#include "CNShardServer.hpp" #include "CNStructs.hpp" #include "NanoManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "CombatManager.hpp" void NanoManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_ACTIVE, nanoSummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_EQUIP, nanoEquipHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_UNEQUIP, nanoUnEquipHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO, nanoGMGiveHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_TUNE, nanoSkillSetHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO_SKILL, nanoSkillSetGMHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_SKILL_USE, nanoSkillUseHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_WARP_USE_RECALL, nanoRecallHandler); } void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_EQUIP)) return; // malformed packet sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf; INITSTRUCT(sP_FE2CL_REP_NANO_EQUIP_SUCC, resp); Player *plr = PlayerManager::getPlayer(sock); // sanity check if (nano->iNanoSlotNum > 2 || nano->iNanoSlotNum < 0) return; resp.iNanoID = nano->iNanoID; resp.iNanoSlotNum = nano->iNanoSlotNum; // Update player plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID; // unsummon nano if replaced if (plr->activeNano == plr->equippedNanos[nano->iNanoSlotNum]) summonNano(sock, -1); sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC)); } void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_UNEQUIP)) return; // malformed packet sP_CL2FE_REQ_NANO_UNEQUIP* nano = (sP_CL2FE_REQ_NANO_UNEQUIP*)data->buf; INITSTRUCT(sP_FE2CL_REP_NANO_UNEQUIP_SUCC, resp); Player *plr = PlayerManager::getPlayer(sock); // sanity check if (nano->iNanoSlotNum > 2 || nano->iNanoSlotNum < 0) return; resp.iNanoSlotNum = nano->iNanoSlotNum; // unsummon nano if removed if (plr->equippedNanos[nano->iNanoSlotNum] == plr->activeNano) summonNano(sock, -1); // update player plr->equippedNanos[nano->iNanoSlotNum] = 0; sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC)); } void NanoManager::nanoGMGiveHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_GIVE_NANO)) return; // ignore the malformed packet // Cmd: /nano sP_CL2FE_REQ_PC_GIVE_NANO* nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // Add nano to player addNano(sock, nano->iNanoID, 0); DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl; ) } void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_ACTIVE)) return; // malformed packet sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf; Player *plr = PlayerManager::getPlayer(sock); summonNano(sock, pkt->iNanoSlotNum); // Send to client DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl; ) } void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) { //if (data->size != sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)) // return; // malformed packet Player *plr = PlayerManager::getPlayer(sock); int16_t nanoId = plr->activeNano; int16_t skillId = plr->Nanos[nanoId].iSkillID; if (skillId == 1 || skillId == 13 || skillId == 42 || skillId == 59 || skillId == 78 || skillId == 103) nanoDebuff(sock, data, nanoId, skillId, 8, 512); // Stun else if (skillId == 2 || skillId == 7 || skillId == 12 || skillId == 38 || skillId == 53 || skillId == 61 || skillId == 82 || skillId == 92 || skillId == 98 ) nanoHeal(sock, data, nanoId, skillId, 333); // Heal else if (skillId == 5 || skillId == 25 || skillId == 66 || skillId == 69 || skillId == 75 || skillId == 87) { // Recall } else if (skillId == 10 || skillId == 34 || skillId == 37 || skillId == 56 || skillId == 93 || skillId == 97) nanoDebuff(sock, data, nanoId, skillId, 3, 262144); // Drain else if (skillId == 17 || skillId == 18 || skillId == 27 || skillId == 41 || skillId == 43 || skillId == 47 || skillId == 90 || skillId == 96 || skillId == 106) nanoDebuff(sock, data, nanoId, skillId, 5, 128); // Snare else if (skillId == 19 || skillId == 21 || skillId == 33 || skillId == 45 || skillId == 46 || skillId == 52 || skillId == 101 || skillId == 105 || skillId == 108) nanoDamage(sock, data, nanoId, skillId, 133); // Damage else if (skillId == 20 || skillId == 63 || skillId == 91) { // Group Revive } else if (skillId == 24 || skillId == 51 || skillId == 89) { nanoLeech(sock, data, nanoId, skillId, 133); // Leech } else if (skillId == 28 || skillId == 30 || skillId == 32 || skillId == 49 || skillId == 70 || skillId == 71 || skillId == 81 || skillId == 85 || skillId == 94) nanoDebuff(sock, data, nanoId, skillId, 4, 1024); // Sleep DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano skill " << std::endl; ) } void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_TUNE)) return; // malformed