mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-24 22:11:04 +00:00
Add player revive, vehicle mount/dismount and more (#33)
This commit is contained in:
parent
28ad1a0c25
commit
afbf309c7e
2
Makefile
2
Makefile
@ -25,6 +25,7 @@ SRC=\
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src/CNStructs.cpp\
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src/Defines.cpp\
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src/main.cpp\
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src/MissionManager.cpp\
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src/NanoManager.cpp\
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src/ItemManager.cpp\
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src/NPCManager.cpp\
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@ -43,6 +44,7 @@ HDR=\
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src/Defines.hpp\
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src/contrib/INIReader.hpp\
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src/contrib/JSON.hpp\
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src/MissionManager.hpp\
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src/NanoManager.hpp\
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src/ItemManager.hpp\
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src/NPCManager.hpp\
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10
README.md
10
README.md
@ -100,3 +100,13 @@ To make your landwalking experience more pleasant, you can make use of a few adm
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* A `/jump` of about 50 will send you soaring
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* [This map](res/dong_number_map.png) (credit to Danny O) is useful for `/warp` coordinates.
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* `/goto` is useful for more precise teleportation (ie. for getting into Infected Zones, etc.).
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### Item commands
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* /itemN [type] [itemId] [amount]
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(Refer to the [item list](https://docs.google.com/spreadsheets/d/1mpoJ9iTHl_xLI4wQ_9UvIDYNcsDYscdkyaGizs43TCg/))
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### Nano commands
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* /nano [id] (1-36)
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* /nano_equip [id] (1-36) [slot] (0-2)
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* /nano_unequip [slot] (0-2)
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* /nano_active [slot] (0-2)
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55
src/MissionManager.cpp
Normal file
55
src/MissionManager.cpp
Normal file
@ -0,0 +1,55 @@
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#include "CNShardServer.hpp"
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#include "CNStructs.hpp"
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#include "MissionManager.hpp"
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#include "PlayerManager.hpp"
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void MissionManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, acceptMission);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_END, completeMission);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID, setMission);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_STOP, quitMission);
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}
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void MissionManager::acceptMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_START))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_START* missionData = (sP_CL2FE_REQ_PC_TASK_START*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC));
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}
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void MissionManager::completeMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_END))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC));
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}
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void MissionManager::setMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID))
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return; // malformed packet
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sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response);
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response.iCurrentMissionID = missionData->iCurrentMissionID;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID));
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}
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void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP))
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return; // malformed packet
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sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response);
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response.iTaskNum = missionData->iTaskNum;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC));
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}
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12
src/MissionManager.hpp
Normal file
12
src/MissionManager.hpp
Normal file
@ -0,0 +1,12 @@
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#pragma once
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#include "CNShardServer.hpp"
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namespace MissionManager {
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void init();
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void acceptMission(CNSocket* sock, CNPacketData* data);
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void completeMission(CNSocket* sock, CNPacketData* data);
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void setMission(CNSocket* sock, CNPacketData* data);
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void quitMission(CNSocket* sock, CNPacketData* data);
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}
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@ -75,7 +75,7 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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return; // malformed packet
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sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf;
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PlayerView plr = PlayerManager::players[sock];
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Player plr = PlayerManager::getPlayer(sock);
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// Send to client
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INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp);
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@ -85,28 +85,28 @@ void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) {
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if (pkt->iNanoSlotNum > 2)
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return;
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int nanoId = plr.plr.equippedNanos[pkt->iNanoSlotNum];
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int nanoId = plr.equippedNanos[pkt->iNanoSlotNum];
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if (nanoId > 36)
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return; // sanity check
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sNano nano = plr.plr.Nanos[nanoId];
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sNano nano = plr.Nanos[nanoId];
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// Send to other players
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INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1);
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pkt1.iPC_ID = plr.plr.iID;
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pkt1.iPC_ID = plr.iID;
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pkt1.Nano = nano;
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for (CNSocket* s : PlayerManager::players[sock].viewable)
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s->sendPacket((void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE));
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// update player
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plr.plr.nano = nanoId;
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PlayerManager::updatePlayer(sock, plr.plr);
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plr.activeNano = nanoId;
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PlayerManager::updatePlayer(sock, plr);
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DEBUGLOG(
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std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
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std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl;
