#include "Buffs.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" using namespace Buffs; void Buff::tick(time_t currTime) { auto it = stacks.begin(); while(it != stacks.end()) { BuffStack& stack = *it; //if(onTick) onTick(self, this, currTime); if(stack.durationTicks == 0) { BuffStack deadStack = stack; it = stacks.erase(it); if(onUpdate) onUpdate(self, this, ETBU_DEL, &deadStack); } else { if(stack.durationTicks > 0) stack.durationTicks--; it++; } } } void Buff::combatTick(time_t currTime) { if(onCombatTick) onCombatTick(self, this, currTime); } void Buff::clear() { while(!stacks.empty()) { BuffStack stack = stacks.back(); stacks.pop_back(); if(onUpdate) onUpdate(self, this, ETBU_DEL, &stack); } } void Buff::clear(BuffClass buffClass) { auto it = stacks.begin(); while(it != stacks.end()) { BuffStack& stack = *it; if(stack.buffStackClass == buffClass) { BuffStack deadStack = stack; it = stacks.erase(it); if(onUpdate) onUpdate(self, this, ETBU_DEL, &deadStack); } else it++; } } void Buff::addStack(BuffStack* stack) { stacks.push_back(*stack); if(onUpdate) onUpdate(self, this, ETBU_ADD, &stacks.back()); } bool Buff::hasClass(BuffClass buffClass) { for(BuffStack& stack : stacks) { if(stack.buffStackClass == buffClass) return true; } return false; } BuffClass Buff::maxClass() { BuffClass buffClass = BuffClass::NONE; for(BuffStack& stack : stacks) { if(stack.buffStackClass > buffClass) buffClass = stack.buffStackClass; } return buffClass; } int Buff::getValue(BuffValueSelector selector) { if(isStale()) return 0; int value = selector == BuffValueSelector::NET_TOTAL ? 0 : stacks.front().value; for(BuffStack& stack : stacks) { switch(selector) { case BuffValueSelector::NET_TOTAL: value += stack.value; break; case BuffValueSelector::MIN_VALUE: if(stack.value < value) value = stack.value; break; case BuffValueSelector::MAX_VALUE: if(stack.value > value) value = stack.value; break; case BuffValueSelector::MIN_MAGNITUDE: if(abs(stack.value) < abs(value)) value = stack.value; break; case BuffValueSelector::MAX_MAGNITUDE: default: if(abs(stack.value) > abs(value)) value = stack.value; } } return value; } bool Buff::isStale() { return stacks.empty(); } /* This will practically never do anything important, but it's here just in case */ void Buff::updateCallbacks(BuffCallback fOnUpdate, BuffCallback fOnCombatTick) { if(!onUpdate) onUpdate = fOnUpdate; if(!onCombatTick) onCombatTick = fOnCombatTick; } #pragma region Handlers void Buffs::timeBuffUpdate(EntityRef self, Buff* buff, int status, BuffStack* stack) { if(self.kind != EntityKind::PLAYER) return; // not implemented Player* plr = (Player*)self.getEntity(); if(plr == nullptr) return; // sanity check if(status == ETBU_DEL && !buff->isStale()) return; // no premature effect deletion int cbf = plr->getCompositeCondition(); sTimeBuff payload{}; if(status == ETBU_ADD) { payload.iValue = buff->getValue(BuffValueSelector::MAX_MAGNITUDE); // we need to explicitly add the ECSB for this buff, // in case this is the first stack in and the entry // in the buff map doesn't yet exist if(buff->id > 0) cbf |= CSB_FROM_ECSB(buff->id); } INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt); pkt.eCSTB = buff->id; // eCharStatusTimeBuffID pkt.eTBU = status; // eTimeBuffUpdate pkt.eTBT = (int)stack->buffStackClass; pkt.iConditionBitFlag = cbf; pkt.TimeBuff = payload; self.sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } void Buffs::timeBuffTick(EntityRef self, Buff* buff) { if(self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB) return; // not implemented Entity* entity = self.getEntity(); ICombatant* combatant = dynamic_cast(entity); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK, pkt); pkt.eCT = combatant->getCharType(); pkt.iID = combatant->getID(); pkt.iTB_ID = buff->id; NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK)); } void Buffs::timeBuffTimeout(EntityRef self) { if(self.kind != EntityKind::PLAYER && self.kind != EntityKind::COMBAT_NPC && self.kind != EntityKind::MOB) return; // not a combatant Entity* entity = self.getEntity(); ICombatant* combatant = dynamic_cast(entity); INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt); // send a buff timeout to other players int32_t eCharType = combatant->getCharType(); pkt.eCT = eCharType == 4 ? 2 : eCharType; // convention not followed by client here pkt.iID = combatant->getID(); pkt.iConditionBitFlag = combatant->getCompositeCondition(); NPCManager::sendToViewable(entity, &pkt, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); } #pragma endregion