2017-08-08 13:53:47 +02:00
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#include "ActionCast.h"
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#include <Server_Common/Common.h>
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#include <Server_Common/Util.h>
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#include <Server_Common/UtilMath.h>
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#include <Server_Common/ExdData.h>
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#include <Server_Common/Logger.h>
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#include "ActorControlPacket142.h"
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#include "ActorControlPacket143.h"
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#include "Player.h"
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2017-08-09 16:08:43 +02:00
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#include "ScriptManager.h"
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2017-08-08 13:53:47 +02:00
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using namespace Core::Common;
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using namespace Core::Network;
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using namespace Core::Network::Packets;
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using namespace Core::Network::Packets::Server;
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extern Core::Data::ExdData g_exdData;
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extern Core::Logger g_log;
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2017-08-09 16:08:43 +02:00
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extern Core::Scripting::ScriptManager g_scriptMgr;
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2017-08-08 13:53:47 +02:00
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Core::Action::ActionCast::ActionCast()
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{
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m_actionType = Common::ActionType::Event;
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}
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Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint32_t actionId )
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{
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m_startTime = 0;
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m_id = actionId;
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m_actionType = ActionType::Spell;
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m_castTime = g_exdData.m_actionInfoMap[actionId].cast_time; // TODO: Add security checks.
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m_pSource = pActor;
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m_pTarget = pTarget;
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m_bInterrupt = false;
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}
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Core::Action::ActionCast::~ActionCast()
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{
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}
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void Core::Action::ActionCast::onStart()
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{
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if( !m_pSource )
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return;
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m_pSource->getAsPlayer()->sendDebug( "onStart()" );
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m_startTime = Util::getTimeMs();
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GamePacketNew< FFXIVIpcActorCast > castPacket( getId() );
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castPacket.data().action_id = m_id;
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castPacket.data().unknown = 1;
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castPacket.data().cast_time = m_castTime;
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castPacket.data().target_id = m_pTarget->getId();
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m_pSource->sendToInRangeSet( castPacket, true );
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m_pSource->getAsPlayer()->setStateFlag( PlayerStateFlag::Casting );
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m_pSource->getAsPlayer()->sendStateFlags();
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}
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void Core::Action::ActionCast::onFinish()
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{
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if( !m_pSource )
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return;
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auto pPlayer = m_pSource->getAsPlayer();
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pPlayer->sendDebug( "onFinish()" );
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pPlayer->unsetStateFlag( PlayerStateFlag::Casting );
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pPlayer->sendStateFlags();
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2017-08-09 16:08:43 +02:00
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g_scriptMgr.onCastFinish( pPlayer, m_pTarget, m_id );
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2017-08-08 13:53:47 +02:00
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}
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void Core::Action::ActionCast::onInterrupt()
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{
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if( !m_pSource )
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return;
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m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied1 );
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m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Casting );
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m_pSource->getAsPlayer()->sendStateFlags();
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auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt,
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0x219, 0x04, m_id, 1 );
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m_pSource->sendToInRangeSet( control, true );
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}
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