2020-08-19 22:21:35 +00:00
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#include "NPCManager.hpp"
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2021-03-16 22:29:13 +00:00
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#include "Items.hpp"
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2020-08-20 21:43:48 +00:00
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#include "settings.hpp"
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2021-03-13 22:55:16 +00:00
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#include "Combat.hpp"
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2021-03-16 22:29:13 +00:00
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#include "Missions.hpp"
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#include "Chunking.hpp"
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#include "Nanos.hpp"
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2020-11-08 08:42:49 +00:00
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#include "TableData.hpp"
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2021-03-16 22:29:13 +00:00
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#include "Groups.hpp"
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#include "Racing.hpp"
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2021-03-13 02:09:36 +00:00
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#include "Vendor.hpp"
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2021-03-13 20:22:29 +00:00
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#include "Abilities.hpp"
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2021-03-17 21:28:24 +00:00
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#include "Eggs.hpp"
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2020-08-20 21:43:48 +00:00
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#include <cmath>
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#include <algorithm>
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#include <list>
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2020-08-21 22:14:11 +00:00
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#include <fstream>
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2020-08-25 01:34:53 +00:00
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#include <vector>
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2020-09-24 22:36:25 +00:00
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#include <assert.h>
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2020-10-11 03:12:12 +00:00
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#include <limits.h>
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2020-08-21 22:14:11 +00:00
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2021-03-12 17:50:21 +00:00
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#include "JSON.hpp"
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2020-08-20 21:43:48 +00:00
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2021-03-16 21:06:10 +00:00
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using namespace NPCManager;
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2020-09-16 23:43:48 +00:00
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std::map<int32_t, BaseNPC*> NPCManager::NPCs;
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2020-08-23 16:26:25 +00:00
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std::map<int32_t, WarpLocation> NPCManager::Warps;
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2020-08-25 01:34:53 +00:00
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std::vector<WarpLocation> NPCManager::RespawnPoints;
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2020-09-24 22:36:25 +00:00
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nlohmann::json NPCManager::NPCData;
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2020-08-19 22:21:35 +00:00
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2020-09-24 22:36:25 +00:00
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/*
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* Initialized at the end of TableData::init().
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* This allows us to summon and kill mobs in arbitrary order without
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* NPC ID collisions.
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*/
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int32_t NPCManager::nextId;
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2020-09-18 21:24:15 +00:00
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2020-09-25 01:58:20 +00:00
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void NPCManager::destroyNPC(int32_t id) {
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2020-09-18 21:24:15 +00:00
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// sanity check
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if (NPCs.find(id) == NPCs.end()) {
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2020-10-20 22:55:58 +00:00
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std::cout << "npc not found: " << id << std::endl;
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2020-09-18 21:24:15 +00:00
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return;
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}
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BaseNPC* entity = NPCs[id];
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// sanity check
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2021-03-16 22:29:13 +00:00
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if (!Chunking::chunkExists(entity->chunkPos)) {
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2020-09-18 21:24:15 +00:00
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std::cout << "chunk not found!" << std::endl;
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return;
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}
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// remove NPC from the chunk
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2021-03-16 22:29:13 +00:00
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Chunking::untrackNPC(entity->chunkPos, id);
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2020-10-05 00:03:13 +00:00
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2020-09-25 01:58:20 +00:00
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// remove from viewable chunks
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2021-03-16 22:29:13 +00:00
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Chunking::removeNPCFromChunks(Chunking::getViewableChunks(entity->chunkPos), id);
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2020-09-23 04:08:51 +00:00
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2020-09-25 01:58:20 +00:00
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// remove from mob manager
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2021-03-13 22:55:16 +00:00
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if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
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MobAI::Mobs.erase(id);
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2020-10-05 00:03:13 +00:00
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2020-10-24 19:48:55 +00:00
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// remove from eggs
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2021-03-17 21:28:24 +00:00
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if (Eggs::Eggs.find(id) != Eggs::Eggs.end())
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Eggs::Eggs.erase(id);
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2020-10-24 19:48:55 +00:00
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2020-09-18 21:24:15 +00:00
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// finally, remove it from the map and free it
