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[WIP] Fix Nanos -> Abilities namespace calls
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d74a9747d9
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@ -107,7 +107,7 @@ int Abilities::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_
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int32_t bitFlag = 0;
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int32_t bitFlag = 0;
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for (auto& pwr : NanoPowers) {
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for (auto& pwr : Powers) {
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if (pwr.skillType == SkillTable[skillID].skillType) {
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if (pwr.skillType == SkillTable[skillID].skillType) {
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bitFlag = pwr.bitFlag;
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bitFlag = pwr.bitFlag;
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Player *plr = PlayerManager::getPlayer(sock);
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Player *plr = PlayerManager::getPlayer(sock);
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@ -686,7 +686,7 @@ template<class sPAYLOAD,
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}
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}
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// nano power dispatch table
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// nano power dispatch table
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std::vector<Power> Powers = {
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std::vector<Power> Powers = {};/*
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Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doHeal>),
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Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doHeal>),
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Power(EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, ECSB_BOUNDINGBALL, power<sSkillResult_Buff, doDebuff>),
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Power(EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, ECSB_BOUNDINGBALL, power<sSkillResult_Buff, doDebuff>),
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@ -722,6 +722,6 @@ std::vector<Power> Powers = {
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Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doLeech>),
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Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doLeech>),
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Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power<sSkillResult_Buff, doBuff>)
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Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power<sSkillResult_Buff, doBuff>)
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};
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};*/
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}; // namespace
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}; // namespace
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10
src/Eggs.cpp
10
src/Eggs.cpp
@ -19,7 +19,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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int bitFlag = Groups::getGroupFlags(otherPlr);
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int bitFlag = Groups::getGroupFlags(otherPlr);
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int CBFlag = Nanos::applyBuff(sock, skillId, 1, 3, bitFlag);
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int CBFlag = Abilities::applyBuff(sock, skillId, 1, 3, bitFlag);
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size_t resplen;
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size_t resplen;
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@ -41,7 +41,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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memset(respbuf, 0, resplen);
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iID = plr->iID;
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skill->iDamage = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iDamage = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].powerIntensity[0] / 1000;
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plr->HP -= skill->iDamage;
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plr->HP -= skill->iDamage;
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if (plr->HP < 0)
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if (plr->HP < 0)
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plr->HP = 0;
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plr->HP = 0;
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@ -51,7 +51,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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memset(respbuf, 0, resplen);
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memset(respbuf, 0, resplen);
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skill->eCT = 1;
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iID = plr->iID;
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skill->iHealHP = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
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skill->iHealHP = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].powerIntensity[0] / 1000;
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plr->HP += skill->iHealHP;
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plr->HP += skill->iHealHP;
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if (plr->HP > PC_MAXHEALTH(plr->level))
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if (plr->HP > PC_MAXHEALTH(plr->level))
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plr->HP = PC_MAXHEALTH(plr->level);
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plr->HP = PC_MAXHEALTH(plr->level);
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@ -66,7 +66,7 @@ int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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skillUse->iNPC_ID = eggId;
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skillUse->iNPC_ID = eggId;
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skillUse->iSkillID = skillId;
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skillUse->iSkillID = skillId;
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skillUse->eST = Nanos::SkillTable[skillId].skillType;
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skillUse->eST = Abilities::SkillTable[skillId].skillType;
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skillUse->iTargetCnt = 1;
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skillUse->iTargetCnt = 1;
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sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
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sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
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@ -100,7 +100,7 @@ static void eggStep(CNServer* serv, time_t currTime) {
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
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int groupFlags = Groups::getGroupFlags(otherPlr);
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int groupFlags = Groups::getGroupFlags(otherPlr);
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for (auto& pwr : Nanos::NanoPowers) {
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for (auto& pwr : Abilities::Powers) {
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if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp);
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp);
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resp.eCSTB = pwr.timeBuffID;
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resp.eCSTB = pwr.timeBuffID;
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@ -135,10 +135,10 @@ static void joinGroup(CNSocket* sock, CNPacketData* data) {
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// client doesnt read nano data here
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// client doesnt read nano data here
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if (varPlr != plr) { // apply the new member's buffs to the group and the group's buffs to the new member
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if (varPlr != plr) { // apply the new member's buffs to the group and the group's buffs to the new member
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if (Nanos::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
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if (Abilities::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
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Nanos::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 1, 1, bitFlag);
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Abilities::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 1, 1, bitFlag);
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if (Nanos::SkillTable[plr->Nanos[plr->activeNano].iSkillID].targetType == 3)
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if (Abilities::SkillTable[plr->Nanos[plr->activeNano].iSkillID].targetType == 3)
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Nanos::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 1, 1, bitFlag);
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Abilities::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 1, 1, bitFlag);
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}
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}
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}
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}
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@ -221,7 +221,7 @@ static void groupUnbuff(Player* plr) {
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
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Player* otherPlr = PlayerManager::getPlayerFromID(plr->groupIDs[i]);
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CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[n]);
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CNSocket* sock = PlayerManager::getSockFromID(plr->groupIDs[n]);
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Nanos::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0);
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Abilities::applyBuff(sock, otherPlr->Nanos[otherPlr->activeNano].iSkillID, 2, 1, 0);
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}
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}
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}
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}
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}
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}
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@ -295,10 +295,10 @@ void Groups::groupKickPlayer(Player* plr) {
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moveDown = 1;
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moveDown = 1;
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otherPlr->groupIDs[i] = 0;
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otherPlr->groupIDs[i] = 0;
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} else { // remove the leaving member's buffs from the group and remove the group buffs from the leaving member.
