OpenFusion/src/Items.cpp

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#include "Items.hpp"
#include "servers/CNShardServer.hpp"
#include "Player.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "Abilities.hpp"
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#include "Eggs.hpp"
#include "MobAI.hpp"
#include "Missions.hpp"
#include "Buffs.hpp"
#include <string.h> // for memset()
#include <assert.h>
#include <numeric>
using namespace Items;
std::map<std::pair<int32_t, int32_t>, Items::Item> Items::ItemData;
std::map<int32_t, CrocPotEntry> Items::CrocPotTable;
std::map<int32_t, std::vector<int32_t>> Items::RarityWeights;
std::map<int32_t, Crate> Items::Crates;
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std::map<int32_t, ItemReference> Items::ItemReferences;
std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> Items::CodeItems;
std::map<int32_t, CrateDropChance> Items::CrateDropChances;
std::map<int32_t, std::vector<int32_t>> Items::CrateDropTypes;
std::map<int32_t, MiscDropChance> Items::MiscDropChances;
std::map<int32_t, MiscDropType> Items::MiscDropTypes;
std::map<int32_t, MobDrop> Items::MobDrops;
std::map<int32_t, int32_t> Items::EventToDropMap;
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std::map<int32_t, int32_t> Items::MobToDropMap;
std::map<int32_t, ItemSet> Items::ItemSets;
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#ifdef ACADEMY
std::map<int32_t, int32_t> Items::NanoCapsules; // crate id -> nano id
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static void nanoCapsuleHandler(CNSocket* sock, int slot, sItemBase *chest) {
Player* plr = PlayerManager::getPlayer(sock);
int32_t nanoId = NanoCapsules[chest->iID];
// chest opening acknowledgement packet
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
resp.iSlotNum = slot;
// in order to remove capsule form inventory, we have to send item reward packet with empty item
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);
// maintain stats
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
item->iSlotNum = slot;
item->eIL = 1;
// update player serverside
plr->Inven[slot] = item->sItem;
// transmit item
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
// transmit chest opening acknowledgement packet
sock->sendPacket(resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC);
// check if player doesn't already have this nano
if (plr->Nanos[nanoId].iID != 0) {
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
msg.iDuringTime = 4;
std::string text = "You have already acquired this nano!";
U8toU16(text, msg.szAnnounceMsg, sizeof(text));
sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
return;
}
Nanos::addNano(sock, nanoId, -1, false);
}
#endif
static int choice(const std::vector<int>& weights, int rolled) {
int total = std::accumulate(weights.begin(), weights.end(), 0);
int randValue = rolled % total;
int currentIndex = -1;
do {
currentIndex++;
randValue -= weights[currentIndex];
} while (randValue >= 0);
return currentIndex;
}
static int getRarity(int crateId, int itemSetId) {
Crate& crate = Items::Crates[crateId];
// find rarity ratio
if (Items::RarityWeights.find(crate.rarityWeightId) == Items::RarityWeights.end()) {
std::cout << "[WARN] Rarity Weight " << crate.rarityWeightId << " not found!" << std::endl;
return -1;
}
std::vector<int>& rarityWeights = Items::RarityWeights[crate.rarityWeightId];
ItemSet& itemSet = Items::ItemSets[itemSetId];
/*
* First we have to check if specified item set contains items with all specified rarities,
* and if not eliminate them from the draw
* it is simpler to do here than to fix individually in the file
*/
// remember that rarities start from 1!
