#include #include #include #include #include #include "Network/PacketWrappers/ActorControlPacket142.h" #include "Network/PacketWrappers/ActorControlPacket143.h" #include "Network/PacketWrappers/ActorControlPacket144.h" #include "Actor/Player.h" #include "Script/ScriptMgr.h" #include "ActionMount.h" #include "Framework.h" using namespace Core::Common; using namespace Core::Network; using namespace Core::Network::Packets; using namespace Core::Network::Packets::Server; using namespace Core::Network::ActorControl; extern Core::Framework g_framework; Core::Action::ActionMount::ActionMount() { m_handleActionType = HandleActionType::Event; } Core::Action::ActionMount::ActionMount( Entity::CharaPtr pActor, uint16_t mountId ) { m_startTime = 0; m_id = mountId; m_handleActionType = HandleActionType::Spell; m_castTime = 1000; m_pSource = pActor; m_bInterrupt = false; } Core::Action::ActionMount::~ActionMount() { } void Core::Action::ActionMount::onStart() { if( !m_pSource ) return; m_pSource->getAsPlayer()->sendDebug( "ActionMount::onStart()" ); m_startTime = Util::getTimeMs(); auto castPacket = makeZonePacket< FFXIVIpcActorCast >( getId() ); castPacket->data().action_id = m_id; castPacket->data().skillType = Common::SkillType::MountSkill; castPacket->data().unknown_1 = m_id; // This is used for the cast bar above the target bar of the caster. castPacket->data().cast_time = static_cast< float >( m_castTime / 1000 ); castPacket->data().target_id = m_pSource->getAsPlayer()->getId(); m_pSource->sendToInRangeSet( castPacket, true ); m_pSource->getAsPlayer()->setStateFlag( PlayerStateFlag::Casting ); } void Core::Action::ActionMount::onFinish() { if( !m_pSource ) return; auto pPlayer = m_pSource->getAsPlayer(); pPlayer->sendDebug( "ActionMount::onFinish()" ); pPlayer->unsetStateFlag( PlayerStateFlag::Casting ); auto effectPacket = makeZonePacket< FFXIVIpcEffect >( getId() ); effectPacket->data().targetId = pPlayer->getId(); effectPacket->data().actionAnimationId = m_id; // Affects displaying action name next to number in floating text effectPacket->data().unknown_62 = 13; effectPacket->data().actionTextId = 4; effectPacket->data().numEffects = 1; effectPacket->data().rotation = Math::Util::floatToUInt16Rot( pPlayer->getRot() ); effectPacket->data().effectTarget = INVALID_GAME_OBJECT_ID; effectPacket->data().effects[0].effectType = ActionEffectType::Mount; effectPacket->data().effects[0].hitSeverity = ActionHitSeverityType::CritDamage; effectPacket->data().effects[0].value = m_id; pPlayer->sendToInRangeSet( effectPacket, true ); pPlayer->mount( m_id ); } void Core::Action::ActionMount::onInterrupt() { if( !m_pSource ) return; //m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied1 ); m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Casting ); auto control = boost::make_shared< ActorControlPacket142 >( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 1, m_id, 0 ); // Note: When cast interrupt from taking too much damage, set the last value to 1. This enables the cast interrupt effect. Example: // auto control = ActorControlPacket142( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 1, m_id, 0 ); m_pSource->sendToInRangeSet( control, true ); }