OpenFusion/src/NPCManager.cpp

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#include "NPCManager.hpp"
#include "ItemManager.hpp"
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#include "settings.hpp"
#include "MobManager.hpp"
#include "MissionManager.hpp"
#include "ChunkManager.hpp"
#include "NanoManager.hpp"
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#include "TableData.hpp"
#include "ChatManager.hpp"
#include "GroupManager.hpp"
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#include <cmath>
#include <algorithm>
#include <list>
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#include <fstream>
#include <vector>
#include <assert.h>
#include <limits.h>
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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;
/// sock, CBFlag -> until
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std::map<std::pair<CNSocket*, int32_t>, time_t> NPCManager::EggBuffs;
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std::unordered_map<int, EggType> NPCManager::EggTypes;
std::unordered_map<int, Egg*> NPCManager::Eggs;
nlohmann::json NPCManager::NPCData;
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/*
* Initialized at the end of TableData::init().
* This allows us to summon and kill mobs in arbitrary order without
* NPC ID collisions.
*/
int32_t NPCManager::nextId;
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void NPCManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TIME_TO_GO_WARP, npcWarpTimeMachine);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
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);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_COMBINATION, npcCombineItems);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SHINY_PICKUP, eggPickup);
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REGISTER_SHARD_TIMER(eggStep, 1000);
}
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void NPCManager::destroyNPC(int32_t id) {
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// sanity check
if (NPCs.find(id) == NPCs.end()) {
std::cout << "npc not found: " << id << std::endl;
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return;
}
BaseNPC* entity = NPCs[id];
// sanity check
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if (!ChunkManager::chunkExists(entity->chunkPos)) {
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std::cout << "chunk not found!" << std::endl;
return;
}
// remove NPC from the chunk
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ChunkManager::untrackNPC(entity->chunkPos, id);
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// remove from viewable chunks
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(entity->chunkPos), id);
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// remove from mob manager
if (MobManager::Mobs.find(id) != MobManager::Mobs.end())
MobManager::Mobs.erase(id);
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// remove from eggs
if (Eggs.find(id) != Eggs.end())
Eggs.erase(id);
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// finally, remove it from the map and free it
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delete entity->viewableChunks;
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NPCs.erase(id);
delete entity;
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}
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void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
BaseNPC* npc = NPCs[id];
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npc->appearanceData.iAngle = angle;
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ChunkPos oldChunk = npc->chunkPos;
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ChunkPos newChunk = ChunkManager::chunkPosAt(X, Y, I);
npc->appearanceData.iX = X;
npc->appearanceData.iY = Y;
npc->appearanceData.iZ = Z;
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npc->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
ChunkManager::updateNPCChunk(id, oldChunk, newChunk);
}
void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
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for (auto it = npc->viewableChunks->begin(); it != npc->viewableChunks->end(); it++) {
Chunk* chunk = *it;
for (CNSocket *s : chunk->players) {
s->sendPacket(buf, type, size);
}
}
}
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);
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if (plr == nullptr)
return;
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;
}
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int itemCost = item->buyPrice * (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 vehicle
if (req->Item.iType == 10)
// set time limit: current time + 7days