packet sP_CL2FE_REQ_NANO_TUNE* skill = (sP_CL2FE_REQ_NANO_TUNE*)data->buf; setNanoSkill(sock, skill->iNanoID, skill->iTuneID); } void NanoManager::nanoSkillSetGMHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_GIVE_NANO_SKILL)) return; // malformed packet sP_CL2FE_REQ_NANO_TUNE* skillGM = (sP_CL2FE_REQ_NANO_TUNE*)data->buf; setNanoSkill(sock, skillGM->iNanoID, skillGM->iTuneID); } void NanoManager::nanoRecallHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_WARP_USE_RECALL)) return; INITSTRUCT(sP_FE2CL_REP_WARP_USE_RECALL_FAIL, resp); sock->sendPacket((void*)&resp, P_FE2CL_REP_WARP_USE_RECALL_FAIL, sizeof(sP_FE2CL_REP_WARP_USE_RECALL_FAIL)); // stubbed for now } #pragma region Helper methods void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) { if (nanoId > 36) return; Player *plr = PlayerManager::getPlayer(sock); int level = nanoId < plr->level ? plr->level : nanoId; // Send to client INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp); resp.Nano.iID = nanoId; resp.Nano.iStamina = 150; resp.iQuestItemSlotNum = slot; resp.iPC_Level = level; // Update player plr->Nanos[nanoId] = resp.Nano; plr->level = level; plr->HP = 1000 * plr->level; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC)); /* * iPC_Level in NANO_CREATE_SUCC sets the player's level. * Other players must be notified of the change as well. Both P_FE2CL_REP_PC_NANO_CREATE and * P_FE2CL_REP_PC_CHANGE_LEVEL appear to play the same animation, but only the latter affects * the other player's displayed level. */ INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp2); resp2.iPC_ID = plr->iID; resp2.iPC_Level = level; // Update other players' perception of the player's level PlayerManager::sendToViewable(sock, (void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL)); } void NanoManager::summonNano(CNSocket *sock, int slot) { INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp); resp.iActiveNanoSlotNum = slot; Player *plr = PlayerManager::getPlayer(sock); if (slot > 2 || slot < -1) return; // sanity check int nanoId = slot == -1 ? -1 : plr->equippedNanos[slot]; if (nanoId > 36 || nanoId < -1) return; // sanity check int16_t skillId = 0; if (plr->activeNano > 0) { skillId = plr->Nanos[plr->activeNano].iSkillID; if (skillId == 3 || skillId == 50 || skillId == 99) nanoUnbuff(sock, 16384, 15); // Scavenge else if (skillId == 4 || skillId == 8 || skillId == 62 || skillId == 68 || skillId == 73 || skillId == 86) nanoUnbuff(sock, 1, 1, 200); // Run else if (skillId == 6 || skillId == 54 || skillId == 104) nanoUnbuff(sock, 32768, 16); // Bonus else if (skillId == 9 || skillId == 57 || skillId == 76) nanoUnbuff(sock, 32, 6); // Guard else if (skillId == 11 || skillId == 67 || skillId == 95) nanoUnbuff(sock, 4096, 13); // Radar else if (skillId == 14 || skillId == 58 || skillId == 102) nanoUnbuff(sock, 64, 7); // Antidote else if (skillId == 15 || skillId == 31 || skillId == 39 || skillId == 55 || skillId == 77 || skillId == 107) nanoUnbuff(sock, 131072, 18); // Freedom else if (skillId == 16 || skillId == 35 || skillId == 44 || skillId == 60 || skillId == 88 || skillId == 100) nanoUnbuff(sock, 4, 3, 400); // Jump else if (skillId == 22 || skillId == 48 || skillId == 83) nanoUnbuff(sock, 16, 5); // Self Revive else if (skillId == 23 || skillId == 29 || skillId == 65 || skillId == 72 || skillId == 80 || skillId == 82) nanoUnbuff(sock, 8, 4); // Sneak else if (skillId == 26 || skillId == 40 || skillId == 74) nanoUnbuff(sock, 8192, 14); // Treasure Finder } sNano nano = plr->Nanos[nanoId]; skillId = nano.iSkillID; if (slot > -1) { plr->activeNano = nanoId; if (skillId == 3 || skillId == 50 || skillId == 99) { nanoBuff(sock, nanoId, skillId, 19, 16384, 15); // Scavenge resp.eCSTB___Add = 1; } else if (skillId == 4 || skillId == 8 || skillId == 62 || skillId == 68 || skillId == 73 || skillId == 86) { nanoBuff(sock, nanoId, skillId, 11, 1, 1, 200); // Run resp.eCSTB___Add = 1; } else if (skillId == 6 || skillId == 54 || skillId == 104) { nanoBuff(sock, nanoId, skillId, 20, 32768, 16); // Bonus resp.eCSTB___Add = 1; } else if (skillId == 9 || skillId == 57 || skillId == 76) { nanoBuff(sock, nanoId, skillId, 17, 32, 6); // Guard resp.eCSTB___Add = 1; } else if (skillId == 11 || skillId == 67 || skillId == 95) { nanoBuff(sock, nanoId, skillId, 14, 4096, 13); // Radar resp.eCSTB___Add = 1; } else if (skillId == 14 || skillId == 58 || skillId == 102) { nanoBuff(sock, nanoId, skillId, 18, 64, 7); // Antidote resp.eCSTB___Add = 1; } else if (skillId == 15 || skillId == 31 || skillId == 39 || skillId == 55 || skillId == 77 || skillId == 