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https://github.com/SapphireServer/Sapphire.git
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139 lines
4 KiB
C++
139 lines
4 KiB
C++
#include <Util/Util.h>
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#include <Logging/Logger.h>
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#include <Exd/ExdData.h>
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#include <Exd/Structs.h>
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#include <Network/CommonActorControl.h>
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#include "Network/PacketWrappers/ActorControlPacket.h"
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#include "Network/PacketWrappers/ActorControlSelfPacket.h"
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#include "Actor/Player.h"
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#include <Service.h>
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#include "WorldServer.h"
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#include "Session.h"
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#include "Network/GameConnection.h"
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#include "Manager/EventMgr.h"
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#include "EventAction.h"
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using namespace Sapphire;
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using namespace Sapphire::World;
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using namespace Sapphire::Common;
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using namespace Sapphire::Network;
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using namespace Sapphire::Network::Packets;
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using namespace Sapphire::Network::Packets::WorldPackets;
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using namespace Sapphire::Network::Packets::WorldPackets::Server;
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using namespace Sapphire::Network::ActorControl;
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Action::EventAction::EventAction( Entity::CharaPtr pActor, uint32_t eventId, uint16_t action,
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ActionCallback finishRef, ActionCallback interruptRef, uint64_t additional )
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{
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m_additional = additional;
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m_eventId = eventId;
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m_id = action;
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auto& exdData = Common::Service< Data::ExdData >::ref();
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m_castTimeMs = exdData.getRow< Component::Excel::EventAction >( action )->data().Time * 1000; // TODO: Add security checks.
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m_onActionFinishClb = std::move( finishRef );
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m_onActionInterruptClb = std::move( interruptRef );
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m_pSource = std::move( pActor );
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m_interruptType = Common::ActionInterruptType::None;
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}
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Action::EventAction::~EventAction() = default;
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void Action::EventAction::start()
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{
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if( !m_pSource )
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return;
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m_startTime = Common::Util::getTimeMs();
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auto control = makeActorControl( m_pSource->getId(), ActorControlType::CastStart, 1, m_id, 0x4000004E );
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if( m_pSource->isPlayer() )
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{
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m_pSource->sendToInRangeSet( control, true );
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if( m_pSource->getAsPlayer()->hasStateFlag( PlayerStateFlag::InNpcEvent ) )
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m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::InNpcEvent );
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}
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else
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m_pSource->sendToInRangeSet( control );
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}
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void Action::EventAction::execute()
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{
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if( !m_pSource )
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return;
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try
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{
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auto& eventMgr = Common::Service< World::Manager::EventMgr >::ref();
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auto pEvent = m_pSource->getAsPlayer()->getEvent( m_eventId );
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pEvent->setPlayedScene( false );
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if( m_onActionFinishClb )
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m_onActionFinishClb( *m_pSource->getAsPlayer(), m_eventId, m_additional );
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auto control = makeActorControl( m_pSource->getId(), ActorControlType::CastStart, 0, m_id );
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if( !pEvent->hasPlayedScene() )
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eventMgr.eventFinish( *m_pSource->getAsPlayer(), m_eventId, 1 );
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else
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pEvent->setPlayedScene( false );
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if( m_pSource->isPlayer() )
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{
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//m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied2 );
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m_pSource->sendToInRangeSet( control, true );
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}
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else
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m_pSource->sendToInRangeSet( control );
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}
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catch( std::exception& e )
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{
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Logger::error( e.what() );
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}
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}
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void Action::EventAction::interrupt()
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{
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if( !m_pSource )
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return;
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try
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{
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auto& eventMgr = Common::Service< World::Manager::EventMgr >::ref();
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auto control = makeActorControl( m_pSource->getId(), ActorControlType::CastInterrupt, 0x219, 0x04, m_id );
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if( m_pSource->isPlayer() )
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{
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auto control1 = makeActorControlSelf( m_pSource->getId(), ActorControlType::FreeEventPos, m_eventId );
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//m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::NoCombat );
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//m_pSource->getAsPlayer()->unsetStateFlag( PlayerStateFlag::Occupied1 );
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m_pSource->sendToInRangeSet( control );
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m_pSource->sendToInRangeSet( control1 );
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auto& server = Common::Service< World::WorldServer >::ref();
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server.queueForPlayer( m_pSource->getAsPlayer()->getCharacterId(), { control1, control } );
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eventMgr.eventFinish( *m_pSource->getAsPlayer(), m_eventId, 1 );
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}
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else
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m_pSource->sendToInRangeSet( control );
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if( m_onActionInterruptClb )
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m_onActionInterruptClb( *m_pSource->getAsPlayer(), m_eventId, m_additional );
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}
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catch( std::exception& e )
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{
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Logger::error( e.what() );
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}
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}
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