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} else { // remove the leaving member's buffs from the group and remove the group buffs from the leaving member.
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if (Nanos::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
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if (Abilities::SkillTable[varPlr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
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Nanos::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 2, 1, 0);
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Abilities::applyBuff(sock, varPlr->Nanos[varPlr->activeNano].iSkillID, 2, 1, 0);
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if (Nanos::SkillTable[plr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
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if (Abilities::SkillTable[plr->Nanos[varPlr->activeNano].iSkillID].targetType == 3)
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Nanos::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 2, 1, bitFlag);
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Abilities::applyBuff(sockTo, plr->Nanos[plr->activeNano].iSkillID, 2, 1, bitFlag);
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}
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}
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}
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}
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@ -501,7 +501,7 @@ static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
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player->Inven[resp->iSlotNum] = resp->RemainItem;
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player->Inven[resp->iSlotNum] = resp->RemainItem;
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std::pair<CNSocket*, int32_t> key = std::make_pair(sock, value1);
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std::pair<CNSocket*, int32_t> key = std::make_pair(sock, value1);
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time_t until = getTime() + (time_t)Nanos::SkillTable[144].durationTime[0] * 100;
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time_t until = getTime() + (time_t)Abilities::SkillTable[144].durationTime[0] * 100;
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Eggs::EggBuffs[key] = until;
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Eggs::EggBuffs[key] = until;
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}
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}
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@ -235,7 +235,7 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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int style2 = Nanos::nanoStyle(plr->activeNano);
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int style2 = Nanos::nanoStyle(plr->activeNano);
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if (style2 == -1) { // no nano
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if (style2 == -1) { // no nano
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respdata[i].iHitFlag = 8;
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respdata[i].iHitFlag = 8;
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respdata[i].iDamage = Nanos::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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} else if (style == style2) {
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} else if (style == style2) {
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respdata[i].iHitFlag = 8; // tie
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respdata[i].iHitFlag = 8; // tie
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respdata[i].iDamage = 0;
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respdata[i].iDamage = 0;
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@ -248,12 +248,12 @@ static void dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, i
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
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// fire damage power disguised as a corruption attack back at the enemy
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// fire damage power disguised as a corruption attack back at the enemy
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std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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for (auto& pwr : Nanos::NanoPowers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == EST_DAMAGE)
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if (pwr.skillType == EST_DAMAGE)
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
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pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
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} else {
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} else {
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respdata[i].iHitFlag = 16; // lose
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respdata[i].iHitFlag = 16; // lose
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respdata[i].iDamage = Nanos::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iDamage = Abilities::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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if (plr->Nanos[plr->activeNano].iStamina < 0) {
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respdata[i].bNanoDeactive = 1;
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respdata[i].bNanoDeactive = 1;
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@ -319,7 +319,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
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continue;
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continue;
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int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
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int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
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if (distance < Nanos::SkillTable[skillID].effectArea) {
