2020-09-16 19:46:15 +00:00
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#include "MobManager.hpp"
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2020-08-27 20:16:52 +00:00
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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2020-08-28 16:25:03 +00:00
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#include "ItemManager.hpp"
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2020-09-10 16:40:38 +00:00
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#include "MissionManager.hpp"
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2020-08-27 20:16:52 +00:00
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2020-09-24 01:18:41 +00:00
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#include <cmath>
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2020-08-28 16:25:03 +00:00
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#include <assert.h>
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2020-08-27 20:16:52 +00:00
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2020-09-27 02:28:06 +00:00
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#ifndef MIN
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# define MIN(A,B) ((A)<(B)?(A):(B))
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#endif
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#ifndef MAX
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# define MAX(A,B) ((A)>(B)?(A):(B))
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#endif
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2020-09-16 23:43:48 +00:00
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std::map<int32_t, Mob*> MobManager::Mobs;
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2020-09-16 19:46:15 +00:00
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void MobManager::init() {
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2020-09-22 19:31:08 +00:00
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REGISTER_SHARD_TIMER(step, 200);
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2020-09-26 22:16:15 +00:00
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REGISTER_SHARD_TIMER(playerTick, 2000);
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2020-09-22 19:31:08 +00:00
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2020-08-27 20:16:52 +00:00
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_END, combatEnd);
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REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff);
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2020-09-22 15:30:49 +00:00
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_CHARs, pcAttackChars);
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2020-08-27 20:16:52 +00:00
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}
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2020-09-16 19:46:15 +00:00
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void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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2020-08-27 20:16:52 +00:00
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sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
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2020-08-28 20:01:49 +00:00
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Player *plr = PlayerManager::getPlayer(sock);
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2020-08-27 20:16:52 +00:00
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2020-09-28 18:11:13 +00:00
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if (plr == nullptr)
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return;
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2020-08-28 14:09:26 +00:00
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// sanity check
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) {
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std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n";
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2020-08-27 20:16:52 +00:00
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return;
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}
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2020-08-28 14:09:26 +00:00
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2020-08-27 20:16:52 +00:00
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int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs));
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2020-08-28 14:09:26 +00:00
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/*
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* Due to the possibility of multiplication overflow (and regular buffer overflow),
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2020-08-28 19:42:00 +00:00
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* both incoming and outgoing variable-length packets must be validated, at least if
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* the number of trailing structs isn't well known (ie. it's from the client).
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2020-08-28 14:09:26 +00:00
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*/
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if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) {
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2020-08-28 16:25:03 +00:00
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std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n";
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2020-08-28 14:09:26 +00:00
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return;
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}
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2020-08-27 20:16:52 +00:00
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult);
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2020-09-09 19:08:31 +00:00
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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2020-08-28 14:09:26 +00:00
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2020-08-27 20:16:52 +00:00
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memset(respbuf, 0, resplen);
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2020-08-28 14:09:26 +00:00
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2020-08-27 20:16:52 +00:00
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sP_FE2CL_PC_ATTACK_NPCs_SUCC *resp = (sP_FE2CL_PC_ATTACK_NPCs_SUCC*)respbuf;
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sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC));
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resp->iNPCCnt = pkt->iNPCCnt;
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for (int i = 0; i < pkt->iNPCCnt; i++) {
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2020-09-16 23:43:48 +00:00
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if (Mobs.find(pktdata[i]) == Mobs.end()) {
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2020-08-27 20:16:52 +00:00
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
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return;
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}
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2020-09-16 23:43:48 +00:00
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Mob *mob = Mobs[pktdata[i]];
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2020-08-27 20:16:52 +00:00
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2020-09-27 01:53:03 +00:00
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std::pair<int,int> damage;
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if (pkt->iNPCCnt > 1)
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2020-09-27 02:28:06 +00:00
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damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
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2020-09-27 01:53:03 +00:00
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else
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2020-09-27 02:28:06 +00:00
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damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
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2020-09-27 01:53:03 +00:00
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damage.first = hitMob(sock, mob, damage.first);
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2020-09-16 23:43:48 +00:00
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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2020-09-27 01:53:03 +00:00
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respdata[i].iDamage = damage.first;
