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[WIP] Initial merge of ability namespaces & features
This commit is contained in:
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@ -10,14 +10,14 @@
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* TODO: This file is in desperate need of deduplication and rewriting.
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*/
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std::map<int32_t, SkillData> Nanos::SkillTable;
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std::map<int32_t, SkillData> Abilities::SkillTable;
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/*
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* targetData approach
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* first integer is the count
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* second to fifth integers are IDs, these can be either player iID or mob's iID
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*/
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std::vector<int> Nanos::findTargets(Player* plr, int skillID, CNPacketData* data) {
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std::vector<int> Abilities::findTargets(Player* plr, int skillID, CNPacketData* data) {
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std::vector<int> tD(5);
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if (SkillTable[skillID].targetType <= 2 && data != nullptr) { // client gives us the targets
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@ -66,7 +66,7 @@ std::vector<int> Nanos::findTargets(Player* plr, int skillID, CNPacketData* data
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return tD;
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}
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void Nanos::nanoUnbuff(CNSocket* sock, std::vector<int> targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower) {
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void Abilities::removeBuff(CNSocket* sock, std::vector<int> targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower) {
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Player *plr = PlayerManager::getPlayer(sock);
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plr->iSelfConditionBitFlag &= ~bitFlag;
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@ -101,7 +101,7 @@ void Nanos::nanoUnbuff(CNSocket* sock, std::vector<int> targetData, int32_t bitF
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}
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}
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int Nanos::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags) {
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int Abilities::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags) {
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if (SkillTable[skillID].drainType == 1)
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return 0;
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@ -133,8 +133,7 @@ int Nanos::applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t gr
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return 0;
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}
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#pragma region Nano Powers
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namespace Nanos {
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namespace Abilities {
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bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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@ -406,111 +405,9 @@ bool doMove(CNSocket *sock, sSkillResult_Move *respdata, int i, int32_t targetID
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return true;
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}
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template<class sPAYLOAD,
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bool (*work)(CNSocket*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
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void nanoPower(CNSocket *sock, std::vector<int> targetData,
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int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount,
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int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
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Player *plr = PlayerManager::getPlayer(sock);
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if (skillType == EST_RETROROCKET_SELF || skillType == EST_RECALL) // rocket and self recall does not need any trailing structs
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targetData[0] = 0;
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size_t resplen;
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// special case since leech is atypically encoded
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if (skillType == EST_BLOODSUCKING)
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resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage);
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else
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resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + targetData[0] * sizeof(sPAYLOAD);
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// validate response packet
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if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), targetData[0], sizeof(sPAYLOAD))) {
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std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size" << std::endl;
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return;
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}
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NANO_SKILL_USE_SUCC *resp = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf;
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sPAYLOAD *respdata = (sPAYLOAD*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
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resp->iPC_ID = plr->iID;
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resp->iSkillID = skillID;
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resp->iNanoID = nanoID;
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resp->iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
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resp->eST = skillType;
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resp->iTargetCnt = targetData[0];
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if (SkillTable[skillID].drainType == 2) {
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if (SkillTable[skillID].targetType >= 2)
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plr->iSelfConditionBitFlag |= bitFlag;
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if (SkillTable[skillID].targetType == 3)
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plr->iGroupConditionBitFlag |= bitFlag;
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}
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for (int i = 0; i < targetData[0]; i++)
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if (!work(sock, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount))
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return;
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sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen);