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2020-11-26 03:49:37 +00:00
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delete entity->viewableChunks;
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2020-09-18 21:24:15 +00:00
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NPCs.erase(id);
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delete entity;
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2020-09-17 22:45:43 +00:00
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}
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2020-11-18 00:07:04 +00:00
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void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
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2020-09-23 14:53:06 +00:00
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BaseNPC* npc = NPCs[id];
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2020-11-18 00:07:04 +00:00
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npc->appearanceData.iAngle = angle;
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2020-11-19 01:37:58 +00:00
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ChunkPos oldChunk = npc->chunkPos;
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2021-03-16 22:29:13 +00:00
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ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
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2020-09-23 14:53:06 +00:00
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npc->appearanceData.iX = X;
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npc->appearanceData.iY = Y;
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npc->appearanceData.iZ = Z;
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2020-11-18 00:07:04 +00:00
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npc->instanceID = I;
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if (oldChunk == newChunk)
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return; // didn't change chunks
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2021-03-16 22:29:13 +00:00
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Chunking::updateNPCChunk(id, oldChunk, newChunk);
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2020-10-02 20:17:24 +00:00
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}
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2020-09-25 00:00:26 +00:00
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void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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2020-11-19 22:19:46 +00:00
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for (auto it = npc->viewableChunks->begin(); it != npc->viewableChunks->end(); it++) {
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Chunk* chunk = *it;
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2020-09-25 00:00:26 +00:00
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for (CNSocket *s : chunk->players) {
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s->sendPacket(buf, type, size);
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}
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}
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}
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2021-03-16 21:06:10 +00:00
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static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
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2020-12-15 23:42:22 +00:00
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sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
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// get bark IDs from task data
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2021-03-16 22:29:13 +00:00
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TaskData* td = Missions::Tasks[req->iMissionTaskID];
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2020-12-15 23:42:22 +00:00
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std::vector<int> barks;
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for (int i = 0; i < 4; i++) {
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if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only
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barks.push_back(td->task["m_iHBarkerTextID"][i]);
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}
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if (barks.empty())
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return; // no barks
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INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
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resp.iNPC_ID = req->iNPC_ID;
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resp.iMissionStringID = barks[rand() % barks.size()];
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sock->sendPacket((void*)&resp, P_FE2CL_REP_BARKER, sizeof(sP_FE2CL_REP_BARKER));
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}
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2020-08-25 02:28:42 +00:00
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2021-03-16 21:06:10 +00:00
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static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
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2020-09-28 18:11:13 +00:00
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Player* plr = PlayerManager::getPlayer(sock);
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2020-12-01 19:18:01 +00:00
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if (plr->accountLevel > 30)
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2020-09-18 21:24:15 +00:00
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return;
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2020-10-05 00:03:13 +00:00
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2020-09-18 21:24:15 +00:00
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sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf;
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2020-09-25 01:58:20 +00:00
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NPCManager::destroyNPC(req->iNPC_ID);
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2020-09-18 21:24:15 +00:00
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}
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2020-12-15 22:15:39 +00:00
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// type must already be checked and updateNPCPosition() must be called on the result
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BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
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uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
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#define EXTRA_HEIGHT 0
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assert(nextId < INT32_MAX);
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int id = nextId++;
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int team = NPCData[type]["m_iTeam"];
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BaseNPC *npc = nullptr;
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if (team == 2) {
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npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id);
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2021-03-13 22:55:16 +00:00
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MobAI::Mobs[id] = (Mob*)npc;
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2020-12-15 22:15:39 +00:00
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// re-enable respawning, if desired
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((Mob*)npc)->summoned = !respawn;
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} else
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npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id);