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)
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}
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@ -115,7 +115,7 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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return; // malformed packet
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sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf;
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PlayerView plr = PlayerManager::players[sock];
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Player plr = PlayerManager::getPlayer(sock);
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// Send to client
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INITSTRUCT(sP_FE2CL_NANO_SKILL_USE_SUCC, resp);
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@ -124,14 +124,10 @@ void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) {
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resp.iArg3 = skill->iArg3;
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resp.iBulletID = skill->iBulletID;
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resp.iTargetCnt = skill->iTargetCnt;
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resp.iPC_ID = plr.plr.iID;
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resp.iPC_ID = plr.iID;
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resp.iNanoStamina = 150; // Hardcoded for now
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sock->sendPacket((void*)&resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
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DEBUGLOG(
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std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano skill " << std::endl;
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)
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}
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void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) {
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@ -179,12 +175,13 @@ void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId)
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sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC));
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// Update the player
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PlayerManager::updatePlayer(sock, plr);
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DEBUGLOG(
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std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl;
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)
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// Update the player
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PlayerManager::updatePlayer(sock, plr);
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}
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void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
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@ -194,6 +191,7 @@ void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) {
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Player plr = PlayerManager::getPlayer(sock);
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sNano nano = plr.Nanos[nanoId];
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// 0 is reset
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nano.iSkillID = 0;
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plr.Nanos[nanoId] = nano;
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@ -17,9 +17,10 @@ struct Player {
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int slot; // player slot, not nano slot
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sPCStyle PCStyle;
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sPCStyle2 PCStyle2;
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sNano Nanos[37];
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sNano Nanos[37]; // acquired nanos
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int equippedNanos[3];
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int nano; // active nano (index into Nanos)
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int activeNano; // active nano (index into Nanos)
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int8_t iPCState;
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int x, y, z, angle;
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sItemBase Equip[AEQUIP_COUNT];
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@ -27,7 +27,12 @@ void PlayerManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GOTO, PlayerManager::gotoPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_GM_REQ_PC_SET_VALUE, PlayerManager::setSpecialPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REP_LIVE_CHECK, PlayerManager::heartbeatPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_REGEN, PlayerManager::revivePlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_EXIT, PlayerManager::exitGame);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH, PlayerManager::setSpecialSwitchPlayer);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_ON, PlayerManager::enterPlayerVehicle);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VEHICLE_OFF, PlayerManager::exitPlayerVehicle);
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}
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void PlayerManager::addPlayer(CNSocket* key, Player plr) {
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@ -60,10 +65,6 @@ void PlayerManager::removePlayer(CNSocket* key) {
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std::cout << players.size() << " players" << std::endl;
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}
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Player PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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}
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void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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players[sock].plr.x = X;
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players[sock].plr.y = Y;
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@ -125,7 +126,8 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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newPlayer.PCAppearanceData.iZ = plr.z;
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newPlayer.PCAppearanceData.iAngle = plr.angle;
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newPlayer.PCAppearanceData.PCStyle = plr.PCStyle;
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newPlayer.PCAppearanceData.Nano = plr.Nanos[plr.nano];
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newPlayer.PCAppearanceData.Nano = plr.Nanos[plr.activeNano];
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newPlayer.PCAppearanceData.iPCState = plr.iPCState;
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memcpy(newPlayer.PCAppearanceData.ItemEquip, plr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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otherSock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
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@ -138,7 +140,8 @@ void PlayerManager::updatePlayerPosition(CNSocket* sock, int X, int Y, int Z) {
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newPlayer.PCAppearanceData.iZ = otherPlr.z;
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newPlayer.PCAppearanceData.iAngle = otherPlr.angle;
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newPlayer.PCAppearanceData.PCStyle = otherPlr.PCStyle;
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newPlayer.PCAppearanceData.Nano = otherPlr.Nanos[otherPlr.nano];
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newPlayer.PCAppearanceData.Nano = otherPlr.Nanos[otherPlr.activeNano];
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newPlayer.PCAppearanceData.iPCState = otherPlr.iPCState;
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memcpy(newPlayer.PCAppearanceData.ItemEquip, otherPlr.Equip, sizeof(sItemBase) * AEQUIP_COUNT);
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sock->sendPacket((void*)&newPlayer, P_FE2CL_PC_NEW, sizeof(sP_FE2CL_PC_NEW));
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@ -563,9 +566,81 @@ void PlayerManager::exitGame(CNSocket* sock, CNPacketData* data) {
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_EXIT_SUCC, sizeof(sP_FE2CL_REP_PC_EXIT_SUCC));
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}
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void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_PC_REGEN))
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return;
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Player plr = PlayerManager::getPlayer(sock);
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// players respawn at same spot they died at for now...
