mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 13:30:06 +00:00
The Sleep, Stun and Snare powers now affect mobs.
They currently don't expire after a set amount of time. Attacking a sleeping monster does wake it up, but doesn't remove the debuff status client-side yet.
This commit is contained in:
parent
95a79ec815
commit
c722044bf5
@ -61,6 +61,9 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
|
|||||||
|
|
||||||
mob->appearanceData.iHP -= 100;
|
mob->appearanceData.iHP -= 100;
|
||||||
|
|
||||||
|
// wake up sleeping monster
|
||||||
|
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
|
||||||
|
|
||||||
if (mob->appearanceData.iHP <= 0)
|
if (mob->appearanceData.iHP <= 0)
|
||||||
killMob(sock, mob);
|
killMob(sock, mob);
|
||||||
|
|
||||||
@ -132,6 +135,7 @@ void MobManager::giveReward(CNSocket *sock) {
|
|||||||
|
|
||||||
void MobManager::killMob(CNSocket *sock, Mob *mob) {
|
void MobManager::killMob(CNSocket *sock, Mob *mob) {
|
||||||
mob->state = MobState::DEAD;
|
mob->state = MobState::DEAD;
|
||||||
|
mob->appearanceData.iConditionBitFlag = 0;
|
||||||
mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
|
mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
|
||||||
|
|
||||||
std::cout << "killed mob " << mob->appearanceData.iNPC_ID << std::endl;
|
std::cout << "killed mob " << mob->appearanceData.iNPC_ID << std::endl;
|
||||||
@ -188,6 +192,10 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
|
|||||||
int delay = (int)mob->data["m_iDelayTime"] * 1000;
|
int delay = (int)mob->data["m_iDelayTime"] * 1000;
|
||||||
mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
|
mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
|
||||||
|
|
||||||
|
// skip move if stunned or asleep
|
||||||
|
if (mob->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ))
|
||||||
|
return;
|
||||||
|
|
||||||
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
|
||||||
int xStart = mob->spawnX - mob->idleRange/2;
|
int xStart = mob->spawnX - mob->idleRange/2;
|
||||||
int yStart = mob->spawnY - mob->idleRange/2;
|
int yStart = mob->spawnY - mob->idleRange/2;
|
||||||
@ -198,6 +206,13 @@ void MobManager::roamingStep(Mob *mob, time_t currTime) {
|
|||||||
pkt.iToY = mob->appearanceData.iY = yStart + rand() % mob->idleRange;
|
pkt.iToY = mob->appearanceData.iY = yStart + rand() % mob->idleRange;
|
||||||
pkt.iToZ = mob->appearanceData.iZ;
|
pkt.iToZ = mob->appearanceData.iZ;
|
||||||
|
|
||||||
|
// roughly halve movement speed if snared
|
||||||
|
// TODO: this logic isn't quite right yet, since they still get to the same spot
|
||||||
|
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED) {
|
||||||
|
mob->nextMovement += delay;
|
||||||
|
pkt.iSpeed /= 2;
|
||||||
|
}
|
||||||
|
|
||||||
auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
|
auto chunk = ChunkManager::grabChunk(mob->appearanceData.iX, mob->appearanceData.iY);
|
||||||
auto chunks = ChunkManager::grabChunks(chunk);
|
auto chunks = ChunkManager::grabChunks(chunk);
|
||||||
|
|
||||||
|
@ -20,6 +20,7 @@ enum class MobState {
|
|||||||
struct Mob : public BaseNPC {
|
struct Mob : public BaseNPC {
|
||||||
MobState state;
|
MobState state;
|
||||||
const int maxHealth;
|
const int maxHealth;
|
||||||
|
|
||||||
time_t killedTime = 0;
|
time_t killedTime = 0;
|
||||||
const int regenTime;
|
const int regenTime;
|
||||||
bool despawned = false; // for the sake of death animations
|
bool despawned = false; // for the sake of death animations
|
||||||
@ -42,6 +43,8 @@ struct Mob : public BaseNPC {
|
|||||||
spawnY = appearanceData.iY;
|
spawnY = appearanceData.iY;
|
||||||
spawnZ = appearanceData.iZ;
|
spawnZ = appearanceData.iZ;
|
||||||
|
|
||||||
|
appearanceData.iConditionBitFlag = 0;
|
||||||
|
|
||||||
// NOTE: there appear to be discrepancies in the dump
|
// NOTE: there appear to be discrepancies in the dump
|
||||||
appearanceData.iHP = maxHealth;
|
appearanceData.iHP = maxHealth;
|
||||||
}
|
}
|
||||||
|
@ -318,7 +318,7 @@ bool doDebuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage_N_Debuff *re
|
|||||||
respdata[i].iDamage = amount;
|
respdata[i].iDamage = amount;
|
||||||
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
||||||
respdata[i].iHP = mob->appearanceData.iHP;
|
respdata[i].iHP = mob->appearanceData.iHP;
|
||||||
respdata[i].iConditionBitFlag = iCBFlag;
|
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
|
||||||
|
|
||||||
std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
|
std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
|
||||||
|
|
||||||
@ -336,7 +336,7 @@ bool doBuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Buff *respdata, int i
|
|||||||
|
|
||||||
respdata[i].eCT = 4;
|
respdata[i].eCT = 4;
|
||||||
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
respdata[i].iID = mob->appearanceData.iNPC_ID;
|
||||||
respdata[i].iConditionBitFlag = iCBFlag;
|
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag |= iCBFlag;
|
||||||
|
|
||||||
std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
|
std::cout << (int)mob->appearanceData.iNPC_ID << " was debuffed" << std::endl;
|
||||||
|
|
||||||
@ -382,6 +382,9 @@ bool doDamage(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage *respdata, i
|
|||||||
|
|
||||||
mob->appearanceData.iHP -= amount;
|
mob->appearanceData.iHP -= amount;
|
||||||
|
|
||||||
|
// wake up sleeping monster
|
||||||
|
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
|
||||||
|
|
||||||
if (mob->appearanceData.iHP <= 0)
|
if (mob->appearanceData.iHP <= 0)
|
||||||
MobManager::killMob(sock, mob);
|
MobManager::killMob(sock, mob);
|
||||||
|
|
||||||
@ -432,6 +435,9 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
|
|||||||
|
|
||||||
mob->appearanceData.iHP -= amount;
|
mob->appearanceData.iHP -= amount;
|
||||||
|
|
||||||
|
// wake up sleeping monster
|
||||||
|
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
|
||||||
|
|
||||||
if (mob->appearanceData.iHP <= 0)
|
if (mob->appearanceData.iHP <= 0)
|
||||||
MobManager::killMob(sock, mob);
|
MobManager::killMob(sock, mob);
|
||||||
|
|
||||||
@ -506,7 +512,7 @@ std::vector<ActivePower> ActivePowers = {
|
|||||||
ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
|
ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
|
||||||
ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 333),
|
ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 333),
|
||||||
// TODO: Recall
|
// TODO: Recall
|
||||||
ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
|
ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
|
||||||
ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
|
ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
|
||||||
ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 133),
|
ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 133),
|
||||||
// TODO: GroupRevive
|
// TODO: GroupRevive
|
||||||
|
Loading…
Reference in New Issue
Block a user