#include "CNShardServer.hpp" #include "CNStructs.hpp" #include "MissionManager.hpp" #include "PlayerManager.hpp" #include "ItemManager.hpp" #include "string.h" std::map MissionManager::Rewards; std::map MissionManager::Tasks; void MissionManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_START, taskStart); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_END, taskEnd); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID, setMission); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TASK_STOP, quitMission); } void MissionManager::taskStart(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_START)) return; // malformed packet sP_CL2FE_REQ_PC_TASK_START* missionData = (sP_CL2FE_REQ_PC_TASK_START*)data->buf; INITSTRUCT(sP_FE2CL_REP_PC_TASK_START_SUCC, response); Player *plr = PlayerManager::getPlayer(sock); if (Tasks.find(missionData->iTaskNum) == Tasks.end()) { std::cout << "[WARN] Player submitted unknown task!?" << std::endl; // TODO: TASK_FAIL? response.iTaskNum = missionData->iTaskNum; sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC)); return; } TaskData& task = *Tasks[missionData->iTaskNum]; int i; for (i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (plr->tasks[i] == 0) { plr->tasks[i] = missionData->iTaskNum; for (int j = 0; j < 3; j++) { plr->RemainingNPCCount[i][j] = (int)task["m_iCSUNumToKill"][j]; } break; } } if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != missionData->iTaskNum) { std::cout << "[WARN] Player has more than 6 active missions!?" << std::endl; } response.iTaskNum = missionData->iTaskNum; sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_START_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_START_SUCC)); } void MissionManager::taskEnd(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_END)) return; // malformed packet sP_CL2FE_REQ_PC_TASK_END* missionData = (sP_CL2FE_REQ_PC_TASK_END*)data->buf; INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_SUCC, response); Player *plr = PlayerManager::getPlayer(sock); response.iTaskNum = missionData->iTaskNum; //std::cout << missionData->iTaskNum << std::endl; if (Tasks.find(missionData->iTaskNum) == Tasks.end()) { std::cout << "[WARN] Player submitted unknown task!?" << std::endl; // TODO: TASK_FAIL? sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC)); return; } // ugly pointer/reference juggling for the sake of operator overloading... TaskData& task = *Tasks[missionData->iTaskNum]; /* * Give (or take away) quest items * * Some mission tasks give the player a quest item upon completion. * This is distinct from quest item mob drops. * They can be identified by a counter in the task indicator (ie. 1/1 Gravity Decelerator). * The server is responsible for dropping the correct item. * Yes, this is pretty stupid. * * iSUInstancename is the number of items to give. It is usually negative at the end of * a mission, to clean up its quest items. */ for (int i = 0; i < 3; i++) if (task["m_iSUItem"][i] != 0) dropQuestItem(sock, missionData->iTaskNum, task["m_iSUInstancename"][i], task["m_iSUItem"][i], 0); // mission rewards if (Rewards.find(missionData->iTaskNum) != Rewards.end()) { if (giveMissionReward(sock, missionData->iTaskNum) == -1) return; } // update player int i; for (i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (plr->tasks[i] == missionData->iTaskNum) { plr->tasks[i] = 0; for (int j = 0; j < 3; j++) { plr->RemainingNPCCount[i][j] = 0; } } } if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) { std::cout << "[WARN] Player completed non-active mission!?" << std::endl; } // if it's the last task if (task["m_iSUOutgoingTask"] == 0) { // save completed mission on player saveMission(plr, (int)(task["m_iHMissionID"])-1); // remove current mission plr->CurrentMissionID = 0; } sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_END_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_END_SUCC)); } void MissionManager::setMission(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID)) return; // malformed packet sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID* missionData = (sP_CL2FE_REQ_PC_SET_CURRENT_MISSION_ID*)data->buf; INITSTRUCT(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, response); response.iCurrentMissionID = missionData->iCurrentMissionID; sock->sendPacket((void*)&response, P_FE2CL_REP_PC_SET_CURRENT_MISSION_ID, sizeof(sP_FE2CL_REP_PC_SET_CURRENT_MISSION_ID)); Player* plr = PlayerManager::getPlayer(sock); plr->CurrentMissionID = missionData->iCurrentMissionID; } void MissionManager::quitMission(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_TASK_STOP)) return; // malformed packet sP_CL2FE_REQ_PC_TASK_STOP* missionData = (sP_CL2FE_REQ_PC_TASK_STOP*)data->buf; INITSTRUCT(sP_FE2CL_REP_PC_TASK_STOP_SUCC, response); Player *plr = PlayerManager::getPlayer(sock); // update player int i; for (i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (plr->tasks[i] == missionData->iTaskNum) { plr->tasks[i] = 0; for (int j = 0; j < 3; j++) { plr->RemainingNPCCount[i][j] = 0; } } } if (i == ACTIVE_MISSION_COUNT - 1 && plr->tasks[i] != 0) { std::cout << "[WARN] Player quit non-active mission!?" << std::endl; } // remove current mission plr->CurrentMissionID = 0; TaskData& task = *Tasks[missionData->iTaskNum]; // clean up quest items for (i = 0; i < 3; i++) { if (task["m_iSUItem"][i] == 0 && task["m_iCSUItemID"][i] == 0) continue; /* * It's ok to do this only server-side, because the server decides which * slot later items will be placed in. */ for (int j = 0; j < AQINVEN_COUNT; j++) if (plr->QInven[j].iID == task["m_iSUItem"][i] || plr->QInven[j].iID == task["m_iCSUItemID"][i]) memset(&plr->QInven[j], 0, sizeof(sItemBase)); } response.iTaskNum = missionData->iTaskNum; sock->sendPacket((void*)&response, P_FE2CL_REP_PC_TASK_STOP_SUCC, sizeof(sP_FE2CL_REP_PC_TASK_STOP_SUCC)); } // TODO: coalesce into ItemManager::findFreeSlot()? int MissionManager::findQSlot(Player *plr, int id) { int i; // two passes. we mustn't fail to find an existing stack. for (i = 0; i < AQINVEN_COUNT; i++) if (plr->QInven[i].iID == id) return i; // no stack. start a new one. for (i = 0; i < AQINVEN_COUNT; i++) if (plr->QInven[i].iOpt == 0) return i; // not found return -1; } void MissionManager::dropQuestItem(CNSocket *sock, int task, int count, int id, int mobid) { const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE); // 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)); Player *plr = PlayerManager::getPlayer(sock); // don't forget to zero the buffer! memset(respbuf, 0, resplen); // find free quest item slot int slot = findQSlot(plr, id); if (slot == -1) { // this should never happen std::cout << "[WARN] Player has no room for quest item!?" << std::endl; return; } if (id != 0) std::cout << "new qitem in slot " << slot << std::endl; // update player if (id != 0) { plr->QInven[slot].iType = 8; plr->QInven[slot].iID = id; plr->QInven[slot].iOpt += count; // stacking } // fully destory deleted items, for good measure if (plr->QInven[slot].iOpt <= 0) memset(&plr->QInven[slot], 0, sizeof(sItemBase)); // preserve 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->iTaskID = task; reward->iNPC_TypeID = mobid; item->sItem = plr->QInven[slot]; item->iSlotNum = slot; item->eIL = 2; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } int MissionManager::giveMissionReward(CNSocket *sock, int task) { Reward *reward = Rewards[task]; Player *plr = PlayerManager::getPlayer(sock); int nrewards = 0; for (int i = 0; i < 4; i++) { if (reward->itemIds[i] != 0) nrewards++; } int slots[4]; for (int i = 0; i < nrewards; i++) { slots[i] = ItemManager::findFreeSlot(plr); if (slots[i] == -1) { std::cout << "Not enough room to complete task" << std::endl; INITSTRUCT(sP_FE2CL_REP_PC_TASK_END_FAIL, fail); fail.iTaskNum = task; fail.iErrorCode = 13; // inventory full sock->sendPacket((void*)&fail, P_FE2CL_REP_PC_TASK_END_FAIL, sizeof(sP_FE2CL_REP_PC_TASK_END_FAIL)); return -1; } } uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + nrewards * sizeof(sItemReward); assert(resplen < CN_PACKET_BUFFER_SIZE); sP_FE2CL_REP_REWARD_ITEM *resp = (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); // update player plr->money += reward->money; plr->fusionmatter += reward->fusionmatter; // simple rewards resp->m_iCandy = plr->money; resp->m_iFusionMatter = plr->fusionmatter; resp->iFatigue = 100; // prevents warning message resp->iFatigue_Level = 1; resp->iItemCnt = nrewards; for (int i = 0; i < nrewards; i++) { item[i].sItem.iType = reward->itemTypes[i]; item[i].sItem.iID = reward->itemIds[i]; item[i].iSlotNum = slots[i]; item[i].eIL = 1; // update player plr->Inven[slots[i]] = item->sItem; } sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); return 0; } void MissionManager::mobKilled(CNSocket *sock, int mobid) { Player *plr = PlayerManager::getPlayer(sock); bool missionmob = false; for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (plr->tasks[i] == 0) continue; // tasks[] should always have valid IDs TaskData& task = *Tasks[plr->tasks[i]]; for (int j = 0; j < 3; j++) { if (task["m_iCSUEnemyID"][j] != mobid) continue; // acknowledge killing of mission mob... if (task["m_iCSUNumToKill"][j] != 0) { missionmob = true; plr->RemainingNPCCount[i][j]--; } // drop quest item if (task["m_iCSUItemNumNeeded"][j] != 0 && !isQuestItemFull(sock, task["m_iCSUItemID"][j], task["m_iCSUItemNumNeeded"][j]) ) { bool drop = rand() % 100 < task["m_iSTItemDropRate"][j]; if (drop) { // XXX: are CSUItemID and CSTItemID the same? dropQuestItem(sock, plr->tasks[i], 1, task["m_iCSUItemID"][j], mobid); } else { // fail to drop (itemID == 0) dropQuestItem(sock, plr->tasks[i], 1, 0, mobid); } } } } // ...but only once // XXX: is it actually necessary to do it this way? if (missionmob) { INITSTRUCT(sP_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC, kill); kill.iNPCID = mobid; sock->sendPacket((void*)&kill, P_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC, sizeof(sP_FE2CL_REP_PC_KILL_QUEST_NPCs_SUCC)); } } void MissionManager::saveMission(Player* player, int missionId) { //sanity check missionID so we don't get exceptions if (missionId < 0 || missionId>1023) { std::cout << "[WARN] Client submitted invalid missionId: " <aQuestFlag[row] |= (1ULL << column); } bool MissionManager::isQuestItemFull(CNSocket* sock, int itemId, int itemCount) { Player* plr = PlayerManager::getPlayer(sock); int slot = findQSlot(plr, itemId); if (slot == -1) { // this should never happen std::cout << "[WARN] Player has no room for quest item!?" << std::endl; return true; } return (itemCount == plr->QInven[slot].iOpt); }