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0d26ff5370
Author | SHA1 | Date | |
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0d26ff5370 | ||
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d8b63a043e | ||
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f2447cd940 | ||
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97dca62fd0 | ||
d3bef95a7f |
@ -359,23 +359,19 @@ static void npcRotateCommand(std::string full, std::vector<std::string>& args, C
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int angle = (plr->angle + 180) % 360;
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NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
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// if it's a gruntwork NPC, rotate in-place
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if (TableData::RunningMobs.find(npc->id) != TableData::RunningMobs.end()) {
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NPCManager::updateNPCPosition(npc->id, npc->x, npc->y, npc->z, npc->instanceID, angle);
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bool isGruntworkNpc = true;
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for gruntwork NPC "
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+ std::to_string(npc->id));
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} else {
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// add a rotation entry to the gruntwork file, unless it's already a gruntwork NPC
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if (TableData::RunningMobs.find(npc->id) == TableData::RunningMobs.end()) {
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TableData::RunningNPCRotations[npc->id] = angle;
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) + " for NPC "
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+ std::to_string(npc->id));
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isGruntworkNpc = false;
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}
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// update rotation clientside
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INITSTRUCT(sP_FE2CL_NPC_ENTER, pkt);
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pkt.NPCAppearanceData = npc->getAppearanceData();
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sock->sendPacket(pkt, P_FE2CL_NPC_ENTER);
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Chat::sendServerMessage(sock, "[NPCR] Successfully set angle to " + std::to_string(angle) +
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" for " + (isGruntworkNpc ? "gruntwork " : "") + "NPC " + std::to_string(npc->id));
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// update rotation clientside by refreshing the player's chunks (same as the /refresh command)
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PlayerManager::updatePlayerPositionForWarp(sock, plr->x, plr->y, plr->z, plr->instanceID);
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}
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static void refreshCommand(std::string full, std::vector<std::string>& args, CNSocket* sock) {
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54
src/Eggs.cpp
54
src/Eggs.cpp
@ -26,6 +26,7 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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return;
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}
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SkillResult result = SkillResult();
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SkillData* skill = &Abilities::SkillTable[skillId];
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if(skill->drainType == SkillDrainType::PASSIVE) {
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// apply buff
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@ -50,12 +51,57 @@ void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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// no-op
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},
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&eggBuff);
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sSkillResult_Buff resultBuff{};
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resultBuff.eCT = plr->getCharType();
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resultBuff.iID = plr->getID();
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resultBuff.bProtected = false;
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resultBuff.iConditionBitFlag = plr->getCompositeCondition();
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result = SkillResult(sizeof(sSkillResult_Buff), &resultBuff);
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} else {
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int value = plr->getMaxHP() * skill->values[0][0] / 1000;
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sSkillResult_Damage resultDamage{};
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sSkillResult_Heal_HP resultHeal{};
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switch(skill->skillType)
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{
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case SkillType::DAMAGE:
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resultDamage.bProtected = false;
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resultDamage.eCT = plr->getCharType();
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resultDamage.iID = plr->getID();
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resultDamage.iDamage = plr->takeDamage(src, value);
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resultDamage.iHP = plr->getCurrentHP();
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result = SkillResult(sizeof(sSkillResult_Damage), &resultDamage);
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break;
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case SkillType::HEAL_HP:
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resultHeal.eCT = plr->getCharType();
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resultHeal.iID = plr->getID();
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resultHeal.iHealHP = plr->heal(src, value);
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resultHeal.iHP = plr->getCurrentHP();
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result = SkillResult(sizeof(sSkillResult_Heal_HP), &resultHeal);
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break;
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default:
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std::cout << "[WARN] oops, egg with active skill type " << (int)skill->skillType << " unhandled";
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return;
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}
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}
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// use skill
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std::vector<ICombatant*> targets;
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targets.push_back(dynamic_cast<ICombatant*>(plr));
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Abilities::useNPCSkill(src, skillId, targets);
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + result.size;
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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* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
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pkt->iNPC_ID = eggId;
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pkt->iSkillID = skillId;
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pkt->eST = (int32_t)skill->skillType;
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pkt->iTargetCnt = 1;
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if(result.size > 0) {
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void* attached = (void*)(pkt + 1);
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memcpy(attached, result.payload, result.size);
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}
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NPCManager::sendToViewable(src.getEntity(), pkt, P_FE2CL_NPC_SKILL_HIT, resplen);
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}
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static void eggStep(CNServer* serv, time_t currTime) {
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@ -416,6 +416,7 @@ static void revivePlayer(CNSocket* sock, CNPacketData* data) {
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default: // plain respawn
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plr->HP = PC_MAXHEALTH(plr->level) / 2;
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plr->clearBuffs(false);
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// fallthrough
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case ePCRegenType::Unstick: // warp away
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move = true;
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