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2020-09-16 23:43:48 +00:00
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respdata[i].iHP = mob->appearanceData.iHP;
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2020-09-27 01:53:03 +00:00
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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2020-08-27 20:16:52 +00:00
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}
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2020-09-27 06:58:33 +00:00
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resp->iBatteryW = plr->batteryW;
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2020-08-27 20:16:52 +00:00
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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2020-08-28 20:01:49 +00:00
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2020-09-09 19:08:31 +00:00
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// a bit of a hack: these are the same size, so we can reuse the response packet
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2020-08-28 20:01:49 +00:00
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assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs));
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sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf;
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resp1->iPC_ID = plr->iID;
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// send to other players
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2020-09-17 22:45:43 +00:00
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PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen);
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2020-08-27 20:16:52 +00:00
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}
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2020-09-24 01:18:41 +00:00
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void MobManager::npcAttackPc(Mob *mob) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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2020-09-28 18:11:13 +00:00
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if (plr == nullptr)
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return;
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2020-09-24 01:18:41 +00:00
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const size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + sizeof(sAttackResult);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
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sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
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2020-09-29 21:27:48 +00:00
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auto damage = getDamage(470 + (int)mob->data["m_iPower"], plr->defense, false, 1);
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2020-09-27 01:53:03 +00:00
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plr->HP -= damage.first;
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2020-09-24 01:18:41 +00:00
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt->iPCCnt = 1;
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atk->iID = plr->iID;
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2020-09-27 01:53:03 +00:00
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atk->iDamage = damage.first;
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2020-09-24 01:18:41 +00:00
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atk->iHP = plr->HP;
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2020-09-27 01:53:03 +00:00
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atk->iHitFlag = damage.second;
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2020-09-24 01:18:41 +00:00
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mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
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2020-09-26 22:16:15 +00:00
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PlayerManager::sendToViewable(mob->target, (void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
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2020-09-24 01:18:41 +00:00
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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}
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}
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2020-09-16 19:46:15 +00:00
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void MobManager::giveReward(CNSocket *sock) {
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2020-08-27 20:16:52 +00:00
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Player *plr = PlayerManager::getPlayer(sock);
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2020-09-28 18:11:13 +00:00
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if (plr == nullptr)
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return;
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2020-08-28 16:25:03 +00:00
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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2020-09-08 01:01:47 +00:00
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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2020-08-28 16:25:03 +00:00
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
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sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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2020-09-26 01:48:45 +00:00
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// NOTE: these will need to be scaled according to the player/mob level difference
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plr->money += (int)MissionManager::AvatarGrowth[plr->level]["m_iMobFM"]; // this one's innacurate, but close enough for now
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MissionManager::updateFusionMatter(sock, MissionManager::AvatarGrowth[plr->level]["m_iMobFM"]);
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2020-08-27 20:16:52 +00:00
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2020-08-28 16:25:03 +00:00
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// simple rewards
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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2020-09-27 06:58:33 +00:00
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reward->m_iBatteryN = plr->batteryN;
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reward->m_iBatteryW = plr->batteryW;
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2020-08-28 16:25:03 +00:00
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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2020-09-26 14:45:32 +00:00
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#if 0
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2020-08-28 16:25:03 +00:00
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int slot = ItemManager::findFreeSlot(plr);
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if (slot == -1) {
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2020-09-26 14:45:32 +00:00
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#else
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int slot = -1;
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if (true) {
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#endif
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2020-08-28 16:25:03 +00:00
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// no room for an item, but you still get FM and taros
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2020-09-09 19:08:31 +00:00
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reward->iItemCnt = 0;
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2020-08-28 16:25:03 +00:00
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
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} else {
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// item reward
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item->sItem.iType = 9;
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item->sItem.iID = 1;
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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plr->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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2020-09-23 19:44:27 +00:00
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2020-08-27 20:16:52 +00:00
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}
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2020-09-16 23:43:48 +00:00
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2020-09-25 00:00:26 +00:00
