Items Implementation (#11)

* Item Manager (Initial Implementation)

* Item Manager (Second Phase)

* Item Manager (Phase Three)

* Not Working Code

* Inventory Implementation (Complete?)

* Items Implementation

-Fixed Indentations
-Final touches to make it all work

* Update Makefile

* Added small comments

-- needs to be fixed
This commit is contained in:
JadeShrineMaiden 2020-08-21 03:10:14 +01:00 committed by GitHub
parent e044b4251a
commit aa2adcd9e2
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 91 additions and 1 deletions

View File

@ -21,6 +21,7 @@ SRC=\
src/CNStructs.cpp\
src/main.cpp\
src/NanoManager.cpp\
src/ItemManager.cpp\
src/NPCManager.cpp\
src/Player.cpp\
src/PlayerManager.cpp\
@ -36,6 +37,7 @@ HDR=\
src/CNStructs.hpp\
src/INIReader.hpp\
src/NanoManager.hpp\
src/ItemManager.hpp\
src/NPCManager.hpp\
src/Player.hpp\
src/PlayerManager.hpp\

View File

@ -93,13 +93,20 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].characters[UID].PCStyle2 = charInfo->sPC_Style2;
for (int i = 0; i < AEQUIP_COUNT; i++) {
// setup item
// setup equips
charInfo->aEquip[i].iID = 0;
charInfo->aEquip[i].iType = i;
charInfo->aEquip[i].iOpt = 0;
loginSessions[sock].characters[UID].Equip[i] = charInfo->aEquip[i];
}
for (int i = 0; i < AINVEN_COUNT; i++) {
// setup inventories
loginSessions[sock].characters[UID].Inven[i].iID = 0;
loginSessions[sock].characters[UID].Inven[i].iType = 0;
loginSessions[sock].characters[UID].Inven[i].iOpt = 0;
}
// set default to the first character
if (i == 0)
loginSessions[sock].selectedChar = UID;

View File

@ -23,6 +23,7 @@ enum SHARDPACKETID {
P_CL2FE_GM_REQ_PC_SET_VALUE = 318767211,
P_CL2FE_REQ_SEND_FREECHAT_MESSAGE = 318767111,
P_CL2FE_REQ_PC_AVATAR_EMOTES_CHAT = 318767184,
P_CL2FE_REQ_ITEM_MOVE = 318767114,
P_CL2FE_REQ_PC_EXIT = 318767106,
// shard 2 client
@ -47,6 +48,8 @@ enum SHARDPACKETID {
P_FE2CL_GM_REP_PC_SET_VALUE = 822083781,
P_FE2CL_REP_SEND_FREECHAT_MESSAGE_SUCC = 822083602,
P_FE2CL_REP_PC_AVATAR_EMOTES_CHAT = 822083730,
P_FE2CL_PC_ITEM_MOVE_SUCC = 822083610,
P_FE2CL_PC_EQUIP_CHANGE = 822083611,
P_FE2CL_REP_PC_EXIT_SUCC = 822083589,
P_FE2CL_PC_MOTD_LOGIN = 822083793
};

63
src/ItemManager.cpp Normal file
View File

@ -0,0 +1,63 @@
#include "CNShardServer.hpp"
#include "CNStructs.hpp"
#include "ItemManager.hpp"
#include "PlayerManager.hpp"
#include "Player.hpp"
void ItemManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
REGISTER_SHARD_PACKET(P_FE2CL_PC_EQUIP_CHANGE, itemMoveHandler);
}
void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_MOVE))
return; // ignore the malformed packet
sP_CL2FE_REQ_ITEM_MOVE* itemmove = (sP_CL2FE_REQ_ITEM_MOVE*)data->buf;
sP_FE2CL_PC_ITEM_MOVE_SUCC* resp = (sP_FE2CL_PC_ITEM_MOVE_SUCC*)xmalloc(sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
PlayerView plr = PlayerManager::players[sock];
//weird flip flop but it makes things happen
resp->eFrom = itemmove->eTo;
resp->iFromSlotNum = itemmove->iToSlotNum;
resp->eTo = itemmove->eFrom;
resp->iToSlotNum = itemmove->iFromSlotNum;
//eFrom 0 means from equip, 1 means from inventory
if (itemmove->eFrom == 0) {
resp->FromSlotItem = plr.plr.Equip[itemmove->iFromSlotNum];
} else {
resp->FromSlotItem = plr.plr.Inven[itemmove->iFromSlotNum];
}
//eTo 0 means to equip, 1 means to inventory
if (itemmove->eTo == 0) {
resp->ToSlotItem = plr.plr.Equip[itemmove->iToSlotNum];
plr.plr.Equip[itemmove->iToSlotNum] = resp->FromSlotItem;
} else {
resp->ToSlotItem = plr.plr.Inven[itemmove->iToSlotNum];
plr.plr.Inven[itemmove->iToSlotNum] = resp->FromSlotItem;
}
if (itemmove->eFrom == 0) {
plr.plr.Equip[itemmove->iFromSlotNum] = resp->ToSlotItem;
sP_FE2CL_PC_EQUIP_CHANGE* resp2 = (sP_FE2CL_PC_EQUIP_CHANGE*)xmalloc(sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
resp2->iPC_ID = plr.plr.iID;
resp2->iEquipSlotNum = resp->iToSlotNum;
resp2->EquipSlotItem = resp->ToSlotItem;
for (CNSocket* otherSock : plr.viewable) {
otherSock->sendPacket(new CNPacketData((void*)resp2, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE), otherSock->getFEKey()));
}
} else {
plr.plr.Inven[itemmove->iFromSlotNum] = resp->ToSlotItem;
}
PlayerManager::players[sock] = plr;
sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC), sock->getFEKey()));
}

11
src/ItemManager.hpp Normal file
View File

@ -0,0 +1,11 @@
#ifndef _IM_HPP
#define _IM_HPP
#include "CNShardServer.hpp"
namespace ItemManager {
void init();
void itemMoveHandler(CNSocket* sock, CNPacketData* data);
}
#endif

View File

@ -20,6 +20,7 @@ struct Player {
int x, y, z, angle;
sItemBase Equip[AEQUIP_COUNT];
sItemBase Inven[AINVEN_COUNT];
};
#endif

View File

@ -2,6 +2,7 @@
#include "CNShardServer.hpp"
#include "PlayerManager.hpp"
#include "ChatManager.hpp"
#include "ItemManager.hpp"
#include "NanoManager.hpp"
#include "NPCManager.hpp"
@ -30,6 +31,7 @@ int main() {
std::cout << "[INFO] Intializing Packet Managers..." << std::endl;
PlayerManager::init();
ChatManager::init();
ItemManager::init();
NanoManager::init();
NPCManager::init();

View File

@ -1,6 +1,7 @@
/* genstructs.py */
#define AEQUIP_COUNT 9
#define AINVEN_COUNT 50
#pragma pack(push)