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[WIP] Use EntityRef instead of CNSocket in ability handler
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@ -3,7 +3,7 @@
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#include "core/Core.hpp"
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#include "core/Core.hpp"
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#include "Combat.hpp"
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#include "Combat.hpp"
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typedef void (*PowerHandler)(CNSocket*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
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typedef void (*PowerHandler)(EntityRef, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
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struct Power {
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struct Power {
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int16_t skillType;
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int16_t skillType;
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@ -13,11 +13,16 @@ struct Power {
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Power(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
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Power(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
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void handle(CNSocket *sock, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
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void handle(EntityRef ref, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
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if (handler == nullptr)
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if (handler == nullptr)
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return;
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return;
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handler(sock, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
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handler(ref, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
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}
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/* overload for non-nano abilities */
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void handle(EntityRef ref, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) {
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handle(ref, targetData, -1, skillID, duration, amount);
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}
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}
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};
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};
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@ -330,7 +330,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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for (auto& pwr : Abilities::Powers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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mob->skillStyle = -3; // eruption cooldown
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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mob->nextAttack = currTime + 1000;
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return;
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return;
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@ -353,7 +353,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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return; // prevent debuffing a player twice
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return; // prevent debuffing a player twice
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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}
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}
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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return;
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@ -409,7 +409,7 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
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std::vector<int> targetData = {1, mob->id, 0, 0, 0};
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std::vector<int> targetData = {1, mob->id, 0, 0, 0};
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for (auto& pwr : Abilities::Powers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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if (event.trigger == ON_COMBAT && event.npcType == mob->type)
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if (event.trigger == ON_COMBAT && event.npcType == mob->type)
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@ -772,7 +772,7 @@ static void retreatStep(Mob *mob, time_t currTime) {
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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for (auto& pwr : Abilities::Powers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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pwr.handle(mob, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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pwr.handle(mob->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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// clear outlying debuffs
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// clear outlying debuffs
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clearDebuff(mob);
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clearDebuff(mob);
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}
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}
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