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assert(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) == sizeof(sP_FE2CL_NANO_SKILL_USE));
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if (skillType == EST_RECALL_GROUP) { // in the case of group recall, nobody but group members need the packet
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for (int i = 0; i < targetData[0]; i++) {
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CNSocket *sock2 = PlayerManager::getSockFromID(targetData[i+1]);
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sock2->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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}
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} else
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen);
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// Warping on recall
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if (skillType == EST_RECALL || skillType == EST_RECALL_GROUP) {
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if ((int32_t)plr->instanceID == plr->recallInstance)
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PlayerManager::sendPlayerTo(sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance);
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else {
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INITSTRUCT(sP_FE2CL_REP_WARP_USE_RECALL_FAIL, response)
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sock->sendPacket((void*)&response, P_FE2CL_REP_WARP_USE_RECALL_FAIL, sizeof(sP_FE2CL_REP_WARP_USE_RECALL_FAIL));
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}
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}
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}
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// nano power dispatch table
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std::vector<NanoPower> NanoPowers = {
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NanoPower(EST_STUN, CSB_BIT_STUN, ECSB_STUN, nanoPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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NanoPower(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Heal_HP, doHeal>),
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NanoPower(EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, ECSB_BOUNDINGBALL, nanoPower<sSkillResult_Buff, doDebuff>),
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NanoPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, nanoPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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NanoPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Damage, doDamage>),
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NanoPower(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Heal_HP, doLeech>),
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NanoPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, nanoPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
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NanoPower(EST_REWARDBLOB, CSB_BIT_REWARD_BLOB, ECSB_REWARD_BLOB, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_RUN, CSB_BIT_UP_MOVE_SPEED, ECSB_UP_MOVE_SPEED, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_REWARDCASH, CSB_BIT_REWARD_CASH, ECSB_REWARD_CASH, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_PROTECTBATTERY, CSB_BIT_PROTECT_BATTERY, ECSB_PROTECT_BATTERY, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_MINIMAPENEMY, CSB_BIT_MINIMAP_ENEMY, ECSB_MINIMAP_ENEMY, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_PROTECTINFECTION, CSB_BIT_PROTECT_INFECTION, ECSB_PROTECT_INFECTION, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_JUMP, CSB_BIT_UP_JUMP_HEIGHT, ECSB_UP_JUMP_HEIGHT, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_PHOENIX, CSB_BIT_PHOENIX, ECSB_PHOENIX, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_STEALTH, CSB_BIT_UP_STEALTH, ECSB_UP_STEALTH, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_MINIMAPTRESURE, CSB_BIT_MINIMAP_TRESURE, ECSB_MINIMAP_TRESURE, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_RECALL, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Move, doMove>),
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NanoPower(EST_RECALL_GROUP, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Move, doMove>),
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NanoPower(EST_RETROROCKET_SELF, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_PHOENIX_GROUP, CSB_BIT_NONE, ECSB_NONE, nanoPower<sSkillResult_Resurrect, doResurrect>),
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NanoPower(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT1, ECSB_STIMPAKSLOT1, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT2, ECSB_STIMPAKSLOT2, nanoPower<sSkillResult_Buff, doBuff>),
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NanoPower(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT3, ECSB_STIMPAKSLOT3, nanoPower<sSkillResult_Buff, doBuff>)
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};
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}; // namespace
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#pragma endregion
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#pragma region Mob Powers
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namespace Combat {
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bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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CNSocket *sock = nullptr;
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Player *plr = nullptr;
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bool doDamageNDebuff(Mob* mob, sSkillResult_Damage_N_Debuff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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CNSocket* sock = nullptr;
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Player* plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == targetID) {
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@ -534,7 +431,7 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
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if (plr->iConditionBitFlag & CSB_BIT_FREEDOM)
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respdata[i].bProtected = 1;
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else {
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if (!(plr->iConditionBitFlag & bitFlag)) {
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if (!(plr->iConditionBitFlag & bitFlag)) {
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
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pkt.eCSTB = timeBuffID; // eCharStatusTimeBuffID
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pkt.eTBU = 1; // eTimeBuffUpdate
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@ -564,7 +461,7 @@ bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, in
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return true;
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}
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bool doHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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if (NPCManager::NPCs.find(targetID) == NPCManager::NPCs.end()) {
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std::cout << "[WARN] doHeal: NPC ID not found" << std::endl;
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return false;