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int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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return 0; // no damage
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}
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if (mob->state == MobState::ROAMING) {
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assert(mob->target == nullptr);
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mob->target = sock;
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mob->state = MobState::COMBAT;
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mob->nextMovement = getTime();
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2020-09-26 22:16:15 +00:00
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mob->nextAttack = 0;
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2020-09-25 00:00:26 +00:00
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}
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mob->appearanceData.iHP -= damage;
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// wake up sleeping monster
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// TODO: remove client-side bit somehow
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mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
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if (mob->appearanceData.iHP <= 0)
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killMob(mob->target, mob);
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return damage;
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}
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2020-09-16 23:43:48 +00:00
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void MobManager::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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2020-09-24 01:18:41 +00:00
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mob->target = nullptr;
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2020-09-22 20:22:10 +00:00
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mob->appearanceData.iConditionBitFlag = 0;
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2020-09-16 23:43:48 +00:00
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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2020-09-22 15:30:49 +00:00
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr) {
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giveReward(sock);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
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}
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2020-09-16 23:43:48 +00:00
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2020-09-21 22:21:43 +00:00
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mob->despawned = false;
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2020-09-16 23:43:48 +00:00
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}
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void MobManager::deadStep(Mob *mob, time_t currTime) {
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2020-09-21 22:21:43 +00:00
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// despawn the mob after a short delay
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if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) {
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mob->despawned = true;
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INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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2020-09-25 00:00:26 +00:00
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NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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2020-09-24 22:36:25 +00:00
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// if it was summoned, remove it permanently
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if (mob->summoned) {
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std::cout << "[INFO] Deallocating killed summoned mob" << std::endl;
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2020-09-25 01:58:20 +00:00
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NPCManager::destroyNPC(mob->appearanceData.iNPC_ID);
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2020-09-24 22:36:25 +00:00
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return;
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}
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2020-09-21 22:21:43 +00:00
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}
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2020-09-16 23:43:48 +00:00
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if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
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return;
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std::cout << "respawning mob " << mob->appearanceData.iNPC_ID << " with HP = " << mob->maxHealth << std::endl;
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mob->appearanceData.iHP = mob->maxHealth;
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mob->state = MobState::ROAMING;
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|
|
|
|
|
|
|
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
|
|
|
|
|
|
|
|
pkt.NPCAppearanceData = mob->appearanceData;
|
|
|
|
|
2020-09-21 21:13:13 +00:00
|
|
|
// notify all nearby players
|
2020-09-25 00:00:26 +00:00
|
|
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
|
2020-09-16 23:43:48 +00:00
|
|
|
}
|
|
|
|
|
2020-09-24 01:18:41 +00:00
|
|
|
void MobManager::combatStep(Mob *mob, time_t currTime) {
|
|
|
|
assert(mob->target != nullptr);
|
|
|
|
|
|
|
|
// sanity check: did the target player lose connection?
|
|
|
|
if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
|
|
|
|
mob->target = nullptr;
|
|
|
|
mob->state = MobState::RETREAT;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Player *plr = PlayerManager::getPlayer(mob->target);
|
|
|
|
|
2020-09-28 18:11:13 +00:00
|
|
|
if (plr == nullptr)
|
|
|
|
return;
|
|
|
|
|
2020-09-25 00:00:26 +00:00
|
|
|
// did something else kill the player in the mean time?
|
|
|
|
if (plr->HP <= 0) {
|
|
|
|
mob->target = nullptr;
|
|
|
|
mob->state = MobState::RETREAT;
|
2020-09-24 01:18:41 +00:00
|
|
|
return;
|
2020-09-25 00:00:26 +00:00
|
|
|
}
|
2020-09-24 01:18:41 +00:00
|
|
|
|
|
|
|
int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
|
|
|
|
|
|
|
|
/*
|
|
|
|
* If the mob is close enough to attack, do so. If not, get closer.
|
|
|
|
* No, I'm not 100% sure this is how it's supposed to work.
|
|
|
|
*/
|
|
|
|
if (distance <= (int)mob->data["m_iAtkRange"]) {
|
|
|
|
// attack logic
|
|
|
|
if (mob->nextAttack == 0) {
|
|
|
|
mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; // I *think* this is what this is
|
|
|
|
npcAttackPc(mob);
|
|
|
|
} else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) {
|
|
|
|
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
|
|
|
|
npcAttackPc(mob);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// movement logic
|
|
|
|
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
|
|
|
return;
|
2020-09-27 02:28:06 +00:00
|
|
|
mob->nextMovement = currTime + 500;
|
2020-09-24 01:18:41 +00:00
|
|
|
|
2020-09-24 20:55:33 +00:00
|
|
|
int speed = mob->data["m_iRunSpeed"];
|
|
|
|
|
|
|
|
// halve movement speed if snared
|
|
|
|
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
|
|
|
|
speed /= 2;
|
|
|
|
|
|
|
|
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->target->plr->x, mob->target->plr->y, speed);
|
|
|
|
|
2020-09-25 01:58:20 +00:00
|
|
|
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ);
|
|
|
|
|
2020-09-24 01:18:41 +00:00
|
|
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
|
|
|
|
|
|
|
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
|
2020-09-24 20:55:33 +00:00
|
|
|
pkt.iSpeed = speed;
|
|
|
|
pkt.iToX = mob->appearanceData.iX = targ.first;
|
|
|
|
pkt.iToY = mob->appearanceData.iY = targ.second;
|
|
|
|
pkt.iToZ = mob->appearanceData.iZ;
|
2020-09-24 01:18:41 +00:00
|
|
|
|
|
|
|
// notify all nearby players
|
2020-09-25 00:00:26 +00:00
|
|
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
2020-09-24 01:18:41 +00:00
|
|
|
}
|
|
|
|
|
2020-09-26 22:16:15 +00:00
|
|
|
// retreat if the player leaves combat range
|
|
|
|
distance = hypot(plr->x - mob->spawnX, plr->y - mob->spawnY);
|
2020-09-24 20:55:33 +00:00
|
|
|
if (distance >= mob->data["m_iCombatRange"]) {
|
|
|
|
mob->target = nullptr;
|
|
|
|
mob->state = MobState::RETREAT;
|
|
|
|
}
|
2020-09-24 01:18:41 +00:00
|
|
|
}
|
|
|
|
|
2020-09-24 20:55:33 +00:00
|
|
|
/*
|
|
|
|
* TODO: precalculate a path, lerp through it, repeat.
