#include "NPCManager.hpp" #include "ItemManager.hpp" #include "settings.hpp" #include "MobManager.hpp" #include "MissionManager.hpp" #include "ChunkManager.hpp" #include #include #include #include #include #include #include #include "contrib/JSON.hpp" std::map NPCManager::NPCs; std::map NPCManager::Warps; std::vector NPCManager::RespawnPoints; nlohmann::json NPCManager::NPCData; /* * Initialized at the end of TableData::init(). * This allows us to summon and kill mobs in arbitrary order without * NPC ID collisions. */ int32_t NPCManager::nextId; void NPCManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TIME_TO_GO_WARP, npcWarpTimeMachine); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_START, npcVendorStart); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE, npcVendorTable); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_BUY, npcVendorBuy); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_SELL, npcVendorSell); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY, npcVendorBuyback); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_VENDOR_BATTERY_BUY, npcVendorBuyBattery); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_COMBINATION, npcCombineItems); } void NPCManager::removeNPC(std::vector viewableChunks, int32_t id) { BaseNPC* npc = NPCs[id]; switch (npc->npcClass) { case NPC_BUS: INITSTRUCT(sP_FE2CL_TRANSPORTATION_EXIT, exitBusData); exitBusData.eTT = 3; exitBusData.iT_ID = id; for (Chunk* chunk : viewableChunks) { for (CNSocket* sock : chunk->players) { // send to socket sock->sendPacket((void*)&exitBusData, P_FE2CL_TRANSPORTATION_EXIT, sizeof(sP_FE2CL_TRANSPORTATION_EXIT)); } } break; default: // create struct INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData); exitData.iNPC_ID = id; // remove it from the clients for (Chunk* chunk : viewableChunks) { for (CNSocket* sock : chunk->players) { // send to socket sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT)); } } break; } } void NPCManager::addNPC(std::vector viewableChunks, int32_t id) { BaseNPC* npc = NPCs[id]; switch (npc->npcClass) { case NPC_BUS: INITSTRUCT(sP_FE2CL_TRANSPORTATION_ENTER, enterBusData); enterBusData.AppearanceData = { 3, npc->appearanceData.iNPC_ID, npc->appearanceData.iNPCType, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ }; for (Chunk* chunk : viewableChunks) { for (CNSocket* sock : chunk->players) { // send to socket sock->sendPacket((void*)&enterBusData, P_FE2CL_TRANSPORTATION_ENTER, sizeof(sP_FE2CL_TRANSPORTATION_ENTER)); } } break; default: // create struct INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData); enterData.NPCAppearanceData = npc->appearanceData; for (Chunk* chunk : viewableChunks) { for (CNSocket* sock : chunk->players) { // send to socket sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER)); } } break; } } void NPCManager::destroyNPC(int32_t id) { // sanity check if (NPCs.find(id) == NPCs.end()) { std::cout << "npc not found : " << id << std::endl; return; } BaseNPC* entity = NPCs[id]; // sanity check if (ChunkManager::chunks.find(entity->chunkPos) == ChunkManager::chunks.end()) { std::cout << "chunk not found!" << std::endl; return; } // remove NPC from the chunk Chunk* chunk = ChunkManager::chunks[entity->chunkPos]; chunk->NPCs.erase(id); // remove from viewable chunks removeNPC(entity->currentChunks, id); // remove from mob manager if (MobManager::Mobs.find(id) != MobManager::Mobs.end()) MobManager::Mobs.erase(id); // finally, remove it from the map and free it NPCs.erase(id); delete entity; std::cout << "npc removed!" << std::endl; } void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, int angle) { NPCs[id]->appearanceData.iAngle = angle; updateNPCPosition(id, X, Y, Z); } void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z) { BaseNPC* npc = NPCs[id]; npc->appearanceData.iX = X; npc->appearanceData.iY = Y; npc->appearanceData.iZ = Z; std::tuple newPos = ChunkManager::grabChunk(X, Y, npc->instanceID); // nothing to be done (but we should also update currentChunks to add/remove stale chunks) if (newPos == npc->chunkPos) { npc->currentChunks = ChunkManager::grabChunks(newPos); return; } std::vector allChunks = ChunkManager::grabChunks(newPos); // send npc exit to stale chunks removeNPC(ChunkManager::getDeltaChunks(npc->currentChunks, allChunks), id); // send npc enter to new chunks addNPC(ChunkManager::getDeltaChunks(allChunks, npc->currentChunks), id); Chunk *chunk = nullptr; if (ChunkManager::checkChunk(npc->chunkPos)) chunk = ChunkManager::chunks[npc->chunkPos]; if (ChunkManager::removeNPC(npc->chunkPos, id)) { // if the old chunk was deallocated, remove it allChunks.erase(std::remove(allChunks.begin(), allChunks.end(), chunk), allChunks.end()); } ChunkManager::addNPC(X, Y, npc->instanceID, id); npc->chunkPos = newPos; npc->currentChunks = allChunks; } void NPCManager::updateNPCInstance(int32_t npcID, uint64_t