diff --git a/src/Abilities.cpp b/src/Abilities.cpp index e07f913..8c7f84d 100644 --- a/src/Abilities.cpp +++ b/src/Abilities.cpp @@ -6,774 +6,8 @@ #include "Groups.hpp" #include "Eggs.hpp" -/* - * TODO: This file is in desperate need of deduplication and rewriting. - */ - std::map Abilities::SkillTable; -/* - * targetData approach - * first integer is the count - * second to fifth integers are IDs, these can be either player iID or mob's iID - */ -std::vector Abilities::findTargets(Player* plr, int skillID, CNPacketData* data) { - std::vector tD(5); - - if (SkillTable[skillID].targetType <= 2 && data != nullptr) { // client gives us the targets - sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; - - // validate request check - if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { - std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size" << std::endl; - return tD; - } - - int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); - tD[0] = pkt->iTargetCnt; - - for (int i = 0; i < pkt->iTargetCnt; i++) - tD[i+1] = pktdata[i]; - - } else if (SkillTable[skillID].targetType == 2) { // self target only - tD[0] = 1; - tD[1] = plr->iID; - - } else if (SkillTable[skillID].targetType == 3) { // entire group as target - Player *otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); - - if (otherPlr == nullptr) - return tD; - - if (SkillTable[skillID].effectArea == 0) { // for buffs - tD[0] = otherPlr->groupCnt; - for (int i = 0; i < otherPlr->groupCnt; i++) - tD[i+1] = otherPlr->groupIDs[i]; - return tD; - } - - for (int i = 0; i < otherPlr->groupCnt; i++) { // group heals have an area limit - Player *otherPlr2 = PlayerManager::getPlayerFromID(otherPlr->groupIDs[i]); - if (otherPlr2 == nullptr) - continue; - if (true) {//hypot(otherPlr2->x - plr->x, otherPlr2->y - plr->y) < SkillTable[skillID].effectArea) { - tD[i+1] = otherPlr->groupIDs[i]; - tD[0] += 1; - } - } - } - - return tD; -} - -void Abilities::removeBuff(CNSocket* sock, std::vector targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower) { - Player *plr = PlayerManager::getPlayer(sock); - - plr->iSelfConditionBitFlag &= ~bitFlag; - int groupFlags = 0; - - if (groupPower) { - plr->iGroupConditionBitFlag &= ~bitFlag; - Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup); - if (leader != nullptr) - groupFlags = Groups::getGroupFlags(leader); - } - - for (int i = 0; i < targetData[0]; i++) { - Player* varPlr = PlayerManager::getPlayerFromID(targetData[i+1]); - if (!((groupFlags | varPlr->iSelfConditionBitFlag) & bitFlag)) { - CNSocket* sockTo = PlayerManager::getSockFromID(targetData[i+1]); - if (sockTo == nullptr) - continue; // sanity check - - INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); - resp.eCSTB = timeBuffID; // eCharStatusTimeBuffID - resp.eTBU = 2; // eTimeBuffUpdate - resp.eTBT = 1; // eTimeBuffType 1 means nano - varPlr->iConditionBitFlag &= ~bitFlag; - resp.iConditionBitFlag = varPlr->iConditionBitFlag |= groupFlags | varPlr->iSelfConditionBitFlag; - - if (amount > 0) - resp.TimeBuff.iValue = amount; - - sockTo->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); - } - } -} - -int Abilities::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags) { - if (SkillTable[skillID].drainType == 1) - return 0; - - int32_t bitFlag = 0; - - for (auto& pwr : Powers) { - if (pwr.skillType == SkillTable[skillID].skillType) { - bitFlag = pwr.bitFlag; - Player *plr = PlayerManager::getPlayer(sock); - if (eTBU == 1 || !((groupFlags | plr->iSelfConditionBitFlag) & bitFlag)) { - INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); - resp.eCSTB = pwr.timeBuffID; - resp.eTBU = eTBU; - resp.eTBT = eTBT; - - if (eTBU == 1) - plr->iConditionBitFlag |= bitFlag; - else - plr->iConditionBitFlag &= ~bitFlag; - - resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag; - resp.TimeBuff.iValue = SkillTable[skillID].powerIntensity[0]; - sock->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); - } - return bitFlag; - } - } - - return 0; -} - namespace Abilities { -bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { - std::cout << "[WARN] doDebuff: NPC ID not found" << std::endl; - return false; - } - - BaseNPC* npc = NPCManager::NPCs[targetID]; - if (npc->kind != EntityKind::MOB) { - std::cout << "[WARN] doDebuff: NPC is not a mob" << std::endl; - return false; - } - - Mob* mob = (Mob*)npc; - mob->takeDamage(sock, 0); - - respdata[i].eCT = 4; - respdata[i].iID = mob->id; - respdata[i].bProtected = 1; - if (mob->skillStyle < 0 && mob->state != AIState::RETREAT - && !