std::set<int> rarityIndices;
for (int itemReferenceId : itemSet.itemReferenceIds) {
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if (Items::ItemReferences.find(itemReferenceId) == Items::ItemReferences.end())
continue;
// alter rarity
int itemRarity = (itemSet.alterRarityMap.find(itemReferenceId) == itemSet.alterRarityMap.end())
? Items::ItemReferences[itemReferenceId].rarity
: itemSet.alterRarityMap[itemReferenceId];
rarityIndices.insert(itemRarity - 1);
// shortcut
if (rarityIndices.size() == rarityWeights.size())
break;
}
if (rarityIndices.empty()) {
std::cout << "[WARN] Item Set " << crate.itemSetId << " has no valid items assigned?!" << std::endl;
return -1;
}
// retain the weights of rarities that actually exist in the itemset
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std::vector<int> relevantWeights(rarityWeights.size(), 0);
for (int index : rarityIndices) {
// check for out of bounds and rarity 0 items
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if (index >= 0 && index < rarityWeights.size())
relevantWeights[index] = rarityWeights[index];
}
// now return a random rarity number (starting from 1)
// if relevantWeights is empty or all zeros, we default to giving a common (1) item
// rarity 0 items will appear in the drop pool regardless of this roll
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return Rand::randWeighted(relevantWeights) + 1;
}
static int getCrateItem(sItemBase* result, int itemSetId, int rarity, int playerGender) {
ItemSet& itemSet = Items::ItemSets[itemSetId];
// collect valid items that match the rarity and gender (if not ignored)
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std::vector<std::pair<int, ItemReference*>> validItems;
for (int itemReferenceId : itemSet.itemReferenceIds) {
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if (Items::ItemReferences.find(itemReferenceId) == Items::ItemReferences.end()) {
std::cout << "[WARN] Item reference " << itemReferenceId << " in item set type "
<< itemSetId << " was not found, skipping..." << std::endl;
continue;
}
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ItemReference* item = &Items::ItemReferences[itemReferenceId];
// alter rarity
int itemRarity = (itemSet.alterRarityMap.find(itemReferenceId) == itemSet.alterRarityMap.end())
? item->rarity
: itemSet.alterRarityMap[itemReferenceId];
// if rarity doesn't match the selected one, exclude item
// rarity 0 bypasses this step for an individual item
if (!itemSet.ignoreRarity && itemRarity != 0 && itemRarity != rarity)
continue;
// alter rarity
int itemGender = (itemSet.alterGenderMap.find(itemReferenceId) == itemSet.alterGenderMap.end())
? item->gender
: itemSet.alterGenderMap[itemReferenceId];
// if gender is incorrect, exclude item
// gender 0 bypasses this step for an individual item
if (!itemSet.ignoreGender && itemGender != 0 && itemGender != playerGender)
continue;
validItems.push_back(std::make_pair(itemReferenceId, item));
}
if (validItems.empty()) {
std::cout << "[WARN] Set ID " << itemSetId << " Rarity " << rarity << " contains no valid items" << std::endl;
return -1;
}
// initialize all weights as the default weight for all item slots
std::vector<int> itemWeights(validItems.size(), itemSet.defaultItemWeight);
if (!itemSet.alterItemWeightMap.empty()) {
for (int i = 0; i < validItems.size(); i++) {
int itemReferenceId = validItems[i].first;
if (itemSet.alterItemWeightMap.find(itemReferenceId) == itemSet.alterItemWeightMap.end())
continue;
int weight = itemSet.alterItemWeightMap[itemReferenceId];
// allow 0 weights for convenience
if (weight > -1)
itemWeights[i] = weight;
}
}
int chosenIndex = Rand::randWeighted(itemWeights);
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ItemReference* item = validItems[chosenIndex].second;
result->iID = item->itemId;
result->iType = item->type;
result->iOpt = 1;
return 0;
}
static int getValidCrateId(int crateId) {
// find the crate
if (Items::Crates.find(crateId) == Items::Crates.end()) {
std::cout << "[WARN] Crate " << crateId << " not found!" << std::endl;
return -1;
}
return crateId;
}
static int getValidItemSetId(int crateId) {
Crate& crate = Items::Crates[crateId];
// find item set type
if (Items::ItemSets.find(crate.itemSetId) == Items::ItemSets.end()) {
std::cout << "[WARN] Crate " << crateId << " was assigned item set "
<< crate.itemSetId << " which is invalid!" << std::endl;
return -1;
}
return crate.itemSetId;
}
static void itemMoveHandler(CNSocket* sock, CNPacketData* data) {
auto itemmove = (sP_CL2FE_REQ_ITEM_MOVE*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, resp);
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Player* plr = PlayerManager::getPlayer(sock);
// sanity check
if (itemmove->iToSlotNum < 0 || itemmove->iFromSlotNum < 0)
return;
// NOTE: sending a no-op, "move in-place" packet is not necessary
if (plr->isTrading) {
std::cout << "[WARN] Player attempted to move item while trading" << std::endl;