|
|
|
|
* The way it works right now, mobs only move around a little bit. This will result
|
|
|
|
* in more natural movement, and will mesh well with pre-calculated paths (for Don Doom,
|
|
|
|
* Bad Max, etc.) once those have been made.
|
|
|
|
*/
|
2020-09-22 18:33:10 +00:00
|
|
|
void MobManager::roamingStep(Mob *mob, time_t currTime) {
|
2020-09-26 22:16:15 +00:00
|
|
|
/*
|
|
|
|
* We reuse nextAttack to avoid scanning for players all the time, but to still
|
|
|
|
* do so more often than if we waited for nextMovement (which is way too slow).
|
|
|
|
*/
|
2020-09-27 07:04:33 +00:00
|
|
|
if (mob->nextAttack == 0 || currTime >= mob->nextAttack) {
|
2020-09-26 22:16:15 +00:00
|
|
|
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Aggro on nearby players.
|
|
|
|
* Even if they're in range, we can't assume they're all in the same one chunk
|
|
|
|
* as the mob, since it might be near a chunk boundary.
|
|
|
|
*/
|
|
|
|
for (Chunk *chunk : mob->currentChunks) {
|
|
|
|
for (CNSocket *s : chunk->players) {
|
|
|
|
Player *plr = s->plr;
|
2020-09-27 17:58:37 +00:00
|
|
|
|
|
|
|
// height is relevant for aggro distance because of platforming
|
|
|
|
int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
|
|
|
|
int distance = hypot(xyDistance, mob->appearanceData.iZ - plr->z);
|
2020-09-26 22:16:15 +00:00
|
|
|
if (distance > mob->data["m_iSightRange"])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// found player. engage.
|
|
|
|
mob->target = s;
|
|
|
|
mob->state = MobState::COMBAT;
|
|
|
|
mob->nextMovement = currTime;
|
|
|
|
mob->nextAttack = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-09-24 20:55:33 +00:00
|
|
|
// some mobs don't move (and we mustn't divide/modulus by zero)
|
|
|
|
if (mob->idleRange == 0)
|
|
|
|
return;
|
|
|
|
|
2020-09-22 18:33:10 +00:00
|
|
|
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
|
|
|
return;
|
|
|
|
|
|
|
|
int delay = (int)mob->data["m_iDelayTime"] * 1000;
|
|
|
|
mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
|
|
|
|
|
|
|
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
|
|
|
int xStart = mob->spawnX - mob->idleRange/2;
|
|
|
|
int yStart = mob->spawnY - mob->idleRange/2;
|
|
|
|
|
2020-09-24 20:55:33 +00:00
|
|
|
int farX = xStart + rand() % mob->idleRange;
|
|
|
|
int farY = yStart + rand() % mob->idleRange;
|
|
|
|
int speed = mob->data["m_iWalkSpeed"];
|
|
|
|
|
|
|
|
// halve movement speed if snared
|
|
|
|
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
|
|
|
|
speed /= 2;
|
|
|
|
|
|
|
|
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, farX, farY, speed);
|
|
|
|
|
2020-09-25 01:58:20 +00:00
|
|
|
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ);
|
|
|
|
|
2020-09-22 18:33:10 +00:00
|
|
|
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
|
2020-09-24 20:55:33 +00:00
|
|
|
pkt.iSpeed = speed;
|
|
|
|
pkt.iToX = mob->appearanceData.iX = targ.first;
|
|
|
|
pkt.iToY = mob->appearanceData.iY = targ.second;
|
2020-09-22 18:33:10 +00:00
|
|
|
pkt.iToZ = mob->appearanceData.iZ;
|
|
|
|
|
|
|
|
// notify all nearby players
|
2020-09-25 00:00:26 +00:00
|
|
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
2020-09-22 18:33:10 +00:00
|
|
|
}
|
|
|
|
|
2020-09-24 01:18:41 +00:00
|
|
|
void MobManager::retreatStep(Mob *mob, time_t currTime) {
|
|
|
|
// distance between spawn point and current location
|
2020-09-27 02:28:06 +00:00
|
|
|
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
|
|
|
|
return;
|
|
|
|
|
|
|
|
mob->nextMovement = currTime + 500;
