#include "servers/CNShardServer.hpp" #include "Items.hpp" #include "PlayerManager.hpp" #include "Nanos.hpp" #include "NPCManager.hpp" #include "Player.hpp" #include "Abilities.hpp" #include "Missions.hpp" #include "Eggs.hpp" #include // for memset() #include using namespace Items; std::map, Items::Item> Items::ItemData; std::map Items::CrocPotTable; std::map> Items::RarityRatios; std::map Items::Crates; // pair Itemset, Rarity -> vector of pointers (map iterators) to records in ItemData std::map, std::vector, Items::Item>::iterator>> Items::CrateItems; std::map>> Items::CodeItems; std::map Items::MobDropChances; std::map Items::MobDrops; #ifdef ACADEMY std::map Items::NanoCapsules; // crate id -> nano id static void nanoCapsuleHandler(CNSocket* sock, int slot, sItemBase *chest) { Player* plr = PlayerManager::getPlayer(sock); int32_t nanoId = NanoCapsules[chest->iID]; // chest opening acknowledgement packet INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp); resp.iSlotNum = slot; // in order to remove capsule form inventory, we have to send item reward packet with empty item 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); // maintain stats reward->m_iCandy = plr->money; reward->m_iFusionMatter = plr->fusionmatter; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this reward->m_iBatteryN = plr->batteryN; reward->m_iBatteryW = plr->batteryW; item->iSlotNum = slot; item->eIL = 1; // update player serverside plr->Inven[slot] = item->sItem; // transmit item sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); // transmit chest opening acknowledgement packet sock->sendPacket(resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC); // check if player doesn't already have this nano if (plr->Nanos[nanoId].iID != 0) { INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg); msg.iDuringTime = 4; std::string text = "You have already acquired this nano!"; U8toU16(text, msg.szAnnounceMsg, sizeof(text)); sock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE); return; } Nanos::addNano(sock, nanoId, -1, false); } #endif static int getRarity(Crate& crate, int itemSetId) { // find rarity ratio if (RarityRatios.find(crate.rarityRatioId) == RarityRatios.end()) { std::cout << "[WARN] Rarity Ratio " << crate.rarityRatioId << " not found!" << std::endl; return -1; } std::vector rarityRatio = RarityRatios[crate.rarityRatioId]; /* * First we have to check if specified item set contains items with all specified rarities, * and if not eliminate them from the draw * it is simpler to do here than to fix individually in the file */ // remember that rarities start from 1! for (int i = 0; i < rarityRatio.size(); i++){ if (CrateItems.find(std::make_pair(itemSetId, i+1)) == CrateItems.end()) rarityRatio[i] = 0; } int total = 0; for (int value : rarityRatio) total += value; if (total == 0) { std::cout << "Item Set " << itemSetId << " has no items assigned?!" << std::endl; return -1; } // now return a random rarity number int randomNum = rand() % total; int rarity = 0; int sum = 0; do { sum += rarityRatio[rarity]; rarity++; } while (sum <= randomNum); return rarity; } static int getCrateItem(sItemBase& result, int itemSetId, int rarity, int playerGender) { auto key = std::make_pair(itemSetId, rarity); if (CrateItems.find(key) == CrateItems.end()) { std::cout << "[WARN] Item Set ID " << itemSetId << " Rarity " << rarity << " does not exist" << std::endl; return -1; } // only take into account items that have correct gender std::vector, Item>::iterator> items; for (auto crateitem : CrateItems[key]) { int gender = crateitem->second.gender; // if gender is incorrect, exclude item if (gender != 0 && gender != playerGender) continue; items.push_back(crateitem); } if (items.size() == 0) { std::cout << "[WARN] Set ID " << itemSetId << " Rarity " << rarity << " contains no valid items" << std::endl; return -1; } auto item = items[rand() % items.size()]; result.iID = item->first.first; result.iType = item->first.second; result.iOpt = 1; return 0; } static int getItemSetId(Crate& crate, int crateId) { int itemSetsCount = crate.itemSets.size(); if (itemSetsCount == 0) { std::cout << "[WARN] Crate " << crateId << " has no item sets assigned?!" << std::endl; return -1; } // if crate points to multiple itemSets, choose a random one int itemSetIndex = rand() % itemSetsCount; return crate.itemSets[itemSetIndex]; } static void itemMoveHandler(CNSocket* sock, CNPacketData* data) { auto itemmove = (sP_CL2FE_REQ_ITEM_MOVE*)data->buf; INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, resp); Player* plr = PlayerManager::getPlayer(sock); // sanity check if (itemmove->iToSlotNum < 0 || itemmove->iFromSlotNum < 0) return; // NOTE: sending a no-op, "move in-place" packet is not necessary if (plr->isTrading) { std::cout << "[WARN] Player attempted to move item while trading" << std::endl; return; } // get the fromItem sItemBase *fromItem; switch ((SlotType)itemmove->eFrom) { case SlotType::EQUIP: if (itemmove->iFromSlotNum >= AEQUIP_COUNT) return; fromItem = &plr->Equip[itemmove->iFromSlotNum]; break; case SlotType::INVENTORY: if (itemmove->iFromSlotNum >= AINVEN_COUNT) return; fromItem = &plr->Inven[itemmove->iFromSlotNum]; break; case SlotType::BANK: if (itemmove->iFromSlotNum >= ABANK_COUNT) return; fromItem = &plr->Bank[itemmove->iFromSlotNum]; break; default: std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eFrom << std::endl; return; } // get the toItem sItemBase* toItem; switch ((SlotType)itemmove->eTo) { case SlotType::EQUIP: if (itemmove->iToSlotNum >= AEQUIP_COUNT) return; toItem = &plr->Equip[itemmove->iToSlotNum]; break; case SlotType::INVENTORY: if (itemmove->iToSlotNum >= AINVEN_COUNT) return; toItem = &plr->Inven[itemmove->iToSlotNum]; break; case SlotType::BANK: if (itemmove->iToSlotNum >= ABANK_COUNT) return; toItem = &plr->Bank[itemmove->iToSlotNum]; break; default: std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eTo << std::endl; return; } // if equipping an item, validate that it's of the correct type for the slot if ((SlotType)itemmove->eTo == SlotType::EQUIP) { if (fromItem->iType == 10 && itemmove->iToSlotNum != 8) return; // vehicle in wrong slot else if (fromItem->iType != 10 && !(fromItem->iType == 0 && itemmove->iToSlotNum == 7) && fromItem->iType != itemmove->iToSlotNum) return; // something other than a vehicle or a weapon in a non-matching slot else if (itemmove->iToSlotNum >= AEQUIP_COUNT) // TODO: reject slots >= 9? return; // invalid slot } // save items to response resp.eTo = itemmove->eFrom; resp.eFrom = itemmove->eTo; resp.ToSlotItem = *toItem; resp.FromSlotItem = *fromItem; // swap/stack items in session Item* itemDat = getItemData(toItem->iID, toItem->iType); Item* itemDatFrom = getItemData(fromItem->iID, fromItem->iType); if (itemDat != nullptr && itemDatFrom != nullptr && itemDat->stackSize > 1 && itemDat == itemDatFrom && fromItem->iOpt < itemDat->stackSize && toItem->iOpt < itemDat->stackSize) { // items are stackable, identical, and not maxed, so run stacking logic toItem->iOpt += fromItem->iOpt; // sum counts fromItem->iOpt = 0; // deplete from item if (toItem->iOpt > itemDat->stackSize) { // handle overflow fromItem->iOpt += (toItem->iOpt - itemDat->stackSize); // add overflow to fromItem toItem->iOpt = itemDat->stackSize; // set toItem count to max } if (fromItem->iOpt == 0) { // from item count depleted // delete item fromItem->iID = 0; fromItem->iType = 0; fromItem->iTimeLimit = 0; } resp.iFromSlotNum = itemmove->iFromSlotNum; resp.iToSlotNum = itemmove->iToSlotNum; resp.FromSlotItem = *fromItem; resp.ToSlotItem = *toItem; } else { // items not stackable; just swap them sItemBase temp = *toItem; *toItem = *fromItem; *fromItem = temp; resp.iFromSlotNum = itemmove->iToSlotNum; resp.iToSlotNum = itemmove->iFromSlotNum; } // send equip change to viewable players if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) { INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange); equipChange.iPC_ID = plr->iID; if (itemmove->eTo == (int)SlotType::EQUIP) { equipChange.iEquipSlotNum = itemmove->iToSlotNum; equipChange.EquipSlotItem = resp.FromSlotItem; } else { equipChange.iEquipSlotNum = itemmove->iFromSlotNum; equipChange.EquipSlotItem = resp.ToSlotItem; } // unequip vehicle if equip slot 8 is 0 if (plr->Equip[8].iID == 0 && plr->iPCState & 8) { INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, response); sock->sendPacket(response, P_FE2CL_PC_VEHICLE_OFF_SUCC); // send to other players plr->iPCState &= ~8; INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, response2); response2.iPC_ID = plr->iID; response2.iState = plr->iPCState; PlayerManager::sendToViewable(sock, response2, P_FE2CL_PC_STATE_CHANGE); } // send equip event to other players PlayerManager::sendToViewable(sock, equipChange, P_FE2CL_PC_EQUIP_CHANGE); // set equipment stats serverside setItemStats(plr); } // send response sock->sendPacket(resp, P_FE2CL_PC_ITEM_MOVE_SUCC); } static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) { auto itemdel = (sP_CL2FE_REQ_PC_ITEM_DELETE*)data->buf; INITSTRUCT(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC, resp); Player* plr = PlayerManager::getPlayer(sock); resp.eIL = itemdel->eIL; resp.iSlotNum = itemdel->iSlotNum; // so, im not sure what this eIL thing does since you always delete items in inventory and not equips plr->Inven[itemdel->iSlotNum].iID = 0; plr->Inven[itemdel->iSlotNum].iType = 0; plr->Inven[itemdel->iSlotNum].iOpt = 0; sock->sendPacket(resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC); } static void itemUseHandler(CNSocket* sock, CNPacketData* data) { auto request = (sP_CL2FE_REQ_ITEM_USE*)data->buf; Player* player = PlayerManager::getPlayer(sock); if (request->iSlotNum < 0 || request->iSlotNum >= AINVEN_COUNT) return; // sanity check // gumball can only be used from inventory, so we ignore eIL sItemBase gumball = player->Inven[request->iSlotNum]; sNano nano = player->Nanos[player->equippedNanos[request->iNanoSlot]]; // sanity check, check if gumball exists if (!(gumball.iOpt > 0 && gumball.iType == 7 && gumball.iID>=119 && gumball.iID<=121)) { std::cout << "[WARN] Gumball not found" << std::endl; INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response); sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL); return; } // sanity check, check if gumball type matches nano style int nanoStyle = Nanos::nanoStyle(nano.iID); if (!((gumball.iID == 119 && nanoStyle == 0) || ( gumball.iID == 120 && nanoStyle == 1) || ( gumball.iID == 121 && nanoStyle == 2))) { std::cout << "[WARN] Gumball type doesn't match nano type" << std::endl; INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response); sock->sendPacket(response, P_FE2CL_REP_PC_ITEM_USE_FAIL); return; } gumball.iOpt -= 1; if (gumball.iOpt == 0) gumball = {}; size_t resplen = sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC) + sizeof(sSkillResult_Buff); // validate response packet if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC), 1, sizeof(sSkillResult_Buff))) { std::cout << "[WARN] bad sP_FE2CL_REP_PC_ITEM_USE_SUCC packet size" << std::endl; return; } if (gumball.iOpt == 0) gumball = {}; uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf; sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC)); resp->iPC_ID = player->iID; resp->eIL = 1; resp->iSlotNum = request->iSlotNum; resp->RemainItem = gumball; resp->iTargetCnt = 1; resp->eST = EST_NANOSTIMPAK; resp->iSkillID = 144; int value1 = CSB_BIT_STIMPAKSLOT1 << request->iNanoSlot; int value2 = ECSB_STIMPAKSLOT1 + request->iNanoSlot; respdata->eCT = 1; respdata->iID = player->iID; respdata->iConditionBitFlag = value1; INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); pkt.eCSTB = value2; // eCharStatusTimeBuffID pkt.eTBU = 1; // eTimeBuffUpdate pkt.eTBT = 1; // eTimeBuffType 1 means nano pkt.iConditionBitFlag = player->iConditionBitFlag |= value1; sock->sendPacket(pkt, P_FE2CL_PC_BUFF_UPDATE); sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen); // update inventory serverside player->Inven[resp->iSlotNum] = resp->RemainItem; std::pair key = std::make_pair(sock, value1); time_t until = getTime() + (time_t)Nanos::SkillTable[144].durationTime[0] * 100; Eggs::EggBuffs[key] = until; } static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) { Player* plr = PlayerManager::getPlayer(sock); // just send bank inventory INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp); for (int i = 0; i < ABANK_COUNT; i++) { resp.aBank[i] = plr->Bank[i]; } resp.iExtraBank = 1; sock->sendPacket(resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC); } static void chestOpenHandler(CNSocket *sock, CNPacketData *data) { auto pkt = (sP_CL2FE_REQ_ITEM_CHEST_OPEN *)data->buf; // sanity check if (pkt->eIL != 1 || pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT) return; Player *plr = PlayerManager::getPlayer(sock); sItemBase *chest = &plr->Inven[pkt->iSlotNum]; // we could reject the packet if the client