req->Item.iTimeLimit = getTimestamp() + 604800;
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);
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if (plr == nullptr)
return;
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
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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);
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if (plr == nullptr)
return;
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->iVendorID) == ItemManager::VendorTables.end())
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return;
std::vector<VendorListing> listings = ItemManager::VendorTables[req->iVendorID];
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp);
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for (int i = 0; i < (int)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);
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if (plr == nullptr)
return;
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));
}
cost = plr->batteryW + plr->batteryN;
plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 100 : 0;
plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 100 : 0;
// caps
if (plr->batteryW > 9999)
plr->batteryW = 9999;
if (plr->batteryN > 9999)
plr->batteryN = 9999;
cost = plr->batteryW + plr->batteryN - cost;
plr->money -= cost;
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::npcCombineItems(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ITEM_COMBINATION))
return; // malformed packet
sP_CL2FE_REQ_PC_ITEM_COMBINATION* req = (sP_CL2FE_REQ_PC_ITEM_COMBINATION*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
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if (plr == nullptr)
return;
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if (req->iCostumeItemSlot < 0 || req->iCostumeItemSlot >= AINVEN_COUNT || req->iStatItemSlot < 0 || req->iStatItemSlot >= AINVEN_COUNT) { // sanity check 1
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
failResp.iCostumeItemSlot = req->iCostumeItemSlot;
failResp.iStatItemSlot = req->iStatItemSlot;
failResp.iErrorCode = 0;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL));
std::cout << "[WARN] Inventory slot(s) out of range (" << req->iStatItemSlot << " and " << req->iCostumeItemSlot << ")" << std::endl;
return;
}
sItemBase* itemStats = &plr->Inven[req->iStatItemSlot];
sItemBase* itemLooks = &plr->Inven[req->iCostumeItemSlot];
Item* itemStatsDat = ItemManager::getItemData(itemStats->iID, itemStats->iType);
Item* itemLooksDat = ItemManager::getItemData(itemLooks->iID, itemLooks->iType);
if (itemStatsDat == nullptr || itemLooksDat == nullptr
|| ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) { // sanity check 2
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INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp);
failResp.iCostumeItemSlot = req->iCostumeItemSlot;
failResp.iStatItemSlot = req->iStatItemSlot;
failResp.iErrorCode = 0;
std::cout << "[WARN] Either item ids or croc pot value set not found" << std::endl;
sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL));
return;
}
CrocPotEntry* recipe = &ItemManager::CrocPotTable[abs(itemStatsDat->level - itemLooksDat->level)];
int cost = itemStatsDat->buyPrice * recipe->multStats + itemLooksDat->buyPrice * recipe->multLooks;
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float successChance = recipe->base / 100.0f; // base success chance
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// rarity gap multiplier
switch(abs(itemStatsDat->rarity - itemLooksDat->rarity)) {
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case 0:
successChance *= recipe->rd0;
break;
case 1:
successChance *= recipe->rd1;
break;
case 2:
successChance *= recipe->rd2;
break;
case 3:
successChance *= recipe->rd3;
break;
default:
break;
}
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float rolled = (rand() * 1.0f / RAND_MAX) * 100.0f; // success chance out of 100
//std::cout << rolled << " vs " << successChance << std::endl;
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plr->money -= cost;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_SUCC, resp);
if (rolled < successChance) {
// success
resp.iSuccessFlag = 1;
// modify the looks item with the new stats and set the appearance through iOpt
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itemLooks->iOpt = (int32_t)((itemLooks->iOpt) >> 16 > 0 ? (itemLooks->iOpt >> 16) : itemLooks->iID) << 16;
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itemLooks->iID = itemStats->iID;
// delete stats item
itemStats->iID = 0;
itemStats->iOpt = 0;
itemStats->iTimeLimit = 0;
itemStats->iType = 0;
} else {
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// failure; don't do anything?
