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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 11:50:04 +00:00
made particles for picking up eggs work, made damage and heal eggs work
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859b24229a
commit
8003518e18
@ -691,15 +691,31 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int duration) {
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if (plr == nullptr)
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return -1;
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int32_t CBFlag = -1, iValue, CSTB;
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int32_t CBFlag = -1, iValue = 0, CSTB, EST;
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// find the right passive power data
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for (auto& pwr : NanoManager::PassivePowers)
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if (pwr.powers.count(skillId)) {
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CBFlag = pwr.iCBFlag;
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CSTB = pwr.eCharStatusTimeBuffID;
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iValue = pwr.iValue;
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}
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// damage and heal have to be set by hand
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if (skillId == 183) {
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// damage
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CBFlag = CSB_BIT_INFECTION;
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CSTB = ECSB_INFECTION;
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EST = EST_INFECTIONDAMAGE;
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}
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else if (skillId == 150) {
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// heal
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CBFlag = CSB_BIT_HEAL;
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CSTB = ECSB_HEAL;
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EST = EST_HEAL_HP;
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}
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else {
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// find the right passive power data
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for (auto& pwr : NanoManager::PassivePowers)
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if (pwr.powers.count(skillId)) {
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CBFlag = pwr.iCBFlag;
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CSTB = pwr.eCharStatusTimeBuffID;
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EST = pwr.eSkillType;
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iValue = pwr.iValue;
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}
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}
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if (CBFlag < 0)
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return -1;
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@ -721,7 +737,7 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int duration) {
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int32_t updatedFlag = plr->iConditionBitFlag | plr->iGroupConditionBitFlag | plr->iEggConditionBitFlag;
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updatePacket.iConditionBitFlag = updatedFlag;
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sock->sendPacket((void*)&updatePacket, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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sock->sendPacket((void*)&updatePacket, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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// save the buff serverside;
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@ -729,6 +745,36 @@ int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int duration) {
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time_t until = getTimestamp() + duration;
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EggBuffs[key] = until;
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/*
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* to give player a visual effect (eg. blue particles for run or wings for jump)
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* we have to send him NANO_SKILL_USE packet with nano Id set to 0
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* yes, this is utterly stupid and disgusting
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*/
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const size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + sizeof(sSkillResult_Buff);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_NANO_SKILL_USE* skillUse = (sP_FE2CL_NANO_SKILL_USE*)respbuf;
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sSkillResult_Buff* skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NANO_SKILL_USE));
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memset(respbuf, 0, resplen);
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skillUse->iPC_ID = plr->iID;
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skillUse->iSkillID = skillId;
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skillUse->iNanoID = 0;
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skillUse->iNanoStamina = 150;
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skillUse->eST = EST;
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skillUse->iTargetCnt = 1;
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skill->eCT = 1;
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skill->iID = plr->iID;
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skill->iConditionBitFlag = plr->iConditionBitFlag | plr->iGroupConditionBitFlag | plr->iEggConditionBitFlag;
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sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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return 0;
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}
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@ -742,25 +788,34 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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it++;
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// if time reached 0
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else{
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else {
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CNSocket* sock = it->first.first;
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Player* plr = PlayerManager::getPlayer(sock);
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// if player is still on the server
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if (plr != nullptr) {
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int32_t CBFlag = it->first.second;
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int32_t CSTB = -1, iValue;
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int32_t CSTB = -1, iValue = 0;
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// find CSTB Value
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for (auto pwr : NanoManager::PassivePowers) {
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if (pwr.iCBFlag == CBFlag) {
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CSTB = pwr.eCharStatusTimeBuffID;
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iValue = pwr.iValue;
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break;
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if (CBFlag == CSB_BIT_INFECTION)
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CSTB = ECSB_INFECTION;
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else if (CBFlag == CSB_BIT_HEAL)
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CSTB = ECSB_HEAL;
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else {
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for (auto pwr : NanoManager::PassivePowers) {
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if (pwr.iCBFlag == CBFlag) {
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CSTB = pwr.eCharStatusTimeBuffID;
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iValue = pwr.iValue;
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break;
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}
