mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-09-30 19:50:05 +00:00
[refactor] Remove the word 'Manager' from most source files/namespaces
ChatManager -> Chat MissionManager -> Missions NanoManager -> Nanos TransportManager -> Transport ChunkManager -> Chunking BuddyManager -> Buddies GroupManager -> Groups RacingManager -> Racing ItemManager -> Items NPCManager and PlayerManager remain. Note: You can use git log --follow src/file.cpp to trace the history of a file from before it was renamed.
This commit is contained in:
811
src/Items.cpp
Normal file
811
src/Items.cpp
Normal file
@@ -0,0 +1,811 @@
|
||||
#include "CNShardServer.hpp"
|
||||
#include "CNStructs.hpp"
|
||||
#include "Items.hpp"
|
||||
#include "PlayerManager.hpp"
|
||||
#include "Nanos.hpp"
|
||||
#include "NPCManager.hpp"
|
||||
#include "Player.hpp"
|
||||
#include "Abilities.hpp"
|
||||
#include "Missions.hpp"
|
||||
|
||||
#include <string.h> // for memset()
|
||||
#include <assert.h>
|
||||
|
||||
using namespace Items;
|
||||
|
||||
std::map<std::pair<int32_t, int32_t>, Items::Item> Items::ItemData;
|
||||
std::map<int32_t, CrocPotEntry> Items::CrocPotTable;
|
||||
std::map<int32_t, std::vector<int>> Items::RarityRatios;
|
||||
std::map<int32_t, Crate> Items::Crates;
|
||||
// pair Itemset, Rarity -> vector of pointers (map iterators) to records in ItemData
|
||||
std::map<std::pair<int32_t, int32_t>, std::vector<std::map<std::pair<int32_t, int32_t>, Items::Item>::iterator>> Items::CrateItems;
|
||||
std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> Items::CodeItems;
|
||||
|
||||
std::map<int32_t, MobDropChance> Items::MobDropChances;
|
||||
std::map<int32_t, MobDrop> Items::MobDrops;
|
||||
|
||||
#ifdef ACADEMY
|
||||
std::map<int32_t, int32_t> Items::NanoCapsules; // crate id -> nano id
|
||||
|
||||
static void nanoCapsuleHandler(CNSocket* sock, int slot, sItemBase *chest) {
|
||||
Player* plr = PlayerManager::getPlayer(sock);
|
||||
int32_t nanoId = NanoCapsules[chest->iID];
|
||||
|
||||
// chest opening acknowledgement packet
|
||||
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
|
||||
resp.iSlotNum = slot;
|
||||
|
||||
// in order to remove capsule form inventory, we have to send item reward packet with empty item
|
||||
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
|
||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||
|
||||
// we know it's only one trailing struct, so we can skip full validation
|
||||
uint8_t respbuf[resplen]; // not a variable length array, don't worry
|
||||
sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
|
||||
sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
|
||||
|
||||
// don't forget to zero the buffer!
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
// maintain stats
|
||||
reward->m_iCandy = plr->money;
|
||||
reward->m_iFusionMatter = plr->fusionmatter;
|
||||
reward->iFatigue = 100; // prevents warning message
|
||||
reward->iFatigue_Level = 1;
|
||||
reward->iItemCnt = 1; // remember to update resplen if you change this
|
||||
reward->m_iBatteryN = plr->batteryN;
|
||||
reward->m_iBatteryW = plr->batteryW;
|
||||
|
||||
item->iSlotNum = slot;
|
||||
item->eIL = 1;
|
||||
|
||||
// update player serverside
|
||||
plr->Inven[slot] = item->sItem;
|
||||
|
||||
// transmit item
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||
|
||||
// transmit chest opening acknowledgement packet
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, sizeof(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC));
|
||||
|
||||
// check if player doesn't already have this nano
|
||||
if (plr->Nanos[nanoId].iID != 0) {
|
||||
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
|
||||
msg.iDuringTime = 4;
|
||||
std::string text = "You have already aquired this nano!";
|
||||
U8toU16(text, msg.szAnnounceMsg, sizeof(text));
|
||||
sock->sendPacket((void*)&msg, P_FE2CL_GM_REP_PC_ANNOUNCE, sizeof(sP_FE2CL_GM_REP_PC_ANNOUNCE));
|
||||
return;
|
||||
}
|
||||
Nanos::addNano(sock, nanoId, -1, false);
|
||||
}
|
||||
#endif
|
||||
|
||||
static int getRarity(Crate& crate, int itemSetId) {
|
||||
// find rarity ratio
|
||||
if (RarityRatios.find(crate.rarityRatioId) == RarityRatios.end()) {
|
||||
std::cout << "[WARN] Rarity Ratio " << crate.rarityRatioId << " not found!" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
std::vector<int> rarityRatio = RarityRatios[crate.rarityRatioId];
|
||||
|
||||
/*
|
||||
* First we have to check if specified item set contains items with all specified rarities,
|
||||
* and if not eliminate them from the draw
|
||||
* it is simpler to do here than to fix individually in the file
|
||||
*/
|
||||
|
||||
// remember that rarities start from 1!
