OpenFusion/src/NPCManager.cpp

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#include "NPCManager.hpp"
#include "ItemManager.hpp"
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#include "settings.hpp"
#include "MobManager.hpp"
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#include <cmath>
#include <algorithm>
#include <list>
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#include <fstream>
#include <vector>
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#include "contrib/JSON.hpp"
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std::map<int32_t, BaseNPC*> NPCManager::NPCs;
std::map<int32_t, WarpLocation> NPCManager::Warps;
std::vector<WarpLocation> NPCManager::RespawnPoints;
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void NPCManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_START, npcVendorStart);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE, npcVendorTable);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_BUY, npcVendorBuy);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_SELL, npcVendorSell);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY, npcVendorBuyback);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_BATTERY_BUY, npcVendorBuyBattery);
}
void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY))
return; // malformed packet
sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
Item* item = ItemManager::getItemData(req->Item.iID, req->Item.iType);
if (item == nullptr) {
std::cout << "[WARN] Item id " << req->Item.iID << " with type " << req->Item.iType << " not found (buy)" << std::endl;
// NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side.
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL));
return;
}
int itemCost = item->sellPrice * (item->stackSize > 1 ? req->Item.iOpt : 1);
int slot = ItemManager::findFreeSlot(plr);
if (itemCost > plr->money || slot == -1) {
// NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side.
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL));
return;
}
if (slot != req->iInvenSlotNum) {
// possible item stacking?
std::cout << "[WARN] Client and server disagree on bought item slot (" << req->iInvenSlotNum << " vs " << slot << ")" << std::endl;
}
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC, resp);
plr->money = plr->money - itemCost;
plr->Inven[slot] = req->Item;
resp.iCandy = plr->money;
resp.iInvenSlotNum = slot;
resp.Item = req->Item;
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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void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL))
return; // malformed packet
sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
if (req->iInvenSlotNum < 0 || req->iInvenSlotNum >= AINVEN_COUNT || req->iItemCnt < 0) {
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std::cout << "[WARN] Client failed to sell item in slot " << req->iInvenSlotNum << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL));
return;
}
sItemBase* item = &plr->Inven[req->iInvenSlotNum];
Item* itemData = ItemManager::getItemData(item->iID, item->iType);
if (itemData == nullptr || !itemData->sellable) { // sanity + sellable check
std::cout << "[WARN] Item id " << item->iID << " with type " << item->iType << " not found (sell)" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL));
return;
}
sItemBase original;
memcpy(&original, item, sizeof(sItemBase));
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_SUCC, resp);
int sellValue = itemData->sellPrice * req->iItemCnt;
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// increment taros
plr->money = plr->money + sellValue;
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// modify item
if (plr->Inven[req->iInvenSlotNum].iOpt - req->iItemCnt > 0) { // selling part of a stack
item->iOpt -= req->iItemCnt;
original.iOpt = req->iItemCnt;
}
else { // selling entire slot
item->iID = 0;
item->iOpt = 0;
item->iType = 0;
item->iTimeLimit = 0;
}
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// response parameters
resp.iInvenSlotNum = req->iInvenSlotNum;
resp.iCandy = plr->money;
resp.Item = original; // the item that gets sent to buyback
resp.ItemStay = *item; // the void item that gets put in the slot
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_SUCC));
}
void NPCManager::npcVendorBuyback(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY))
return; // malformed packet
sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
Item* item = ItemManager::getItemData(req->Item.iID, req->Item.iType);
if (item == nullptr) {
std::cout << "[WARN] Item id " << req->Item.iID << " with type " << req->Item.iType << " not found (rebuy)" << std::endl;
// NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side.
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL));
return;
}
// sell price is used on rebuy. ternary identifies stacked items
int itemCost = item->sellPrice * (item->stackSize > 1 ? req->Item.iOpt : 1);
int slot = ItemManager::findFreeSlot(plr);
if (itemCost > plr->money || slot == -1) {
// NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side.
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL));
return;
}
if (slot != req->iInvenSlotNum) {
// possible item stacking?
std::cout << "[WARN] Client and server disagree on bought item slot (" << req->iInvenSlotNum << " vs " << slot << ")" << std::endl;
}
plr->money = plr->money - itemCost;
plr->Inven[slot] = req->Item;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_SUCC, resp);
// response parameters
resp.iCandy = plr->money;
resp.iInvenSlotNum = slot;
resp.Item = req->Item;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_SUCC));
}
void NPCManager::npcVendorTable(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE))
return; // malformed packet
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sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE* req = (sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE*)data->buf;
if (req->iVendorID != req->iNPC_ID || ItemManager::VendorTables.find(req->iNPC_ID) == ItemManager::VendorTables.end())
return;
std::vector<VendorListing> listings = ItemManager::VendorTables[req->iNPC_ID]; // maybe use iVendorID instead...?