return;
}
// get the fromItem
sItemBase *fromItem;
switch ((SlotType)itemmove->eFrom) {
case SlotType::EQUIP:
if (itemmove->iFromSlotNum >= AEQUIP_COUNT)
Database saving update (#104) * implemented saving BatteryN and BatteryW * implemented saving mentor * moved int64->blob parsing to a separate function * moved parsing blob->int64 to a separate function * added functions for parsing int32->blob and vice versa * added functions for parsing int16->blob and vice versa * WIP saving quest items and active tasks * Quest items are stored in inventory table instead of blob * added sanity check for missionId * saving active missions works * removed unneccesary include * implemented saving warplocationflag, skywaylocationflag and currentmissionid in database * INFO DB message now shows how many accounts and player characters are in the database * fixed dbsaveinterval being in [login] instead of [shard] * fixed mission quit: - fixed wrong json name, causing qitems not deleting properly - quitting mission now resets npc kill count * adjusted saving active missions * removed blob parsing functions that ended up being unused * removed accidentaly added include * removed sending PCStyle2 on Player Enter * added a sanity check in itemMoveHandler * removed MapNum from PCLoad, as client doesn't even read it * set BuddyWarpCooldown to 60s on PCLoad * fixed a bug causing EXIT DUPLICATE not working * added creation and last login timestamps to accounts and players * added a sanity check for P_CL2LS_REQ_PC_EXIT_DUPLICATE * implemented web api support, toggled by new setting (off by default) * add usewebapi to config Co-authored-by: Gent <gentsemaj@live.com>
2020-09-21 19:43:53 +00:00
return;
fromItem = &plr->Equip[itemmove->iFromSlotNum];
break;
case SlotType::INVENTORY:
if (itemmove->iFromSlotNum >= AINVEN_COUNT)
return;
fromItem = &plr->Inven[itemmove->iFromSlotNum];
break;
case SlotType::BANK:
if (itemmove->iFromSlotNum >= ABANK_COUNT)
return;
fromItem = &plr->Bank[itemmove->iFromSlotNum];
break;
default:
std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eFrom << std::endl;
return;
}
// get the toItem
sItemBase* toItem;
switch ((SlotType)itemmove->eTo) {
case SlotType::EQUIP:
if (itemmove->iToSlotNum >= AEQUIP_COUNT)
return;
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toItem = &plr->Equip[itemmove->iToSlotNum];
break;
case SlotType::INVENTORY:
if (itemmove->iToSlotNum >= AINVEN_COUNT)
return;
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toItem = &plr->Inven[itemmove->iToSlotNum];
break;
case SlotType::BANK:
if (itemmove->iToSlotNum >= ABANK_COUNT)
return;
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toItem = &plr->Bank[itemmove->iToSlotNum];
break;
Database saving update (#104) * implemented saving BatteryN and BatteryW * implemented saving mentor * moved int64->blob parsing to a separate function * moved parsing blob->int64 to a separate function * added functions for parsing int32->blob and vice versa * added functions for parsing int16->blob and vice versa * WIP saving quest items and active tasks * Quest items are stored in inventory table instead of blob * added sanity check for missionId * saving active missions works * removed unneccesary include * implemented saving warplocationflag, skywaylocationflag and currentmissionid in database * INFO DB message now shows how many accounts and player characters are in the database * fixed dbsaveinterval being in [login] instead of [shard] * fixed mission quit: - fixed wrong json name, causing qitems not deleting properly - quitting mission now resets npc kill count * adjusted saving active missions * removed blob parsing functions that ended up being unused * removed accidentaly added include * removed sending PCStyle2 on Player Enter * added a sanity check in itemMoveHandler * removed MapNum from PCLoad, as client doesn't even read it * set BuddyWarpCooldown to 60s on PCLoad * fixed a bug causing EXIT DUPLICATE not working * added creation and last login timestamps to accounts and players * added a sanity check for P_CL2LS_REQ_PC_EXIT_DUPLICATE * implemented web api support, toggled by new setting (off by default) * add usewebapi to config Co-authored-by: Gent <gentsemaj@live.com>
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default:
std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eTo << std::endl;
return;
}
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// if equipping an item, validate that it's of the correct type for the slot
if ((SlotType)itemmove->eTo == SlotType::EQUIP) {
if (fromItem->iType == 10 && itemmove->iToSlotNum != 8)
return; // vehicle in wrong slot
else if (fromItem->iType != 10
&& !(fromItem->iType == 0 && itemmove->iToSlotNum == 7)
&& fromItem->iType != itemmove->iToSlotNum)
return; // something other than a vehicle or a weapon in a non-matching slot
else if (itemmove->iToSlotNum >= AEQUIP_COUNT) // TODO: reject slots >= 9?
