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sapphire/src/servers/Server_Zone/Action/ActionCast.cpp

100 lines
3.2 KiB
C++

#include "ActionCast.h"
#include <Server_Common/Common.h>
#include <Server_Common/Util/Util.h>
#include <Server_Common/Util/UtilMath.h>
#include <Server_Common/Exd/ExdData.h>
#include <Server_Common/Logging/Logger.h>
#include "Network/PacketWrappers/ActorControlPacket142.h"
#include "Network/PacketWrappers/ActorControlPacket143.h"
#include "Network/PacketWrappers/ActorControlPacket144.h"
#include "Actor/Player.h"
#include "Script/ScriptManager.h"
using namespace Core::Common;
using namespace Core::Network;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
extern Core::Data::ExdData g_exdData;
extern Core::Logger g_log;
extern Core::Scripting::ScriptManager g_scriptMgr;
Core::Action::ActionCast::ActionCast()
{
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint16_t actionId )
{
m_startTime = 0;
m_id = actionId;
m_handleActionType = HandleActionType::Spell;
m_castTime = g_exdData.getActionInfo( actionId )->cast_time; // TODO: Add security checks.
m_pSource = pActor;
m_pTarget = pTarget;
m_bInterrupt = false;
}
Core::Action::ActionCast::~ActionCast() = default;
void Core::Action::ActionCast::onStart()
{
if( !m_pSource )
return;
m_pSource->getAsPlayer()->sendDebug( "onStart()" );
m_startTime = Util::getTimeMs();
ZoneChannelPacket< FFXIVIpcActorCast > castPacket( m_pSource->getId() );
castPacket.data().action_id = m_id;
castPacket.data().skillType = Common::SkillType::Normal;
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_pTarget->getId();
m_pSource->sendToInRangeSet( castPacket, true );
m_pSource->getAsPlayer()->setStateFlag( PlayerStateFlag::Casting );
m_pSource->getAsPlayer()->sendStateFlags();
}
void Core::Action::ActionCast::onFinish()
{
if( !m_pSource )
return;
auto pPlayer = m_pSource->getAsPlayer();
pPlayer->sendDebug( "onFinish()" );
pPlayer->unsetStateFlag( PlayerStateFlag::Casting );
pPlayer->sendStateFlags();
/*auto control = ActorControlPacket143( m_pTarget->getId(), ActorControlType::Unk7,
0x219, m_id, m_id, m_id, m_id );
m_pSource->sendToInRangeSet( control, true );*/
g_scriptMgr.onCastFinish( *pPlayer, m_pTarget, m_id );
}
void Core::Action::ActionCast::onInterrupt()
{
if( !m_pSource )
return;
m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied1 );
m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Casting );
m_pSource->getAsPlayer()->sendStateFlags();
auto control = 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 );
}