#include "Eggs.hpp" #include "servers/CNShardServer.hpp" #include "Player.hpp" #include "PlayerManager.hpp" #include "Abilities.hpp" #include "NPCManager.hpp" #include "Entities.hpp" #include "Items.hpp" #include using namespace Eggs; /// sock, CBFlag -> until std::map, time_t> Eggs::EggBuffs; std::unordered_map Eggs::EggTypes; int Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) { Player* plr = PlayerManager::getPlayer(sock); // TODO ABILITIES //int bitFlag = plr->group->conditionBitFlag; int CBFlag = 0;// Abilities::applyBuff(sock, skillId, 1, 3, bitFlag); size_t resplen; if (skillId == 183) { resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Damage); } else if (skillId == 150) { resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP); } else { resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Buff); } assert(resplen < CN_PACKET_BUFFER_SIZE - 8); // we know it's only one trailing struct, so we can skip full validation uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; auto skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf; if (skillId == 183) { // damage egg auto skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT)); memset(respbuf, 0, resplen); skill->eCT = 1; skill->iID = plr->iID; skill->iDamage = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].values[0][0] / 1000; plr->HP -= skill->iDamage; if (plr->HP < 0) plr->HP = 0; skill->iHP = plr->HP; } else if (skillId == 150) { // heal egg auto skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT)); memset(respbuf, 0, resplen); skill->eCT = 1; skill->iID = plr->iID; skill->iHealHP = PC_MAXHEALTH(plr->level) * Abilities::SkillTable[skillId].values[0][0] / 1000; plr->HP += skill->iHealHP; if (plr->HP > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); skill->iHP = plr->HP; } else { // regular buff egg auto skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT)); memset(respbuf, 0, resplen); skill->eCT = 1; skill->iID = plr->iID; skill->iConditionBitFlag = plr->getCompositeCondition(); } skillUse->iNPC_ID = eggId; skillUse->iSkillID = skillId; skillUse->eST = Abilities::SkillTable[skillId].skillType; skillUse->iTargetCnt = 1; sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen); PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen); if (CBFlag == 0) return -1; std::pair key = std::make_pair(sock, CBFlag); // save the buff serverside; // if you get the same buff again, new duration will override the previous one time_t until = getTime() + (time_t)duration * 1000; EggBuffs[key] = until; return 0; } static void eggStep(CNServer* serv, time_t currTime) { // tick buffs time_t timeStamp = currTime; auto it = EggBuffs.begin(); while (it != EggBuffs.end()) { // check remaining time if (it->second > timeStamp) { it++; } else { // if time reached 0 CNSocket* sock = it->first.first; int32_t CBFlag = it->first.second; Player* plr = PlayerManager::getPlayer(sock); //int groupFlags = plr->group->conditionBitFlag; // TODO ABILITIES //for (auto& pwr : Abilities::Powers) { // if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff // INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp); // resp.eCSTB = pwr.timeBuffID; // resp.eTBU = 2; // resp.eTBT = 3; // for egg buffs // plr->iConditionBitFlag &= ~CBFlag; // resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag; // sock->sendPacket(resp, P_FE2CL_PC_BUFF_UPDATE); // INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players // resp2.eCT = 1; // resp2.iID = plr->iID; // resp2.iConditionBitFlag = plr->iConditionBitFlag; // PlayerManager::sendToViewable(sock, resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT); // } //} // remove buff from the map it = EggBuffs.erase(it); } } // check dead eggs and eggs in inactive chunks for (auto npc : NPCManager::NPCs) { if (npc.second->kind != EntityKind::EGG) continue; auto egg = (Egg*)npc.second; if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks)) continue; if (egg->deadUntil <= timeStamp) { // respawn it egg->dead = false; egg->deadUntil = 0; egg->hp = 400; Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first}); } } } void Eggs::npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg) { egg->iX = x; egg->iY = y; egg->iZ = z; // client doesn't care about egg->iMapNum egg->iShinyType = npc->iNPCType; egg->iShiny_ID = npc->iNPC_ID; } static void eggPickup(CNSocket* sock, CNPacketData* data) { auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf; Player* plr = PlayerManager::getPlayer(sock); EntityRef eggRef = {pickup->iShinyID}; if (!eggRef.isValid()) { std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl; return; } auto egg = (Egg*)eggRef.getEntity(); if (egg->kind != EntityKind::EGG) { std::cout << "[WARN] Player tried to open something other than an?!" << std::endl; return; } if (egg->dead) { std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl; return; } /* this has some issues with position desync, leaving it out for now if (abs(egg->x - plr->x)>500 || abs(egg->y - plr->y) > 500) { std::cout << "[WARN] Player tried to open an egg isn't nearby?!" << std::endl; return; } */ int typeId = egg->type; if (EggTypes.find(typeId) == EggTypes.end()) { std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl; return; } EggType* type = &EggTypes[typeId]; // buff the player if (type->effectId != 0) eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration); /* * SHINY_PICKUP_SUCC is only causing a GUI effect in the client * (buff icon pops up in the bottom of the screen) * so we don't send it for non-effect */ if (type->effectId != 0) { INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp); resp.iSkillID = type->effectId; // in general client finds correct icon on it's own, // but for damage we have to supply correct CSTB if (resp.iSkillID == 183) resp.eCSTB = ECSB_INFECTION; sock->sendPacket(resp, P_FE2CL_REP_SHINY_PICKUP_SUCC); } // drop if (type->dropCrateId != 0) { const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); // we know it's only one trailing struct, so we can skip full validation uint8_t respbuf[resplen]; // not a variable length array, don't worry sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf; sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM)); // don't forget to zero the buffer! memset(respbuf, 0, resplen); // send back player's stats reward->m_iCandy = plr->money; reward->m_iFusionMatter = plr->fusionmatter; reward->m_iBatteryN = plr->batteryN; reward->m_iBatteryW = plr->batteryW; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this int slot = Items::findFreeSlot(plr); // no space for drop if (slot != -1) { // item reward item->sItem.iType = 9; item->sItem.iOpt = 1; item->sItem.iID = type->dropCrateId; item->iSlotNum = slot; item->eIL = 1; // Inventory Location. 1 means player inventory. // update player plr->Inven[slot] = item->sItem; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } } if (egg->summoned) NPCManager::destroyNPC(eggRef.id); else { Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef); egg->dead = true; egg->deadUntil = getTime() + (time_t)type->regen * 1000; egg->hp = 0; } } void Eggs::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_SHINY_PICKUP, eggPickup); REGISTER_SHARD_TIMER(eggStep, 1000); }