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if (distance < Abilities::SkillTable[skillID].effectArea) {
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targetData[0] += 1;
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targetData[0] += 1;
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targetData[targetData[0]] = plr->iID;
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targetData[targetData[0]] = plr->iID;
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if (targetData[0] > 3) // make sure not to have more than 4
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if (targetData[0] > 3) // make sure not to have more than 4
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@ -328,9 +328,9 @@ static void useAbilities(Mob *mob, time_t currTime) {
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}
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}
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}
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}
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for (auto& pwr : Combat::MobPowers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Nanos::SkillTable[skillID].skillType)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, Nanos::SkillTable[skillID].durationTime[0], Nanos::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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mob->skillStyle = -3; // eruption cooldown
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mob->skillStyle = -3; // eruption cooldown
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mob->nextAttack = currTime + 1000;
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mob->nextAttack = currTime + 1000;
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return;
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return;
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@ -349,11 +349,11 @@ static void useAbilities(Mob *mob, time_t currTime) {
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if (random < prob1) { // active skill hit
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if (random < prob1) { // active skill hit
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int skillID = (int)mob->data["m_iActiveSkill1"];
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int skillID = (int)mob->data["m_iActiveSkill1"];
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
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for (auto& pwr : Combat::MobPowers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Nanos::SkillTable[skillID].skillType) {
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
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if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
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return; // prevent debuffing a player twice
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return; // prevent debuffing a player twice
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pwr.handle(mob, targetData, skillID, Nanos::SkillTable[skillID].durationTime[0], Nanos::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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}
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}
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
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return;
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return;
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@ -407,9 +407,9 @@ void MobAI::enterCombat(CNSocket *sock, Mob *mob) {
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int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
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int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive
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std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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std::vector<int> targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
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for (auto& pwr : Combat::MobPowers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Nanos::SkillTable[skillID].skillType)
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if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
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pwr.handle(mob, targetData, skillID, Nanos::SkillTable[skillID].durationTime[0], Nanos::SkillTable[skillID].powerIntensity[0]);
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pwr.handle(mob, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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for (NPCEvent& event : NPCManager::NPCEvents) // trigger an ON_COMBAT
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if (event.trigger == ON_COMBAT && event.npcType == mob->appearanceData.iNPCType)
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if (event.trigger == ON_COMBAT && event.npcType == mob->appearanceData.iNPCType)
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@ -773,9 +773,9 @@ static void retreatStep(Mob *mob, time_t currTime) {
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// cast a return home heal spell, this is the right way(tm)
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// cast a return home heal spell, this is the right way(tm)
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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std::vector<int> targetData = {1, 0, 0, 0, 0};
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for (auto& pwr : Combat::MobPowers)
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for (auto& pwr : Abilities::Powers)
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if (pwr.skillType == Nanos::SkillTable[110].skillType)
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if (pwr.skillType == Abilities::SkillTable[110].skillType)
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pwr.handle(mob, targetData, 110, Nanos::SkillTable[110].durationTime[0], Nanos::SkillTable[110].powerIntensity[0]);
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pwr.handle(mob, targetData, 110, Abilities::SkillTable[110].durationTime[0], Abilities::SkillTable[110].powerIntensity[0]);