|
||||
for (int i = 0; i < rarityRatio.size(); i++){
|
||||
if (CrateItems.find(std::make_pair(itemSetId, i+1)) == CrateItems.end())
|
||||
rarityRatio[i] = 0;
|
||||
}
|
||||
|
||||
int total = 0;
|
||||
for (int value : rarityRatio)
|
||||
total += value;
|
||||
|
||||
if (total == 0) {
|
||||
std::cout << "Item Set " << itemSetId << " has no items assigned?!" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// now return a random rarity number
|
||||
int randomNum = rand() % total;
|
||||
int rarity = 0;
|
||||
int sum = 0;
|
||||
do {
|
||||
sum += rarityRatio[rarity];
|
||||
rarity++;
|
||||
} while (sum <= randomNum);
|
||||
|
||||
return rarity;
|
||||
}
|
||||
|
||||
static int getCrateItem(sItemBase& result, int itemSetId, int rarity, int playerGender) {
|
||||
auto key = std::make_pair(itemSetId, rarity);
|
||||
|
||||
if (CrateItems.find(key) == CrateItems.end()) {
|
||||
std::cout << "[WARN] Item Set ID " << itemSetId << " Rarity " << rarity << " does not exist" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// only take into account items that have correct gender
|
||||
std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator> items;
|
||||
for (auto crateitem : CrateItems[key]) {
|
||||
int gender = crateitem->second.gender;
|
||||
// if gender is incorrect, exclude item
|
||||
if (gender != 0 && gender != playerGender)
|
||||
continue;
|
||||
items.push_back(crateitem);
|
||||
}
|
||||
|
||||
if (items.size() == 0) {
|
||||
std::cout << "[WARN] Set ID " << itemSetId << " Rarity " << rarity << " contains no valid items" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
auto item = items[rand() % items.size()];
|
||||
|
||||
result.iID = item->first.first;
|
||||
result.iType = item->first.second;
|
||||
result.iOpt = 1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int getItemSetId(Crate& crate, int crateId) {
|
||||
int itemSetsCount = crate.itemSets.size();
|
||||
if (itemSetsCount == 0) {
|
||||
std::cout << "[WARN] Crate " << crateId << " has no item sets assigned?!" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// if crate points to multiple itemSets, choose a random one
|
||||
int itemSetIndex = rand() % itemSetsCount;
|
||||
return crate.itemSets[itemSetIndex];
|
||||
}
|
||||
|
||||
static void 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;
|
||||
INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, resp);
|
||||
|
||||
Player* plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
// sanity check
|
||||
if (itemmove->iToSlotNum < 0 || itemmove->iFromSlotNum < 0)
|
||||
return;
|
||||
// NOTE: sending a no-op, "move in-place" packet is not necessary
|
||||
|
||||
if (plr->isTrading) {
|
||||
std::cout << "[WARN] Player attempted to move item while trading" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// get the fromItem
|
||||
sItemBase *fromItem;
|
||||
switch ((SlotType)itemmove->eFrom) {
|
||||
case SlotType::EQUIP:
|
||||
if (itemmove->iFromSlotNum >= AEQUIP_COUNT)
|
||||
return;
|
||||
|
||||
fromItem = &plr->Equip[itemmove->iFromSlotNum];
|
||||
break;
|
||||
case SlotType::INVENTORY:
|
||||
if (itemmove->iFromSlotNum >= AINVEN_COUNT)
|
||||
return;
|
||||
|
||||
fromItem = &plr->Inven[itemmove->iFromSlotNum];
|
||||
break;
|
||||
case SlotType::BANK:
|
||||
if (itemmove->iFromSlotNum >= ABANK_COUNT)
|
||||
return;
|
||||
|
||||
fromItem = &plr->Bank[itemmove->iFromSlotNum];
|
||||
break;
|
||||
default:
|
||||
