLMISC::CSheetId LeftHand; uint16 LeftHandQuality; std::vector< NLMISC::CSheetId > Sentence1; std::vector< NLMISC::CSheetId > Sentence2; std::vector< NLMISC::CSheetId > Sentence3; void serial(NLMISC::IStream &f) throw(NLMISC::EStream) { // f.serial( Role ); // f.serial( Level ); f.serial( Hp ); f.serial( Sta ); f.serial( Sap ); f.serial( Armor ); f.serial( ArmorQuality ); f.serial( RightHand ); f.serial( RightHandQuality ); f.serial( LeftHand ); f.serial( LeftHandQuality ); f.serialCont( Sentence1 ); f.serialCont( Sentence2 ); f.serialCont( Sentence3 ); } }; struct SLogReport { std::vector< NLMISC::CSheetId > UsedBrick; // bool Stop; uint8 SentenceSuccesLuck; // bool SentenceSucces;// uint8 HitLuck;// bool Hit;// bool CriticalHit; uint32 MaxDamage; // uint32 MinDamage; // uint32 GivenDamage; // uint16 Localized; // uint32 ShieldAbsorption; // uint32 ArmorAbsorption; // uint32 HpLost; // bool SpecialEffectResist; uint16 SpecialEffectStart; uint32 SpecialEffectDuration; uint32 UsedStamina; // uint32 UsedSap; uint32 StaminaLeft; // uint32 SapLeft; void serial(NLMISC::IStream &f) throw(NLMISC::EStream) { f.serialCont( UsedBrick ); f.serial( Stop ); f.serial( SentenceSuccesLuck ); f.serial( SentenceSucces ); f.serial( HitLuck ); f.serial( Hit ); f.serial( CriticalHit ); f.serial( MaxDamage ); f.serial( MinDamage ); f.serial( GivenDamage ); f.serial( Localized ); f.serial( ShieldAbsorption ); f.serial( ArmorAbsorption ); f.serial( HpLost ); f.serial( SpecialEffectResist ); f.serial( SpecialEffectStart ); f.serial( SpecialEffectDuration ); f.serial( UsedStamina ); f.serial( UsedSap ); f.serial( StaminaLeft ); f.serial( SapLeft ); } }; extern SLogReport LogReportStructure; #endif //TESTING_TOOL_H