diff --git a/src/MobManager.cpp b/src/MobManager.cpp index 4e151a9..d54795b 100644 --- a/src/MobManager.cpp +++ b/src/MobManager.cpp @@ -360,14 +360,7 @@ int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) { if (mob->state == MobState::ROAMING) { assert(mob->target == nullptr); - mob->target = sock; - mob->state = MobState::COMBAT; - mob->nextMovement = getTime(); - mob->nextAttack = 0; - - mob->roamX = mob->appearanceData.iX; - mob->roamY = mob->appearanceData.iY; - mob->roamZ = mob->appearanceData.iZ; + enterCombat(sock, mob); if (mob->groupLeader != 0) followToCombat(mob); @@ -1253,14 +1246,7 @@ bool MobManager::aggroCheck(Mob *mob, time_t currTime) { if (closest != nullptr) { // found closest player. engage. - mob->target = closest; - mob->state = MobState::COMBAT; - mob->nextMovement = currTime; - mob->nextAttack = 0; - - mob->roamX = mob->appearanceData.iX; - mob->roamY = mob->appearanceData.iY; - mob->roamZ = mob->appearanceData.iZ; + enterCombat(closest, mob); if (mob->groupLeader != 0) followToCombat(mob); @@ -1484,27 +1470,13 @@ void MobManager::followToCombat(Mob *mob) { if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat continue; - followerMob->target = mob->target; - followerMob->state = MobState::COMBAT; - followerMob->nextMovement = getTime(); - followerMob->nextAttack = 0; - - followerMob->roamX = followerMob->appearanceData.iX; - followerMob->roamY = followerMob->appearanceData.iY; - followerMob->roamZ = followerMob->appearanceData.iZ; + enterCombat(mob->target, followerMob); } if (leadMob->state != MobState::ROAMING) return; - leadMob->target = mob->target; - leadMob->state = MobState::COMBAT; - leadMob->nextMovement = getTime(); - leadMob->nextAttack = 0; - - leadMob->roamX = leadMob->appearanceData.iX; - leadMob->roamY = leadMob->appearanceData.iY; - leadMob->roamZ = leadMob->appearanceData.iZ; + enterCombat(mob->target, leadMob); } } @@ -1744,6 +1716,23 @@ void MobManager::dealCorruption(Mob *mob, std::vector targetData, int skill NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen); } +void MobManager::enterCombat(CNSocket *sock, Mob *mob) { + mob->target = sock; + mob->state = MobState::COMBAT; + mob->nextMovement = getTime(); + mob->nextAttack = 0; + + mob->roamX = mob->appearanceData.iX; + mob->roamY = mob->appearanceData.iY; + mob->roamZ = mob->appearanceData.iZ; + + int skillID = (int)mob->data["m_iPassiveBuff"]; // cast passive + std::vector targetData = {1, mob->appearanceData.iNPC_ID, 0, 0, 0}; + for (auto& pwr : MobPowers) + if (pwr.skillType == NanoManager::SkillTable[skillID].skillType) + pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]); +} + #pragma region Mob Powers namespace MobManager { bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { @@ -1862,18 +1851,6 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID, return false; } - sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); - - int healedAmount = amount * mob->maxHealth / 1000; - mob->appearanceData.iHP += healedAmount; - if (mob->appearanceData.iHP > mob->maxHealth) - mob->appearanceData.iHP = mob->maxHealth; - - healdata->eCT = 4; - healdata->iID = mob->appearanceData.iNPC_ID; - healdata->iHP = mob->appearanceData.iHP; - healdata->iHealHP = healedAmount; - Player *plr = nullptr; for (auto& pair : PlayerManager::players) { @@ -1889,7 +1866,20 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID, return false; } - int damage = amount * PC_MAXHEALTH(plr->level) / 1000; + sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); + + int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000; + + mob->appearanceData.iHP += healedAmount; + if (mob->appearanceData.iHP > mob->maxHealth) + mob->appearanceData.iHP = mob->maxHealth; + + healdata->eCT = 4; + healdata->iID = mob->appearanceData.iNPC_ID; + healdata->iHP = mob->appearanceData.iHP; + healdata->iHealHP = healedAmount; + + int damage = healedAmount; if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE) damage = 0; @@ -1949,6 +1939,15 @@ bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_ return true; } +bool doBuff(Mob *mob, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) { + respdata[i].eCT = 4; + respdata[i].iID = mob->appearanceData.iNPC_ID; + mob->appearanceData.iConditionBitFlag |= bitFlag; + respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag; + + return true; +} + template void mobPower(Mob *mob, std::vector targetData, @@ -1996,7 +1995,9 @@ std::vector MobPowers = { MobPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, mobPower), MobPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, mobPower), MobPower(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, mobPower), - MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower) + MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower), + MobPower(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, mobPower), + MobPower(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, mobPower) }; }; // namespace diff --git a/src/MobManager.hpp b/src/MobManager.hpp index c1fd18d..3555362 100644 --- a/src/MobManager.hpp +++ b/src/MobManager.hpp @@ -190,4 +190,5 @@ namespace MobManager { void groupRetreat(Mob *mob); void useAbilities(Mob *mob, time_t currTime); void dealCorruption(Mob *mob, std::vector targetData, int skillID, int style); + void enterCombat(CNSocket *sock, Mob *mob); } diff --git a/src/NanoManager.cpp b/src/NanoManager.cpp index e2a692d..8ac7804 100644 --- a/src/NanoManager.cpp +++ b/src/NanoManager.cpp @@ -588,7 +588,8 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target respdata[i].eCT = 4; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].bProtected = 1; - if (mob->skillStyle < 0 && mob->state != MobState::RETREAT) { // only debuff if the enemy is not retreating and not casting corruption + if (mob->skillStyle < 0 && mob->state != MobState::RETREAT + && !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom mob->appearanceData.iConditionBitFlag |= bitFlag; mob->unbuffTimes[bitFlag] = getTime() + duration * 100; respdata[i].bProtected = 0; @@ -655,7 +656,8 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].bProtected = 1; - if (mob->skillStyle < 0 && mob->state != MobState::RETREAT) { // only debuff if the enemy is not retreating and not casting corruption + if (mob->skillStyle < 0 && mob->state != MobState::RETREAT + && !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom mob->appearanceData.iConditionBitFlag |= bitFlag; mob->unbuffTimes[bitFlag] = getTime() + duration * 100; respdata[i].bProtected = 0;