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https://github.com/OpenFusionProject/OpenFusion.git
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Implemented GM SpecialState Handling
Co-authored-by: dongresource <dongresource@protonmail.com>
This commit is contained in:
@@ -25,6 +25,7 @@ void MobManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_END, combatEnd);
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REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff);
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_CHARs, pcAttackChars);
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}
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void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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@@ -212,8 +213,11 @@ void MobManager::killMob(CNSocket *sock, Mob *mob) {
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mob->appearanceData.iConditionBitFlag = 0;
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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giveReward(sock);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr) {
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giveReward(sock);
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MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
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}
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mob->despawned = false;
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}
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@@ -620,3 +624,92 @@ std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool
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return ret;
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}
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void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
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std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
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return;
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}
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int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs));
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if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) {
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std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult);
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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_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf;
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sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC));
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resp->iTargetCnt = pkt->iTargetCnt;
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for (int i = 0; i < pkt->iTargetCnt; i++) {
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if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
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Player *target = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second.plr->iID == pktdata[i*2]) {
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target = pair.second.plr;
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break;
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}
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}
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if (target == nullptr) {
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// you shall not pass
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std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
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return;
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}
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target->HP -= 100;
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respdata[i].eCT = pktdata[i*2+1];
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respdata[i].iID = target->iID;
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respdata[i].iDamage = 100;
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respdata[i].iHP = target->HP;
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respdata[i].iHitFlag = 2; // hitscan, not a rocket or a grenade
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} else { // eCT == 4; attack mob
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if (Mobs.find(pktdata[i*2]) == Mobs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
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return;
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}
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Mob *mob = Mobs[pktdata[i*2]];
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std::pair<int,int> damage;
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if (pkt->iTargetCnt > 1)
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damage = getDamage(plr->groupDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
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else
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damage = getDamage(plr->pointDamage, (int)mob->data["m_iProtection"], true, (int)mob->data["m_iNpcLevel"]);
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damage.first = hitMob(sock, mob, damage.first);
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respdata[i].eCT = pktdata[i*2+1];
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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}
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen);
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// a bit of a hack: these are the same size, so we can reuse the response packet
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assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_CHARs));
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sP_FE2CL_PC_ATTACK_CHARs *resp1 = (sP_FE2CL_PC_ATTACK_CHARs*)respbuf;
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resp1->iPC_ID = plr->iID;
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// send to other players
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PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_CHARs, resplen);
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}
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