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@ -591,7 +488,7 @@ bool doHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, i
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return true;
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}
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bool doReturnHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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bool doReturnHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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int healedAmount = amount * mob->maxHealth / 1000;
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mob->appearanceData.iHP += healedAmount;
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if (mob->appearanceData.iHP > mob->maxHealth)
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@ -605,8 +502,8 @@ bool doReturnHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targe
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return true;
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}
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bool doDamage(Mob *mob, sSkillResult_Damage *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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Player *plr = nullptr;
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bool doDamage(Mob* mob, sSkillResult_Damage* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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Player* plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == targetID) {
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@ -644,14 +541,14 @@ bool doDamage(Mob *mob, sSkillResult_Damage *respdata, int i, int32_t targetID,
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return true;
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}
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bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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// this sanity check is VERY important
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if (i != 0) {
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std::cout << "[WARN] Mob attempted to leech more than one player!" << std::endl;
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return false;
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}
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Player *plr = nullptr;
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Player* plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == targetID) {
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@ -666,7 +563,7 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID,
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return false;
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}
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sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP));
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sSkillResult_Damage* damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP));
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int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000;
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@ -702,8 +599,8 @@ bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID,
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return true;
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}
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bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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Player *plr = nullptr;
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bool doBatteryDrain(Mob* mob, sSkillResult_BatteryDrain* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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Player* plr = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == targetID) {
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@ -725,7 +622,8 @@ bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_
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respdata[i].bProtected = 1;
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respdata[i].iDrainW = 0;
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respdata[i].iDrainN = 0;
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} else {
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}
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else {
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respdata[i].bProtected = 0;
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respdata[i].iDrainW = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36;
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respdata[i].iDrainN = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36;
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@ -739,7 +637,7 @@ bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_
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return true;
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}
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bool doBuff(Mob *mob, sSkillResult_Buff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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bool doBuff(Mob* mob, sSkillResult_Buff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
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respdata[i].eCT = 4;
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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mob->appearanceData.iConditionBitFlag |= bitFlag;
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@ -749,10 +647,10 @@ bool doBuff(Mob *mob, sSkillResult_Buff *respdata, int i, int32_t targetID, int3
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}
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template<class sPAYLOAD,
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bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
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void mobPower(Mob *mob, std::vector<int> targetData,
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int16_t skillID, int16_t duration, int16_t amount,
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int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
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bool (*work)(EntityRef, sPAYLOAD*, int, int32_t, int32_t, int16_t, int16_t, int16_t)>
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void power(EntityRef ref, std::vector<int> targetData,
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int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount,
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int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
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size_t resplen;
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// special case since leech is atypically encoded
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if (skillType == EST_BLOODSUCKING)
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@ -769,8 +667,8 @@ void mobPower(Mob *mob, std::vector<int> targetData,
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_NPC_SKILL_HIT *resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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sPAYLOAD *respdata = (sPAYLOAD*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_HIT));