|
|
|
|
|
2020-09-24 01:18:41 +00:00
|
|
|
int distance = hypot(mob->appearanceData.iX - mob->spawnX, mob->appearanceData.iY - mob->spawnY);
|
|
|
|
|
|
|
|
if (distance > mob->data["m_iIdleRange"]) {
|
|
|
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
|
|
|
|
2020-09-24 20:55:33 +00:00
|
|
|
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->spawnX, mob->spawnY, mob->data["m_iRunSpeed"]);
|
|
|
|
|
2020-09-24 01:18:41 +00:00
|
|
|
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
|
2020-09-24 20:55:33 +00:00
|
|
|
pkt.iSpeed = mob->data["m_iRunSpeed"];
|
|
|
|
pkt.iToX = mob->appearanceData.iX = targ.first;
|
|
|
|
pkt.iToY = mob->appearanceData.iY = targ.second;
|
2020-09-24 01:18:41 +00:00
|
|
|
pkt.iToZ = mob->appearanceData.iZ;
|
|
|
|
|
|
|
|
// notify all nearby players
|
2020-09-25 00:00:26 +00:00
|
|
|
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
|
2020-09-24 01:18:41 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// if we got there
|
|
|
|
if (distance <= mob->data["m_iIdleRange"]) {
|
|
|
|
mob->state = MobState::ROAMING;
|
|
|
|
mob->appearanceData.iHP = mob->maxHealth;
|
|
|
|
mob->killedTime = 0;
|
|
|
|
mob->nextAttack = 0;
|
|
|
|
mob->appearanceData.iConditionBitFlag = 0;
|
2020-09-29 21:27:48 +00:00
|
|
|
|
|
|
|
//INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
|
|
|
|
//enterData.NPCAppearanceData = mob->appearanceData;
|
|
|
|
//NPCManager::sendToViewable(mob, &enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
|
|
|
|
resendMobHP(mob);
|
2020-09-24 01:18:41 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-09-22 19:31:08 +00:00
|
|
|
void MobManager::step(CNServer *serv, time_t currTime) {
|
2020-09-16 23:43:48 +00:00
|
|
|
for (auto& pair : Mobs) {
|
2020-09-22 18:33:10 +00:00
|
|
|
int x = pair.second->appearanceData.iX;
|
|
|
|
int y = pair.second->appearanceData.iY;
|
|
|
|
|
|
|
|
// skip chunks without players
|
2020-10-01 01:44:37 +00:00
|
|
|
if (!ChunkManager::inPopulatedChunks(x, y, pair.second->instanceID))
|
2020-09-22 18:33:10 +00:00
|
|
|
continue;
|
|
|
|
|
2020-09-22 18:53:44 +00:00
|
|
|
// skip mob movement and combat if disabled
|
|
|
|
if (!settings::SIMULATEMOBS && pair.second->state != MobState::DEAD)
|
|
|
|
continue;
|
|
|
|
|
2020-09-25 00:00:26 +00:00
|
|
|
// skip attack/move if stunned or asleep
|
|
|
|
if (pair.second->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ)
|
|
|
|
&& (pair.second->state == MobState::ROAMING || pair.second->state == MobState::COMBAT))
|
|
|
|
continue;
|
|
|
|
|
2020-09-16 23:43:48 +00:00
|
|
|
switch (pair.second->state) {
|
2020-09-24 20:55:33 +00:00
|
|
|
case MobState::INACTIVE:
|
|
|
|
// no-op
|
|
|
|
break;
|
2020-09-22 18:33:10 +00:00
|
|
|
case MobState::ROAMING:
|
|
|
|
roamingStep(pair.second, currTime);
|
|
|
|
break;
|
2020-09-24 01:18:41 +00:00
|
|
|
case MobState::COMBAT:
|
|
|
|
combatStep(pair.second, currTime);
|
|
|
|
break;
|
|
|
|
case MobState::RETREAT:
|
|
|
|
retreatStep(pair.second, currTime);
|
|
|
|
break;
|
2020-09-16 23:43:48 +00:00
|
|
|
case MobState::DEAD:
|
|
|
|
deadStep(pair.second, currTime);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2020-09-24 20:55:33 +00:00
|
|
|
|
|
|
|
/*
|
|
|
|
* Dynamic lerp; distinct from TransportManager::lerp(). This one doesn't care about height and
|
|
|
|
* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
|
|
|
|
*/
|
|
|
|
std::pair<int,int> MobManager::lerp(int x1, int y1, int x2, int y2, int speed) {
|
2020-09-29 21:27:48 +00:00
|