std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eFrom << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// get the toItem
|
||||
sItemBase* toItem;
|
||||
switch ((SlotType)itemmove->eTo) {
|
||||
case SlotType::EQUIP:
|
||||
if (itemmove->iToSlotNum >= AEQUIP_COUNT)
|
||||
return;
|
||||
|
||||
toItem = &plr->Equip[itemmove->iToSlotNum];
|
||||
break;
|
||||
case SlotType::INVENTORY:
|
||||
if (itemmove->iToSlotNum >= AINVEN_COUNT)
|
||||
return;
|
||||
|
||||
toItem = &plr->Inven[itemmove->iToSlotNum];
|
||||
break;
|
||||
case SlotType::BANK:
|
||||
if (itemmove->iToSlotNum >= ABANK_COUNT)
|
||||
return;
|
||||
|
||||
toItem = &plr->Bank[itemmove->iToSlotNum];
|
||||
break;
|
||||
default:
|
||||
std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eTo << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// if equipping an item, validate that it's of the correct type for the slot
|
||||
if ((SlotType)itemmove->eTo == SlotType::EQUIP) {
|
||||
if (fromItem->iType == 10 && itemmove->iToSlotNum != 8)
|
||||
return; // vehicle in wrong slot
|
||||
else if (fromItem->iType != 10
|
||||
&& !(fromItem->iType == 0 && itemmove->iToSlotNum == 7)
|
||||
&& fromItem->iType != itemmove->iToSlotNum)
|
||||
return; // something other than a vehicle or a weapon in a non-matching slot
|
||||
else if (itemmove->iToSlotNum >= AEQUIP_COUNT) // TODO: reject slots >= 9?
|
||||
return; // invalid slot
|
||||
}
|
||||
|
||||
// save items to response
|
||||
resp.eTo = itemmove->eFrom;
|
||||
resp.eFrom = itemmove->eTo;
|
||||
resp.ToSlotItem = *toItem;
|
||||
resp.FromSlotItem = *fromItem;
|
||||
|
||||
// swap/stack items in session
|
||||
Item* itemDat = getItemData(toItem->iID, toItem->iType);
|
||||
Item* itemDatFrom = getItemData(fromItem->iID, fromItem->iType);
|
||||
if (itemDat != nullptr && itemDatFrom != nullptr && itemDat->stackSize > 1 && itemDat == itemDatFrom && fromItem->iOpt < itemDat->stackSize && toItem->iOpt < itemDat->stackSize) {
|
||||
// items are stackable, identical, and not maxed, so run stacking logic
|
||||
|
||||
toItem->iOpt += fromItem->iOpt; // sum counts
|
||||
fromItem->iOpt = 0; // deplete from item
|
||||
if (toItem->iOpt > itemDat->stackSize) {
|
||||
// handle overflow
|
||||
fromItem->iOpt += (toItem->iOpt - itemDat->stackSize); // add overflow to fromItem
|
||||
toItem->iOpt = itemDat->stackSize; // set toItem count to max
|
||||
}
|
||||
|
||||
if (fromItem->iOpt == 0) { // from item count depleted
|
||||
// delete item
|
||||
fromItem->iID = 0;
|
||||
fromItem->iType = 0;
|
||||
fromItem->iTimeLimit = 0;
|
||||
}
|
||||
|
||||
resp.iFromSlotNum = itemmove->iFromSlotNum;
|
||||
resp.iToSlotNum = itemmove->iToSlotNum;
|
||||
resp.FromSlotItem = *fromItem;
|
||||
resp.ToSlotItem = *toItem;
|
||||
} else {
|
||||
// items not stackable; just swap them
|
||||
sItemBase temp = *toItem;
|
||||
*toItem = *fromItem;
|
||||
*fromItem = temp;
|
||||
resp.iFromSlotNum = itemmove->iToSlotNum;
|
||||
resp.iToSlotNum = itemmove->iFromSlotNum;
|
||||
}
|
||||
|
||||
// send equip change to viewable players
|
||||
if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
|
||||
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
|
||||
|
||||
equipChange.iPC_ID = plr->iID;
|
||||
if (itemmove->eTo == (int)SlotType::EQUIP) {
|
||||
equipChange.iEquipSlotNum = itemmove->iToSlotNum;
|
||||
equipChange.EquipSlotItem = resp.FromSlotItem;
|
||||
} else {
|
||||
equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
|
||||