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sP_FE2CL_NPC_SKILL_HIT* resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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sPAYLOAD* respdata = (sPAYLOAD*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
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resp->iNPC_ID = mob->appearanceData.iNPC_ID;
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resp->iSkillID = skillID;
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@ -781,24 +679,49 @@ void mobPower(Mob *mob, std::vector<int> targetData,
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resp->iTargetCnt = targetData[0];
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for (int i = 0; i < targetData[0]; i++)
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if (!work(mob, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount))
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if (!work(mob, respdata, i, targetData[i + 1], bitFlag, timeBuffID, duration, amount))
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return;
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NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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// nano power dispatch table
|
||||
std::vector<MobPower> MobPowers = {
|
||||
MobPower(EST_STUN, CSB_BIT_STUN, ECSB_STUN, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
MobPower(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
|
||||
MobPower(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doReturnHeal>),
|
||||
MobPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
MobPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Damage, doDamage>),
|
||||
MobPower(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_BatteryDrain, doBatteryDrain>),
|
||||
MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
MobPower(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doLeech>),
|
||||
MobPower(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, mobPower<sSkillResult_Buff, doBuff>)
|
||||
std::vector<Power> Powers = {
|
||||
Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doHeal>),
|
||||
Power(EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, ECSB_BOUNDINGBALL, power<sSkillResult_Buff, doDebuff>),
|
||||
Power(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
Power(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Damage, doDamage>),
|
||||
Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doLeech>),
|
||||
Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
Power(EST_REWARDBLOB, CSB_BIT_REWARD_BLOB, ECSB_REWARD_BLOB, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_RUN, CSB_BIT_UP_MOVE_SPEED, ECSB_UP_MOVE_SPEED, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_REWARDCASH, CSB_BIT_REWARD_CASH, ECSB_REWARD_CASH, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_PROTECTBATTERY, CSB_BIT_PROTECT_BATTERY, ECSB_PROTECT_BATTERY, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_MINIMAPENEMY, CSB_BIT_MINIMAP_ENEMY, ECSB_MINIMAP_ENEMY, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_PROTECTINFECTION, CSB_BIT_PROTECT_INFECTION, ECSB_PROTECT_INFECTION, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_JUMP, CSB_BIT_UP_JUMP_HEIGHT, ECSB_UP_JUMP_HEIGHT, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_PHOENIX, CSB_BIT_PHOENIX, ECSB_PHOENIX, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_STEALTH, CSB_BIT_UP_STEALTH, ECSB_UP_STEALTH, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_MINIMAPTRESURE, CSB_BIT_MINIMAP_TRESURE, ECSB_MINIMAP_TRESURE, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_RECALL, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Move, doMove>),
|
||||
Power(EST_RECALL_GROUP, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Move, doMove>),
|
||||
Power(EST_RETROROCKET_SELF, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_PHOENIX_GROUP, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Resurrect, doResurrect>),
|
||||
Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT1, ECSB_STIMPAKSLOT1, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT2, ECSB_STIMPAKSLOT2, power<sSkillResult_Buff, doBuff>),
|
||||
Power(EST_NANOSTIMPAK, CSB_BIT_STIMPAKSLOT3, ECSB_STIMPAKSLOT3, power<sSkillResult_Buff, doBuff>),
|
||||
//
|
||||
Power(EST_STUN, CSB_BIT_STUN, ECSB_STUN, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
Power(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doHeal>),
|
||||
Power(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doReturnHeal>),
|
||||
Power(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
Power(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Damage, doDamage>),
|
||||
Power(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_BatteryDrain, doBatteryDrain>),
|
||||
Power(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, power<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
|
||||
Power(EST_BLOODSUCKING, CSB_BIT_NONE, ECSB_NONE, power<sSkillResult_Heal_HP, doLeech>),
|
||||
Power(EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, power<sSkillResult_Buff, doBuff>)
|
||||
};
|
||||
|
||||
}; // namespace
|
||||
#pragma endregion
|
||||
|
@ -5,13 +5,13 @@
|
||||
|
||||
typedef void (*PowerHandler)(CNSocket*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
|
||||
|
||||
struct NanoPower {
|
||||
struct Power {
|
||||
int16_t skillType;
|
||||
int32_t bitFlag;
|
||||
int16_t timeBuffID;
|
||||
PowerHandler handler;
|
||||
|
||||
NanoPower(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
|
||||
Power(int16_t s, int32_t b, int16_t t, PowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
|
||||
|
||||
void handle(CNSocket *sock, std::vector<int> targetData, int16_t nanoID, int16_t skillID, int16_t duration, int16_t amount) {
|
||||
if (handler == nullptr)
|
||||
@ -21,24 +21,6 @@ struct NanoPower {
|
||||
}
|
||||
};
|
||||
|
||||
typedef void (*MobPowerHandler)(Mob*, std::vector<int>, int16_t, int16_t, int16_t, int16_t, int32_t, int16_t);
|
||||
|
||||
struct MobPower {
|
||||
int16_t skillType;
|
||||
int32_t bitFlag;
|
||||
int16_t timeBuffID;
|
||||
MobPowerHandler handler;
|
||||
|
||||
MobPower(int16_t s, int32_t b, int16_t t, MobPowerHandler h) : skillType(s), bitFlag(b), timeBuffID(t), handler(h) {}
|
||||
|
||||
void handle(Mob *mob, std::vector<int> targetData, int16_t skillID, int16_t duration, int16_t amount) {
|
||||
if (handler == nullptr)
|
||||
return;
|
||||
|
||||
handler(mob, targetData, skillID, duration, amount, skillType, bitFlag, timeBuffID);
|
||||
}
|
||||
};
|
||||
|
||||
struct SkillData {
|
||||
int skillType;
|
||||
int targetType;
|
||||
@ -49,16 +31,12 @@ struct SkillData {
|
||||
int powerIntensity[4];
|
||||
};
|
||||
|
||||
namespace Nanos {
|
||||
extern std::vector<NanoPower> NanoPowers;
|
||||
namespace Abilities {
|
||||
extern std::vector<Power> Powers;
|
||||
extern std::map<int32_t, SkillData> SkillTable;
|
||||
|
||||
void nanoUnbuff(CNSocket* sock, std::vector<int> targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower);
|
||||
void removeBuff(CNSocket* sock, std::vector<int> targetData, int32_t bitFlag, int16_t timeBuffID, int16_t amount, bool groupPower);
|
||||
int applyBuff(CNSocket* sock, int skillID, int eTBU, int eTBT, int32_t groupFlags);
|
||||
|
||||
std::vector<int> findTargets(Player* plr, int skillID, CNPacketData* data = nullptr);
|
||||
}
|
||||
|
||||
namespace Combat {
|
||||
extern std::vector<MobPower> MobPowers;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user