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authorAndrei Karas <akaras@inbox.ru>2015-04-09 12:05:10 +0300
committerAndrei Karas <akaras@inbox.ru>2015-04-09 12:05:10 +0300
commite26586ce6efaceb31ec534d488dace4d73702f56 (patch)
tree547db865ddb0fb3c82f60ebee0bb13879e465c4c /src/net/eathena
parentd472a3cf2a40169ffb4eca900e9cc53e6bcc4cc7 (diff)
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Add skill attributes with effect id what will play on caster and target while casting skill.
New skill attributes: skillCastingSrcEffectId - will play this effect on caster while casting skill skillCastingDstEffectId - will play this effect on target while casting skill. This effects for casting skill, not for skill attack.
Diffstat (limited to 'src/net/eathena')
-rw-r--r--src/net/eathena/beinghandler.cpp35
1 files changed, 28 insertions, 7 deletions
diff --git a/src/net/eathena/beinghandler.cpp b/src/net/eathena/beinghandler.cpp
index 7667edcbb..3f0ecf4ac 100644
--- a/src/net/eathena/beinghandler.cpp
+++ b/src/net/eathena/beinghandler.cpp
@@ -34,8 +34,8 @@
#include "input/keyboardconfig.h"
+#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
-
#include "gui/windows/outfitwindow.h"
#include "net/serverfeatures.h"
@@ -1137,15 +1137,36 @@ void BeingHandler::processMapType(Net::MessageIn &msg)
void BeingHandler::processSkillCasting(Net::MessageIn &msg)
{
- UNIMPLIMENTEDPACKET;
- msg.readInt32("src id");
- msg.readInt32("dst id");
- msg.readInt16("dst x");
- msg.readInt16("dst y");
- msg.readInt16("skill id");
+ // +++ need use other parameters
+
+ const int srcId = msg.readInt32("src id");
+ const int dstId = msg.readInt32("dst id");
+ const int dstX = msg.readInt16("dst x");
+ const int dstY = msg.readInt16("dst y");
+ const int skillId = msg.readInt16("skill id");
msg.readInt32("property"); // can be used to trigger effect
msg.readInt32("cast time");
msg.readInt8("dispossable");
+
+ if (!effectManager)
+ return;
+
+ if (srcId == 0)
+ {
+ UNIMPLIMENTEDPACKET;
+ return;
+ }
+ else if (dstId != 0)
+ { // being to being
+ Being *const srcBeing = actorManager->findBeing(srcId);
+ Being *const dstBeing = actorManager->findBeing(dstId);
+ skillDialog->playCastingSrcEffect(skillId, srcBeing);
+ skillDialog->playCastingDstEffect(skillId, dstBeing);
+ }
+ else if (dstX != 0 || dstY != 0)
+ { // being to position
+ UNIMPLIMENTEDPACKET;
+ }
}
void BeingHandler::processBeingStatusChange(Net::MessageIn &msg)