return; // invalid slot
}
// save items to response
resp.eTo = itemmove->eFrom;
resp.eFrom = itemmove->eTo;
resp.ToSlotItem = *toItem;
resp.FromSlotItem = *fromItem;
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// swap/stack items in session
Item* itemDat = getItemData(toItem->iID, toItem->iType);
Item* itemDatFrom = getItemData(fromItem->iID, fromItem->iType);
if (itemDat != nullptr && itemDatFrom != nullptr && itemDat->stackSize > 1 && itemDat == itemDatFrom && fromItem->iOpt < itemDat->stackSize && toItem->iOpt < itemDat->stackSize) {
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// items are stackable, identical, and not maxed, so run stacking logic
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toItem->iOpt += fromItem->iOpt; // sum counts
fromItem->iOpt = 0; // deplete from item
if (toItem->iOpt > itemDat->stackSize) {
// handle overflow
fromItem->iOpt += (toItem->iOpt - itemDat->stackSize); // add overflow to fromItem
toItem->iOpt = itemDat->stackSize; // set toItem count to max
}
if (fromItem->iOpt == 0) { // from item count depleted
// delete item
fromItem->iID = 0;
fromItem->iType = 0;
fromItem->iTimeLimit = 0;
}
resp.iFromSlotNum = itemmove->iFromSlotNum;
resp.iToSlotNum = itemmove->iToSlotNum;
resp.FromSlotItem = *fromItem;
resp.ToSlotItem = *toItem;
} else {
// items not stackable; just swap them
sItemBase temp = *toItem;
*toItem = *fromItem;
*fromItem = temp;
resp.iFromSlotNum = itemmove->iToSlotNum;
resp.iToSlotNum = itemmove->iFromSlotNum;
}
// send equip change to viewable players
if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
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equipChange.iPC_ID = plr->iID;
if (itemmove->eTo == (int)SlotType::EQUIP) {
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equipChange.iEquipSlotNum = itemmove->iToSlotNum;
equipChange.EquipSlotItem = resp.FromSlotItem;
} else {
equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
equipChange.EquipSlotItem = resp.ToSlotItem;
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}
// unequip vehicle if equip slot 8 is 0
if (plr->Equip[8].iID == 0 && plr->iPCState & 8) {
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
sock->sendPacket(response, P_FE2CL_PC_VEHICLE_OFF_SUCC);
// send to other players
plr->iPCState &= ~8;
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2);
response2.iPC_ID = plr->iID;
response2.iState = plr->iPCState;
PlayerManager::sendToViewable(sock, response2, P_FE2CL_PC_STATE_CHANGE);
}
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// send equip event to other players
PlayerManager::sendToViewable(sock, equipChange, P_FE2CL_PC_EQUIP_CHANGE);
// set equipment stats serverside
setItemStats(plr);
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}
// send response
sock->sendPacket(resp, P_FE2CL_PC_ITEM_MOVE_SUCC);
}
static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
auto itemdel = (sP_CL2FE_REQ_PC_ITEM_DELETE*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC, resp);
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Player* plr = PlayerManager::getPlayer(sock);
if (itemdel->iSlotNum < 0 || itemdel->iSlotNum >= AINVEN_COUNT)
return; // sanity check
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resp.eIL = itemdel->eIL;
resp.iSlotNum = itemdel->iSlotNum;
// so, im not sure what this eIL thing does since you always delete items in inventory and not equips
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plr->Inven[itemdel->iSlotNum].iID = 0;
plr->Inven[itemdel->iSlotNum].iType = 0;
plr->Inven[itemdel->iSlotNum].iOpt = 0;
sock->sendPacket(resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC);
}
static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
auto request = (sP_CL2FE_REQ_ITEM_USE*)data->buf;
