Base Variadic MobPowers Handler

This commit is contained in:
Jade 2020-11-25 02:51:17 +00:00 committed by Gent S
parent d2e89851d6
commit 1371a6da77
2 changed files with 234 additions and 0 deletions

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@ -1457,3 +1457,217 @@ void MobManager::followToCombat(Mob *mob) {
leadMob->roamZ = leadMob->appearanceData.iZ;
}
}
#pragma region Mob Powers
namespace MobManager {
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;
}
int damage = duration / 1000;
respdata[i].eCT = 1;
respdata[i].iDamage = damage;
respdata[i].iID = plr->iID;
respdata[i].iHP = plr->HP -= damage;
respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina;
if (plr->iConditionBitFlag & CSB_BIT_FREEDOM)
respdata[i].bProtected = 1;
else {
respdata[i].bProtected = 0;
plr->iConditionBitFlag |= bitFlag;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, bitFlag);
time_t until = getTime() + (time_t)duration;
NPCManager::EggBuffs[key] = until;
}
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
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) {
int healedAmount = amount * mob->maxHealth / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
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(plr->level) / 1000;
respdata[i].eCT = 1;
respdata[i].iDamage = damage;
respdata[i].iID = plr->iID;
respdata[i].iHP = plr->HP -= damage;
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;
}
sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP));
int healedAmount = amount * mob->maxHealth / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
healdata->eCT = 4;
healdata->iID = mob->appearanceData.iNPC_ID;
healdata->iHP = mob->appearanceData.iHP;
healdata->iHealHP = healedAmount;
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;
}
int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
damagedata->eCT = 1;
damagedata->iDamage = damage;
damagedata->iID = plr->iID;
damagedata->iHP = plr->HP -= damage;
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] doDamage: 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 / 10;
respdata[i].iDrainN = amount / 10;
}
respdata[i].iBatteryW = plr->batteryW -= respdata[i].iDrainW;
respdata[i].iBatteryN = plr->batteryN -= respdata[i].iDrainN;
respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina;
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
return true;
}
template<class sPAYLOAD,
bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
void mobPower(Mob *mob, int targetData[],
int16_t skillID, int16_t duration, int16_t amount,
int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
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->appearanceData.iNPC_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<MobPower> MobPowers = {
MobPower(EST_STUN, CSB_BIT_STUN, ECSB_STUN, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
MobPower(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
MobPower(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
MobPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
MobPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Damage, doDamage>),
MobPower(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_BatteryDrain, doBatteryDrain>),
MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>)
};
}; // namespace
#pragma endregion

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@ -47,6 +47,8 @@ struct Mob : public BaseNPC {
CNSocket *target = nullptr;
time_t nextAttack = 0;
time_t lastDrainTime = 0;
int skillStyle = -1; // -1 for nothing, 0-2 for corruption, -2 for ability windup, -3 for eruption
int hitX, hitY, hitZ; // for use in ability targeting
// drop
int dropType;
@ -121,6 +123,24 @@ struct Bullet {
int bulletType;
};
typedef void (*MobPowerHandler)(Mob*, int*, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
struct MobPower {
int16_t skillType;
int32_t bitFlag;
int16_t timeBuffID;
MobPowerHandler handler;
MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
void handle(Mob *mob, int* targetData, int16_t skillID, int16_t duration, int16_t amount) {
if (handler == nullptr)
return;
handler(mob, targetData, skillID, duration, amount, skillType, bitFlag, timeBuffID);
}
};
namespace MobManager {
extern std::map<int32_t, Mob*> Mobs;
extern std::queue<int32_t> RemovalQueue;