OpenFusion/src/Eggs.cpp

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#include "Eggs.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
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#include "PlayerManager.hpp"
#include "Abilities.hpp"
#include "NPCManager.hpp"
#include "Entities.hpp"
#include "Items.hpp"
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#include <assert.h>
using namespace Eggs;
std::unordered_map<int, EggType> Eggs::EggTypes;
void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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Player* plr = PlayerManager::getPlayer(sock);
// eggId might be 0 if the buff is made by the /buff command
EntityRef src = eggId == 0 ? sock : EntityRef(eggId);
if(Abilities::SkillTable.count(skillId) == 0) {
std::cout << "[WARN] egg " << eggId << " has skill ID " << skillId << " which doesn't exist" << std::endl;
return;
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}
SkillData* skill = &Abilities::SkillTable[skillId];
if(skill->drainType == SkillDrainType::PASSIVE) {
// apply buff
if(skill->targetType != SkillTargetType::SELF) {
std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
}
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
int value = skill->values[0][0];
BuffStack eggBuff = {
duration * 1000 / MS_PER_PLAYER_TICK,
value,
src,
BuffClass::EGG
};
plr->addBuff(timeBuffId,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&eggBuff);
}
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// use skill
std::vector<ICombatant*> targets;
targets.push_back(dynamic_cast<ICombatant*>(plr));
Abilities::useNPCSkill(src, skillId, targets);
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}
static void eggStep(CNServer* serv, time_t currTime) {
// check dead eggs and eggs in inactive chunks
for (auto npc : NPCManager::NPCs) {
if (npc.second->kind != EntityKind::EGG)
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continue;
auto egg = (Egg*)npc.second;
if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks))
continue;
if (egg->deadUntil <= currTime) {
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// respawn it
egg->dead = false;
egg->deadUntil = 0;
egg->hp = 400;
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Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
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}
}
}
void Eggs::npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg) {
egg->iX = x;
egg->iY = y;
egg->iZ = z;
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// client doesn't care about egg->iMapNum
egg->iShinyType = npc->iNPCType;
egg->iShiny_ID = npc->iNPC_ID;
}
static void eggPickup(CNSocket* sock, CNPacketData* data) {
auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
EntityRef eggRef = {pickup->iShinyID};
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if (!eggRef.isValid()) {
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std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl;
return;
}
auto egg = (Egg*)eggRef.getEntity();
if (egg->kind != EntityKind::EGG) {
std::cout << "[WARN] Player tried to open something other than an?!" << std::endl;
return;
}
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if (egg->dead) {
std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl;
return;
}
/* this has some issues with position desync, leaving it out for now
if (abs(egg->x - plr->x)>500 || abs(egg->y - plr->y) > 500) {
std::cout << "[WARN] Player tried to open an egg isn't nearby?!" << std::endl;
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return;
}
*/
int typeId = egg->type;
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if (EggTypes.find(typeId) == EggTypes.end()) {
std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
return;
}
EggType* type = &EggTypes[typeId];
/*
* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
* (buff icon pops up in the bottom of the screen)
* so we don't send it for non-effect
*/
if (type->effectId != 0) {
eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
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INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
resp.iSkillID = type->effectId;
// in general client finds correct icon on it's own,
// but for damage we have to supply correct CSTB
if (resp.iSkillID == 183)
resp.eCSTB = ECSB_INFECTION;
sock->sendPacket(resp, P_FE2CL_REP_SHINY_PICKUP_SUCC);
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}
// drop
if (type->dropCrateId != 0) {
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[resplen]; // not a variable length array, don't worry
sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
// don't forget to zero the buffer!
memset(respbuf, 0, resplen);
// send back player's stats
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
int slot = Items::findFreeSlot(plr);
// no space for drop
if (slot != -1) {
// item reward
item->sItem.iType = 9;
item->sItem.iOpt = 1;
item->sItem.iID = type->dropCrateId;
item->iSlotNum = slot;
item->eIL = 1; // Inventory Location. 1 means player inventory.
// update player
plr->Inven[slot] = item->sItem;
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}
}
if (egg->summoned)
NPCManager::destroyNPC(eggRef.id);
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else {
Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
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egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->hp = 0;
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}
}
void Eggs::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SHINY_PICKUP, eggPickup);
REGISTER_SHARD_TIMER(eggStep, 1000);
}