made particles for picking up eggs work, made damage and heal eggs work

This commit is contained in:
Kamil 2020-10-25 22:57:03 +01:00 committed by Gent
parent 859b24229a
commit 8003518e18
2 changed files with 148 additions and 33 deletions

View File

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

View File

@ -23,7 +23,7 @@ std::set<int> SleepPowers = {28, 30, 32, 49, 70, 71, 81, 85, 94};
// passive powers
std::set<int> ScavengePowers = {3, 50, 99};
std::set<int> RunPowers = {4, 68, 86, 132};
std::set<int> RunPowers = {4, 68, 86, 155};
std::set<int> GroupRunPowers = {8, 62, 73};
std::set<int> BonusPowers = {6, 54, 104};
std::set<int> GuardPowers = {9, 57, 76, 157};