Exemplo n.º 1
0
bool Client::UseDiscipline(uint8 disc_id)
{
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //Check the disc timer
    uint32 remain = p_timers.GetRemainingTime(pTimerDisciplineReuseStart);
    if(remain > 0 && !GetGM())
    {
        char val1[20]= {0};
        char val2[20]= {0};
        Message_StringID(CC_User_Disciplines, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        return(false);
    }

    bool active = disc_ability_timer.Enabled();
    if(active)
    {
        Message(CC_User_Disciplines, "You must wait before using this discipline."); //find correct message
        return(false);
    }

    //can we use the disc? the client checks this for us, but we should also confirm server side.
    uint8 level_to_use = DisciplineUseLevel(disc_id);
    if(level_to_use > GetLevel() || level_to_use == 0) {
        Message_StringID(CC_User_Disciplines, DISC_LEVEL_USE_ERROR);
        return(false);
    }

    // Disciplines with no ability timer (ashenhand, silentfist, thunderkick, and unholyaura) will remain on the player until they either
    // use the skill the disc affects successfully, camp/zone, or attempt to use another disc. If we're here, clear that disc so they can
    // cast a new one.
    if(GetActiveDisc() != 0)
    {
        Log.Out(Logs::General, Logs::Discs, "Clearing disc %d so that disc %d can be cast.", GetActiveDisc(), disc_id);
        FadeDisc();
    }

    //cast the disc
    if(CastDiscipline(disc_id, level_to_use))
        return(true);
    else
        return(false);
}
Exemplo n.º 2
0
bool Client::UseDiscipline(uint32 spell_id, uint32 target) {
    // Dont let client waste a reuse timer if they can't use the disc
    if (IsStunned() || IsFeared() || IsMezzed() || IsAmnesiad() || IsPet())
    {
        return(false);
    }

    //make sure we have the spell...
    int r;
    for(r = 0; r < MAX_PP_DISCIPLINES; r++) {
        if(m_pp.disciplines.values[r] == spell_id)
            break;
    }
    if(r == MAX_PP_DISCIPLINES)
        return(false);	//not found.

    //Check the disc timer
    pTimerType DiscTimer = pTimerDisciplineReuseStart + spells[spell_id].EndurTimerIndex;
    if(!p_timers.Expired(&database, DiscTimer)) {
        /*char val1[20]={0};*/	//unused
        /*char val2[20]={0};*/	//unused
        uint32 remain = p_timers.GetRemainingTime(DiscTimer);
        //Message_StringID(0, DISCIPLINE_CANUSEIN, ConvertArray((remain)/60,val1), ConvertArray(remain%60,val2));
        Message(0, "You can use this discipline in %d minutes %d seconds.", ((remain)/60), (remain%60));
        return(false);
    }

    //make sure we can use it..
    if(!IsValidSpell(spell_id)) {
        Message(13, "This tome contains invalid knowledge.");
        return(false);
    }

    //can we use the spell?
    const SPDat_Spell_Struct &spell = spells[spell_id];
    uint8 level_to_use = spell.classes[GetClass() - 1];
    if(level_to_use == 255) {
        Message(13, "Your class cannot learn from this tome.");
        //should summon them a new one...
        return(false);
    }

    if(level_to_use > GetLevel()) {
        Message_StringID(13, DISC_LEVEL_USE_ERROR);
        //should summon them a new one...
        return(false);
    }

    if(GetEndurance() > spell.EndurCost) {
        SetEndurance(GetEndurance() - spell.EndurCost);
    } else {
        Message(11, "You are too fatigued to use this skill right now.");
        return(false);
    }

    if(spell.recast_time > 0)
    {
        uint32 reduced_recast = spell.recast_time / 1000;
        reduced_recast -= CastToClient()->GetFocusEffect(focusReduceRecastTime, spell_id);
        if(reduced_recast < 0)
            reduced_recast = 0;

        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT, -1, -1, 0, -1, (uint32)DiscTimer, reduced_recast);
        if(spells[spell_id].EndurTimerIndex < MAX_DISCIPLINE_TIMERS)
        {
            EQApplicationPacket *outapp = new EQApplicationPacket(OP_DisciplineTimer, sizeof(DisciplineTimer_Struct));
            DisciplineTimer_Struct *dts = (DisciplineTimer_Struct *)outapp->pBuffer;
            dts->TimerID = spells[spell_id].EndurTimerIndex;
            dts->Duration = reduced_recast;
            QueuePacket(outapp);
            safe_delete(outapp);
        }
    }
    else
    {
        CastSpell(spell_id, target, DISCIPLINE_SPELL_SLOT);
    }
    return(true);
}