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