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom - mob->cbf |= bitFlag; - mob->unbuffTimes[bitFlag] = getTime() + duration * 100; - respdata[i].bProtected = 0; - } - respdata[i].iConditionBitFlag = mob->cbf; - - return true; -} - -bool doBuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - Player *plr = nullptr; - CNSocket *sockTo = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - sockTo = pair.first; - plr = pair.second; - break; - } - } - - // player not found - if (sockTo == nullptr || plr == nullptr) { - std::cout << "[WARN] doBuff: player ID not found" << std::endl; - return false; - } - - respdata[i].eCT = 1; - respdata[i].iID = plr->iID; - respdata[i].iConditionBitFlag = 0; - - // only apply buffs if the player is actually alive - if (plr->HP > 0) { - respdata[i].iConditionBitFlag = bitFlag; - - INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); - pkt.eCSTB = timeBuffID; // eCharStatusTimeBuffID - pkt.eTBU = 1; // eTimeBuffUpdate - pkt.eTBT = 1; // eTimeBuffType 1 means nano - pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag; - - if (amount > 0) - pkt.TimeBuff.iValue = amount; - - sockTo->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); - } - - return true; -} - -bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { - // not sure how to best handle this - std::cout << "[WARN] doDamageNDebuff: NPC ID not found" << std::endl; - return false; - } - - BaseNPC* npc = NPCManager::NPCs[targetID]; - if (npc->kind != EntityKind::MOB) { - std::cout << "[WARN] doDamageNDebuff: NPC is not a mob" << std::endl; - return false; - } - - Mob* mob = (Mob*)npc; - - mob->takeDamage(sock, 0); - - respdata[i].eCT = 4; - respdata[i].iDamage = duration / 10; - respdata[i].iID = mob->id; - respdata[i].iHP = mob->hp; - respdata[i].bProtected = 1; - if (mob->skillStyle < 0 && mob->state != AIState::RETREAT - && !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom - mob->cbf |= bitFlag; - mob->unbuffTimes[bitFlag] = getTime() + duration * 100; - respdata[i].bProtected = 0; - } - respdata[i].iConditionBitFlag = mob->cbf; - - return true; -} - -bool doHeal(CNSocket *sock, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - Player *plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doHeal: player ID not found" << std::endl; - return false; - } - - int healedAmount = PC_MAXHEALTH(plr->level) * amount / 1000; - - // do not heal dead players - if (plr->HP <= 0) - healedAmount = 0; - - plr->HP += healedAmount; - - if (plr->HP > PC_MAXHEALTH(plr->level)) - plr->HP = PC_MAXHEALTH(plr->level); - - respdata[i].eCT = 1; - respdata[i].iID = plr->iID; - respdata[i].iHP = plr->HP; - respdata[i].iHealHP = healedAmount; - - return true; -} - -bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { - // not sure how to best handle this - std::cout << "[WARN] doDamage: NPC ID not found" << std::endl; - return false; - } - - BaseNPC* npc = NPCManager::NPCs[targetID]; - if (npc->kind != EntityKind::MOB) { - std::cout << "[WARN] doDamage: NPC is not a mob" << std::endl; - return false; - } - - Mob* mob = (Mob*)npc; - Player *plr = PlayerManager::getPlayer(sock); - - int damage = mob->takeDamage(sock, std::max(PC_MAXHEALTH(plr->level) * amount / 1000, mob->maxHealth * amount / 1000)); - - respdata[i].eCT = 4; - respdata[i].iDamage = damage; - respdata[i].iID = mob->id; - respdata[i].iHP = mob->hp; - - return true; -} - -/* - * NOTE: Leech is specially encoded. - * - * It manages to fit inside the nanoPower<>() mold with only a slight hack, - * but it really is it's own thing. There is a hard assumption that players - * will only every leech a single mob, and the sanity check that enforces that - * assumption is critical. - */ - -bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - // this sanity check is VERY