[Feature] Allow NPCs to cast Sacrifice (#4470)

* [Feature] Teach npcs how to cast sacrifice

* [Feature] Teach npcs how to cast sacrifice

- Remove the hardcoded limit preventing npcs from casting sacrifice. The
  npc will receive as loot an emerald essence as expected.

* Update client.cpp
* Update client_packet.cpp
* Update spell_effects.cpp

* rename Client::SacrificeCaster to Client::sacrifice_caster_id
This commit is contained in:
fuzzlecutter
2024-09-12 14:42:44 -05:00
committed by GitHub
parent 913c5da70f
commit cc0171dfe1
4 changed files with 17 additions and 13 deletions
+10 -6
View File
@@ -286,6 +286,7 @@ Client::Client(EQStreamInterface *ieqs) : Mob(
memset(&m_epp, 0, sizeof(m_epp));
PendingTranslocate = false;
PendingSacrifice = false;
sacrifice_caster_id = 0;
controlling_boat_id = 0;
controlled_mob_id = 0;
qGlobals = nullptr;
@@ -3971,7 +3972,7 @@ void Client::SetEndurance(int32 newEnd)
CheckManaEndUpdate();
}
void Client::SacrificeConfirm(Client *caster)
void Client::SacrificeConfirm(Mob *caster)
{
auto outapp = new EQApplicationPacket(OP_Sacrifice, sizeof(Sacrifice_Struct));
Sacrifice_Struct *ss = (Sacrifice_Struct *)outapp->pBuffer;
@@ -3998,14 +3999,14 @@ void Client::SacrificeConfirm(Client *caster)
ss->Confirm = 0;
QueuePacket(outapp);
safe_delete(outapp);
// We store the Caster's name, because when the packet comes back, it only has the victim's entityID in it,
// We store the Caster's id, because when the packet comes back, it only has the victim's entityID in it,
// not the caster.
SacrificeCaster += caster->GetName();
sacrifice_caster_id = caster->GetID();
PendingSacrifice = true;
}
//Essentially a special case death function
void Client::Sacrifice(Client *caster)
void Client::Sacrifice(Mob *caster)
{
if (GetLevel() >= RuleI(Spells, SacrificeMinLevel) && GetLevel() <= RuleI(Spells, SacrificeMaxLevel)) {
int exploss = (int)(GetLevel() * (GetLevel() / 18.0) * 12000);
@@ -4053,8 +4054,11 @@ void Client::Sacrifice(Client *caster)
}
Save();
GoToDeath();
if (caster) // I guess it's possible?
caster->SummonItem(RuleI(Spells, SacrificeItemID));
if (caster && caster->IsClient()) {
caster->CastToClient()->SummonItem(RuleI(Spells, SacrificeItemID));
} else if (caster && caster->IsNPC()) {
caster->CastToNPC()->AddItem(RuleI(Spells, SacrificeItemID), 1, false);
}
}
} else {
caster->MessageString(Chat::Red, SAC_TOO_LOW); // This being is not a worthy sacrifice.