Add player revive, vehicle mount/dismount and more (#33)

This commit is contained in:
Onii-chan
2020-08-24 23:04:56 +02:00
committed by GitHub
parent 28ad1a0c25
commit afbf309c7e
9 changed files with 198 additions and 37 deletions

View File

@@ -75,7 +75,7 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet
sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf;
PlayerView plr = PlayerManager::players[sock];
Player plr = PlayerManager::getPlayer(sock);
// Send to client
INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
@@ -85,28 +85,28 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
if (pkt->iNanoSlotNum > 2)
return;
int nanoId = plr.plr.equippedNanos[pkt->iNanoSlotNum];
int nanoId = plr.equippedNanos[pkt->iNanoSlotNum];
if (nanoId > 36)
return; // sanity check
sNano nano = plr.plr.Nanos[nanoId];
sNano nano = plr.Nanos[nanoId];
// Send to other players
INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
pkt1.iPC_ID = plr.plr.iID;
pkt1.iPC_ID = plr.iID;
pkt1.Nano = nano;
for (CNSocket *s : PlayerManager::players[sock].viewable)
for (CNSocket* s : PlayerManager::players[sock].viewable)
s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE));
// update player
plr.plr.nano = nanoId;
PlayerManager::updatePlayer(sock, plr.plr);
plr.activeNano = nanoId;
PlayerManager::updatePlayer(sock, plr);
DEBUGLOG(
std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
)
}
@@ -115,7 +115,7 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
return; // malformed packet
sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
PlayerView plr = PlayerManager::players[sock];
Player plr = PlayerManager::getPlayer(sock);
// Send to client
INITSTRUCT(sP_FE2CL_NANO_SKILL_USE_SUCC, resp);
@@ -124,14 +124,10 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
resp.iArg3 = skill->iArg3;
resp.iBulletID = skill->iBulletID;
resp.iTargetCnt = skill->iTargetCnt;
resp.iPC_ID = plr.plr.iID;
resp.iPC_ID = plr.iID;
resp.iNanoStamina = 150; // Hardcoded for now
sock->sendPacket((void*)&resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
DEBUGLOG(
std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
)
}
void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
@@ -179,21 +175,23 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
// Update the player
PlayerManager::updatePlayer(sock, plr);
DEBUGLOG(
std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
)
// Update the player
PlayerManager::updatePlayer(sock, plr);
}
void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
if (nanoId > 36)
return;
Player plr = PlayerManager::getPlayer(sock);
sNano nano = plr.Nanos[nanoId];
// 0 is reset
nano.iSkillID = 0;
plr.Nanos[nanoId] = nano;