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NPCs[id] = npc;
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return npc;
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}
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2021-03-16 21:06:10 +00:00
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static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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2020-08-25 02:28:42 +00:00
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sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
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2020-08-29 11:14:21 +00:00
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Player* plr = PlayerManager::getPlayer(sock);
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2020-08-25 02:28:42 +00:00
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2020-12-21 00:57:56 +00:00
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int limit = NPCData.back()["m_iNpcNumber"];
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2020-08-25 02:28:42 +00:00
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// permission & sanity check
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2021-03-03 22:17:36 +00:00
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if (plr->accountLevel > 30 || req->iNPCType > limit || req->iNPCCnt > 100)
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2020-08-25 02:28:42 +00:00
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return;
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2020-10-13 19:50:14 +00:00
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for (int i = 0; i < req->iNPCCnt; i++) {
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2020-12-15 22:15:39 +00:00
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BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
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updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
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2020-10-13 19:50:14 +00:00
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}
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2020-08-25 02:28:42 +00:00
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}
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2020-08-29 11:14:21 +00:00
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2021-03-16 21:06:10 +00:00
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static void handleWarp(CNSocket* sock, int32_t warpId) {
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2020-11-17 23:16:16 +00:00
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Player* plr = PlayerManager::getPlayer(sock);
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2020-08-29 11:14:21 +00:00
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// sanity check
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2020-09-25 05:35:27 +00:00
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if (Warps.find(warpId) == Warps.end())
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2020-08-29 11:14:21 +00:00
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return;
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2020-12-29 13:31:48 +00:00
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if (plr->iPCState & 8) {
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2020-12-28 16:39:08 +00:00
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// remove the player's vehicle
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plr->iPCState &= ~8;
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sock->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = plr->iID;
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chg.iState = plr->iPCState;
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PlayerManager::sendToViewable(sock, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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}
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2020-12-27 23:42:29 +00:00
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2020-10-02 20:17:24 +00:00
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// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
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2020-10-19 17:26:14 +00:00
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if (Warps[warpId].isInstance) {
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2020-10-12 16:55:41 +00:00
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uint64_t instanceID = Warps[warpId].instanceID;
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2020-10-20 22:55:58 +00:00
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// if warp requires you to be on a mission, it's gotta be a unique instance
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if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
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2020-11-17 23:16:16 +00:00
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instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
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2021-03-16 22:29:13 +00:00
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Chunking::createInstance(instanceID);
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2020-12-14 23:22:27 +00:00
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// save Lair entrance coords as a pseudo-Resurrect 'Em
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plr->recallX = Warps[warpId].x;
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plr->recallY = Warps[warpId].y;
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2020-12-15 22:11:10 +00:00
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plr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
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plr->recallInstance = instanceID;
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2020-10-12 16:55:41 +00:00
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}
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2020-10-19 17:26:14 +00:00
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2020-11-17 23:16:16 +00:00
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if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
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2020-10-17 04:58:51 +00:00
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PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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else {
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2020-11-17 23:16:16 +00:00
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Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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2020-10-17 04:58:51 +00:00
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for (int i = 0; i < leaderPlr->groupCnt; i++) {
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Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
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CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
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if (otherPlr == nullptr || sockTo == nullptr)
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continue;
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2020-12-24 04:22:46 +00:00
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// save Lair entrance coords for everyone else as well
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otherPlr->recallX = Warps[warpId].x;
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otherPlr->recallY = Warps[warpId].y;
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otherPlr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
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otherPlr->recallInstance = instanceID;
