2020-08-27 20:16:52 +00:00
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#include "CombatManager.hpp"
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#include "PlayerManager.hpp"
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#include "NPCManager.hpp"
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#include <cstdio>
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void CombatManager::init() {
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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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}
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void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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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 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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* both incoming and outgoing variable-length packets must be validated.
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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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std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n";
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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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2020-08-28 14:09:26 +00:00
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uint8_t respbuf[4096];
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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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std::cout << pktdata[i] << std::endl;
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if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) {
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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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BaseNPC& mob = NPCManager::NPCs[pktdata[i]];
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mob.appearanceData.iHP -= 100;
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if (mob.appearanceData.iHP <= 0)
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giveReward(sock);
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respdata[i].iID = mob.appearanceData.iNPC_ID;
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respdata[i].iDamage = 100;
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respdata[i].iHP = mob.appearanceData.iHP;
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respdata[i].iHitFlag = 2;
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen);
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}
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void CombatManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub
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void CombatManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub
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void CombatManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub
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void CombatManager::giveReward(CNSocket *sock) {
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// reward testing
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INITSTRUCT(sP_FE2CL_REP_REWARD_ITEM, reward);
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Player *plr = PlayerManager::getPlayer(sock);
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// update player
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plr->money += 50;
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plr->fusionmatter += 70;
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reward.m_iCandy = plr->money;
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reward.m_iFusionMatter = plr->fusionmatter;
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reward.iFatigue = 100; // prevents warning message
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reward.iFatigue_Level = 1;
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sock->sendPacket((void*)&reward, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
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}
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