instanceID) { BaseNPC* npc = NPCs[npcID]; npc->instanceID = instanceID; updateNPCPosition(npcID, npc->appearanceData.iX, npc->appearanceData.iY, npc->appearanceData.iZ); } void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) { for (Chunk *chunk : npc->currentChunks) { for (CNSocket *s : chunk->players) { s->sendPacket(buf, type, size); } } } void NPCManager::npcVendorBuy(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY)) return; // malformed packet sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_BUY*)data->buf; Player *plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; Item* item = ItemManager::getItemData(req->Item.iID, req->Item.iType); if (item == nullptr) { std::cout << "[WARN] Item id " << req->Item.iID << " with type " << req->Item.iType << " not found (buy)" << std::endl; // NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side. INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL)); return; } int itemCost = item->buyPrice * (item->stackSize > 1 ? req->Item.iOpt : 1); int slot = ItemManager::findFreeSlot(plr); if (itemCost > plr->money || slot == -1) { // NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side. INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_FAIL)); return; } // if vehicle if (req->Item.iType == 10) // set time limit: current time + 7days req->Item.iTimeLimit = getTimestamp() + 604800; if (slot != req->iInvenSlotNum) { // possible item stacking? std::cout << "[WARN] Client and server disagree on bought item slot (" << req->iInvenSlotNum << " vs " << slot << ")" << std::endl; } INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC, resp); plr->money = plr->money - itemCost; plr->Inven[slot] = req->Item; resp.iCandy = plr->money; resp.iInvenSlotNum = slot; resp.Item = req->Item; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_BUY_SUCC)); } void NPCManager::npcVendorSell(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL)) return; // malformed packet sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_SELL*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; if (req->iInvenSlotNum < 0 || req->iInvenSlotNum >= AINVEN_COUNT || req->iItemCnt < 0) { std::cout << "[WARN] Client failed to sell item in slot " << req->iInvenSlotNum << std::endl; INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL)); return; } sItemBase* item = &plr->Inven[req->iInvenSlotNum]; Item* itemData = ItemManager::getItemData(item->iID, item->iType); if (itemData == nullptr || !itemData->sellable) { // sanity + sellable check std::cout << "[WARN] Item id " << item->iID << " with type " << item->iType << " not found (sell)" << std::endl; INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_FAIL)); return; } sItemBase original; memcpy(&original, item, sizeof(sItemBase)); INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_SUCC, resp); int sellValue = itemData->sellPrice * req->iItemCnt; // increment taros plr->money = plr->money + sellValue; // modify item if (plr->Inven[req->iInvenSlotNum].iOpt - req->iItemCnt > 0) { // selling part of a stack item->iOpt -= req->iItemCnt; original.iOpt = req->iItemCnt; } else { // selling entire slot item->iID = 0; item->iOpt = 0; item->iType = 0; item->iTimeLimit = 0; } // response parameters resp.iInvenSlotNum = req->iInvenSlotNum; resp.iCandy = plr->money; resp.Item = original; // the item that gets sent to buyback resp.ItemStay = *item; // the void item that gets put in the slot sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_ITEM_SELL_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_SELL_SUCC)); } void NPCManager::npcVendorBuyback(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY)) return; // malformed packet sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_ITEM_RESTORE_BUY*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; Item* item = ItemManager::getItemData(req->Item.iID, req->Item.iType); if (item == nullptr) { std::cout << "[WARN] Item id " << req->Item.iID << " with type " << req->Item.iType << " not found (rebuy)" << std::endl; // NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side. INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL)); return; } // sell price is used on rebuy. ternary identifies stacked items int itemCost = item->sellPrice * (item->stackSize > 1 ? req->Item.iOpt : 1); int slot = ItemManager::findFreeSlot(plr); if (itemCost > plr->money || slot == -1) { // NOTE: VENDOR_ITEM_BUY_FAIL is not actually handled client-side. INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_FAIL)); return; } if (slot != req->iInvenSlotNum) { // possible item stacking? std::cout << "[WARN] Client and server disagree on bought item slot (" << req->iInvenSlotNum << " vs " << slot << ")" << std::endl; } plr->money = plr->money - itemCost; plr->Inven[slot] = req->Item; INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_SUCC, resp); // response parameters resp.iCandy = plr->money; resp.iInvenSlotNum = slot; resp.Item = req->Item; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_ITEM_RESTORE_BUY_SUCC)); } void NPCManager::npcVendorTable(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE)) return; // malformed packet sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE* req = (sP_CL2FE_REQ_PC_VENDOR_TABLE_UPDATE*)data->buf; if (req->iVendorID != req->iNPC_ID || ItemManager::VendorTables.find(req->iNPC_ID) == ItemManager::VendorTables.end()) return; std::vector listings = ItemManager::VendorTables[req->iNPC_ID]; // maybe use iVendorID instead...? INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, resp); for (int i = 0; i < (int)listings.size() && i < 20; i++) { // 20 is the max sItemBase base; base.iID = listings[i].iID; base.iOpt = 0; base.iTimeLimit = 0; base.iType = listings[i].type; sItemVendor vItem; vItem.item = base; vItem.iSortNum = listings[i].sort; vItem.iVendorID = req->iVendorID; //vItem.fBuyCost = listings[i].price; this value is not actually the one that is used resp.item[i] = vItem; } sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_TABLE_UPDATE_SUCC)); } void NPCManager::npcVendorStart(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_START)) return; // malformed packet sP_CL2FE_REQ_PC_VENDOR_START* req = (sP_CL2FE_REQ_PC_VENDOR_START*)data->buf; INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_START_SUCC, resp); resp.iNPC_ID = req->iNPC_ID; resp.iVendorID = req->iVendorID; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_START_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_START_SUCC)); } void NPCManager::npcVendorBuyBattery(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY)) return; // malformed packet sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY* req = (sP_CL2FE_REQ_PC_VENDOR_BATTERY_BUY*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; int cost = req->Item.iOpt * 10; if ((req->Item.iID == 3 ? (plr->batteryW >= 9999) : (plr->batteryN >= 9999)) || plr->money < cost) { // sanity check INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, failResp); failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL, sizeof(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_FAIL)); } plr->money -= cost; plr->batteryW += req->Item.iID == 3 ? req->Item.iOpt * 10 : 0; plr->batteryN += req->Item.iID == 4 ? req->Item.iOpt * 10 : 0; // caps if (plr->batteryW > 9999) plr->batteryW = 9999; if (plr->batteryN > 9999) plr->batteryN = 9999; INITSTRUCT(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC, resp); resp.iCandy = plr->money; resp.iBatteryW = plr->batteryW; resp.iBatteryN = plr->batteryN; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC, sizeof(sP_FE2CL_REP_PC_VENDOR_BATTERY_BUY_SUCC)); } void NPCManager::npcCombineItems(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_ITEM_COMBINATION)) return; // malformed packet sP_CL2FE_REQ_PC_ITEM_COMBINATION* req = (sP_CL2FE_REQ_PC_ITEM_COMBINATION*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (plr == nullptr) return; if (req->iCostumeItemSlot < 0 || req->iCostumeItemSlot >= AINVEN_COUNT || req->iStatItemSlot < 0 || req->iStatItemSlot >= AINVEN_COUNT) { // sanity check 1 INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp); failResp.iCostumeItemSlot = req->iCostumeItemSlot; failResp.iStatItemSlot = req->iStatItemSlot; failResp.iErrorCode = 0; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL)); std::cout << "[WARN] Inventory slot(s) out of range (" << req->iStatItemSlot << " and " << req->iCostumeItemSlot << ")" << std::endl; return; } sItemBase* itemStats = &plr->Inven[req->iStatItemSlot]; sItemBase* itemLooks = &plr->Inven[req->iCostumeItemSlot]; Item* itemStatsDat = ItemManager::getItemData(itemStats->iID, itemStats->iType); Item* itemLooksDat = ItemManager::getItemData(itemLooks->iID, itemLooks->iType); if (itemStatsDat == nullptr || itemLooksDat == nullptr || ItemManager::CrocPotTable.find(abs(itemStatsDat->level - itemLooksDat->level)) == ItemManager::CrocPotTable.end()) // sanity check 2 { INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, failResp); failResp.iCostumeItemSlot = req->iCostumeItemSlot; failResp.iStatItemSlot = req->iStatItemSlot; failResp.iErrorCode = 0; std::cout << "[WARN] Either item ids or croc pot value set not found" << std::endl; sock->sendPacket((void*)&failResp, P_FE2CL_REP_PC_ITEM_COMBINATION_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_FAIL)); return; } CrocPotEntry* recipe = &ItemManager::CrocPotTable[abs(itemStatsDat->level - itemLooksDat->level)]; int cost = itemStatsDat->buyPrice * recipe->multStats + itemLooksDat->buyPrice * recipe->multLooks; float successChance = recipe->base / 100.0f; // base success chance // rarity gap multiplier switch(abs(itemStatsDat->rarity - itemLooksDat->rarity)) { case 0: successChance *= recipe->rd0; break; case 1: successChance *= recipe->rd1; break; case 