|
|
std::pair<int,int> ret = {x1, y1};
|
2020-09-24 20:55:33 +00:00
|
|
|
|
2020-09-27 02:28:06 +00:00
|
|
|
speed /= 2;
|
2020-09-29 21:27:48 +00:00
|
|
|
|
|
|
|
if (speed == 0)
|
|
|
|
return ret;
|
|
|
|
|
2020-09-24 20:55:33 +00:00
|
|
|
int distance = hypot(x1 - x2, y1 - y2);
|
|
|
|
|
2020-09-27 02:28:06 +00:00
|
|
|
if (distance > speed) {
|
2020-09-28 20:31:01 +00:00
|
|
|
|
2020-09-27 02:28:06 +00:00
|
|
|
int lerps = distance / speed;
|
|
|
|
|
|
|
|
// interpolate only the first point
|
2020-09-29 21:27:48 +00:00
|
|
|
float frac = 1.0f / lerps;
|
2020-09-27 02:28:06 +00:00
|
|
|
|
|
|
|
ret.first = (x1 + (x2 - x1) * frac);
|
|
|
|
ret.second = (y1 + (y2 - y1) * frac);
|
|
|
|
} else {
|
|
|
|
ret.first = x2;
|
|
|
|
ret.second = y2;
|
|
|
|
}
|
2020-09-24 20:55:33 +00:00
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
2020-09-26 22:16:15 +00:00
|
|
|
|
|
|
|
void MobManager::combatBegin(CNSocket *sock, CNPacketData *data) {
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
2020-09-28 18:11:13 +00:00
|
|
|
|
|
|
|
if (plr != nullptr)
|
|
|
|
plr->inCombat = true;
|
2020-09-26 22:16:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void MobManager::combatEnd(CNSocket *sock, CNPacketData *data) {
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
2020-09-28 18:11:13 +00:00
|
|
|
|
|
|
|
if (plr != nullptr)
|
|
|
|
plr->inCombat = false;
|
2020-09-26 22:16:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void MobManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
|
|
|
|
sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
|
2020-09-28 18:11:13 +00:00
|
|
|
if (plr != nullptr)
|
|
|
|
plr->dotDamage = (bool)pkt->iFlag;
|
2020-09-26 22:16:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void MobManager::dealGooDamage(CNSocket *sock, int amount) {
|
|
|
|
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
|
|
|
|
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
2020-09-26 23:00:31 +00:00
|
|
|
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
2020-09-26 22:16:15 +00:00
|
|
|
|
|
|
|
memset(respbuf, 0, resplen);
|
|
|
|
|
|
|
|
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
|
|
|
|
sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
|
2020-09-28 18:11:13 +00:00
|
|
|
if (plr == nullptr)
|
|
|
|
return;
|
|
|
|
|
2020-09-26 22:16:15 +00:00
|
|
|
// update player
|
|
|
|
plr->HP -= amount;
|
|
|
|
|
|
|
|
pkt->iID = plr->iID;
|
|
|
|
pkt->eCT = 1; // player
|
|
|
|
pkt->iTB_ID = ECSB_INFECTION; // sSkillResult_DotDamage
|
|
|
|
|
|
|
|
dmg->eCT = 1;
|
|
|
|
dmg->iID = plr->iID;
|
|
|
|
dmg->iDamage = amount;
|
|
|
|
dmg->iHP = plr->HP;
|
|
|
|
|
|
|
|
sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
|
|
|
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
|
|
|
}
|
|
|
|
|
|
|
|
void MobManager::playerTick(CNServer *serv, time_t currTime) {
|
2020-09-27 17:58:37 +00:00
|
|
|
static time_t lastHealTime = 0;
|
|
|
|
|
2020-09-26 22:16:15 +00:00
|
|
|
for (auto& pair : PlayerManager::players) {
|
|
|
|
CNSocket *sock = pair.first;
|
|
|
|
Player *plr = pair.second.plr;
|
|
|
|
bool transmit = false;
|
|
|
|
|
2020-09-27 18:29:26 +00:00
|
|
|
// do not tick dead players
|
|
|
|
if (plr->HP <= 0)
|
|
|
|
continue;
|
|
|
|
|
2020-09-26 22:16:15 +00:00
|
|
|
// fm patch/lake damage
|
|
|
|
if (plr->dotDamage)
|
2020-09-29 21:27:48 +00:00
|
|
|
dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20);
|
2020-09-26 22:16:15 +00:00
|
|
|
|
|
|
|
// heal
|
2020-09-29 21:27:48 +00:00
|
|
|
