2020-08-19 22:21:35 +00:00
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#include "NPCManager.hpp"
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2020-09-09 01:15:25 +00:00
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#include "ItemManager.hpp"
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2020-08-20 21:43:48 +00:00
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#include "settings.hpp"
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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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2020-08-21 22:14:11 +00:00
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2020-08-22 02:03:12 +00:00
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#include "contrib/JSON.hpp"
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2020-08-20 21:43:48 +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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2020-08-19 22:21:35 +00:00
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void NPCManager::init() {
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2020-08-25 02:28:42 +00:00
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
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2020-08-29 11:14:21 +00:00
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
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2020-09-09 01:15:25 +00:00
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_START, npcVendorStart);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE, npcVendorTable);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_BUY, npcVendorBuy);
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}
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void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY))
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return; // malformed packet
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sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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int itemCost = 100; // TODO: placeholder, look up the price of item
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int slot = ItemManager::findFreeSlot(plr);
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if (itemCost > plr->money || slot == -1) {
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// NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side.
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, failResp);
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failResp.iErrorCode = 0;
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sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL));
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return;
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}
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if (slot != req->iInvenSlotNum) {
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// possible item stacking?
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std::cout << "[WARN] Client and server disagree on bought item slot" << std::endl;
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}
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC, resp);
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plr->money = plr->money - itemCost;
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plr->Inven[slot] = req->Item;
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resp.iCandy = plr->money;
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resp.iInvenSlotNum = slot;
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resp.Item = req->Item;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC));
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}
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void NPCManager::npcVendorTable(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE))
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return; // malformed packet
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//sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE* req = (sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp);
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// TODO: data needs to be read from shopkeeper tabledata
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// check req->iVendorID and req->iNPC_ID
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// Exaple Items
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// shirt
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sItemBase base1;
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base1.iID = 60;
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base1.iOpt = 0;
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// expire date
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base1.iTimeLimit = -1;
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base1.iType = 1;
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sItemVendor item1;
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item1.item = base1;
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item1.iSortNum = 0;
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item1.iVendorID = 1;
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// cost amount in float? (doesn't work rn, need to figure out)
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item1.fBuyCost = 100.0;
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// pants
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sItemBase base2;
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base2.iID = 61;
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base2.iOpt = 0;
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base2.iTimeLimit = -1;
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base2.iType = 2;
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sItemVendor item2;
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item2.item = base2;
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item2.iSortNum = 1;
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item2.iVendorID = 1;
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item2.fBuyCost = 250.0;
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// shoes
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sItemBase base3;
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base3.iID = 51;
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base3.iOpt = 0;
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base3.iTimeLimit = -1;
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base3.iType = 3;
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sItemVendor item3;
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item3.item = base3;
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item3.iSortNum = 2;
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item3.iVendorID = 1;
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item3.fBuyCost = 350.0;
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resp.item[0] = item1;
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resp.item[1] = item2;
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resp.item[2] = item3;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC));
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}
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void NPCManager::npcVendorStart(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_START))
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return; // malformed packet
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sP_CL2FE_REQ_PC_VENDOR_START* req = (sP_CL2FE_REQ_PC_VENDOR_START*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_START_SUCC, resp);
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resp.iNPC_ID = req->iNPC_ID;
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resp.iVendorID = req->iVendorID;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_START_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_START_SUCC));
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2020-08-20 21:43:48 +00:00
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}
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void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
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std::list<int32_t> yesView;
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std::list<int32_t> noView;
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2020-08-22 06:46:52 +00:00
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for (auto& pair : NPCs) {
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2020-08-24 22:02:07 +00:00
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int diffX = abs(view.plr->x - pair.second.appearanceData.iX);
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int diffY = abs(view.plr->y - pair.second.appearanceData.iY);
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2020-08-20 21:43:48 +00:00
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2020-08-26 02:53:27 +00:00
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if (diffX < settings::NPCDISTANCE && diffY < settings::NPCDISTANCE) {
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2020-08-20 21:43:48 +00:00
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yesView.push_back(pair.first);
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2020-08-29 11:14:21 +00:00
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}
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else {
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2020-08-20 21:43:48 +00:00
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noView.push_back(pair.first);
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}
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}
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2020-08-23 00:26:18 +00:00
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INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
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2020-08-20 21:43:48 +00:00
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std::list<int32_t>::iterator i = view.viewableNPCs.begin();
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while (i != view.viewableNPCs.end()) {
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int32_t id = *i;
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if (std::find(noView.begin(), noView.end(), id) != noView.end()) {
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// it shouldn't be visible, send NPC_EXIT
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2020-08-25 17:42:56 +00:00
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2020-08-22 23:31:09 +00:00
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exitData.iNPC_ID = id;
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sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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2020-08-25 17:42:56 +00:00
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2020-08-20 21:43:48 +00:00
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// remove from view
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view.viewableNPCs.erase(i++);
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2020-08-29 11:14:21 +00:00
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}
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else {
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2020-08-26 20:22:52 +00:00
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i++;
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2020-08-20 21:43:48 +00:00
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}
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}
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2020-08-23 00:26:18 +00:00
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INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
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2020-08-20 21:43:48 +00:00
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for (int32_t id : yesView) {
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if (std::find(view.viewableNPCs.begin(), view.viewableNPCs.end(), id) == view.viewableNPCs.end()) {
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// needs to be added to viewableNPCs! send NPC_ENTER
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2020-08-22 23:31:09 +00:00
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enterData.NPCAppearanceData = NPCs[id].appearanceData;
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sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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2020-08-25 17:42:56 +00:00
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2020-08-22 23:31:09 +00:00
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// add to viewable
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2020-08-20 21:43:48 +00:00
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view.viewableNPCs.push_back(id);
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}
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}
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PlayerManager::players[sock].viewableNPCs = view.viewableNPCs;
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2020-08-23 15:32:25 +00:00
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}
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2020-08-23 16:26:25 +00:00
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2020-09-06 14:59:43 +00:00
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void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {} // stubbed for now
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2020-08-25 02:28:42 +00:00
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2020-08-29 11:14:21 +00:00
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void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
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2020-08-25 02:28:42 +00:00
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if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON))
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return; // malformed packet
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sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
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INITSTRUCT(sP_FE2CL_NPC_ENTER, resp);
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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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// permission & sanity check
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2020-08-25 17:42:56 +00:00
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if (!plr->IsGM || req->iNPCType >= 3314)
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2020-08-25 02:28:42 +00:00
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return;
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resp.NPCAppearanceData.iNPC_ID = rand(); // cpunch-style
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resp.NPCAppearanceData.iNPCType = req->iNPCType;
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resp.NPCAppearanceData.iHP = 1000; // TODO: placeholder
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resp.NPCAppearanceData.iX = plr->x;
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resp.NPCAppearanceData.iY = plr->y;
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resp.NPCAppearanceData.iZ = plr->z;
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sock->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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2020-09-07 20:12:53 +00:00
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for (CNSocket *s : PlayerManager::players[sock].viewable)
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s->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
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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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void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_USE_NPC))
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return; // malformed packet
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sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
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PlayerView& plrv = PlayerManager::players[sock];
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// sanity check
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if (Warps.find(warpNpc->iWarpID) == Warps.end())
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return;
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// send to client
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
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resp.iX = Warps[warpNpc->iWarpID].x;
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resp.iY = Warps[warpNpc->iWarpID].y;
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resp.iZ = Warps[warpNpc->iWarpID].z;
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// force player & NPC reload
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plrv.viewable.clear();
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plrv.viewableNPCs.clear();
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
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2020-09-07 20:12:53 +00:00
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}
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