important - if (i != 0) { - std::cout << "[WARN] Player attempted to leech more than one mob!" << std::endl; - return false; - } - - sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); - Player *plr = PlayerManager::getPlayer(sock); - - int healedAmount = amount; - - plr->HP += healedAmount; - - if (plr->HP > PC_MAXHEALTH(plr->level)) - plr->HP = PC_MAXHEALTH(plr->level); - - healdata->eCT = 1; - healdata->iID = plr->iID; - healdata->iHP = plr->HP; - healdata->iHealHP = healedAmount; - - if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { - // not sure how to best handle this - std::cout << "[WARN] doLeech: NPC ID not found" << std::endl; - return false; - } - - BaseNPC* npc = NPCManager::NPCs[targetID]; - if (npc->kind != EntityKind::MOB) { - std::cout << "[WARN] doLeech: NPC is not a mob" << std::endl; - return false; - } - - Mob* mob = (Mob*)npc; - - int damage = mob->takeDamage(sock, amount * 2); - - damagedata->eCT = 4; - damagedata->iDamage = damage; - damagedata->iID = mob->id; - damagedata->iHP = mob->hp; - - return true; -} - -bool doResurrect(CNSocket *sock, sSkillResult_Resurrect *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - Player *plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doResurrect: player ID not found" << std::endl; - return false; - } - - respdata[i].eCT = 1; - respdata[i].iID = plr->iID; - respdata[i].iRegenHP = plr->HP; - - return true; -} - -bool doMove(CNSocket *sock, sSkillResult_Move *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - Player *plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doMove: player ID not found" << std::endl; - return false; - } - - Player *plr2 = PlayerManager::getPlayer(sock); - - respdata[i].eCT = 1; - respdata[i].iID = plr->iID; - respdata[i].iMapNum = plr2->recallInstance; - respdata[i].iMoveX = plr2->recallX; - respdata[i].iMoveY = plr2->recallY; - respdata[i].iMoveZ = plr2->recallZ; - - return true; -} - -bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - CNSocket* sock = nullptr; - Player* plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - sock = pair.first; - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doDamageNDebuff: player ID not found" << std::endl; - return false; - } - - respdata[i].eCT = 1; - respdata[i].iDamage = duration / 10; - respdata[i].iID = plr->iID; - respdata[i].iHP = plr->HP; - respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina; - if (plr->iConditionBitFlag & CSB_BIT_FREEDOM) - respdata[i].bProtected = 1; - else { - if (!(plr->iConditionBitFlag & bitFlag)) { - INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); - pkt.eCSTB = timeBuffID; // eCharStatusTimeBuffID - pkt.eTBU = 1; // eTimeBuffUpdate - pkt.eTBT = 2; - pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag; - pkt.TimeBuff.iValue = amount * 5; - sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); - } - - respdata[i].bProtected = 0; - std::pair key = std::make_pair(sock, bitFlag); - time_t until = getTime() + (time_t)duration * 100; - Eggs::EggBuffs[key] = until; - } - respdata[i].iConditionBitFlag = plr->iConditionBitFlag; - - if (plr->HP <= 0) { - if (!MobAI::aggroCheck(mob, getTime())) - mob->transition(AIState::RETREAT, mob->target); - } - - return true; -} - -bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) { - std::cout << "[WARN] doHeal: NPC ID not found" << std::endl; - return false; - } - - BaseNPC* npc = NPCManager::NPCs[targetID]; - if (npc->kind != EntityKind::MOB) { - std::cout << "[WARN] doHeal: NPC is not a mob" << std::endl; - return false; - } - - Mob* targetMob = (Mob*)npc; - - int healedAmount = amount * targetMob->maxHealth / 1000; - targetMob->hp += healedAmount; - if (targetMob->hp > targetMob->maxHealth) - targetMob->hp = targetMob->maxHealth; - - respdata[i].eCT = 4; - respdata[i].iID = targetMob->id; - respdata[i].iHP = targetMob->hp; - respdata[i].iHealHP = healedAmount; - - return true; -} - -bool doReturnHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - int healedAmount = amount * mob->maxHealth / 1000; - mob->hp += healedAmount; - if (mob->hp > mob->maxHealth) - mob->hp = mob->maxHealth; - - respdata[i].eCT = 4; - respdata[i].iID = mob->id; - respdata[i].iHP = mob->hp; - respdata[i].iHealHP = healedAmount; - - return true; -} - -bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - Player* plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doDamage: player ID not found" << std::endl; - return false; - } - - int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; - - if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE) - damage = 0; - - respdata[i].eCT = 1; - respdata[i].iDamage = damage; - respdata[i].iID = plr->iID; - respdata[i].iHP = plr->HP -= damage; - - if (plr->HP <= 0) { - if (!MobAI::aggroCheck(mob, getTime())) - mob->transition(AIState::RETREAT, mob->target); - } - - return true; -} - -bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - // this sanity check is VERY important - if (i != 0) { - std::cout << "[WARN] Mob attempted to leech more than one player!" << std::endl; - return false; - } - - Player* plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doLeech: player ID not found" << std::endl; - return false; - } - - sSkillResult_Damage* damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); - - int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000; - - mob->hp += healedAmount; - if (mob->hp > mob->maxHealth) - mob->hp = mob->maxHealth; - - healdata->eCT = 4; - healdata->iID = mob->id; - healdata->iHP = mob->hp; - healdata->iHealHP = healedAmount; - - int damage = healedAmount; - - if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE) - damage = 0; - - damagedata->eCT = 1; - damagedata->iDamage = damage; - damagedata->iID = plr->iID; - damagedata->iHP = plr->HP -= damage; - - if (plr->HP <= 0) { - if (!MobAI::aggroCheck(mob, getTime())) - mob->transition(AIState::RETREAT, mob->target); - } - - return true; -} - -bool doBatteryDrain(Mob* mob, sSkillResult_BatteryDrain* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - Player* plr = nullptr; - - for (auto& pair : PlayerManager::players) { - if (pair.second->iID == targetID) { - plr = pair.second; - break; - } - } - - // player not found - if (plr == nullptr) { - std::cout << "[WARN] doBatteryDrain: player ID not found" << std::endl; - return false; - } - - respdata[i].eCT = 1; - respdata[i].iID = plr->iID; - - if (plr->iConditionBitFlag & CSB_BIT_PROTECT_BATTERY) { - respdata[i].bProtected = 1; - respdata[i].iDrainW = 0; - respdata[i].iDrainN = 0; - } - else { - respdata[i].bProtected = 0; - respdata[i].iDrainW = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36; - respdata[i].iDrainN = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36; - } - - respdata[i].iBatteryW = plr->batteryW -= (respdata[i].iDrainW < plr->batteryW) ? respdata[i].iDrainW : plr->batteryW; - respdata[i].iBatteryN = plr->batteryN -= (respdata[i].iDrainN < plr->batteryN) ? respdata[i].iDrainN : plr->batteryN; - respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina; - respdata[i].iConditionBitFlag = plr->iConditionBitFlag; - - return true; -} - -bool doBuff(Mob* mob, sSkillResult_Buff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { - respdata[i].eCT = 4; - respdata[i].iID = mob->id; - mob->cbf |= bitFlag; - respdata[i].iConditionBitFlag = mob->cbf; - - return true; -} - -template - void power(EntityRef ref, std::vector targetData, - int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount, - int16_t skillType, int32_t bitFlag, int16_t timeBuffID) { - - /*** OLD NANO HANDLER *** - Player *plr = PlayerManager::getPlayer(sock); - - if (skillType == EST_RETROROCKET_SELF || skillType == EST_RECALL) // rocket and self recall does not need any trailing structs - targetData[0] = 0; - - size_t resplen; - // special case since leech is atypically encoded - if (skillType == EST_BLOODSUCKING) - resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage); - else - resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + targetData[0] * sizeof(sPAYLOAD); - - // validate response packet - if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), targetData[0], sizeof(sPAYLOAD))) { - std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size" << std::endl; - return; - } - - uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; - memset(respbuf, 