107) { nanoBuff(sock, nanoId, skillId, 25, 131072, 18); // Freedom resp.eCSTB___Add = 1; } else if (skillId == 16 || skillId == 35 || skillId == 44) { nanoBuff(sock, nanoId, skillId, 10, 4, 3, 400); // Jump resp.eCSTB___Add = 1; } else if (skillId == 22 || skillId == 48 || skillId == 83) { nanoBuff(sock, nanoId, skillId, 16, 16, 5); // Self Revive resp.eCSTB___Add = 1; } else if (skillId == 23 || skillId == 29 || skillId == 65 || skillId == 72 || skillId == 80 || skillId == 82) { nanoBuff(sock, nanoId, skillId, 12, 8, 4); // Sneak resp.eCSTB___Add = 1; } else if (skillId == 26 || skillId == 40 || skillId == 74) { nanoBuff(sock, nanoId, skillId, 15, 8192, 14); // Treasure Finder resp.eCSTB___Add = 1; } } else plr->activeNano = 0; sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_ACTIVE_SUCC, sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC)); // Send to other players INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1); pkt1.iPC_ID = plr->iID; if (nanoId == -1) memset(&pkt1.Nano, 0, sizeof(pkt1.Nano)); else pkt1.Nano = plr->Nanos[nanoId]; PlayerManager::sendToViewable(sock, (void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE)); // update player plr->activeNano = nanoId; } void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) { if (nanoId > 36) return; Player *plr = PlayerManager::getPlayer(sock); sNano nano = plr->Nanos[nanoId]; nano.iSkillID = skillId; plr->Nanos[nanoId] = nano; // Send to client INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp); resp.iNanoID = nanoId; resp.iSkillID = skillId; sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC)); DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl; ) } void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) { if (nanoId > 36) return; Player *plr = PlayerManager::getPlayer(sock); sNano nano = plr->Nanos[nanoId]; // 0 is reset nano.iSkillID = 0; plr->Nanos[nanoId] = nano; } // this is where the fun begins void NanoManager::nanoDebuff(CNSocket* sock, CNPacketData* data, int16_t nanoId, int16_t skillId, int16_t eSkillType, int32_t iCBFlag, int32_t damageAmount) { sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(sSkillResult_Damage_N_Debuff))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size\n"; return; } size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + pkt->iTargetCnt * sizeof(sSkillResult_Damage_N_Debuff); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE *resp = (sP_FE2CL_NANO_SKILL_USE*)respbuf; sSkillResult_Damage_N_Debuff *respdata = (sSkillResult_Damage_N_Debuff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)); Player *plr = PlayerManager::getPlayer(sock); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = eSkillType; resp->iTargetCnt = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] nanoDebuffEnemy: mob ID not found" << std::endl; return; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= damageAmount; if (mob.appearanceData.iHP <= 0) CombatManager::giveReward(sock); respdata[i].eCT = 4; respdata[i].iDamage = damageAmount; respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iHP = mob.appearanceData.iHP; respdata[i].iConditionBitFlag = iCBFlag; std::cout << (int)mob.appearanceData.iNPC_ID << " was debuffed" << std::endl; } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } void NanoManager::nanoHeal(CNSocket* sock, CNPacketData* data, int16_t nanoId, int16_t skillId, int16_t healAmount) { sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(sSkillResult_Heal_HP))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size\n"; return; } size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + pkt->iTargetCnt * sizeof(sSkillResult_Heal_HP); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE *resp = (sP_FE2CL_NANO_SKILL_USE*)respbuf; sSkillResult_Heal_HP *respdata = (sSkillResult_Heal_HP*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = 2; //heal enum TODO: Send these enums to Defines resp->iTargetCnt = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) { for (auto pair : PlayerManager::players) { if (pair.second.plr->iID == pktdata[i]) { Player* plr = pair.second.plr; if (plr->HP + healAmount > 3625) plr->HP = 3625; else plr->HP += healAmount; respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iHP = plr->HP; respdata[i].iHealHP = healAmount; std::cout << (int)plr->iID << " was healed" << std::endl; } } } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } void NanoManager::nanoBuff(CNSocket* sock, int16_t nanoId, int skillId, int16_t eSkillType, int32_t iCBFlag, int16_t eCharStatusTimeBuffID, int16_t iValue) { Player *plr = PlayerManager::getPlayer(sock); if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE), 