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
+25 -17
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