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sP_CL2FE_REQ_PC_REGEN* reviveData = (sP_CL2FE_REQ_PC_REGEN*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_REGEN_SUCC, response);
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response.bMoveLocation = reviveData->eIL;
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response.PCRegenData.iMapNum = reviveData->iIndex;
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response.PCRegenData.iHP = 1000 * plr.level;
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response.PCRegenData.iX = plr.x;
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response.PCRegenData.iY = plr.y;
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response.PCRegenData.iZ = plr.z;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_REGEN_SUCC, sizeof(sP_FE2CL_REP_PC_REGEN_SUCC));
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}
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void PlayerManager::enterPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_ON* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_ON*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_ON_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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//send to other players
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, pkt);
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pkt.EquipSlotItem.iType = 1;
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pkt.iEquipSlotNum = 8;
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for (CNSocket* otherSock : plrv.viewable) {
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otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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plrv.plr.iPCState = 8;
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updatePlayer(sock, plrv.plr);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_ON_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_ON_SUCC));
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}
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void PlayerManager::exitPlayerVehicle(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_VEHICLE_OFF* vehicleData = (sP_CL2FE_REQ_PC_VEHICLE_OFF*)data->buf;
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INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response);
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PlayerView plrv = PlayerManager::players[sock];
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//send to other players
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, pkt);
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pkt.EquipSlotItem.iType = 1;
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pkt.iEquipSlotNum = 8;
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for (CNSocket* otherSock : plrv.viewable) {
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otherSock->sendPacket((void*)&pkt, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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plrv.plr.iPCState = 0;
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updatePlayer(sock, plrv.plr);
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sock->sendPacket((void*)&response, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
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}
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void PlayerManager::setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data) {
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sP_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH* specialData = (sP_CL2FE_REQ_PC_SPECIAL_STATE_SWITCH*)data->buf;
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INITSTRUCT(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, response);
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response.iPC_ID = specialData->iPC_ID;
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response.iReqSpecialStateFlag = specialData->iSpecialStateFlag;
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sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC, sizeof(sP_FE2CL_REP_PC_SPECIAL_STATE_SWITCH_SUCC));
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}
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#pragma region Helper methods
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Player PlayerManager::getPlayer(CNSocket* key) {
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return players[key].plr;
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}
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void PlayerManager::updatePlayer(CNSocket* key, Player plr) {
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PlayerView plrv = players[key];
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plrv.plr = plr;
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players[key] = plrv;
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}
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#pragma endregion
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@ -41,5 +41,11 @@ namespace PlayerManager {
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void gotoPlayer(CNSocket* sock, CNPacketData* data);
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void setSpecialPlayer(CNSocket* sock, CNPacketData* data);
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void heartbeatPlayer(CNSocket* sock, CNPacketData* data);
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void revivePlayer(CNSocket* sock, CNPacketData* data);
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void exitGame(CNSocket* sock, CNPacketData* data);
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void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data);
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void enterPlayerVehicle(CNSocket* sock, CNPacketData* data);
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void exitPlayerVehicle(CNSocket* sock, CNPacketData* data);
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}
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@ -3,6 +3,7 @@
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||||
#include "PlayerManager.hpp"
|
||||
#include "ChatManager.hpp"
|
||||
#include "ItemManager.hpp"
|
||||
#include "MissionManager.hpp"
|
||||
#include "NanoManager.hpp"
|
||||
#include "NPCManager.hpp"
|
||||
|
||||
@ -33,6 +34,7 @@ int main() {
|
||||
PlayerManager::init();
|
||||
ChatManager::init();
|
||||
ItemManager::init();
|
||||
MissionManager::init();
|
||||
NanoManager::init();
|
||||
NPCManager::init();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user