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}
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}
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if (CSTB >= 0) {
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if (CSTB > 0) {
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// update CBFlag serverside
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plr->iEggConditionBitFlag &= ~CBFlag;
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// send buff update packet
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@ -776,7 +831,6 @@ void NPCManager::eggStep(CNServer* serv, time_t currTime) {
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// remove buff from the map
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it = EggBuffs.erase(it);
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}
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}
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// check dead eggs
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@ -825,7 +879,7 @@ void NPCManager::eggSummon(CNSocket* sock, CNPacketData* data) {
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int addX = -500.0f * sin(plr->angle / 180.0f * M_PI);
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int addY = -500.0f * cos(plr->angle / 180.0f * M_PI);
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Egg* egg = new Egg (plr->x + addX, plr->y + addY, plr->z, plr->instanceID, summon->iShinyType, id, false);
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Egg* egg = new Egg (plr->x + addX, plr->y + addY, plr->z, plr->instanceID, summon->iShinyType, id, true);
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NPCManager::NPCs[id] = egg;
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NPCManager::Eggs[id] = egg;
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NPCManager::updateNPCPosition(id, plr->x + addX, plr->y + addY, plr->z, plr->instanceID);
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@ -858,25 +912,86 @@ void NPCManager::eggPickup(CNSocket* sock, CNPacketData* data) {
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int typeId = egg->appearanceData.iNPCType;
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if (EggTypes.find(typeId) == EggTypes.end()) {
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if (egg->npcClass != NPCClass::NPC_EGG) {
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std::cout << "[WARN] Egg Type "<< typeId <<" not found!" << std::endl;
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std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
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return;
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}
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}
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EggType* type = &EggTypes[typeId];
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// response packet
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INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
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resp.iSkillID = type->effectId;
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if (resp.iSkillID == 0)
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resp.iSkillID = -1;
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// this packet is only responsible for showing UI effect stuff
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SHINY_PICKUP_SUCC, sizeof(sP_FE2CL_REP_SHINY_PICKUP_SUCC));
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// buff
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// buff the player
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if (type->effectId != 0)
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eggBuffPlayer(sock, type->effectId, type->duration);
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// damage egg
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if (type->effectId == 183) {
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK* pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_Damage* dmg = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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dmg->iDamage = PC_MAXHEALTH(plr->level) * 6 / 10;
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plr->HP -= dmg->iDamage;
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pkt->iID = plr->iID;
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pkt->eCT = 1; // player
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pkt->iTB_ID = 19;
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dmg->iHP = plr->HP;
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sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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}
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// heal egg
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else if (type->effectId == 150) {
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Heal_HP);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK* pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_Heal_HP* heal = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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heal->iHealHP = PC_MAXHEALTH(plr->level) * 35 / 100;
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plr->HP += heal->iHealHP;
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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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heal->iHP = plr->HP;
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heal->iID = plr->iID;
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heal->eCT = 1;
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pkt->iID = plr->iID;
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pkt->eCT = 1; // player
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pkt->iTB_ID = ECSB_HEAL;
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sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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}
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/*
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* SHINY_PIKUP_SUCC is only causing a GUI effect in the client
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* (buff icon pops up in the bottom of the screen)
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* so we don't send it for non-effect
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*/
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if (type->effectId != 0)
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{
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INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
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resp.iSkillID = type->effectId;
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// in general client finds correct icon on it's own,
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// but for damage we have to supply correct CSTB
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if (resp.iSkillID == 183)
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resp.eCSTB = ECSB_INFECTION;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_SHINY_PICKUP_SUCC, sizeof(sP_FE2CL_REP_SHINY_PICKUP_SUCC));
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}
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// drop
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if (type->dropCrateId != 0) {
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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@ -23,7 +23,7 @@ std::set<int> SleepPowers = {28, 30, 32, 49, 70, 71, 81, 85, 94};
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// passive powers
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std::set<int> ScavengePowers = {3, 50, 99};
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std::set<int> RunPowers = {4, 68, 86, 132};
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std::set<int> RunPowers = {4, 68, 86, 155};
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std::set<int> GroupRunPowers = {8, 62, 73};
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std::set<int> BonusPowers = {6, 54, 104};
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std::set<int> GuardPowers = {9, 57, 76, 157};
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