2: successChance *= recipe->rd2; break; case 3: successChance *= recipe->rd3; break; default: break; } float rolled = (rand() * 1.0f / RAND_MAX) * 100.0f; // success chance out of 100 //std::cout << rolled << " vs " << successChance << std::endl; plr->money -= cost; INITSTRUCT(sP_FE2CL_REP_PC_ITEM_COMBINATION_SUCC, resp); if (rolled < successChance) { // success resp.iSuccessFlag = 1; // modify the looks item with the new stats and set the appearance through iOpt itemLooks->iOpt = (int32_t)((itemLooks->iOpt) >> 16 > 0 ? (itemLooks->iOpt >> 16) : itemLooks->iID) << 16; itemLooks->iID = itemStats->iID; // delete stats item itemStats->iID = 0; itemStats->iOpt = 0; itemStats->iTimeLimit = 0; itemStats->iType = 0; } else { // failure; don't do anything? resp.iSuccessFlag = 0; } resp.iCandy = plr->money; resp.iNewItemSlot = req->iCostumeItemSlot; resp.iStatItemSlot = req->iStatItemSlot; resp.sNewItem = *itemLooks; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_COMBINATION_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_COMBINATION_SUCC)); } void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {} // stubbed for now void NPCManager::npcUnsummonHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NPC_UNSUMMON)) return; // malformed packet Player* plr = PlayerManager::getPlayer(sock); if (plr == nullptr || plr->accountLevel > 30) return; sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf; NPCManager::destroyNPC(req->iNPC_ID); } void NPCManager::npcSummonHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON)) return; // malformed packet sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf; Player* plr = PlayerManager::getPlayer(sock); // permission & sanity check if (plr == nullptr || plr->accountLevel > 30 || req->iNPCType >= 3314 || req->iNPCCnt > 100) return; int team = NPCData[req->iNPCType]["m_iTeam"]; for (int i = 0; i < req->iNPCCnt; i++) { assert(nextId < INT32_MAX); int id = nextId++; if (team == 2) { NPCs[id] = new Mob(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType, NPCData[req->iNPCType], id); MobManager::Mobs[id] = (Mob*)NPCs[id]; } else NPCs[id] = new BaseNPC(plr->x, plr->y, plr->z, 0, plr->instanceID, req->iNPCType, id); updateNPCPosition(id, plr->x, plr->y, plr->z); } } void NPCManager::npcWarpHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_USE_NPC)) return; // malformed packet sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf; handleWarp(sock, warpNpc->iWarpID); } void NPCManager::npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_TIME_TO_GO_WARP)) return; // malformed packet // this is just a warp request handleWarp(sock, 28); } void NPCManager::handleWarp(CNSocket* sock, int32_t warpId) { PlayerView& plrv = PlayerManager::players[sock]; // sanity check if (Warps.find(warpId) == Warps.end()) return; MissionManager::failInstancedMissions(sock); // fail any missions that require the player's current instance uint64_t fromInstance = plrv.plr->instanceID; // saved for post-warp if (plrv.plr->instanceID == 0) { // save last uninstanced coords plrv.plr->lastX = plrv.plr->x; plrv.plr->lastY = plrv.plr->y; plrv.plr->lastZ = plrv.plr->z; plrv.plr->lastAngle = plrv.plr->angle; } // std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl; if (Warps[warpId].isInstance) { uint64_t instanceID = Warps[warpId].instanceID; if (Warps[warpId].limitTaskID != 0) { // if warp requires you to be on a mission, it's gotta be a unique instance instanceID += ((uint64_t)plrv.plr->iIDGroup << 32); // upper 32 bits are leader ID ChunkManager::createInstance(instanceID); } PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID); } else { INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); //Can only be used for exiting instances because it sets the instance flag to false resp.iX = Warps[warpId].x; resp.iY = Warps[warpId].y; resp.iZ = Warps[warpId].z; resp.iCandy = plrv.plr->money; resp.eIL = 4; // do not take away any items PlayerManager::removePlayerFromChunks(plrv.currentChunks, sock); plrv.currentChunks.clear(); plrv.plr->instanceID = INSTANCE_OVERWORLD; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC)); } // post-warp: check if the source instance has no more players in it and delete it if so ChunkManager::destroyInstanceIfEmpty(fromInstance); } /* * Helper function to get NPC closest to coordinates in specified chunks */ BaseNPC* NPCManager::getNearestNPC(std::vector chunks, int X, int Y, int Z) { BaseNPC* npc = nullptr; int lastDist = INT_MAX; for (auto c = chunks.begin(); c != chunks.end(); c++) { // haha get it Chunk* chunk = *c; for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) { BaseNPC* npcTemp = NPCs[*_npc]; int distXY = std::hypot(X - npcTemp->appearanceData.iX, Y - npcTemp->appearanceData.iY); int dist = std::hypot(distXY, Z - npcTemp->appearanceData.iZ); if (dist < lastDist) { npc = npcTemp; lastDist = dist; } } } return npc; }