thinks the item is different, but eh if (chest->iType != 9) { std::cout << "[WARN] Player tried to open a crate with incorrect iType ?!" << std::endl; return; } #ifdef ACADEMY // check if chest isn't a nano capsule if (NanoCapsules.find(chest->iID) != NanoCapsules.end()) return nanoCapsuleHandler(sock, pkt->iSlotNum, chest); #endif // chest opening acknowledgement packet INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp); resp.iSlotNum = pkt->iSlotNum; // item giving packet 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); // maintain stats reward->m_iCandy = plr->money; reward->m_iFusionMatter = plr->fusionmatter; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this reward->m_iBatteryN = plr->batteryN; reward->m_iBatteryW = plr->batteryW; item->iSlotNum = pkt->iSlotNum; item->eIL = 1; int itemSetId = -1, rarity = -1, ret = -1; bool failing = false; // find the crate if (Crates.find(chest->iID) == Crates.end()) { std::cout << "[WARN] Crate " << chest->iID << " not found!" << std::endl; failing = true; } Crate& crate = Crates[chest->iID]; if (!failing) itemSetId = getItemSetId(crate, chest->iID); if (itemSetId == -1) failing = true; if (!failing) rarity = getRarity(crate, itemSetId); if (rarity == -1) failing = true; if (!failing) ret = getCrateItem(item->sItem, itemSetId, rarity, plr->PCStyle.iGender); if (ret == -1) failing = true; // if we failed to open a crate, at least give the player a gumball (suggested by Jade) if (failing) { item->sItem.iType = 7; item->sItem.iID = 119 + (rand() % 3); item->sItem.iOpt = 1; } // update player plr->Inven[pkt->iSlotNum] = item->sItem; // transmit item sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); // transmit chest opening acknowledgement packet std::cout << "opening chest..." << std::endl; sock->sendPacket(resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC); } // TODO: use this in cleaned up Items int Items::findFreeSlot(Player *plr) { int i; for (i = 0; i < AINVEN_COUNT; i++) if (plr->Inven[i].iType == 0 && plr->Inven[i].iID == 0 && plr->Inven[i].iOpt == 0) return i; // not found return -1; } Item* Items::getItemData(int32_t id, int32_t type) { if(ItemData.find(std::make_pair(id, type)) != ItemData.end()) return &ItemData[std::make_pair(id, type)]; return nullptr; } void Items::checkItemExpire(CNSocket* sock, Player* player) { if (player->toRemoveVehicle.eIL == 0 && player->toRemoveVehicle.iSlotNum == 0) return; /* prepare packet * yes, this is a varadic packet, however analyzing client behavior and code * it only checks takes the first item sent into account * yes, this is very stupid * therefore, we delete all but 1 expired vehicle while loading player * to delete the last one here so player gets a notification */ const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL); 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 auto packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf; sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM)); memset(respbuf, 0, resplen); packet->iItemListCount = 1; itemData->eIL = player->toRemoveVehicle.eIL; itemData->iSlotNum = player->toRemoveVehicle.iSlotNum; sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen); // delete serverside if (player->toRemoveVehicle.eIL == 0) memset(&player->Equip[8], 0, sizeof(sItemBase)); else memset(&player->Inven[player->toRemoveVehicle.iSlotNum], 0, sizeof(sItemBase)); player->toRemoveVehicle.eIL = 0; player->toRemoveVehicle.iSlotNum = 0; } void Items::setItemStats(Player* plr) { plr->pointDamage = 8 + plr->level * 2; plr->groupDamage = 8 + plr->level * 2; plr->fireRate = 0; plr->defense = 16 + plr->level * 4; Item* itemStatsDat; for (int i = 0; i < 4; i++) { itemStatsDat = getItemData(plr->Equip[i].iID, plr->Equip[i].iType); if (itemStatsDat == nullptr) { std::cout << "[WARN] setItemStats(): getItemData() returned NULL" << std::endl; continue; } plr->pointDamage += itemStatsDat->pointDamage; plr->groupDamage += itemStatsDat->groupDamage; plr->fireRate += itemStatsDat->fireRate; plr->defense += itemStatsDat->defense; } } // HACK: work around the invisible weapon bug // TODO: I don't think this makes a difference at all? Check and remove, if necessary. void Items::updateEquips(CNSocket* sock, Player* plr) { for (int i = 0; i < 4; i++) { INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp); resp.iPC_ID = plr->iID; resp.iEquipSlotNum = i; resp.EquipSlotItem = plr->Equip[i]; PlayerManager::sendToViewable(sock, resp, P_FE2CL_PC_EQUIP_CHANGE); } } static void getMobDrop(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) { reward->iType = 9; reward->iOpt = 1; int total = 0; for (int ratio : chance->cratesRatio) total += ratio; // randomizing a crate int randomNum = rolled % total; int i = 0; int sum = 0; do { reward->iID = drop->crateIDs[i]; sum += chance->cratesRatio[i]; i++; } while (sum<=randomNum); } static void giveEventDrop(CNSocket* sock, Player* player, int rolled) { // random drop chance if (rand() % 100 > settings::EVENTCRATECHANCE) return; // no slot = no reward int slot = findFreeSlot(player); if (slot == -1) return; const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[resplen]; 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); // leave everything here as it is reward->m_iCandy = player->money; reward->m_iFusionMatter = player->fusionmatter; reward->m_iBatteryN = player->batteryN; reward->m_iBatteryW = player->batteryW; reward->iFatigue = 100; // prevents warning message reward->iFatigue_Level = 1; reward->iItemCnt = 1; // remember to update resplen if you change this // which crate to drop int crateId; switch (settings::EVENTMODE) { // knishmas case 1: crateId = 1187; break; // halloween case 2: crateId = 1181; break; // spring case 3: crateId = 1126; break; // what default: std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl; return; } item->sItem.iType = 9; item->sItem.iID = crateId; item->sItem.iOpt = 1; item->iSlotNum = slot; item->eIL = 1; // Inventory Location. 1 means player inventory. // update player player->Inven[slot] = item->sItem; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } void Items::giveMobDrop(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions, int rolledCrate, int rolledCrateType, int rolledEvent) { Player *plr = PlayerManager::getPlayer(sock); 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); // sanity check if (MobDrops.find(mob->dropType) == MobDrops.end()) { std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl; return; } // find correct mob drop MobDrop& drop = MobDrops[mob->dropType]; plr->money += drop.taros; // money nano boost if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) { int boost = 0; if (Nanos::getNanoBoost(plr)) // for gumballs boost = 1; plr->money += drop.taros * (5 + boost) / 25; } // formula for scaling FM with player/mob level difference // TODO: adjust this better int levelDifference = plr->level - mob->level; int fm = drop.fm; if (levelDifference > 0) fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0; // scavenger nano boost if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) { int boost = 0; if (Nanos::getNanoBoost(plr)) // for gumballs boost = 1; fm += fm * (5 + boost) / 25; } Missions::updateFusionMatter(sock, fm); // give boosts 1 in 3 times if (drop.boosts > 0) { if (rolledPotions % 3 == 0) plr->batteryN += drop.boosts; if (rolledBoosts % 3 == 0) plr->batteryW += drop.boosts; } // caps if (plr->batteryW > 9999) plr->batteryW = 9999; if (plr->batteryN > 9999) plr->batteryN = 9999; // simple rewards 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 = findFreeSlot(plr); bool awardDrop = false; MobDropChance *chance = nullptr; // sanity check if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) { std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl; return; // this also prevents holiday crate drops, but oh well } else { chance = &MobDropChances[drop.dropChanceType]; awardDrop = (rolledCrate % 1000 < chance->dropChance); } // no drop if (slot == -1 || !awardDrop) { // no room for an item, but you still get FM and taros reward->iItemCnt = 0; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM)); } else { // item reward getMobDrop(&item->sItem, &drop, chance, rolledCrateType); 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); } // event crates if (settings::EVENTMODE != 0) giveEventDrop(sock, plr, rolledEvent); } void Items::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler); // this one is for gumballs REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_USE, itemUseHandler); // Bank REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_CHEST_OPEN, chestOpenHandler); }