OpenFusion/src/Abilities.cpp

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#include "Abilities.hpp"
#include "NPCManager.hpp"
#include "PlayerManager.hpp"
std::map<int32_t, SkillData> Abilities::SkillTable;
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/*
// New email notification
static void emailUpdateCheck(CNSocket* sock, CNPacketData* data) {
INITSTRUCT(sP_FE2CL_REP_PC_NEW_EMAIL, resp);
resp.iNewEmailCnt = Database::getUnreadEmailCount(PlayerManager::getPlayer(sock)->iID);
sock->sendPacket(resp, P_FE2CL_REP_PC_NEW_EMAIL);
}
*/
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std::vector<EntityRef> Abilities::matchTargets(SkillData* skill, int count, int32_t *ids) {
std::vector<EntityRef> targets;
for (int i = 0; i < count; i++) {
int32_t id = ids[i];
if (skill->targetType == SkillTargetType::MOBS) {
// mob?
if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) targets.push_back(id);
else std::cout << "[WARN] skill: id not found\n";
} else {
// player?
CNSocket* sock = PlayerManager::getSockFromID(id);
if (sock != nullptr) targets.push_back(sock);
else std::cout << "[WARN] skill: sock not found\n";
}
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}
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return targets;
}
void Abilities::applyAbility(SkillData* skill, EntityRef src, std::vector<EntityRef> targets) {
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for (EntityRef target : targets) {
Entity* entity = target.getEntity();
if (entity->kind != PLAYER && entity->kind != COMBAT_NPC && entity->kind != MOB)
continue; // not a combatant
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}
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}
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void Abilities::init() {
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//REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EMAIL_UPDATE_CHECK, emailUpdateCheck);
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}