Example #1
0
//slot for loading buffs when main char struct is loaded
void SpellShell::buffLoad(const spellBuff* c)
{
#ifdef DIAG_SPELLSHELL
  seqDebug("Loading buff - id=%d.",c->spellid);
#endif // DIAG_SPELLSHELL

  const Spell* spell = m_spells->spell(c->spellid);
  int duration = c->duration * 6;
  SpellItem *item = findSpell(c->spellid, m_player->id(), m_player->name());
  if (item) 
  { // exists
    item->update(c->spellid, spell, duration, 
		 0, "Buff", m_player->id(), m_player->name());
    emit changeSpell(item);
  } 
  else 
  { // new spell
    item = new SpellItem();
    item->update(c->spellid, spell, duration, 
		 0, "Buff", m_player->id(), m_player->name());
    m_spellList.append(item);
    if ((m_spellList.count() > 0) && (!m_timer->isActive()))
      m_timer->start(1000 *
		     pSEQPrefs->getPrefInt("SpellTimer", "SpellList", 6));
    emit addSpell(item);
  }
}
Example #2
0
void SpellShell::action(const uint8_t* data, size_t, uint8_t)
{
  const actionStruct* a = (const actionStruct*)data;

  if (a->type != 0xe7) // only things to do if action is a spell
    return;

  const Item* s;
  QString targetName;

  if (a->target && 
      ((s = m_spawnShell->findID(tSpawn, a->target))))
    targetName = s->name();

  SpellItem *item = findSpell(a->spell, a->target, targetName);

  if (item || (a->target == m_player->id()))
  {
    int duration = 0;
    const Spell* spell = m_spells->spell(a->spell);
    if (spell)
      duration = spell->calcDuration(a->level) * 6;
    
    QString casterName;
    if (a->source && 
	((s = m_spawnShell->findID(tSpawn, a->source))))
      casterName = s->name();

    if (item)
    {
#ifdef DIAG_SPELLSHELL
      seqDebug("action - found - source=%d (lvl: %d) cast id=%d on target=%d causing %d damage", 
	       a->source, a->level, a->spell, a->target, a->damage);
#endif // DIAG_SPELLSHELL
      
      item->update(a->spell, spell, duration, 
		   a->source, casterName, a->target, targetName);
      emit changeSpell(item);
    }
    else
    {
      // otherwise check for spells cast on us
#ifdef DIAG_SPELLSHELL
      seqDebug("action - new - source=%d (lvl: %d) cast id=%d on target=%d causing %d damage", 
	       a->source, a->level, a->spell, a->target, a->damage);
#endif // DIAG_SPELLSHELL
      
      // only way to get here is if there wasn't an existing spell, so...
      item = new SpellItem();
      item->update(a->spell, spell, duration, 
		   a->source, casterName, a->target, targetName);
      m_spellList.append(item);
      if ((m_spellList.count() > 0) && (!m_timer->isActive()))
	m_timer->start(1000 *
		       pSEQPrefs->getPrefInt("SpellTimer", "SpellList", 6));
      emit addSpell(item);
    }    
  }
}
Example #3
0
void SpellShell::selfStartSpellCast(const uint8_t* data)
{
  const startCastStruct *c = (const startCastStruct *)data;
#ifdef DIAG_SPELLSHELL
  seqDebug("selfStartSpellCast - id=%d (slot=%d, inv=%d) on spawnid=%d", 
	   c->spellId, c->slot, c->inventorySlot, c->targetId);
#endif // DIAG_SPELLSHELL

  // get the target 
  const Item* s;
  QString targetName;
  int duration = 0;
  const Spell* spell = m_spells->spell(c->spellId);
  SpellItem *item;
  if (spell)
    duration = spell->calcDuration(m_player->level()) * 6;

  if (!spell || spell->targetType() != 6)
  {
    if (c->targetId && 
	((s = m_spawnShell->findID(tSpawn, c->targetId))))
      targetName = s->name();
    
    item = findSpell(c->spellId, c->targetId, targetName);
  }
  else
  {
    targetName = m_player->name();
    item = findSpell(c->spellId);
  }

  if (item) 
  { // exists
    item->update(c->spellId, spell, duration,
		 m_player->id(), m_player->name(),
		 c->targetId, targetName);
    emit changeSpell(item);
  } 
  else 
  { // new spell
    item = new SpellItem();
    item->update(c->spellId, spell, duration,
		 m_player->id(), m_player->name(),
		 c->targetId, targetName);
    m_spellList.append(item);
    if ((m_spellList.count() > 0) && (!m_timer->isActive()))
      m_timer->start(1000 *
		     pSEQPrefs->getPrefInt("SpellTimer", "SpellList", 6));
    emit addSpell(item);
    m_lastPlayerSpell = item;
  }
}