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Vendors, set nano skill command + serverside command issues fixed (#74)
Added basic shopkeeper functions, a player can buy the preset 3 items (cannonbolt set), all shopkeepers have the same items atm (need to check the shopkeeper tabledata), setting itemprice is something I didn't figure out. Added set nano skill command Implemented a switch for certain commands like health/taros/fusionmatter etc to be handled on the serverside aswell Co-authored-by: dongresource <dongresource@protonmail.com>
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@ -1,4 +1,5 @@
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#include "NPCManager.hpp"
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#include "ItemManager.hpp"
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#include "settings.hpp"
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#include <cmath>
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@ -17,6 +18,116 @@ void NPCManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_START, npcVendorStart);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE, npcVendorTable);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_BUY, npcVendorBuy);
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}
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void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY))
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return; // malformed packet
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sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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int itemCost = 100; // TODO: placeholder, look up the price of item
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int slot = ItemManager::findFreeSlot(plr);
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if (itemCost > plr->money || slot == -1) {
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// NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side.
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, failResp);
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failResp.iErrorCode = 0;
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sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL));
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return;
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}
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if (slot != req->iInvenSlotNum) {
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// possible item stacking?
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std::cout << "[WARN] Client and server disagree on bought item slot" << std::endl;
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}
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC, resp);
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plr->money = plr->money - itemCost;
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plr->Inven[slot] = req->Item;
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resp.iCandy = plr->money;
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resp.iInvenSlotNum = slot;
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resp.Item = req->Item;
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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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}
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void NPCManager::npcVendorTable(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE))
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return; // malformed packet
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//sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE* req = (sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp);
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// TODO: data needs to be read from shopkeeper tabledata
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// check req->iVendorID and req->iNPC_ID
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// Exaple Items
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// shirt
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sItemBase base1;
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base1.iID = 60;
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base1.iOpt = 0;
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// expire date
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base1.iTimeLimit = -1;
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base1.iType = 1;
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sItemVendor item1;
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item1.item = base1;
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item1.iSortNum = 0;
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item1.iVendorID = 1;
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// cost amount in float? (doesn't work rn, need to figure out)
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item1.fBuyCost = 100.0;
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// pants
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sItemBase base2;
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base2.iID = 61;
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base2.iOpt = 0;
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base2.iTimeLimit = -1;
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base2.iType = 2;
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sItemVendor item2;
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item2.item = base2;
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item2.iSortNum = 1;
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item2.iVendorID = 1;
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item2.fBuyCost = 250.0;
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// shoes
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sItemBase base3;
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base3.iID = 51;
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base3.iOpt = 0;
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base3.iTimeLimit = -1;
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base3.iType = 3;
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sItemVendor item3;
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item3.item = base3;
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item3.iSortNum = 2;
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item3.iVendorID = 1;
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item3.fBuyCost = 350.0;
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resp.item[0] = item1;
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resp.item[1] = item2;
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resp.item[2] = item3;
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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));
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}
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void NPCManager::npcVendorStart(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_START))
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return; // malformed packet
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sP_CL2FE_REQ_PC_VENDOR_START* req = (sP_CL2FE_REQ_PC_VENDOR_START*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_START_SUCC, resp);
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resp.iNPC_ID = req->iNPC_ID;
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resp.iVendorID = req->iVendorID;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_START_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_START_SUCC));
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}
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void NPCManager::updatePlayerNPCS(CNSocket* sock, PlayerView& view) {
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@ -24,5 +24,9 @@ namespace NPCManager {
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void npcSummonHandler(CNSocket* sock, CNPacketData* data);
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void npcWarpHandler(CNSocket* sock, CNPacketData* data);
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void npcVendorStart(CNSocket* sock, CNPacketData* data);
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void npcVendorTable(CNSocket* sock, CNPacketData* data);
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void npcVendorBuy(CNSocket* sock, CNPacketData* data);
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void updatePlayerNPCS(CNSocket* sock, PlayerView& plr);
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}
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@ -9,6 +9,7 @@ void NanoManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_UNEQUIP, nanoUnEquipHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO, nanoGMGiveHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_TUNE, nanoSkillSetHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO_SKILL, nanoSkillSetGMHandler);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_SKILL_USE, nanoSkillUseHandler);
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}
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@ -124,6 +125,14 @@ void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
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setNanoSkill(sock, skill->iNanoID, skill->iTuneID);
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}
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void NanoManager::nanoSkillSetGMHandler(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_GIVE_NANO_SKILL))
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return; // malformed packet
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sP_CL2FE_REQ_NANO_TUNE* skillGM = (sP_CL2FE_REQ_NANO_TUNE*)data->buf;
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setNanoSkill(sock, skillGM->iNanoID, skillGM->iTuneID);
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}
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#pragma region Helper methods
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void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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if (nanoId > 36)
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@ -10,6 +10,7 @@ namespace NanoManager {
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void nanoGMGiveHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillSetHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillSetGMHandler(CNSocket* sock, CNPacketData* data);
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// Helper methods
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void addNano(CNSocket* sock, int16_t nanoId, int16_t slot);
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@ -548,6 +548,8 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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return; // ignore the malformed packet
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sP_CL2FE_GM_REQ_PC_SET_VALUE* setData = (sP_CL2FE_GM_REQ_PC_SET_VALUE*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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INITSTRUCT(sP_FE2CL_GM_REP_PC_SET_VALUE, response);
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DEBUGLOG(
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@ -557,6 +559,27 @@ void PlayerManager::setSpecialPlayer(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tSetValue: " << setData->iSetValue << std::endl;
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)
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// Handle serverside value-changes
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switch (setData->iSetValueType) {
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case 1:
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plr->HP = setData->iSetValue;
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break;
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case 2:
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// TODO: batteryW
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break;
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case 3:
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// TODO: batteryN nanopotion
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break;
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case 4:
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plr->fusionmatter = setData->iSetValue;
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break;
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case 5:
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plr->money = setData->iSetValue;
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break;
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default:
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break;
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}
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response.iPC_ID = setData->iPC_ID;
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response.iSetValue = setData->iSetValue;
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response.iSetValueType = setData->iSetValueType;
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