if (currTime - lastHealTime >= 6000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) {
|
|
|
|
plr->HP += PC_MAXHEALTH(plr->level) / 5;
|
2020-09-26 22:16:15 +00:00
|
|
|
if (plr->HP > PC_MAXHEALTH(plr->level))
|
|
|
|
plr->HP = PC_MAXHEALTH(plr->level);
|
|
|
|
transmit = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
|
|
if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina
|
2020-09-29 21:27:48 +00:00
|
|
|
plr->Nanos[plr->activeNano].iStamina -= 1;
|
|
|
|
|
|
|
|
if (plr->passiveNanoOut)
|
|
|
|
plr->Nanos[plr->activeNano].iStamina -= 1;
|
2020-09-26 22:16:15 +00:00
|
|
|
|
|
|
|
if (plr->Nanos[plr->activeNano].iStamina < 0)
|
|
|
|
plr->activeNano = 0;
|
|
|
|
|
|
|
|
transmit = true;
|
|
|
|
} else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina
|
|
|
|
sNano& nano = plr->Nanos[plr->equippedNanos[i]];
|
2020-09-29 21:27:48 +00:00
|
|
|
nano.iStamina += 1;
|
2020-09-26 22:16:15 +00:00
|
|
|
|
|
|
|
if (nano.iStamina > 150)
|
|
|
|
nano.iStamina = 150;
|
|
|
|
|
|
|
|
transmit = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (transmit) {
|
|
|
|
INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt);
|
|
|
|
|
|
|
|
pkt.iHP = plr->HP;
|
|
|
|
pkt.iBatteryN = plr->batteryN;
|
|
|
|
|
|
|
|
pkt.aNano[0] = plr->Nanos[plr->equippedNanos[0]];
|
|
|
|
pkt.aNano[1] = plr->Nanos[plr->equippedNanos[1]];
|
|
|
|
pkt.aNano[2] = plr->Nanos[plr->equippedNanos[2]];
|
|
|
|
|
|
|
|
sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_TICK, sizeof(sP_FE2CL_REP_PC_TICK));
|
|
|
|
}
|
|
|
|
}
|
2020-09-27 17:58:37 +00:00
|
|
|
|
|
|
|
// if this was a heal tick, update the counter outside of the loop
|
2020-09-29 21:27:48 +00:00
|
|
|
if (currTime - lastHealTime >= 6000)
|
2020-09-27 17:58:37 +00:00
|
|
|
lastHealTime = currTime;
|
2020-09-26 22:16:15 +00:00
|
|
|
}
|
2020-09-27 01:53:03 +00:00
|
|
|
|
2020-09-27 02:28:06 +00:00
|
|
|
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit, int crutchLevel) {
|
2020-09-27 01:53:03 +00:00
|
|
|
|
|
|
|
std::pair<int,int> ret = {};
|
|
|
|
|
2020-09-27 02:28:06 +00:00
|
|
|
int damage = (MAX(40, attackPower - defensePower) * (34 + crutchLevel) + MIN(attackPower, attackPower * attackPower / defensePower) * (36 - crutchLevel)) / 70;
|
|
|
|
ret.first = damage * (rand() % 40 + 80) / 100; // 20% variance
|
2020-09-27 01:53:03 +00:00
|
|
|
ret.second = 1;
|
|
|
|
|
|
|
|
if (shouldCrit && rand() % 20 == 0) {
|
2020-09-27 02:28:06 +00:00
|
|
|
ret.first *= 2; // critical hit
|
2020-09-27 01:53:03 +00:00
|
|
|
ret.second = 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
2020-09-27 18:29:26 +00:00
|
|
|
}
|
2020-09-22 15:30:49 +00:00
|
|
|
|
|
|
|
void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
|
|
|
|
sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
|
|
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
|
2020-09-28 18:11:13 +00:00
|
|
|
if (plr == nullptr)
|
|
|
|
return;
|
|
|
|
|
2020-09-22 15:30:49 +00:00
|
|
|
// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
|
|
|
|
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
|
|
|
|
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs));
|
|
|
|
|
|
|
|
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) {
|
|
|
|
std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n";
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// initialize response struct
|
|
|
|
size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult);
|
|
|
|
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
|
|
|
|
|
|
|
memset(respbuf, 0, resplen);
