Refactor OP_BeginCast into it's own function

This commit is contained in:
Michael Cook (mackal) 2017-04-08 02:06:49 -04:00
parent 2030278116
commit b4bab425f5
3 changed files with 27 additions and 25 deletions

View File

@ -3901,14 +3901,7 @@ void Mob::TrySpellProc(const EQEmu::ItemInstance *inst, const EQEmu::ItemData *w
Log(Logs::Detail, Logs::Combat,
"Spell proc %d procing spell %d (%.2f percent chance)",
i, SpellProcs[i].spellID, chance);
auto outapp = new EQApplicationPacket(OP_BeginCast,sizeof(BeginCast_Struct));
BeginCast_Struct* begincast = (BeginCast_Struct*)outapp->pBuffer;
begincast->caster_id = GetID();
begincast->spell_id = SpellProcs[i].spellID;
begincast->cast_time = 0;
outapp->priority = 3;
entity_list.QueueCloseClients(this, outapp, false, RuleI(Range, SpellMessages), 0, true);
safe_delete(outapp);
SendBeginCast(SpellProcs[i].spellID, 0);
ExecWeaponProc(nullptr, SpellProcs[i].spellID, on, SpellProcs[i].level_override);
CheckNumHitsRemaining(NumHit::OffensiveSpellProcs, 0,
SpellProcs[i].base_spellID);

View File

@ -279,6 +279,7 @@ public:
uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0);
bool SpellFinished(uint16 spell_id, Mob *target, EQEmu::CastingSlot slot = EQEmu::CastingSlot::Item, uint16 mana_used = 0,
uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
void SendBeginCast(uint16 spell_id, uint32 casttime);
virtual bool SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect = false,
bool use_resist_adjust = false, int16 resist_adjust = 0, bool isproc = false, int level_override = -1);
virtual bool SpellEffect(Mob* caster, uint16 spell_id, float partial = 100, int level_override = -1);

View File

@ -477,23 +477,8 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, CastingSlot slot,
// now tell the people in the area -- we ALWAYS want to send this, even instant cast spells.
// The only time this is skipped is for NPC innate procs and weapon procs. Procs from buffs
// oddly still send this. Since those cases don't reach here, we don't need to check them
if (slot != CastingSlot::Discipline) {
auto outapp = new EQApplicationPacket(OP_BeginCast,sizeof(BeginCast_Struct));
BeginCast_Struct* begincast = (BeginCast_Struct*)outapp->pBuffer;
begincast->caster_id = GetID();
begincast->spell_id = spell_id;
begincast->cast_time = orgcasttime; // client calculates reduced time by itself
outapp->priority = 3;
entity_list.QueueCloseClients(
this, /* Sender */
outapp, /* Packet */
false, /* Ignore Sender */
RuleI(Range, BeginCast),
0, /* Skip this Mob */
true /* Packet ACK */
); //IsClient() ? FILTER_PCSPELLS : FILTER_NPCSPELLS);
safe_delete(outapp);
}
if (slot != CastingSlot::Discipline)
SendBeginCast(spell_id, orgcasttime);
// cast time is 0, just finish it right now and be done with it
if(cast_time == 0) {
@ -536,6 +521,29 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, CastingSlot slot,
return(true);
}
void Mob::SendBeginCast(uint16 spell_id, uint32 casttime)
{
auto outapp = new EQApplicationPacket(OP_BeginCast, sizeof(BeginCast_Struct));
auto begincast = (BeginCast_Struct *)outapp->pBuffer;
begincast->caster_id = GetID();
begincast->spell_id = spell_id;
begincast->cast_time = casttime; // client calculates reduced time by itself
outapp->priority = 3;
entity_list.QueueCloseClients(
this, /* Sender */
outapp, /* Packet */
false, /* Ignore Sender */
RuleI(Range, BeginCast),
0, /* Skip this Mob */
true /* Packet ACK */
); //IsClient() ? FILTER_PCSPELLS : FILTER_NPCSPELLS);
safe_delete(outapp);
}
/*
* Some failures should be caught before the spell finishes casting
* This is especially helpful to clients when they cast really long things