resp.iSuccessFlag = 0;
}
resp.iCandy = plr->money;
resp.iNewItemSlot = req->iCostumeItemSlot;
resp.iStatItemSlot = req->iStatItemSlot;
resp.sNewItem = *itemLooks;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_COMBINATION_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_SUCC));
}
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void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {} // stubbed for now
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void NPCManager::npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_NPC_UNSUMMON))
return; // malformed packet
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Player* plr = PlayerManager::getPlayer(sock);
if (plr == nullptr || plr->accountLevel > 30)
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return;
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sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf;
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NPCManager::destroyNPC(req->iNPC_ID);
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}
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;
Player* plr = PlayerManager::getPlayer(sock);
// permission & sanity check
if (plr == nullptr || plr->accountLevel > 30 || req->iNPCType >= 3314 || req->iNPCCnt > 100)
return;
int team = NPCData[req->iNPCType]["m_iTeam"];
for (int i = 0; i < req->iNPCCnt; i++) {
assert(nextId < INT32_MAX);
int id = nextId++;
if (team == 2) {
NPCs[id] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], id);
MobManager::Mobs[id] = (Mob*)NPCs[id];
} else
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NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, 0, plr->instanceID, req->iNPCType, id);
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updateNPCPosition(id, plr->x, plr->y, plr->z, plr->instanceID, 0);
}
}
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;
handleWarp(sock, warpNpc->iWarpID);
}
void NPCManager::npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TIME_TO_GO_WARP))
return; // malformed packet
// this is just a warp request
handleWarp(sock, 28);
}
void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) {
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Player* plr = PlayerManager::getPlayer(sock);
// sanity check
if (Warps.find(warpId) == Warps.end())
return;
// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
if (Warps[warpId].isInstance) {
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uint64_t instanceID = Warps[warpId].instanceID;
// if warp requires you to be on a mission, it's gotta be a unique instance
if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
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instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
ChunkManager::createInstance(instanceID);
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}
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if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
else {
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Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
for (int i = 0; i < leaderPlr->groupCnt; i++) {
Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
if (otherPlr == nullptr || sockTo == nullptr)
continue;
PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
}
}
}
else
{
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INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
resp.iX = Warps[warpId].x;
resp.iY = Warps[warpId].y;
resp.iZ = Warps[warpId].z;
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resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
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plr->instanceID = INSTANCE_OVERWORLD;
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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ChunkManager::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
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PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
}
}
/*
* Helper function to get NPC closest to coordinates in specified chunks
*/
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BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z) {
BaseNPC* npc = nullptr;
int lastDist = INT_MAX;
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for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
Chunk* chunk = *c;
for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
BaseNPC* npcTemp = NPCs[*_npc];
int distXY = std::hypot(X - npcTemp->appearanceData.iX, Y - npcTemp->appearanceData.iY);
int dist = std::hypot(distXY, Z - npcTemp->appearanceData.iZ);
if (dist < lastDist) {
npc = npcTemp;
lastDist = dist;
}
}
}
return npc;
}
int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId) {
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (otherPlr == nullptr)
return -1;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, skillId);
int bitFlag = GroupManager::getGroupFlags(otherPlr);
if (EggBuffs.find(key) == EggBuffs.end())
if (!NanoManager::applyBuff(sock, skillId, 1, 3, bitFlag, true))
return -1;
// save the buff serverside;
// if you get the same buff again, new duration will override the previous one
time_t until = getTime() + (time_t)NanoManager::SkillTable[skillId].durationTime[0] * 10;
EggBuffs[key] = until;
const size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Buff);
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_NPC_SKILL_HIT* skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
sSkillResult_Buff* skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skillUse->iNPC_ID = eggId;
skillUse->iSkillID = skillId;
if (skillId == 183) // The only exception
skillUse->eST = EST_INFECTIONDAMAGE;
else
skillUse->eST = NanoManager::SkillTable[skillId].skillType;
skillUse->iTargetCnt = 1;
skill->eCT = 1;
