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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2020-08-28 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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2020-09-16 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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2020-08-27 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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}
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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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2020-08-28 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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2020-09-16 23:43:48 +00:00
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mob->appearanceData.iHP -= 100;
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2020-08-27 20:16:52 +00:00
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2020-09-16 23:43:48 +00:00
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if (mob->appearanceData.iHP <= 0)
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killMob(sock, mob);
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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2020-08-27 20:16:52 +00:00
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respdata[i].iDamage = 100;
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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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2020-09-09 19:08:31 +00:00
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respdata[i].iHitFlag = 2; // 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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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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2020-09-16 19:46:15 +00:00
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void MobManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub
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void MobManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub
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void MobManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub
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2020-08-27 20:16:52 +00:00
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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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2020-08-28 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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2020-08-27 20:16:52 +00:00
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// update player
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plr->money += 50;
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plr->fusionmatter += 70;
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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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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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int slot = ItemManager::findFreeSlot(plr);
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if (slot == -1) {
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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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2020-08-27 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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void MobManager::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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std::cout << "killed mob " << mob->appearanceData.iNPC_ID << std::endl;
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giveReward(sock);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
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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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auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
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auto chunks = ChunkManager::grabChunks(chunk);
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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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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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}
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}
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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);
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pkt.NPCAppearanceData = mob->appearanceData;
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2020-09-21 21:13:13 +00:00
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// notify all nearby players
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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
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}
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2020-09-16 23:43:48 +00:00
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}
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}
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2020-09-22 18:33:10 +00:00
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void MobManager::roamingStep(Mob *mob, time_t currTime) {
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if (mob->nextMovement != 0 && currTime < mob->nextMovement)
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return;
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int delay = (int)mob->data["m_iDelayTime"] * 1000;
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mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
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INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
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int xStart = mob->spawnX - mob->idleRange/2;
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int yStart = mob->spawnY - mob->idleRange/2;
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pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt.iSpeed = mob->data["m_iWalkSpeed"];
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pkt.iToX = mob->appearanceData.iX = xStart + rand() % mob->idleRange;
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pkt.iToY = mob->appearanceData.iY = yStart + rand() % mob->idleRange;
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pkt.iToZ = mob->appearanceData.iZ;
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auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
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auto chunks = ChunkManager::grabChunks(chunk);
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// notify all nearby players
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for (Chunk *chunk : chunks) {
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for (CNSocket *s : chunk->players) {
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s->sendPacket(&pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
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}
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}
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}
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2020-09-16 23:43:48 +00:00
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void MobManager::step(time_t currTime) {
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for (auto& pair : Mobs) {
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2020-09-22 18:33:10 +00:00
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int x = pair.second->appearanceData.iX;
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int y = pair.second->appearanceData.iY;
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// skip chunks without players
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if (!ChunkManager::inPopulatedChunks(x, y))
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continue;
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2020-09-16 23:43:48 +00:00
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switch (pair.second->state) {
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2020-09-22 18:33:10 +00:00
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case MobState::ROAMING:
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roamingStep(pair.second, currTime);
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break;
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2020-09-16 23:43:48 +00:00
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case MobState::DEAD:
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deadStep(pair.second, currTime);
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break;
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default:
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// unhandled for now
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break;
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}
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}
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}
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