equipChange.EquipSlotItem = resp.ToSlotItem;
|
||||
}
|
||||
|
||||
// unequip vehicle if equip slot 8 is 0
|
||||
if (plr->Equip[8].iID == 0)
|
||||
plr->iPCState = 0;
|
||||
|
||||
// send equip event to other players
|
||||
PlayerManager::sendToViewable(sock, (void*)&equipChange, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
|
||||
|
||||
// set equipment stats serverside
|
||||
setItemStats(plr);
|
||||
}
|
||||
|
||||
// send response
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
|
||||
}
|
||||
|
||||
static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
|
||||
if (data->size != sizeof(sP_CL2FE_REQ_PC_ITEM_DELETE))
|
||||
return; // ignore the malformed packet
|
||||
|
||||
sP_CL2FE_REQ_PC_ITEM_DELETE* itemdel = (sP_CL2FE_REQ_PC_ITEM_DELETE*)data->buf;
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC, resp);
|
||||
|
||||
Player* plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
resp.eIL = itemdel->eIL;
|
||||
resp.iSlotNum = itemdel->iSlotNum;
|
||||
|
||||
// so, im not sure what this eIL thing does since you always delete items in inventory and not equips
|
||||
plr->Inven[itemdel->iSlotNum].iID = 0;
|
||||
plr->Inven[itemdel->iSlotNum].iType = 0;
|
||||
plr->Inven[itemdel->iSlotNum].iOpt = 0;
|
||||
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC));
|
||||
}
|
||||
|
||||
static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
|
||||
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_USE))
|
||||
return; // ignore the malformed packet
|
||||
sP_CL2FE_REQ_ITEM_USE* request = (sP_CL2FE_REQ_ITEM_USE*)data->buf;
|
||||
Player* player = PlayerManager::getPlayer(sock);
|
||||
|
||||
if (request->iSlotNum < 0 || request->iSlotNum >= AINVEN_COUNT)
|
||||
return; // sanity check
|
||||
|
||||
// gumball can only be used from inventory, so we ignore eIL
|
||||
sItemBase gumball = player->Inven[request->iSlotNum];
|
||||
sNano nano = player->Nanos[player->equippedNanos[request->iNanoSlot]];
|
||||
|
||||
// sanity check, check if gumball exists
|
||||
if (!(gumball.iOpt > 0 && gumball.iType == 7 && gumball.iID>=119 && gumball.iID<=121)) {
|
||||
std::cout << "[WARN] Gumball not found" << std::endl;
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ITEM_USE_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_USE_FAIL));
|
||||
return;
|
||||
}
|
||||
|
||||
// sanity check, check if gumball type matches nano style
|
||||
int nanoStyle = Nanos::nanoStyle(nano.iID);
|
||||
if (!((gumball.iID == 119 && nanoStyle == 0) ||
|
||||
( gumball.iID == 120 && nanoStyle == 1) ||
|
||||
( gumball.iID == 121 && nanoStyle == 2))) {
|
||||
std::cout << "[WARN] Gumball type doesn't match nano type" << std::endl;
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
|
||||
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ITEM_USE_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_USE_FAIL));
|
||||
return;
|
||||
}
|
||||
|
||||
gumball.iOpt -= 1;
|
||||
if (gumball.iOpt == 0)
|
||||
gumball = {};
|
||||
|
||||
size_t resplen = sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC) + sizeof(sSkillResult_Buff);
|
||||
|
||||
// validate response packet
|
||||
if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC), 1, sizeof(sSkillResult_Buff))) {
|
||||
std::cout << "[WARN] bad sP_FE2CL_REP_PC_ITEM_USE_SUCC packet size" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
if (gumball.iOpt == 0)
|
||||
gumball = {};
|
||||
|
||||
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf;
|
||||
sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
|
||||
resp->iPC_ID = player->iID;
|
||||
resp->eIL = 1;
|
||||
resp->iSlotNum = request->iSlotNum;
|
||||
resp->RemainItem = gumball;
|
||||
resp->iTargetCnt = 1;
|
||||
resp->eST = EST_NANOSTIMPAK;
|
||||
resp->iSkillID = 144;
|
||||
|
||||
int value1 = CSB_BIT_STIMPAKSLOT1 << request->iNanoSlot;
|
||||
int value2 = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
|
||||
|
||||
respdata->eCT = 1;
|
||||
respdata->iID = player->iID;
|
||||
respdata->iConditionBitFlag = value1;
|
||||
|
||||
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
|
||||
pkt.eCSTB = value2; // eCharStatusTimeBuffID
|
||||
pkt.eTBU = 1; // eTimeBuffUpdate
|
||||
pkt.eTBT = 1; // eTimeBuffType 1 means nano
|
||||
pkt.iConditionBitFlag = player->iConditionBitFlag |= value1;
|
||||
sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
|
||||
|
||||
sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen);
|
||||
// update inventory serverside
|
||||
player->Inven[resp->iSlotNum] = resp->RemainItem;
|
||||
|
||||
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, value1);
|
||||
time_t until = getTime() + (time_t)Nanos::SkillTable[144].durationTime[0] * 100;
|
||||
NPCManager::EggBuffs[key] = until;
|
||||
}
|
||||
|
||||
static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
|
||||
if (data->size != sizeof(sP_CL2FE_REQ_PC_BANK_OPEN))
|
||||
return; // ignore the malformed packet
|
||||
|
||||
Player* plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
// just send bank inventory
|
||||
INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
|
||||
for (int i = 0; i < ABANK_COUNT; i++) {
|
||||
resp.aBank[i] = plr->Bank[i];
|
||||
}
|
||||
resp.iExtraBank = 1;
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC, sizeof(sP_FE2CL_REP_PC_BANK_OPEN_SUCC));
|
||||
}
|
||||
|
||||
static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
|
||||
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_CHEST_OPEN))
|
||||
return; // ignore the malformed packet
|
||||
|
||||
sP_CL2FE_REQ_ITEM_CHEST_OPEN *pkt = (sP_CL2FE_REQ_ITEM_CHEST_OPEN *)data->buf;
|
||||
|
||||
// sanity check
|
||||
if (pkt->eIL != 1 || pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT)
|
||||
return;
|
||||
|
||||
Player *plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
sItemBase *chest = &plr->Inven[pkt->iSlotNum];
|
||||
// we could reject the packet if the client thinks the item is different, but eh
|
||||
|
||||
if (chest->iType != 9) {
|
||||
std::cout << "[WARN] Player tried to open a crate with incorrect iType ?!" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef ACADEMY
|
||||
// check if chest isn't a nano capsule
|
||||
if (NanoCapsules.find(chest->iID) != NanoCapsules.end())
|
||||
return nanoCapsuleHandler(sock, pkt->iSlotNum, chest);
|
||||
#endif
|
||||
|
||||
// chest opening acknowledgement packet
|
||||
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
|
||||
resp.iSlotNum = pkt->iSlotNum;
|
||||
|
||||
// item giving packet
|
||||
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
|
||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||
// we know it's only one trailing struct, so we can skip full validation
|
||||
|
||||
uint8_t respbuf[resplen]; // not a variable length array, don't worry
|
||||
sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
|
||||
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
|
||||
|
||||
// don't forget to zero the buffer!