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// clear outlying debuffs
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// clear outlying debuffs
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clearDebuff(mob);
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clearDebuff(mob);
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}
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}
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@ -86,12 +86,12 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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int16_t skillID = plr->Nanos[plr->activeNano].iSkillID;
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// passive nano unbuffing
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// passive nano unbuffing
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if (SkillTable[skillID].drainType == 2) {
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if (Abilities::SkillTable[skillID].drainType == 2) {
|
||||||
std::vector<int> targetData = findTargets(plr, skillID);
|
std::vector<int> targetData = Abilities::findTargets(plr, skillID);
|
||||||
|
|
||||||
for (auto& pwr : NanoPowers)
|
for (auto& pwr : Abilities::Powers)
|
||||||
if (pwr.skillType == SkillTable[skillID].skillType)
|
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
||||||
nanoUnbuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(SkillTable[skillID].targetType == 3));
|
Abilities::removeBuff(sock, targetData, pwr.bitFlag, pwr.timeBuffID, 0,(Abilities::SkillTable[skillID].targetType == 3));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (nanoID >= NANO_COUNT || nanoID < 0)
|
if (nanoID >= NANO_COUNT || nanoID < 0)
|
||||||
@ -101,19 +101,19 @@ void Nanos::summonNano(CNSocket *sock, int slot, bool silent) {
|
|||||||
skillID = plr->Nanos[nanoID].iSkillID;
|
skillID = plr->Nanos[nanoID].iSkillID;
|
||||||
|
|
||||||
// passive nano buffing
|
// passive nano buffing
|
||||||
if (SkillTable[skillID].drainType == 2) {
|
if (Abilities::SkillTable[skillID].drainType == 2) {
|
||||||
std::vector<int> targetData = findTargets(plr, skillID);
|
std::vector<int> targetData = Abilities::findTargets(plr, skillID);
|
||||||
|
|
||||||
int boost = 0;
|
int boost = 0;
|
||||||
if (getNanoBoost(plr))
|
if (getNanoBoost(plr))
|
||||||
boost = 1;
|
boost = 1;
|
||||||
|
|
||||||
for (auto& pwr : NanoPowers) {
|
for (auto& pwr : Abilities::Powers) {
|
||||||
if (pwr.skillType == SkillTable[skillID].skillType) {
|
if (pwr.skillType == Abilities::SkillTable[skillID].skillType) {
|
||||||
resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
|
resp.eCSTB___Add = 1; // the part that makes nano go ZOOMAZOOM
|
||||||
plr->nanoDrainRate = SkillTable[skillID].batteryUse[boost*3];
|
plr->nanoDrainRate = Abilities::SkillTable[skillID].batteryUse[boost*3];
|
||||||
|
|
||||||
pwr.handle(sock, targetData, nanoID, skillID, 0, SkillTable[skillID].powerIntensity[boost]);
|
pwr.handle(sock, targetData, nanoID, skillID, 0, Abilities::SkillTable[skillID].powerIntensity[boost]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -296,19 +296,19 @@ static void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
|
|||||||
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
|
std::cout << PlayerManager::getPlayerName(plr) << " requested to summon nano skill " << std::endl;
|
||||||
)
|
)
|
||||||
|
|
||||||
std::vector<int> targetData = findTargets(plr, skillID, data);
|
std::vector<int> targetData = Abilities::findTargets(plr, skillID, data);
|
||||||
|
|
||||||
int boost = 0;
|
int boost = 0;
|
||||||
if (getNanoBoost(plr))
|
if (getNanoBoost(plr))
|
||||||
boost = 1;
|
boost = 1;
|
||||||
|
|
||||||
plr->Nanos[plr->activeNano].iStamina -= SkillTable[skillID].batteryUse[boost*3];
|
plr->Nanos[plr->activeNano].iStamina -= Abilities::SkillTable[skillID].batteryUse[boost*3];
|
||||||
if (plr->Nanos[plr->activeNano].iStamina < 0)
|
if (plr->Nanos[plr->activeNano].iStamina < 0)
|
||||||
plr->Nanos[plr->activeNano].iStamina = 0;
|
plr->Nanos[plr->activeNano].iStamina = 0;
|
||||||
|
|
||||||
for (auto& pwr : NanoPowers)
|
for (auto& pwr : Abilities::Powers)
|
||||||
if (pwr.skillType == SkillTable[skillID].skillType)
|
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
|
||||||
pwr.handle(sock, targetData, nanoID, skillID, SkillTable[skillID].durationTime[boost], 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)
|
if (plr->Nanos[plr->activeNano].iStamina < 0)
|
||||||
summonNano(sock, -1);
|
summonNano(sock, -1);
|
||||||
|
@ -411,7 +411,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
|
|||||||
// nano revive
|
// nano revive
|
||||||
plr->Nanos[plr->activeNano].iStamina = 0;
|
plr->Nanos[plr->activeNano].iStamina = 0;
|
||||||
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
||||||
Nanos::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
|
Abilities::applyBuff(sock, plr->Nanos[plr->activeNano].iSkillID, 2, 1, 0);
|
||||||
} else if (reviveData->iRegenType == 4) {
|
} else if (reviveData->iRegenType == 4) {
|
||||||
// revived by group member's nano
|
// revived by group member's nano
|
||||||
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
plr->HP = PC_MAXHEALTH(plr->level) / 2;
|
||||||
|
@ -223,10 +223,10 @@ static void loadXDT(json& xdtData) {
|
|||||||
skillData.durationTime[i] = skills["m_iDurationTime"][i];
|
skillData.durationTime[i] = skills["m_iDurationTime"][i];
|
||||||
skillData.powerIntensity[i] = skills["m_iValueA"][i];
|
skillData.powerIntensity[i] = skills["m_iValueA"][i];
|
||||||
}
|
}
|
||||||
Nanos::SkillTable[skills["m_iSkillNumber"]] = skillData;
|
Abilities::SkillTable[skills["m_iSkillNumber"]] = skillData;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::cout << "[INFO] Loaded " << Nanos::SkillTable.size() << " nano skills" << std::endl;
|
std::cout << "[INFO] Loaded " << Abilities::SkillTable.size() << " nano skills" << std::endl;
|
||||||
|
|
||||||
// load EP data
|
// load EP data
|
||||||
json instances = xdtData["m_pInstanceTable"]["m_pInstanceData"];
|
json instances = xdtData["m_pInstanceTable"]["m_pInstanceData"];
|
||||||
|
Loading…
Reference in New Issue
Block a user