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp);
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for (int i = 0; i < listings.size() && i < 20; i++) { // 20 is the max
sItemBase base;
base.iID = listings[i].iID;
base.iOpt = 0;
base.iTimeLimit = 0;
base.iType = listings[i].type;
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sItemVendor vItem;
vItem.item = base;
vItem.iSortNum = listings[i].sort;
vItem.iVendorID = req->iVendorID;
//vItem.fBuyCost = listings[i].price; this value is not actually the one that is used
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resp.item[i] = vItem;
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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));
}
void NPCManager::npcVendorStart(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_START))
return; // malformed packet
sP_CL2FE_REQ_PC_VENDOR_START* req = (sP_CL2FE_REQ_PC_VENDOR_START*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_START_SUCC, resp);
resp.iNPC_ID = req->iNPC_ID;
resp.iVendorID = req->iVendorID;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_START_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_START_SUCC));
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}
void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY))
return; // malformed packet
sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int cost = req->Item.iOpt * 100;
if ((req->Item.iID == 3 ? (plr->batteryW >= 9999) : (plr->batteryN >= 9999)) || plr->money < cost) { // sanity check
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, failResp);
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL));
}
plr->money -= cost;
plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 10 : 0;
plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 10 : 0;
// caps
if (plr->batteryW > 9999)
plr->batteryW = 9999;
if (plr->batteryN > 9999)
plr->batteryN = 9999;
INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC, resp);
resp.iCandy = plr->money;
resp.iBatteryW = plr->batteryW;
resp.iBatteryN = plr->batteryN;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC));
}
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void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
std::list<int32_t> yesView;
std::list<int32_t> noView;
for (auto& pair : NPCs) {
int diffX = abs(view.plr->x - pair.second->appearanceData.iX);
int diffY = abs(view.plr->y - pair.second->appearanceData.iY);
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if (diffX < settings::NPCDISTANCE && diffY < settings::NPCDISTANCE) {
// if it's a mob and it's dead (or otherwise not there), skip it.
if (MobManager::Mobs.find(pair.first) != MobManager::Mobs.end()) {
Mob *mob = (Mob*) pair.second;
if (mob->state == MobState::DEAD || mob->state == MobState::INACTIVE)
continue;
}
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yesView.push_back(pair.first);
}
else {
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noView.push_back(pair.first);
}
}
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INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData);
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std::list<int32_t>::iterator i = view.viewableNPCs.begin();
while (i != view.viewableNPCs.end()) {
int32_t id = *i;
if (std::find(noView.begin(), noView.end(), id) != noView.end()) {
// it shouldn't be visible, send NPC_EXIT
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exitData.iNPC_ID = id;
sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
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// remove from view
view.viewableNPCs.erase(i++);
}
else {
i++;
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}
}
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INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData);
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for (int32_t id : yesView) {
if (std::find(view.viewableNPCs.begin(), view.viewableNPCs.end(), id) == view.viewableNPCs.end()) {
// needs to be added to viewableNPCs! send NPC_ENTER
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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// add to viewable
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view.viewableNPCs.push_back(id);
}
}
PlayerManager::players[sock].viewableNPCs = view.viewableNPCs;
}
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void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {} // stubbed for now
void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON))
return; // malformed packet
sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
INITSTRUCT(sP_FE2CL_NPC_ENTER, resp);
Player* plr = PlayerManager::getPlayer(sock);
// permission & sanity check
if (!plr->IsGM || req->iNPCType >= 3314)
return;
resp.NPCAppearanceData.iNPC_ID = rand(); // cpunch-style
resp.NPCAppearanceData.iNPCType = req->iNPCType;
resp.NPCAppearanceData.iHP = 1000; // TODO: placeholder
resp.NPCAppearanceData.iX = plr->x;
resp.NPCAppearanceData.iY = plr->y;
resp.NPCAppearanceData.iZ = plr->z;
sock->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
for (CNSocket *s : PlayerManager::players[sock].viewable)
s->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER));
}
void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_USE_NPC))
return; // malformed packet
sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
PlayerView& plrv = PlayerManager::players[sock];
// sanity check
if (Warps.find(warpNpc->iWarpID) == Warps.end())
return;
// send to client
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp);
resp.iX = Warps[warpNpc->iWarpID].x;
resp.iY = Warps[warpNpc->iWarpID].y;
resp.iZ = Warps[warpNpc->iWarpID].z;
// force player & NPC reload
plrv.viewable.clear();
plrv.viewableNPCs.clear();
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
}