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
// maintain stats
|
||||
reward->m_iCandy = plr->money;
|
||||
reward->m_iFusionMatter = plr->fusionmatter;
|
||||
reward->iFatigue = 100; // prevents warning message
|
||||
reward->iFatigue_Level = 1;
|
||||
reward->iItemCnt = 1; // remember to update resplen if you change this
|
||||
reward->m_iBatteryN = plr->batteryN;
|
||||
reward->m_iBatteryW = plr->batteryW;
|
||||
|
||||
item->iSlotNum = pkt->iSlotNum;
|
||||
item->eIL = 1;
|
||||
|
||||
int itemSetId = -1, rarity = -1, ret = -1;
|
||||
bool failing = false;
|
||||
|
||||
// find the crate
|
||||
if (Crates.find(chest->iID) == Crates.end()) {
|
||||
std::cout << "[WARN] Crate " << chest->iID << " not found!" << std::endl;
|
||||
failing = true;
|
||||
}
|
||||
Crate& crate = Crates[chest->iID];
|
||||
|
||||
if (!failing)
|
||||
itemSetId = getItemSetId(crate, chest->iID);
|
||||
if (itemSetId == -1)
|
||||
failing = true;
|
||||
|
||||
if (!failing)
|
||||
rarity = getRarity(crate, itemSetId);
|
||||
if (rarity == -1)
|
||||
failing = true;
|
||||
|
||||
if (!failing)
|
||||
ret = getCrateItem(item->sItem, itemSetId, rarity, plr->PCStyle.iGender);
|
||||
if (ret == -1)
|
||||
failing = true;
|
||||
|
||||
// if we failed to open a crate, at least give the player a gumball (suggested by Jade)
|
||||
if (failing) {
|
||||
item->sItem.iType = 7;
|
||||
item->sItem.iID = 119 + (rand() % 3);
|
||||
item->sItem.iOpt = 1;
|
||||
}
|
||||
// update player
|
||||
plr->Inven[pkt->iSlotNum] = item->sItem;
|
||||
|
||||
// transmit item
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||
|
||||
// transmit chest opening acknowledgement packet
|
||||
std::cout << "opening chest..." << std::endl;
|
||||
sock->sendPacket((void*)&resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, sizeof(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC));
|
||||
}
|
||||
|
||||
// TODO: use this in cleaned up Items
|
||||
int Items::findFreeSlot(Player *plr) {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < AINVEN_COUNT; i++)
|
||||
if (plr->Inven[i].iType == 0 && plr->Inven[i].iID == 0 && plr->Inven[i].iOpt == 0)
|
||||
return i;
|
||||
|
||||
// not found
|
||||
return -1;
|
||||
}
|
||||
|
||||
Item* Items::getItemData(int32_t id, int32_t type) {
|
||||
if(ItemData.find(std::make_pair(id, type)) != ItemData.end())
|
||||
return &ItemData[std::make_pair(id, type)];
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Items::checkItemExpire(CNSocket* sock, Player* player) {
|
||||
if (player->toRemoveVehicle.eIL == 0 && player->toRemoveVehicle.iSlotNum == 0)
|
||||
return;
|
||||
|
||||
/* prepare packet
|
||||
* yes, this is a varadic packet, however analyzing client behavior and code
|
||||
* it only checks takes the first item sent into account
|
||||
* yes, this is very stupid
|
||||
* therefore, we delete all but 1 expired vehicle while loading player
|
||||
* to delete the last one here so player gets a notification
|
||||
*/
|
||||
|
||||
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
|
||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||
// we know it's only one trailing struct, so we can skip full validation
|
||||
uint8_t respbuf[resplen]; // not a variable length array, don't worry
|
||||
sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM* packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
|
||||
sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM));
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
packet->iItemListCount = 1;
|
||||
itemData->eIL = player->toRemoveVehicle.eIL;
|
||||
itemData->iSlotNum = player->toRemoveVehicle.iSlotNum;
|
||||
sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen);
|
||||
|
||||
// delete serverside
|
||||
if (player->toRemoveVehicle.eIL == 0)
|
||||
memset(&player->Equip[8], 0, sizeof(sItemBase));
|
||||
else
|
||||
memset(&player->Inven[player->toRemoveVehicle.iSlotNum], 0, sizeof(sItemBase));
|
||||
|
||||
player->toRemoveVehicle.eIL = 0;
|
||||
player->toRemoveVehicle.iSlotNum = 0;
|
||||
}
|
||||
|
||||
void Items::setItemStats(Player* plr) {
|
||||
|
||||
plr->pointDamage = 8 + plr->level * 2;
|
||||
plr->groupDamage = 8 + plr->level * 2;
|
||||
plr->fireRate = 0;
|
||||
plr->defense = 16 + plr->level * 4;
|
||||
|
||||
Item* itemStatsDat;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
itemStatsDat = getItemData(plr->Equip[i].iID, plr->Equip[i].iType);
|
||||
if (itemStatsDat == nullptr) {
|
||||
std::cout << "[WARN] setItemStats(): getItemData() returned NULL" << std::endl;
|
||||
continue;
|
||||
}
|
||||
plr->pointDamage += itemStatsDat->pointDamage;
|
||||
plr->groupDamage += itemStatsDat->groupDamage;
|
||||
plr->fireRate += itemStatsDat->fireRate;
|
||||
plr->defense += itemStatsDat->defense;
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: work around the invisible weapon bug
|
||||
// TODO: I don't think this makes a difference at all? Check and remove, if necessary.