0, resplen); - - sP_FE2CL_NANO_SKILL_USE_SUCC *resp = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf; - sPAYLOAD *respdata = (sPAYLOAD*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC)); - - resp->iPC_ID = plr->iID; - resp->iSkillID = skillID; - resp->iNanoID = nanoID; - resp->iNanoStamina = plr->Nanos[plr->activeNano].iStamina; - resp->eST = skillType; - resp->iTargetCnt = targetData[0]; - - if (SkillTable[skillID].drainType == 2) { - if (SkillTable[skillID].targetType >= 2) - plr->iSelfConditionBitFlag |= bitFlag; - if (SkillTable[skillID].targetType == 3) - plr->iGroupConditionBitFlag |= bitFlag; - } - - for (int i = 0; i < targetData[0]; i++) - if (!work(sock, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount)) - return; - - sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); - assert(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) == sizeof(sP_FE2CL_NANO_SKILL_USE)); - if (skillType == EST_RECALL_GROUP) { // in the case of group recall, nobody but group members need the packet - for (int i = 0; i < targetData[0]; i++) { - CNSocket *sock2 = PlayerManager::getSockFromID(targetData[i+1]); - sock2->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); - } - } else - PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); - - // Warping on recall - if (skillType == EST_RECALL || skillType == EST_RECALL_GROUP) { - if ((int32_t)plr->instanceID == plr->recallInstance) - PlayerManager::sendPlayerTo(sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance); - else { - INITSTRUCT(sP_FE2CL_REP_WARP_USE_RECALL_FAIL, response) - sock->sendPacket((void*)&response, P_FE2CL_REP_WARP_USE_RECALL_FAIL, sizeof(sP_FE2CL_REP_WARP_USE_RECALL_FAIL)); - } - } - */ - - /*** OLD MOB ABILITY HANDLER *** - size_t resplen; - // special case since leech is atypically encoded - if (skillType == EST_BLOODSUCKING) - resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage); - else - resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + targetData[0] * sizeof(sPAYLOAD); - - // validate response packet - if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), targetData[0], sizeof(sPAYLOAD))) { - std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size" << std::endl; - return; - } - - uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; - memset(respbuf, 0, resplen); - - sP_FE2CL_NPC_SKILL_HIT* resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf; - sPAYLOAD* respdata = (sPAYLOAD*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT)); - - resp->iNPC_ID = mob->id; - resp->iSkillID = skillID; - resp->iValue1 = mob->hitX; - resp->iValue2 = mob->hitY; - resp->iValue3 = mob->hitZ; - resp->eST = skillType; - resp->iTargetCnt = targetData[0]; - - for (int i = 0; i < targetData[0]; i++) - if (!work(mob, respdata, i, targetData[i + 1], bitFlag, timeBuffID, duration, amount)) - return; - - NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen); - */ -} - -// nano power dispatch table -std::vector Powers = {};/* - Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power), - Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, ECSB_BOUNDINGBALL, power), - Power(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, power), - Power(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power), - Power(EST_REWARDBLOB, CSB_BIT_REWARD_BLOB, ECSB_REWARD_BLOB, power), - Power(EST_RUN, CSB_BIT_UP_MOVE_SPEED, ECSB_UP_MOVE_SPEED, power), - Power(EST_REWARDCASH, CSB_BIT_REWARD_CASH, ECSB_REWARD_CASH, power), - Power(EST_PROTECTBATTERY, CSB_BIT_PROTECT_BATTERY, ECSB_PROTECT_BATTERY, power), - Power(EST_MINIMAPENEMY, CSB_BIT_MINIMAP_ENEMY, ECSB_MINIMAP_ENEMY, power), - Power(EST_PROTECTINFECTION, CSB_BIT_PROTECT_INFECTION, ECSB_PROTECT_INFECTION, power), - Power(EST_JUMP, CSB_BIT_UP_JUMP_HEIGHT, ECSB_UP_JUMP_HEIGHT, power), - Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power), - Power(EST_PHOENIX, CSB_BIT_PHOENIX, ECSB_PHOENIX, power), - Power(EST_STEALTH, CSB_BIT_UP_STEALTH, ECSB_UP_STEALTH, power), - Power(EST_MINIMAPTRESURE, CSB_BIT_MINIMAP_TRESURE, ECSB_MINIMAP_TRESURE, power), - Power(EST_RECALL, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_RECALL_GROUP, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_RETROROCKET_SELF, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_PHOENIX_GROUP, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT1, ECSB_STIMPAKSLOT1, power), - Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT2, ECSB_STIMPAKSLOT2, power), - Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT3, ECSB_STIMPAKSLOT3, power), - // - Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power), - Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, power), - Power(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power), - Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power), - Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power) -};*/ - }; // namespace diff --git a/src/Abilities.hpp b/src/Abilities.hpp index 760ec56..022ee64 100644 --- a/src/Abilities.hpp +++ b/src/Abilities.hpp @@ -3,29 +3,6 @@ #include "core/Core.hpp" #include "Combat.hpp" -typedef void (*PowerHandler)(EntityRef, std::vector, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t); - -struct Power { - int16_t skillType; - int32_t bitFlag; - int16_t timeBuffID; - PowerHandler handler; - - Power(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {} - - void handle(EntityRef ref, std::vector targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) { - if (handler == nullptr) - return; - - handler(ref, targetData, nanoID, skillID, duration, amount, skillType, bitFlag, timeBuffID); - } - - /* overload for non-nano abilities */ - void handle(EntityRef ref, std::vector targetData, int16_t skillID, int16_t duration, int16_t amount) { - handle(ref, targetData, -1, skillID, duration, amount); - } -}; - struct SkillData { int skillType; int targetType; @@ -37,11 +14,5 @@ struct SkillData { }; namespace Abilities { - extern std::vector Powers; extern std::map SkillTable; - - void removeBuff(CNSocket* sock, std::vector targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower); - int applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags); - - std::vector findTargets(Player* plr, int skillID, CNPacketData* data = nullptr); } diff --git a/src/Eggs.cpp b/src/Eggs.cpp index 64e2f12..a3b0fa2 100644 --- a/src/Eggs.cpp +++ b/src/Eggs.cpp @@ -19,7 +19,8 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) { Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); int bitFlag = Groups::getGroupFlags(otherPlr); - int CBFlag = Abilities::applyBuff(sock, skillId, 1, 3, bitFlag); + // TODO ABILITIES + int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag); size_t resplen; @@ -100,23 +101,24 @@ static void eggStep(CNServer* serv, time_t currTime) { Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup); int groupFlags = Groups::getGroupFlags(otherPlr); - for (auto& pwr : Abilities::Powers) { - if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff - INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); - resp.eCSTB = pwr.timeBuffID; - resp.eTBU = 2; - resp.eTBT = 3; // for egg buffs - plr->iConditionBitFlag &= ~CBFlag; - resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag; - sock->sendPacket(resp, P_FE2CL_PC_BUFF_UPDATE); + // TODO ABILITIES + //for (auto& pwr : Abilities::Powers) { + // if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff + // INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); + // resp.eCSTB = pwr.timeBuffID; + // resp.eTBU = 2; + // resp.eTBT = 3; // for egg buffs + // plr->iConditionBitFlag &= ~CBFlag; + // resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag; + // sock->sendPacket(resp, P_FE2CL_PC_BUFF_UPDATE); - INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players - resp2.eCT = 1; - resp2.iID = plr->iID; - resp2.iConditionBitFlag = plr->iConditionBitFlag; - PlayerManager::sendToViewable(sock, resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT); - } - } + // INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players + // resp2.eCT = 1; + // resp2.iID = plr->iID; + // resp2.iConditionBitFlag = plr->iConditionBitFlag; + // PlayerManager::sendToViewable(sock, resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT); + // } + //} // remove buff from the map it = EggBuffs.erase(it); } diff --git a/src/Groups.cpp b/src/Groups.cpp index 59dfdf7..28d76e4 100644 --- a/src/Groups.cpp +++ b/src/Groups.cpp @@ -135,10 +135,11 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) { // client doesnt read nano data here if (varPlr != plr) { // apply the new member's buffs to the group and the group's buffs to the new member - if (Abilities::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3) + // TODO ABILITIES + /*if (Abilities::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3) Abilities::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 1, 1, bitFlag); if (Abilities::SkillTable[plr->Nanos[plr->activeNano].iSkillID].targetType == 3) - Abilities::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 1, 1, bitFlag); + Abilities::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 1, 1, bitFlag);*/ } } @@ -221,7 +222,8 @@ static void groupUnbuff(Player* plr) { Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]); CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[n]); - Abilities::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0); + // TODO ABILITIES + //Abilities::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0); } } } @@ -295,10 +297,11 @@ void Groups::groupKickPlayer(Player* plr) { moveDown = 1; otherPlr->groupIDs[i] = 0; } else { // remove the leaving member's buffs from the group and remove the group buffs from the leaving member. - if (Abilities::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3) + // TODO ABILITIES + /*if (Abilities::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3) Abilities::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 2, 1, 0); if (Abilities::SkillTable[plr->Nanos[varPlr->activeNano].iSkillID].targetType == 3) - Abilities::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 2, 1, bitFlag); + Abilities::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 2, 1, bitFlag);*/ } } diff --git a/src/MobAI.cpp b/src/MobAI.cpp index e1d4308..9a930ec 100644 --- a/src/MobAI.cpp +++ b/src/MobAI.cpp @@ -293,10 +293,11 @@ static void dealCorruption(Mob *mob, std::vector targetData, int skillID, i if (plr->Nanos[plr->activeNano].iStamina > 150) respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150; // fire damage power disguised as a corruption attack back at the enemy - std::vector targetData2 = {1, mob->id, 0, 0, 0}; + // TODO ABILITIES + /*std::vector targetData2 = {1, mob->id, 0, 0, 0}; for (auto& pwr : Abilities::Powers) if (pwr.skillType == EST_DAMAGE) - pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200); + pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);*/ } else { respdata[i].iHitFlag = HF_BIT_STYLE_LOSE; respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500; @@ -369,9 +370,10 @@ static void useAbilities(Mob *mob, time_t currTime) { } } - for (auto& pwr : Abilities::Powers) + // TODO ABILITIES + /*for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) - pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); + pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/ mob->skillStyle = -3; // eruption cooldown mob->nextAttack = currTime + 1000; return; @@ -389,13 +391,14 @@ static void useAbilities(Mob *mob, time_t currTime) { if (random < prob1) { // active skill hit int skillID = (int)mob->data["m_iActiveSkill1"]; - std::vector targetData = {1, plr->iID, 0, 0, 0}; - for (auto& pwr : Abilities::Powers) - if (pwr.skillType == Abilities::SkillTable[skillID].skillType) { - if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag)) - return; // prevent debuffing a player twice - pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); - } + // TODO ABILITIES + //std::vector targetData = {1, plr->iID, 0, 0, 0}; + //for (auto& pwr : Abilities::Powers) + // if (pwr.skillType == Abilities::SkillTable[skillID].skillType) { + // if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag)) + // return; // prevent debuffing a player twice + // pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); + // } mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100; return; } @@ -785,10 +788,11 @@ void MobAI::onRoamStart(CombatNPC* npc, EntityRef src) { self->cbf = 