skill->iID = plr->iID;
skill->iConditionBitFlag = plr->iConditionBitFlag;
sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
return 0;
}
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void NPCManager::eggStep(CNServer* serv, time_t currTime) {
// tick buffs
time_t timeStamp = currTime;
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auto it = EggBuffs.begin();
while (it != EggBuffs.end()) {
// check remaining time
if (it->second > timeStamp)
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it++;
// if time reached 0
else {
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CNSocket* sock = it->first.first;
int32_t skillId = it->first.second;
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Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (otherPlr == nullptr)
return;
int bitFlag = GroupManager::getGroupFlags(otherPlr);
NanoManager::applyBuff(sock, skillId, 2, 3, bitFlag);
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// remove buff from the map
it = EggBuffs.erase(it);
}
}
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// check dead eggs and eggs in inactive chunks
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for (auto egg : Eggs) {
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if (!egg.second->dead || !ChunkManager::inPopulatedChunks(egg.second->viewableChunks))
continue;
if (egg.second->deadUntil <= timeStamp) {
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// respawn it
egg.second->dead = false;
egg.second->deadUntil = 0;
egg.second->appearanceData.iHP = 400;
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ChunkManager::addNPCToChunks(ChunkManager::getViewableChunks(egg.second->chunkPos),
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egg.first);
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}
}
}
void NPCManager::npcDataToEggData(sNPCAppearanceData* npc, sShinyAppearanceData* egg) {
egg->iX = npc->iX;
egg->iY = npc->iY;
egg->iZ = npc->iZ;
// client doesn't care about egg->iMapNum
egg->iShinyType = npc->iNPCType;
egg->iShiny_ID = npc->iNPC_ID;
}
void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_SHINY_PICKUP))
return; // malformed packet
sP_CL2FE_REQ_SHINY_PICKUP* pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int eggId = pickup->iShinyID;
if (Eggs.find(eggId) == Eggs.end()) {
std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl;
return;
}
Egg* egg = Eggs[eggId];
if (egg->dead) {
std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl;
return;
}
/* this has some issues with position desync, leaving it out for now
if (abs(egg->appearanceData.iX - plr->x)>500 || abs(egg->appearanceData.iY - plr->y) > 500) {
std::cout << "[WARN] Player tried to open an egg from the other chunk?!" << std::endl;
return;
}
*/
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int typeId = egg->appearanceData.iNPCType;
if (EggTypes.find(typeId) == EggTypes.end()) {
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std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
return;
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}
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EggType* type = &EggTypes[typeId];
// buff the player
if (type->effectId != 0)
eggBuffPlayer(sock, type->effectId, eggId);
// damage egg
if (type->effectId == 183) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK* pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Damage* dmg = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
dmg->iDamage = PC_MAXHEALTH(plr->level) * 6 / 10;
plr->HP -= dmg->iDamage;
pkt->iID = plr->iID;
pkt->eCT = 1; // player
pkt->iTB_ID = 19;
dmg->iHP = plr->HP;
sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}
// heal egg
else if (type->effectId == 150) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Heal_HP);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK* pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Heal_HP* heal = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
heal->iHealHP = PC_MAXHEALTH(plr->level) * 35 / 100;
plr->HP += heal->iHealHP;
if (plr->HP > PC_MAXHEALTH(plr->level))
plr->HP = PC_MAXHEALTH(plr->level);
heal->iHP = plr->HP;
heal->iID = plr->iID;
heal->eCT = 1;
pkt->iID = plr->iID;
pkt->eCT = 1; // player
pkt->iTB_ID = ECSB_HEAL;
sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}
/*
* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
* (buff icon pops up in the bottom of the screen)
* so we don't send it for non-effect
*/
if (type->effectId != 0)
{
INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
resp.iSkillID = type->effectId;
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// in general client finds correct icon on it's own,
// but for damage we have to supply correct CSTB
if (resp.iSkillID == 183)
resp.eCSTB = ECSB_INFECTION;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SHINY_PICKUP_SUCC, sizeof(sP_FE2CL_REP_SHINY_PICKUP_SUCC));
}
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// drop
if (type->dropCrateId != 0) {
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);
// send back player's stats
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 = ItemManager::findFreeSlot(plr);
// no space for drop
if (slot != -1) {
// item reward
item->sItem.iType = 9;
item->sItem.iOpt = 1;
item->sItem.iID = type->dropCrateId;
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);
}
}
if (egg->summoned)
destroyNPC(eggId);
else {
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ChunkManager::removeNPCFromChunks(ChunkManager::getViewableChunks(egg->chunkPos), eggId);
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egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;
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}
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}