#include "CombatManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include void CombatManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_END, combatEnd); REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff); } void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) { sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf; // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated. */ if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_PC_ATTACK_NPCs_SUCC *resp = (sP_FE2CL_PC_ATTACK_NPCs_SUCC*)respbuf; sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC)); resp->iNPCCnt = pkt->iNPCCnt; for (int i = 0; i < pkt->iNPCCnt; i++) { std::cout << pktdata[i] << std::endl; if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl; return; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= 100; if (mob.appearanceData.iHP <= 0) giveReward(sock); respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iDamage = 100; respdata[i].iHP = mob.appearanceData.iHP; respdata[i].iHitFlag = 2; } sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen); } void CombatManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub void CombatManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub void CombatManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub void CombatManager::giveReward(CNSocket *sock) { // reward testing INITSTRUCT(sP_FE2CL_REP_REWARD_ITEM, reward); Player *plr = PlayerManager::getPlayer(sock); // update player plr->money += 50; plr->fusionmatter += 70; reward.m_iCandy = plr->money; reward.m_iFusionMatter = plr->fusionmatter; reward.iFatigue = 100; // prevents warning message reward.iFatigue_Level = 1; sock->sendPacket((void*)&reward, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM)); }