|
||||
void Items::updateEquips(CNSocket* sock, Player* plr) {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp);
|
||||
|
||||
resp.iPC_ID = plr->iID;
|
||||
resp.iEquipSlotNum = i;
|
||||
resp.EquipSlotItem = plr->Equip[i];
|
||||
|
||||
PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
|
||||
}
|
||||
}
|
||||
|
||||
static void getMobDrop(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) {
|
||||
reward->iType = 9;
|
||||
reward->iOpt = 1;
|
||||
|
||||
int total = 0;
|
||||
for (int ratio : chance->cratesRatio)
|
||||
total += ratio;
|
||||
|
||||
// randomizing a crate
|
||||
int randomNum = rolled % total;
|
||||
int i = 0;
|
||||
int sum = 0;
|
||||
do {
|
||||
reward->iID = drop->crateIDs[i];
|
||||
sum += chance->cratesRatio[i];
|
||||
i++;
|
||||
}
|
||||
while (sum<=randomNum);
|
||||
}
|
||||
|
||||
static void giveEventDrop(CNSocket* sock, Player* player, int rolled) {
|
||||
// random drop chance
|
||||
if (rand() % 100 > settings::EVENTCRATECHANCE)
|
||||
return;
|
||||
|
||||
// no slot = no reward
|
||||
int slot = findFreeSlot(player);
|
||||
if (slot == -1)
|
||||
return;
|
||||
|
||||
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
|
||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||
|
||||
uint8_t respbuf[resplen];
|
||||
sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
|
||||
sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
|
||||
|
||||
// don't forget to zero the buffer!
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
// leave everything here as it is
|
||||
reward->m_iCandy = player->money;
|
||||
reward->m_iFusionMatter = player->fusionmatter;
|
||||
reward->m_iBatteryN = player->batteryN;
|
||||
reward->m_iBatteryW = player->batteryW;
|
||||
reward->iFatigue = 100; // prevents warning message
|
||||
reward->iFatigue_Level = 1;
|
||||
reward->iItemCnt = 1; // remember to update resplen if you change this
|
||||
|
||||
// which crate to drop
|
||||
int crateId;
|
||||
switch (settings::EVENTMODE) {
|
||||
// knishmas
|
||||
case 1: crateId = 1187; break;
|
||||
// halloween
|
||||
case 2: crateId = 1181; break;
|
||||
// spring
|
||||
case 3: crateId = 1126; break;
|
||||
// what
|
||||
default:
|
||||
std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
item->sItem.iType = 9;
|
||||
item->sItem.iID = crateId;
|
||||
item->sItem.iOpt = 1;
|
||||
item->iSlotNum = slot;
|
||||
item->eIL = 1; // Inventory Location. 1 means player inventory.
|
||||
|
||||
// update player
|
||||
player->Inven[slot] = item->sItem;
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||
}
|
||||
|
||||
void Items::giveMobDrop(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions,
|
||||
int rolledCrate, int rolledCrateType, int rolledEvent) {
|
||||
Player *plr = PlayerManager::getPlayer(sock);
|
||||
|
||||
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
|
||||
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
|
||||
// we know it's only one trailing struct, so we can skip full validation
|
||||
|
||||
uint8_t respbuf[resplen]; // not a variable length array, don't worry
|
||||
sP_FE2CL_REP_REWARD_ITEM *reward = (sP_FE2CL_REP_REWARD_ITEM *)respbuf;
|
||||
sItemReward *item = (sItemReward *)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
|
||||
|
||||
// don't forget to zero the buffer!