0; // cast a return home heal spell, this is the right way(tm) - std::vector targetData = { 1, 0, 0, 0, 0 }; + // TODO ABILITIES + /*std::vector targetData = { 1, 0, 0, 0, 0 }; for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[110].skillType) - pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]); + pwr.handle(self->id, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);*/ // clear outlying debuffs clearDebuff(self); } @@ -806,10 +810,11 @@ void MobAI::onCombatStart(CombatNPC* npc, EntityRef src) { self->roamZ = self->z; int skillID = (int)self->data["m_iPassiveBuff"]; // cast passive - std::vector targetData = { 1, self->id, 0, 0, 0 }; + // TODO ABILITIES + /*std::vector targetData = { 1, self->id, 0, 0, 0 }; for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) - pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]); + pwr.handle(self->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/ } void MobAI::onRetreat(CombatNPC* npc, EntityRef src) { diff --git a/src/Nanos.cpp b/src/Nanos.cpp index 0a8318d..dbab11a 100644 --- a/src/Nanos.cpp +++ b/src/Nanos.cpp @@ -87,11 +87,12 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) { // passive nano unbuffing if (Abilities::SkillTable[skillID].drainType == 2) { - std::vector targetData = Abilities::findTargets(plr, skillID); + // TODO ABILITIES + /*std::vector targetData = Abilities::findTargets(plr, skillID); for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) - Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3)); + Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3));*/ } if (nanoID >= NANO_COUNT || nanoID < 0) @@ -102,20 +103,20 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) { // passive nano buffing if (Abilities::SkillTable[skillID].drainType == 2) { - std::vector targetData = Abilities::findTargets(plr, skillID); - int boost = 0; if (getNanoBoost(plr)) boost = 1; - for (auto& pwr : Abilities::Powers) { - if (pwr.skillType == Abilities::SkillTable[skillID].skillType) { - resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM - plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3]; + // TODO ABILITIES + //std::vector targetData = Abilities::findTargets(plr, skillID); + //for (auto& pwr : Abilities::Powers) { + // if (pwr.skillType == Abilities::SkillTable[skillID].skillType) { + // resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM + // plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3]; - pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]); - } - } + // pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]); + // } + //} } if (!silent) // silent nano death but only for the summoning player @@ -296,8 +297,6 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) { std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl; ) - std::vector targetData = Abilities::findTargets(plr, skillID, data); - int boost = 0; if (getNanoBoost(plr)) boost = 1; @@ -306,9 +305,11 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) { if (plr->Nanos[plr->activeNano].iStamina < 0) plr->Nanos[plr->activeNano].iStamina = 0; + // TODO ABILITIES + /*std::vector targetData = Abilities::findTargets(plr, skillID, data); for (auto& pwr : Abilities::Powers) if (pwr.skillType == Abilities::SkillTable[skillID].skillType) - pwr.handle(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]); + pwr.handle(sock, targetData, nanoID, skillID, Abilities::SkillTable[skillID].durationTime[boost], Abilities::SkillTable[skillID].powerIntensity[boost]);*/ if (plr->Nanos[plr->activeNano].iStamina < 0) summonNano(sock, -1); diff --git a/src/PlayerManager.cpp b/src/PlayerManager.cpp index 15ecf41..7113b6f 100644 --- a/src/PlayerManager.cpp +++ b/src/PlayerManager.cpp @@ -412,7 +412,8 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) { if (!(plr->iConditionBitFlag & CSB_BIT_PHOENIX)) return; // sanity check plr->Nanos[plr->activeNano].iStamina = 0; - Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0); + // TODO ABILITIES + //Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0); // fallthrough case ePCRegenType::HereByPhoenixGroup: // revived by group member's nano plr->HP = PC_MAXHEALTH(plr->level) / 2;