Player* player = PlayerManager::getPlayer(sock);
if (request->iSlotNum < 0 || request->iSlotNum >= AINVEN_COUNT)
return; // sanity check
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// gumball can only be used from inventory, so we ignore eIL
sItemBase gumball = player->Inven[request->iSlotNum];
sNano nano = player->Nanos[player->equippedNanos[request->iNanoSlot]];
// sanity check, check if gumball exists
if (!(gumball.iOpt > 0 && gumball.iType == 7 && gumball.iID>=119 && gumball.iID<=121)) {
std::cout << "[WARN] Gumball not found" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL);
return;
}
// sanity check, check if gumball type matches nano style
int nanoStyle = Nanos::nanoStyle(nano.iID);
if (!((gumball.iID == 119 && nanoStyle == 0) ||
( gumball.iID == 120 && nanoStyle == 1) ||
( gumball.iID == 121 && nanoStyle == 2))) {
std::cout << "[WARN] Gumball type doesn't match nano type" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL);
return;
}
gumball.iOpt -= 1;
if (gumball.iOpt == 0)
gumball = {};
size_t resplen = sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC) + sizeof(sSkillResult_Buff);
// validate response packet
if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC), 1, sizeof(sSkillResult_Buff))) {
std::cout << "[WARN] bad sP_FE2CL_REP_PC_ITEM_USE_SUCC packet size" << std::endl;
return;
}
if (gumball.iOpt == 0)
gumball = {};
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf;
sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
resp->iPC_ID = player->iID;
resp->eIL = 1;
resp->iSlotNum = request->iSlotNum;
resp->RemainItem = gumball;
resp->iTargetCnt = 1;
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resp->eST = (int32_t)SkillType::NANOSTIMPAK;
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resp->iSkillID = 144;
int eCSB = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
respdata->eCT = 1;
respdata->iID = player->iID;
respdata->iConditionBitFlag = CSB_FROM_ECSB(eCSB);
int durationMilliseconds = Abilities::SkillTable[144].durationTime[0] * 100;
BuffStack gumballBuff = {
durationMilliseconds / MS_PER_PLAYER_TICK,
0,
sock,
BuffClass::CASH_ITEM // or BuffClass::ITEM?
};
player->addBuff(eCSB,
[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
Buffs::timeBuffUpdate(self, buff, status, stack);
},
[](EntityRef self, Buff* buff, time_t currTime) {
// no-op
},
&gumballBuff);
sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen);
// update inventory serverside
player->Inven[resp->iSlotNum] = resp->RemainItem;
}
static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
// just send bank inventory
INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
for (int i = 0; i < ABANK_COUNT; i++) {
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resp.aBank[i] = plr->Bank[i];
}
resp.iExtraBank = 1;
sock->sendPacket(resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC);
}
static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
auto pkt = (sP_CL2FE_REQ_ITEM_CHEST_OPEN *)data->buf;
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// sanity check
if (pkt->eIL != 1 || pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT)
return;
Player *plr = PlayerManager::getPlayer(sock);
sItemBase *chest = &plr->Inven[pkt->iSlotNum];
// we could reject the packet if the client thinks the item is different, but eh
if (chest->iType != 9) {
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std::cout << "[WARN] Player tried to open a crate with incorrect iType ?!" << std::endl;
return;
}
#ifdef ACADEMY
// check if chest isn't a nano capsule
if (NanoCapsules.find(chest->iID) != NanoCapsules.end())
return nanoCapsuleHandler(sock, pkt->iSlotNum, chest);
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#endif
