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Implemented guide changing.
This means the Time Machine works as well.
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@ -26,7 +26,8 @@ void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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/*
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* Due to the possibility of multiplication overflow (and regular buffer overflow),
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* both incoming and outgoing variable-length packets must be validated.
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* both incoming and outgoing variable-length packets must be validated, at least if
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* the number of trailing structs isn't well known (ie. it's from the client).
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*/
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if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) {
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std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n";
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@ -56,6 +57,7 @@ void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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if (mob.appearanceData.iHP <= 0)
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giveReward(sock);
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// TODO: despawn mobs when they die
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respdata[i].iID = mob.appearanceData.iNPC_ID;
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respdata[i].iDamage = 100;
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@ -32,6 +32,7 @@ void PlayerManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, PlayerManager::enterPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, PlayerManager::exitPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_CHANGE_MENTOR, PlayerManager::changePlayerGuide);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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@ -651,6 +652,21 @@ void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, sizeof(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC));
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}
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void PlayerManager::changePlayerGuide(CNSocket *sock, CNPacketData *data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_CHANGE_MENTOR))
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return;
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sP_CL2FE_REQ_PC_CHANGE_MENTOR *pkt = (sP_CL2FE_REQ_PC_CHANGE_MENTOR*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_MENTOR_SUCC, resp);
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Player *plr = getPlayer(sock);
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resp.iMentor = pkt->iMentor;
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resp.iMentorCnt = 1;
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resp.iFusionMatter = plr->fusionmatter; // no cost
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_CHANGE_MENTOR_SUCC, sizeof(sP_FE2CL_REP_PC_CHANGE_MENTOR_SUCC));
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}
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#pragma region Helper methods
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Player *PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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@ -45,6 +45,7 @@ namespace PlayerManager {
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void exitGame(CNSocket* sock, CNPacketData* data);
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void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data);
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void changePlayerGuide(CNSocket *sock, CNPacketData *data);
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void enterPlayerVehicle(CNSocket* sock, CNPacketData* data);
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void exitPlayerVehicle(CNSocket* sock, CNPacketData* data);
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