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Refactor OP_BeginCast into it's own function
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2030278116
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b4bab425f5
@ -3901,14 +3901,7 @@ void Mob::TrySpellProc(const EQEmu::ItemInstance *inst, const EQEmu::ItemData *w
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Log(Logs::Detail, Logs::Combat,
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"Spell proc %d procing spell %d (%.2f percent chance)",
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i, SpellProcs[i].spellID, chance);
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auto outapp = new EQApplicationPacket(OP_BeginCast,sizeof(BeginCast_Struct));
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BeginCast_Struct* begincast = (BeginCast_Struct*)outapp->pBuffer;
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begincast->caster_id = GetID();
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begincast->spell_id = SpellProcs[i].spellID;
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begincast->cast_time = 0;
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outapp->priority = 3;
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entity_list.QueueCloseClients(this, outapp, false, RuleI(Range, SpellMessages), 0, true);
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safe_delete(outapp);
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SendBeginCast(SpellProcs[i].spellID, 0);
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ExecWeaponProc(nullptr, SpellProcs[i].spellID, on, SpellProcs[i].level_override);
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CheckNumHitsRemaining(NumHit::OffensiveSpellProcs, 0,
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SpellProcs[i].base_spellID);
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@ -279,6 +279,7 @@ public:
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0);
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bool SpellFinished(uint16 spell_id, Mob *target, EQEmu::CastingSlot slot = EQEmu::CastingSlot::Item, uint16 mana_used = 0,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
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void SendBeginCast(uint16 spell_id, uint32 casttime);
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virtual bool SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect = false,
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bool use_resist_adjust = false, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
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virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100, int level_override = -1);
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@ -477,23 +477,8 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, CastingSlot slot,
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// now tell the people in the area -- we ALWAYS want to send this, even instant cast spells.
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// The only time this is skipped is for NPC innate procs and weapon procs. Procs from buffs
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// oddly still send this. Since those cases don't reach here, we don't need to check them
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if (slot != CastingSlot::Discipline) {
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auto outapp = new EQApplicationPacket(OP_BeginCast,sizeof(BeginCast_Struct));
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BeginCast_Struct* begincast = (BeginCast_Struct*)outapp->pBuffer;
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begincast->caster_id = GetID();
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begincast->spell_id = spell_id;
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begincast->cast_time = orgcasttime; // client calculates reduced time by itself
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outapp->priority = 3;
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entity_list.QueueCloseClients(
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this, /* Sender */
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outapp, /* Packet */
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false, /* Ignore Sender */
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RuleI(Range, BeginCast),
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0, /* Skip this Mob */
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true /* Packet ACK */
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); //IsClient() ? FILTER_PCSPELLS : FILTER_NPCSPELLS);
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safe_delete(outapp);
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}
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if (slot != CastingSlot::Discipline)
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SendBeginCast(spell_id, orgcasttime);
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// cast time is 0, just finish it right now and be done with it
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if(cast_time == 0) {
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@ -536,6 +521,29 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, CastingSlot slot,
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return(true);
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}
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void Mob::SendBeginCast(uint16 spell_id, uint32 casttime)
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{
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auto outapp = new EQApplicationPacket(OP_BeginCast, sizeof(BeginCast_Struct));
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auto begincast = (BeginCast_Struct *)outapp->pBuffer;
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begincast->caster_id = GetID();
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begincast->spell_id = spell_id;
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begincast->cast_time = casttime; // client calculates reduced time by itself
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outapp->priority = 3;
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entity_list.QueueCloseClients(
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this, /* Sender */
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outapp, /* Packet */
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false, /* Ignore Sender */
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RuleI(Range, BeginCast),
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0, /* Skip this Mob */
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true /* Packet ACK */
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); //IsClient() ? FILTER_PCSPELLS : FILTER_NPCSPELLS);
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safe_delete(outapp);
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}
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/*
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* Some failures should be caught before the spell finishes casting
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* This is especially helpful to clients when they cast really long things
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