// chest opening acknowledgement packet
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
resp.iSlotNum = pkt->iSlotNum;
// item giving packet
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);
// maintain stats
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
item->iSlotNum = pkt->iSlotNum;
item->eIL = 1;
int validItemSetId = -1, rarity = -1, ret = -1;
int validCrateId = getValidCrateId(chest->iID);
bool failing = (validCrateId == -1);
if (!failing)
validItemSetId = getValidItemSetId(validCrateId);
failing = (validItemSetId == -1);
if (!failing)
rarity = getRarity(validCrateId, validItemSetId);
failing = (rarity == -1);
if (!failing)
ret = getCrateItem(&item->sItem, validItemSetId, rarity, plr->PCStyle.iGender);
failing = (ret == -1);
// if we failed to open a crate, at least give the player a gumball (suggested by Jade)
if (failing) {
item->sItem.iType = 7;
item->sItem.iID = 119 + Rand::rand(3);
item->sItem.iOpt = 1;
std::cout << "[WARN] Crate open failed, giving a Gumball..." << std::endl;
}
// update player
plr->Inven[pkt->iSlotNum] = item->sItem;
// transmit item
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
// transmit chest opening acknowledgement packet
std::cout << "opening chest..." << std::endl;
sock->sendPacket(resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC);
}
// TODO: use this in cleaned up Items
int Items::findFreeSlot(Player *plr) {
int i;
for (i = 0; i < AINVEN_COUNT; i++)
if (plr->Inven[i].iType == 0 && plr->Inven[i].iID == 0 && plr->Inven[i].iOpt == 0)
return i;
// not found
return -1;
}
Item* Items::getItemData(int32_t id, int32_t type) {
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if(ItemData.find(std::make_pair(id, type)) != ItemData.end())
return &ItemData[std::make_pair(id, type)];
return nullptr;
}
void Items::checkItemExpire(CNSocket* sock, Player* player) {
if (player->toRemoveVehicle.eIL == 0 && player->toRemoveVehicle.iSlotNum == 0)
return;
/* prepare packet
* yes, this is a varadic packet, however analyzing client behavior and code
* it only checks takes the first item sent into account
* yes, this is very stupid
* therefore, we delete all but 1 expired vehicle while loading player
* to delete the last one here so player gets a notification
*/
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
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
auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM));
memset(respbuf, 0, resplen);
packet->iItemListCount = 1;
itemData->eIL = player->toRemoveVehicle.eIL;
itemData->iSlotNum = player->toRemoveVehicle.iSlotNum;
sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen);
// delete serverside
if (player->toRemoveVehicle.eIL == 0)
memset(&player->Equip[8], 0, sizeof(sItemBase));
else
memset(&player->Inven[player->toRemoveVehicle.iSlotNum], 0, sizeof(sItemBase));
player->toRemoveVehicle.eIL = 0;
player->toRemoveVehicle.iSlotNum = 0;
}
void Items::setItemStats(Player* plr) {
plr->pointDamage = 8 + plr->level * 2;
plr->groupDamage = 8 + plr->level * 2;
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plr->fireRate = 0;
plr->defense = 16 + plr->level * 4;
Item* itemStatsDat;
for (int i = 0; i < 4; i++) {
itemStatsDat = getItemData(plr->Equip[i].iID, plr->Equip[i].iType);
if (itemStatsDat == nullptr) {
std::cout << "[WARN] setItemStats(): getItemData() returned NULL" << std::endl;
continue;
}
plr->pointDamage += itemStatsDat->pointDamage;
plr->groupDamage += itemStatsDat->groupDamage;
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plr->fireRate += itemStatsDat->fireRate;
plr->defense += itemStatsDat->defense;
}
}
// HACK: work around the invisible weapon bug
// TODO: I don't think this makes a difference at all? Check and remove, if necessary.
