[WIP] Use EntityRef instead of CNSocket in ability handler

This commit is contained in:
gsemaj 2021-06-20 14:39:59 -04:00 committed by gsemaj
parent f4f5f2e0bd
commit 703eaff2b4
No known key found for this signature in database
GPG Key ID: 24B96BAA40497929
2 changed files with 12 additions and 7 deletions

View File

@ -3,7 +3,7 @@
#include "core/Core.hpp"
#include "Combat.hpp"
typedef void (*PowerHandler)(CNSocket*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
typedef void (*PowerHandler)(EntityRef, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
struct Power {
int16_t skillType;
@ -13,11 +13,16 @@ struct Power {
Power(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
void handle(CNSocket *sock, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
void handle(EntityRef ref, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
if (handler == nullptr)
return;
handler(sock, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
handler(ref, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID);
}
/* overload for non-nano abilities */
void handle(EntityRef ref, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) {
handle(ref, targetData, -1, skillID, duration, amount);
}
};

View File

@ -330,7 +330,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
mob->skillStyle = -3; // eruption cooldown
mob->nextAttack = currTime + 1000;
return;
@ -353,7 +353,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
return; // prevent debuffing a player twice
pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
}
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
return;
@ -409,7 +409,7 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
std::vector<int> targetData = {1, mob->id, 0, 0, 0};
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
if (event.trigger == ON_COMBAT && event.npcType == mob->type)
@ -772,7 +772,7 @@ static void retreatStep(Mob *mob, time_t currTime) {
std::vector<int> targetData = {1, 0, 0, 0, 0};
for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[110].skillType)
pwr.handle(mob, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
pwr.handle(mob->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
// clear outlying debuffs
clearDebuff(mob);
}