fully implemented rockets and grenades

This commit is contained in:
Kamil 2020-11-12 01:46:53 +01:00 committed by Gent Semaj
parent 8ad3f3aabd
commit a483b0fb44
2 changed files with 196 additions and 0 deletions

View File

@ -16,9 +16,13 @@ std::queue<int32_t> MobManager::RemovalQueue;
std::map<int32_t, MobDropChance> MobManager::MobDropChances;
std::map<int32_t, MobDrop> MobManager::MobDrops;
/// Player Id -> Bullet Id -> Bullet
std::map<int32_t, std::map<int8_t, Bullet>> MobManager::Bullets;
bool MobManager::simulateMobs;
void MobManager::init() {
REGISTER_SHARD_TIMER(step, 200);
REGISTER_SHARD_TIMER(playerTick, 2000);
@ -30,6 +34,11 @@ void MobManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_CHARs, pcAttackChars);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GRENADE_STYLE_FIRE, grenadeFire);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ROCKET_STYLE_FIRE, rocketFire);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ROCKET_STYLE_HIT, projectileHit);
simulateMobs = settings::SIMULATEMOBS;
}
@ -1164,3 +1173,175 @@ void MobManager::clearDebuff(Mob *mob) {
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
void MobManager::grenadeFire(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_GRENADE_STYLE_FIRE* grenade = (sP_CL2FE_REQ_PC_GRENADE_STYLE_FIRE*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
INITSTRUCT(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, resp);
resp.iToX = grenade->iToX;
resp.iToY = grenade->iToY;
resp.iToZ = grenade->iToZ;
resp.iBulletID = addBullet(plr, true);
resp.iBatteryW = plr->batteryW;
// 1 means grenade
resp.Bullet.iID = 1;
sock->sendPacket(&resp, P_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, sizeof(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC));
// send packet to nearby players
INITSTRUCT(sP_FE2CL_PC_GRENADE_STYLE_FIRE, toOthers);
toOthers.iPC_ID = plr->iID;
toOthers.iToX = resp.iToX;
toOthers.iToY = resp.iToY;
toOthers.iToZ = resp.iToZ;
toOthers.iBulletID = resp.iBulletID;
toOthers.Bullet.iID = resp.Bullet.iID;
PlayerManager::sendToViewable(sock, &toOthers, P_FE2CL_PC_GRENADE_STYLE_FIRE, sizeof(sP_FE2CL_PC_GRENADE_STYLE_FIRE));
}
void MobManager::rocketFire(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_ROCKET_STYLE_FIRE* rocket = (sP_CL2FE_REQ_PC_ROCKET_STYLE_FIRE*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
// We should be sending back rocket succ packet, but it doesn't work, and this one works
INITSTRUCT(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, resp);
resp.iToX = rocket->iToX;
resp.iToY = rocket->iToY;
// rocket->iToZ is broken, this seems like a good height
resp.iToZ = plr->z + 100;
resp.iBulletID = addBullet(plr, false);
// we have to send it weapon id
resp.Bullet.iID = plr->Equip[0].iID;
resp.iBatteryW = plr->batteryW;
sock->sendPacket(&resp, P_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, sizeof(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC));
// send packet to nearby players
INITSTRUCT(sP_FE2CL_PC_GRENADE_STYLE_FIRE, toOthers);
toOthers.iPC_ID = plr->iID;
toOthers.iToX = resp.iToX;
toOthers.iToY = resp.iToY;
toOthers.iToZ = resp.iToZ;
toOthers.iBulletID = resp.iBulletID;
toOthers.Bullet.iID = resp.Bullet.iID;
PlayerManager::sendToViewable(sock, &toOthers, P_FE2CL_PC_GRENADE_STYLE_FIRE, sizeof(sP_FE2CL_PC_GRENADE_STYLE_FIRE));
}
int8_t MobManager::addBullet(Player* plr, bool isGrenade) {
int8_t findId = 0;
if (Bullets.find(plr->iID) != Bullets.end()) {
// find first free id
for (; findId < 127; findId++)
if (Bullets[plr->iID].find(findId) == Bullets[plr->iID].end())
break;
}
// sanity check
if (findId == 127) {
std::cout << "[WARN] Player has more than 127 active projectiles?!" << std::endl;
findId = 0;
}
Bullet toAdd;
toAdd.pointDamage = plr->pointDamage;
toAdd.groupDamage = plr->groupDamage;
// for grenade we need to send 1, for rocket - weapon id
toAdd.bulletType = isGrenade ? 1 : plr->Equip[0].iID;
