Implemented crates (dropping and opening).

Also fixed a bug in vaildOutVarPacket().
This commit is contained in:
2020-08-28 18:25:03 +02:00
parent 67d899efe6
commit 4df812f996
4 changed files with 107 additions and 13 deletions

View File

@@ -1,8 +1,9 @@
#include "CombatManager.hpp"
#include "PlayerManager.hpp"
#include "NPCManager.hpp"
#include "ItemManager.hpp"
#include <cstdio>
#include <assert.h>
void CombatManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs);
@@ -28,7 +29,7 @@ void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
* both incoming and outgoing variable-length packets must be validated.
*/
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) {
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n";
std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n";
return;
}
@@ -44,8 +45,6 @@ void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
resp->iNPCCnt = pkt->iNPCCnt;
for (int i = 0; i < pkt->iNPCCnt; i++) {
std::cout << pktdata[i] << std::endl;
if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) {
// not sure how to best handle this
std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
@@ -72,18 +71,44 @@ void CombatManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub
void CombatManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub
void CombatManager::giveReward(CNSocket *sock) {
// reward testing
INITSTRUCT(sP_FE2CL_REP_REWARD_ITEM, reward);
Player *plr = PlayerManager::getPlayer(sock);
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE);
// 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);
// update player
plr->money += 50;
plr->fusionmatter += 70;
reward.m_iCandy = plr->money;
reward.m_iFusionMatter = plr->fusionmatter;
reward.iFatigue = 100; // prevents warning message
reward.iFatigue_Level = 1;
// simple rewards
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
sock->sendPacket((void*)&reward, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
int slot = ItemManager::findFreeSlot(plr);
if (slot == -1) {
// no room for an item, but you still get FM and taros
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
} else {
// item reward
item->sItem.iType = 9;
item->sItem.iID = 1;
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);
}
}