void Items::updateEquips(CNSocket* sock, Player* plr) {
for (int i = 0; i < 4; i++) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp);
resp.iPC_ID = plr->iID;
resp.iEquipSlotNum = i;
resp.EquipSlotItem = plr->Equip[i];
PlayerManager::sendToViewable(sock, resp, P_FE2CL_PC_EQUIP_CHANGE);
}
}
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static void getMobDrop(sItemBase* reward, const std::vector<int>& weights, const std::vector<int>& crateIds, int rolled) {
int chosenIndex = choice(weights, rolled);
reward->iType = 9;
reward->iOpt = 1;
reward->iID = crateIds[chosenIndex];
}
static void giveSingleDrop(CNSocket *sock, Mob* mob, int mobDropId, const DropRoll& rolled) {
Player *plr = PlayerManager::getPlayer(sock);
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);
// sanity check
if (Items::MobDrops.find(mobDropId) == Items::MobDrops.end()) {
std::cout << "[WARN] Drop Type " << mobDropId << " was not found" << std::endl;
return;
}
// find correct mob drop
MobDrop& drop = Items::MobDrops[mobDropId];
// use the keys to fetch data from other maps
// sanity check
if (Items::CrateDropChances.find(drop.crateDropChanceId) == Items::CrateDropChances.end()) {
std::cout << "[WARN] Crate Drop Chance Object " << drop.crateDropChanceId << " was not found" << std::endl;
return;
}
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CrateDropChance& crateDropChance = Items::CrateDropChances[drop.crateDropChanceId];
// sanity check
if (Items::CrateDropTypes.find(drop.crateDropTypeId) == Items::CrateDropTypes.end()) {
std::cout << "[WARN] Crate Drop Type Object " << drop.crateDropTypeId << " was not found" << std::endl;
return;
}
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std::vector<int>& crateDropType = Items::CrateDropTypes[drop.crateDropTypeId];
// sanity check
if (Items::MiscDropChances.find(drop.miscDropChanceId) == Items::MiscDropChances.end()) {
std::cout << "[WARN] Misc Drop Chance Object " << drop.miscDropChanceId << " was not found" << std::endl;
return;
}
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MiscDropChance& miscDropChance = Items::MiscDropChances[drop.miscDropChanceId];
// sanity check
if (Items::MiscDropTypes.find(drop.miscDropTypeId) == Items::MiscDropTypes.end()) {
std::cout << "[WARN] Misc Drop Type Object " << drop.miscDropTypeId << " was not found" << std::endl;
return;
}
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MiscDropType& miscDropType = Items::MiscDropTypes[drop.miscDropTypeId];
if (rolled.taros % miscDropChance.taroDropChanceTotal < miscDropChance.taroDropChance) {
plr->money += miscDropType.taroAmount;
// money nano boost
if (plr->hasBuff(ECSB_REWARD_CASH)) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
plr->money += miscDropType.taroAmount * (5 + boost) / 25;
}
}
if (rolled.fm % miscDropChance.fmDropChanceTotal < miscDropChance.fmDropChance) {
// formula for scaling FM with player/mob level difference
// TODO: adjust this better
int levelDifference = plr->level - mob->level;
int fm = miscDropType.fmAmount;
if (levelDifference > 0)
fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
// scavenger nano boost
if (plr->hasBuff(ECSB_REWARD_BLOB)) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
fm += fm * (5 + boost) / 25;
}
Missions::updateFusionMatter(sock, fm);
}
if (rolled.potions % miscDropChance.potionDropChanceTotal < miscDropChance.potionDropChance)
plr->batteryN += miscDropType.potionAmount;
if (rolled.boosts % miscDropChance.boostDropChanceTotal < miscDropChance.boostDropChance)
plr->batteryW += miscDropType.boostAmount;
// caps
if (plr->batteryW > 9999)
plr->batteryW = 9999;
if (plr->batteryN > 9999)
plr->batteryN = 9999;
// simple rewards
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 = findFreeSlot(plr);
// no drop
if (slot == -1 || rolled.crate % crateDropChance.dropChanceTotal >= crateDropChance.dropChance) {
// no room for an item, but you still get FM and taros
reward->iItemCnt = 0;
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
} else {
// item reward
getMobDrop(&item->sItem, crateDropChance.crateTypeDropWeights, crateDropType, rolled.crateType);
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);
}
}
void Items::giveMobDrop(CNSocket *sock, Mob* mob, const DropRoll& rolled, const DropRoll& eventRolled) {
// sanity check
if (Items::MobToDropMap.find(mob->type) == Items::MobToDropMap.end()) {
std::cout << "[WARN] Mob ID " << mob->type << " has no drops assigned" << std::endl;
return;
}
// find mob drop id
int mobDropId = Items::MobToDropMap[mob->type];
giveSingleDrop(sock, mob, mobDropId, rolled);
if (settings::EVENTMODE != 0) {
// sanity check
if (Items::EventToDropMap.find(settings::EVENTMODE) == Items::EventToDropMap.end()) {
std::cout << "[WARN] Event " << settings::EVENTMODE << " has no mob drop assigned" << std::endl;
return;
}
// find mob drop id
int eventMobDropId = Items::EventToDropMap[settings::EVENTMODE];
giveSingleDrop(sock, mob, eventMobDropId, eventRolled);
}
}
void Items::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
// this one is for gumballs
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_USE, itemUseHandler);
// Bank
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_CHEST_OPEN, chestOpenHandler);
}