|
||||
memset(respbuf, 0, resplen);
|
||||
|
||||
// sanity check
|
||||
if (MobDrops.find(mob->dropType) == MobDrops.end()) {
|
||||
std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl;
|
||||
return;
|
||||
}
|
||||
// find correct mob drop
|
||||
MobDrop& drop = MobDrops[mob->dropType];
|
||||
|
||||
plr->money += drop.taros;
|
||||
// money nano boost
|
||||
if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
|
||||
int boost = 0;
|
||||
if (Nanos::getNanoBoost(plr)) // for gumballs
|
||||
boost = 1;
|
||||
plr->money += drop.taros * (5 + boost) / 25;
|
||||
}
|
||||
// formula for scaling FM with player/mob level difference
|
||||
// TODO: adjust this better
|
||||
int levelDifference = plr->level - mob->level;
|
||||
int fm = drop.fm;
|
||||
if (levelDifference > 0)
|
||||
fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
|
||||
// scavenger nano boost
|
||||
if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
|
||||
int boost = 0;
|
||||
if (Nanos::getNanoBoost(plr)) // for gumballs
|
||||
boost = 1;
|
||||
fm += fm * (5 + boost) / 25;
|
||||
}
|
||||
|
||||
Missions::updateFusionMatter(sock, fm);
|
||||
|
||||
// give boosts 1 in 3 times
|
||||
if (drop.boosts > 0) {
|
||||
if (rolledPotions % 3 == 0)
|
||||
plr->batteryN += drop.boosts;
|
||||
if (rolledBoosts % 3 == 0)
|
||||
plr->batteryW += drop.boosts;
|
||||
}
|
||||
// caps
|
||||
if (plr->batteryW > 9999)
|
||||
plr->batteryW = 9999;
|
||||
if (plr->batteryN > 9999)
|
||||
plr->batteryN = 9999;
|
||||
|
||||
// simple rewards
|
||||
reward->m_iCandy = plr->money;
|
||||
reward->m_iFusionMatter = plr->fusionmatter;
|
||||
reward->m_iBatteryN = plr->batteryN;
|
||||
reward->m_iBatteryW = plr->batteryW;
|
||||
reward->iFatigue = 100; // prevents warning message
|
||||
reward->iFatigue_Level = 1;
|
||||
reward->iItemCnt = 1; // remember to update resplen if you change this
|
||||
|
||||
int slot = findFreeSlot(plr);
|
||||
|
||||
bool awardDrop = false;
|
||||
MobDropChance *chance = nullptr;
|
||||
// sanity check
|
||||
if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) {
|
||||
std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
|
||||
return; // this also prevents holiday crate drops, but oh well
|
||||
} else {
|
||||
chance = &MobDropChances[drop.dropChanceType];
|
||||
awardDrop = (rolledCrate % 1000 < chance->dropChance);
|
||||
}
|
||||
|
||||
// no drop
|
||||
if (slot == -1 || !awardDrop) {
|
||||
// no room for an item, but you still get FM and taros
|
||||
reward->iItemCnt = 0;
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
|
||||
} else {
|
||||
// item reward
|
||||
getMobDrop(&item->sItem, &drop, chance, rolledCrateType);
|
||||
item->iSlotNum = slot;
|
||||
item->eIL = 1; // Inventory Location. 1 means player inventory.
|
||||
|
||||
// update player
|
||||
plr->Inven[slot] = item->sItem;
|
||||
|
||||
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
|
||||
}
|
||||
|
||||
// event crates
|
||||
if (settings::EVENTMODE != 0)
|
||||
giveEventDrop(sock, plr, rolledEvent);
|
||||
}
|
||||
|
||||
void Items::init() {
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
|
||||
// this one is for gumballs
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_USE, itemUseHandler);
|
||||
// Bank
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler);
|
||||
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_CHEST_OPEN, chestOpenHandler);
|
||||
}
|
Reference in New Issue
Block a user