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2020-12-27 23:42:29 +00:00
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// remove their vehicle if they're on one
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2020-12-29 13:31:48 +00:00
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if (otherPlr->iPCState & 8) {
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2020-12-28 16:39:08 +00:00
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// remove the player's vehicle
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otherPlr->iPCState &= ~8;
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// send to self
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
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sockTo->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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// send to others
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INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
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chg.iPC_ID = otherPlr->iID;
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chg.iState = otherPlr->iPCState;
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PlayerManager::sendToViewable(sockTo, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
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}
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2020-12-27 23:42:29 +00:00
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2020-10-17 04:58:51 +00:00
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PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
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}
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}
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}
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else
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{
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2020-11-18 00:07:04 +00:00
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
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2020-10-02 20:17:24 +00:00
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resp.iX = Warps[warpId].x;
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resp.iY = Warps[warpId].y;
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resp.iZ = Warps[warpId].z;
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2020-11-17 23:16:16 +00:00
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resp.iCandy = plr->money;
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2020-10-02 20:17:24 +00:00
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resp.eIL = 4; // do not take away any items
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2020-12-31 02:31:46 +00:00
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uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
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2020-11-17 23:16:16 +00:00
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plr->instanceID = INSTANCE_OVERWORLD;
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2021-03-16 22:29:13 +00:00
|
|
|
Missions::failInstancedMissions(sock); // fail any instanced missions
|
2020-10-02 20:17:24 +00:00
|
|
|
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
|
2020-12-28 16:51:57 +00:00
|
|
|
|
2021-03-16 22:29:13 +00:00
|
|
|
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
|
2020-11-18 00:07:04 +00:00
|
|
|
PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
|
2020-12-28 16:51:57 +00:00
|
|
|
|
|
|
|
// remove the player's ongoing race, if any
|
2021-03-16 22:29:13 +00:00
|
|
|
if (Racing::EPRaces.find(sock) != Racing::EPRaces.end())
|
|
|
|
Racing::EPRaces.erase(sock);
|
2020-12-31 02:31:46 +00:00
|
|
|
|
|
|
|
// post-warp: check if the source instance has no more players in it and delete it if so
|
2021-03-16 22:29:13 +00:00
|
|
|
Chunking::destroyInstanceIfEmpty(fromInstance);
|
2020-10-02 20:17:24 +00:00
|
|
|
}
|
2020-09-07 20:12:53 +00:00
|
|
|
}
|
2020-10-11 03:12:12 +00:00
|
|
|
|
2021-03-16 21:06:10 +00:00
|
|
|
static void npcWarpHandler(CNSocket* sock, CNPacketData* data) {
|
|
|
|
sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
|
|
|
|
handleWarp(sock, warpNpc->iWarpID);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) {
|
|
|
|
// this is just a warp request
|
|
|
|
handleWarp(sock, 28);
|
|
|
|
}
|
|
|
|
|
2020-10-11 03:12:12 +00:00
|
|
|
/*
|
|
|
|
* Helper function to get NPC closest to coordinates in specified chunks
|
|
|
|
*/
|
2020-11-23 00:14:46 +00:00
|
|
|
BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z) {
|
2020-10-11 03:12:12 +00:00
|
|
|
BaseNPC* npc = nullptr;
|
|
|
|
int lastDist = INT_MAX;
|
2020-11-23 00:14:46 +00:00
|
|
|
for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
|
2020-10-11 03:12:12 +00:00
|
|
|
Chunk* chunk = *c;
|
|
|
|
for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
|
|
|
|
BaseNPC* npcTemp = NPCs[*_npc];
|
|
|
|
int distXY = std::hypot(X - npcTemp->appearanceData.iX, Y - npcTemp->appearanceData.iY);
|
|
|
|
int dist = std::hypot(distXY, Z - npcTemp->appearanceData.iZ);
|
|
|
|
if (dist < lastDist) {
|
|
|
|
npc = npcTemp;
|
|
|
|
lastDist = dist;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return npc;
|
|
|
|
}
|
2020-10-22 08:23:12 +00:00
|
|
|
|
2021-03-16 21:06:10 +00:00
|
|
|
// TODO: Move this to MobAI, possibly
|
2020-12-15 22:16:18 +00:00
|
|
|
#pragma region NPCEvents
|
|
|
|
|
|
|
|
// summon right arm and stage 2 body
|
|
|
|
static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
|
|
|
|
Mob *oldbody = (Mob*)npc; // adaptium, stun
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
|
|
|
|
std::cout << "Lord Fuse stage two" << std::endl;
|
|
|
|
|
|
|
|
// Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData*
|
|
|
|
// Blastons, Heal
|
|
|
|
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
|
|
|
|
|
|
|
|
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
|
|
|
|
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
|
|
|
plr->instanceID, oldbody->appearanceData.iAngle);
|
|
|
|
|
|
|
|
// right arm, Adaptium, Stun
|
|
|
|
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
|
|
|
|
|
|
|
|
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
|
|
|
|
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
|
|
|
|
plr->instanceID, oldbody->appearanceData.iAngle);
|
|
|
|
}
|
|
|
|
|
|
|
|
// summon left arm and stage 3 body
|
|
|
|
static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
|
|
|
|
Mob *oldbody = (Mob*)npc;
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
|
|
|
|
std::cout << "Lord Fuse stage three" << std::endl;
|
|
|
|
|
2021-01-17 21:50:49 +00:00
|
|
|
// Cosmix, Damage Point
|
2020-12-15 22:16:18 +00:00
|
|
|
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
|
|
|
|
|
|
|
|
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
|
|
|
|
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
|
|
|
|
plr->instanceID, oldbody->appearanceData.iAngle);
|
|
|
|
|
|
|
|
// Blastons, Heal
|
|
|
|
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
|
|
|
|
|
|
|
|
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
|
|
|
|
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
|
|
|
|
plr->instanceID, oldbody->appearanceData.iAngle);
|
|
|
|
}
|
|
|
|
|
|
|
|
std::vector<NPCEvent> NPCManager::NPCEvents = {
|
|
|
|
NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
|
|
|
|
NPCEvent(2467, ON_KILLED, lordFuseStageThree),
|
|
|
|
};
|
|
|
|
|
|
|
|
#pragma endregion NPCEvents
|
2021-03-16 21:06:10 +00:00
|
|
|
|
|
|
|
void NPCManager::init() {
|
|
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
|
|
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TIME_TO_GO_WARP, npcWarpTimeMachine);
|
|
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
|
|
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
|
|
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
|
|
|
|
}
|