|
|
|
|
|
|
|
|
sP_FE2CL_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf;
|
|
|
|
sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC));
|
|
|
|
|
|
|
|
resp->iTargetCnt = pkt->iTargetCnt;
|
|
|
|
|
|
|
|
for (int i = 0; i < pkt->iTargetCnt; i++) {
|
|
|
|
if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
|
|
|
|
Player *target = nullptr;
|
|
|
|
|
|
|
|
for (auto& pair : PlayerManager::players) {
|
|
|
|
if (pair.second.plr->iID == pktdata[i*2]) {
|
|
|
|
target = pair.second.plr;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (target == nullptr) {
|
|
|
|
// you shall not pass
|
|
|
|
std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
|
|
|
|
return;
|
|
|
|
}
|
2020-09-29 21:27:48 +00:00
|
|
|
|
|
|
|
std::pair<int,int> damage;
|
|
|
|
|
|
|
|
if (pkt->iTargetCnt > 1)
|
|
|
|
damage = getDamage(plr->groupDamage, target->defense, true, 1);
|
|
|
|
else
|
|
|
|
damage = getDamage(plr->pointDamage, target->defense, true, 1);
|
2020-09-22 15:30:49 +00:00
|
|
|
|
2020-09-29 21:27:48 +00:00
|
|
|
target->HP -= damage.first;
|
2020-09-22 15:30:49 +00:00
|
|
|
|
|
|
|
respdata[i].eCT = pktdata[i*2+1];
|
|
|
|
respdata[i].iID = target->iID;
|
2020-09-29 21:27:48 +00:00
|
|
|
respdata[i].iDamage = damage.first;
|
2020-09-22 15:30:49 +00:00
|
|
|
respdata[i].iHP = target->HP;
|
2020-09-29 21:27:48 +00:00
|
|
|
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
|
2020-09-22 15:30:49 +00:00
|
|
|
} else { // eCT == 4; attack mob
|
|
|
|
if (Mobs.find(pktdata[i*2]) == Mobs.end()) {
|
|
|
|
// not sure how to best handle this
|
|
|
|
std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Mob *mob = Mobs[pktdata[i*2]];
|
|
|
|
|
|
|
|
std::pair<int,int> damage;
|
|
|
|
|
|
|
|
if (pkt->iTargetCnt > 1)
|
|
|
|
damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
|
|
|
|
else
|
|
|
|
damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
|
|
|
|
|
|
|
|
damage.first = hitMob(sock, mob, damage.first);
|
|
|
|
|
|
|
|
respdata[i].eCT = pktdata[i*2+1];
|
|
|
|
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
|
|
|
respdata[i].iDamage = damage.first;
|
|
|
|
respdata[i].iHP = mob->appearanceData.iHP;
|
|
|
|
respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
|
|
|
|
|
|
|
|
// a bit of a hack: these are the same size, so we can reuse the response packet
|
|
|
|
assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_CHARs));
|
|
|
|
sP_FE2CL_PC_ATTACK_CHARs *resp1 = (sP_FE2CL_PC_ATTACK_CHARs*)respbuf;
|
|
|
|
|
|
|
|
resp1->iPC_ID = plr->iID;
|
|
|
|
|
|
|
|
// send to other players
|
|
|
|
PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_CHARs, resplen);
|
|
|
|
}
|
2020-09-29 21:27:48 +00:00
|
|
|
|
|
|
|
void MobManager::resendMobHP(Mob *mob) {
|
|
|
|
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Heal_HP);
|
|
|
|
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
|
|
|
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
|
|
|
|
|
|
|
memset(respbuf, 0, resplen);
|
|
|
|
|
|
|
|
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
|
|
|
|
sSkillResult_Heal_HP *heal = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
|
|
|
|
|
|
|
|
pkt->iID = mob->appearanceData.iNPC_ID;
|
|
|
|
pkt->eCT = 4; // mob
|
|
|
|
pkt->iTB_ID = ECSB_HEAL; // sSkillResult_Heal_HP
|
|
|
|
|
|
|
|
heal->eCT = 4;
|
|
|
|
heal->iID = mob->appearanceData.iNPC_ID;
|
|
|
|
heal->iHealHP = 0;
|
|
|
|
heal->iHP = mob->appearanceData.iHP;
|
|
|
|
|
|
|
|
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
|
|
|
|
}
|