// temp solution Jade fix plz
toAdd.weaponBoost = plr->batteryW >= 0;
if (toAdd.weaponBoost) {
int boostCost = rand() % 11 + 20;
plr->batteryW = boostCost > plr->batteryW ? 0 : plr->batteryW - boostCost;
}
Bullets[plr->iID][findId] = toAdd;
return findId;
}
void MobManager::projectileHit(CNSocket* sock, CNPacketData* data) {
sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT* pkt = (sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
if (plr == nullptr)
return;
if (pkt->iTargetCnt == 0) {
Bullets[plr->iID].erase(pkt->iBulletID);
// no targets hit, don't send response
return;
}
// sanity check
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT), pkt->iTargetCnt, sizeof(int64_t), data->size)) {
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT packet size\n";
return;
}
// client sends us 8 byters, where last 4 bytes are mob ID,
// we use int64 pointer to move around but have to remember to cast it to int32
int64_t* pktdata = (int64_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT));
/*
* Due to the possibility of multiplication overflow (and regular buffer overflow),
* both incoming and outgoing variable-length packets must be validated, at least if
* the number of trailing structs isn't well known (ie. it's from the client).
*/
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT), pkt->iTargetCnt, sizeof(sAttackResult))) {
std::cout << "[WARN] bad sP_FE2CL_PC_GRENADE_STYLE_HIT packet size\n";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT) + pkt->iTargetCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_PC_GRENADE_STYLE_HIT* resp = (sP_FE2CL_PC_GRENADE_STYLE_HIT*)respbuf;
sAttackResult* respdata = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT));
resp->iTargetCnt = pkt->iTargetCnt;
if (Bullets.find(plr->iID) == Bullets.end() || Bullets[plr->iID].find(pkt->iBulletID) == Bullets[plr->iID].end()) {
std::cout << "[WARN] projectileHit: bullet not found" << std::endl;
return;
}
Bullet* bullet = &Bullets[plr->iID][pkt->iBulletID];
for (int i = 0; i < pkt->iTargetCnt; i++) {
if (Mobs.find(pktdata[i]) == Mobs.end()) {
// not sure how to best handle this
std::cout << "[WARN] projectileHit: mob ID not found" << std::endl;
return;
}
Mob* mob = Mobs[pktdata[i]];
std::pair<int, int> damage;
damage.first = pkt->iTargetCnt > 1 ? bullet->groupDamage : bullet->pointDamage;
int difficulty = (int)mob->data["m_iNpcLevel"];
damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, NanoManager::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
damage.first = hitMob(sock, mob, damage.first);
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iDamage = damage.first;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHitFlag = damage.second;
}
resp->iPC_ID = plr->iID;
resp->iBulletID = pkt->iBulletID;
resp->Bullet.iID = bullet->bulletType;
sock->sendPacket((void*)respbuf, P_FE2CL_PC_GRENADE_STYLE_HIT, resplen);
PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_GRENADE_STYLE_HIT, resplen);
Bullets[plr->iID].erase(resp->iBulletID);
}

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@ -106,11 +106,19 @@ struct MobDrop {
int boosts;
};
struct Bullet {
int pointDamage;
int groupDamage;
bool weaponBoost;
int bulletType;
};
namespace MobManager {
extern std::map<int32_t, Mob*> Mobs;
extern std::queue<int32_t> RemovalQueue;
extern std::map<int32_t, MobDropChance> MobDropChances;
extern std::map<int32_t, MobDrop> MobDrops;
extern std::map<int32_t, std::map<int8_t, Bullet>> Bullets;
extern bool simulateMobs;
void init();
@ -143,4 +151,11 @@ namespace MobManager {
void incNextMovement(Mob *mob, time_t currTime=0);
bool aggroCheck(Mob *mob, time_t currTime);
void clearDebuff(Mob *mob);
void grenadeFire(CNSocket* sock, CNPacketData* data);
void rocketFire(CNSocket* sock, CNPacketData* data);
void projectileHit(CNSocket* sock, CNPacketData* data);
/// returns bullet id
int8_t addBullet(Player* plr, bool isGrenade);
}