#include "CNShardServer.hpp" #include "CNStructs.hpp" #include "NanoManager.hpp" #include "PlayerManager.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_NANO_SKILL_USE, nanoSkillUseHandler); } 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; sP_FE2CL_REP_NANO_EQUIP_SUCC* resp = (sP_FE2CL_REP_NANO_EQUIP_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC)); resp->iNanoID = nano->iNanoID; resp->iNanoSlotNum = nano->iNanoSlotNum; sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC), sock->getFEKey())); } 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; sP_FE2CL_REP_NANO_UNEQUIP_SUCC* resp = (sP_FE2CL_REP_NANO_UNEQUIP_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC)); resp->iNanoSlotNum = nano->iNanoSlotNum; sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC), sock->getFEKey())); } 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* nano = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf; PlayerView plr = PlayerManager::players[sock]; // Send to client sP_FE2CL_REP_NANO_ACTIVE_SUCC* resp = (sP_FE2CL_REP_NANO_ACTIVE_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC)); resp->iActiveNanoSlotNum = nano->iNanoSlotNum; sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_NANO_ACTIVE_SUCC, sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC), sock->getFEKey())); DEBUGLOG( std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.plr.PCStyle.szLastName) << " requested to summon nano slot: " << nano->iNanoSlotNum << std::endl; ) } void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)) return; // malformed packet sP_CL2FE_REQ_NANO_SKILL_USE* skill = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; PlayerView plr = PlayerManager::players[sock]; // Send to client sP_FE2CL_NANO_SKILL_USE_SUCC* resp = (sP_FE2CL_NANO_SKILL_USE_SUCC*)xmalloc(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC)); resp->iArg1 = skill->iArg1; resp->iArg2 = skill->iArg2; resp->iArg3 = skill->iArg3; resp->iBulletID = skill->iBulletID; resp->iTargetCnt = skill->iTargetCnt; resp->iPC_ID = plr.plr.iID; resp->iNanoStamina = 150; // Hardcoded for now sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_NANO_SKILL_USE_SUCC, sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), sock->getFEKey())); DEBUGLOG( std::cout << U16toU8(plr.plr.PCStyle.szFirstName) << U16toU8(plr.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); } #pragma region Helper methods void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) { Player plr = PlayerManager::getPlayer(sock); // Send to client sP_FE2CL_REP_PC_NANO_CREATE_SUCC* resp = new sP_FE2CL_REP_PC_NANO_CREATE_SUCC(); resp->Nano.iID = nanoId; resp->Nano.iStamina = 150; resp->iQuestItemSlotNum = slot; sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC), sock->getFEKey())); // Update player plr.Nanos[nanoId] = resp->Nano; PlayerManager::updatePlayer(sock, plr); } void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) { Player plr = PlayerManager::getPlayer(sock); sNano nano = plr.Nanos[nanoId]; nano.iSkillID = skillId; plr.Nanos[nanoId] = nano; // Send to client sP_FE2CL_REP_NANO_TUNE_SUCC* resp = (sP_FE2CL_REP_NANO_TUNE_SUCC*)xmalloc(sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC)); resp->iNanoID = nanoId; resp->iSkillID = skillId; sock->sendPacket(new CNPacketData((void*)resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC), sock->getFEKey())); DEBUGLOG( std::cout << U16toU8(plr.PCStyle.szFirstName) << U16toU8(plr.PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl; ) // Update the player PlayerManager::updatePlayer(sock, plr); } void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) { Player plr = PlayerManager::getPlayer(sock); sNano nano = plr.Nanos[nanoId]; nano.iSkillID = 0; plr.Nanos[nanoId] = nano; // Update the player PlayerManager::updatePlayer(sock, plr); } #pragma endregion