1, sizeof(sSkillResult_Buff))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size\n"; return; } size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + sizeof(sSkillResult_Buff); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE *resp = (sP_FE2CL_NANO_SKILL_USE*)respbuf; sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = eSkillType; //run enum TODO: Send these enums to Defines resp->iTargetCnt = 1; // this looks stupid but in the future there will be more counts (for group powers) for (int i = 0; i < 1; i++) { plr->iConditionBitFlag += iCBFlag; respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iConditionBitFlag = iCBFlag; INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1); pkt1.eCSTB = eCharStatusTimeBuffID; //eCharStatusTimeBuffID pkt1.eTBU = 1; //eTimeBuffUpdate pkt1.eTBT = 1; //eTimeBuffType 1 means nano pkt1.iConditionBitFlag = plr->iConditionBitFlag; if (iValue > 0) pkt1.TimeBuff.iValue = iValue; sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } void NanoManager::nanoUnbuff(CNSocket* sock, int32_t iCBFlag, int16_t eCharStatusTimeBuffID, int16_t iValue) { INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp1); Player *plr = PlayerManager::getPlayer(sock); if (iCBFlag < plr->iConditionBitFlag) // prevents integer underflow plr->iConditionBitFlag -= iCBFlag; else plr->iConditionBitFlag = 0; resp1.eCSTB = eCharStatusTimeBuffID; //eCharStatusTimeBuffID resp1.eTBU = 2; //eTimeBuffUpdate resp1.eTBT = 1; //eTimeBuffType 1 means nano resp1.iConditionBitFlag = plr->iConditionBitFlag; if (iValue > 0) resp1.TimeBuff.iValue = iValue; sock->sendPacket((void*)&resp1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } void NanoManager::nanoDamage(CNSocket* sock, CNPacketData* data, int16_t nanoId, int16_t skillId, int32_t damageAmount) { sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(sSkillResult_Damage))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size\n"; return; } size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + pkt->iTargetCnt * sizeof(sSkillResult_Damage); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE *resp = (sP_FE2CL_NANO_SKILL_USE*)respbuf; sSkillResult_Damage *respdata = (sSkillResult_Damage*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)); Player *plr = PlayerManager::getPlayer(sock); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = 1; resp->iTargetCnt = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] nanoDebuffEnemy: mob ID not found" << std::endl; return; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= damageAmount; if (mob.appearanceData.iHP <= 0) CombatManager::giveReward(sock); respdata[i].eCT = 4; respdata[i].iDamage = damageAmount; respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iHP = mob.appearanceData.iHP; std::cout << (int)mob.appearanceData.iNPC_ID << " was damaged" << std::endl; } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } void NanoManager::nanoLeech(CNSocket* sock, CNPacketData* data, int16_t nanoId, int16_t skillId, int32_t leechAmount) { sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE) + sizeof(sSkillResult_Heal_HP), pkt->iTargetCnt, sizeof(sSkillResult_Damage))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size\n"; return; } size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + sizeof(sSkillResult_Heal_HP) + pkt->iTargetCnt * sizeof(sSkillResult_Damage); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE *resp = (sP_FE2CL_NANO_SKILL_USE*)respbuf; sSkillResult_Heal_HP *resp2 = (sSkillResult_Heal_HP*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)); sSkillResult_Damage *respdata = (sSkillResult_Damage*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)+sizeof(sSkillResult_Heal_HP)); Player *plr = PlayerManager::getPlayer(sock); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = 30; resp->iTargetCnt = pkt->iTargetCnt; if (plr->HP + leechAmount > 3625) plr->HP = 3625; else plr->HP += leechAmount; resp2->eCT = 1; resp2->iID = plr->iID; resp2->iHP = plr->HP; resp2->iHealHP = leechAmount; for (int i = 0; i < pkt->iTargetCnt; i++) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] nanoDebuffEnemy: mob ID not found" << std::endl; return; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= leechAmount; if (mob.appearanceData.iHP <= 0) CombatManager::giveReward(sock); respdata[i].eCT = 4; respdata[i].iDamage = leechAmount; respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iHP = mob.appearanceData.iHP; std::cout << (int)mob.appearanceData.iNPC_ID << " was damaged" << std::endl; } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } #pragma endregion