#include "CNShardServer.hpp" #include "CNStructs.hpp" #include "NanoManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "CombatManager.hpp" namespace NanoManager { // active powers std::set StunPowers = {1, 13, 42, 59, 78, 103}; std::set HealPowers = {2, 7, 12, 38, 53, 61, 82, 92, 98}; std::set RecallPowers = {5, 25, 66, 69, 75, 87}; std::set DrainPowers = {10, 34, 37, 56, 93, 97}; std::set SnarePowers = {17, 18, 27, 41, 43, 47, 90, 96, 106}; std::set DamagePowers = {19, 21, 33, 45, 46, 52, 101, 105, 108}; std::set GroupRevivePowers = {20, 63, 91}; std::set LeechPowers = {24, 51, 89}; std::set SleepPowers = {28, 30, 32, 49, 70, 71, 81, 85, 94}; // passive powers std::set ScavangePowers = {3, 50, 99}; std::set RunPowers = {4, 8, 62, 68, 73, 86}; std::set BonusPowers = {6, 54, 104}; std::set GuardPowers = {9, 57, 76}; std::set RadarPowers = {11, 67, 95}; std::set AnitdotePowers = {14, 58, 102}; std::set FreedomPowers = {15, 31, 39, 55, 77, 107}; std::set JumpPowers = {16, 35, 44, 60, 88, 100}; std::set SelfRevivePowers = {22, 48, 83}; std::set SneakPowers = {23, 29, 65, 72, 80, 82}; std::set TreasureFinderPowers = {26, 40, 74}; /* * The active nano power table is down below activePower<>() and its * worker functions so we don't have to have unsightly function declarations. */ }; // namespace void NanoManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_ACTIVE, nanoSummonHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_EQUIP, nanoEquipHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_UNEQUIP, nanoUnEquipHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO, nanoGMGiveHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_TUNE, nanoSkillSetHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GIVE_NANO_SKILL, nanoSkillSetGMHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NANO_SKILL_USE, nanoSkillUseHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_WARP_USE_RECALL, nanoRecallHandler); } void NanoManager::nanoEquipHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_EQUIP)) return; // malformed packet sP_CL2FE_REQ_NANO_EQUIP* nano = (sP_CL2FE_REQ_NANO_EQUIP*)data->buf; INITSTRUCT(sP_FE2CL_REP_NANO_EQUIP_SUCC, resp); Player *plr = PlayerManager::getPlayer(sock); // sanity check if (nano->iNanoSlotNum > 2 || nano->iNanoSlotNum < 0) return; resp.iNanoID = nano->iNanoID; resp.iNanoSlotNum = nano->iNanoSlotNum; // Update player plr->equippedNanos[nano->iNanoSlotNum] = nano->iNanoID; // unsummon nano if replaced if (plr->activeNano == plr->equippedNanos[nano->iNanoSlotNum]) summonNano(sock, -1); sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_EQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_EQUIP_SUCC)); } void NanoManager::nanoUnEquipHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_UNEQUIP)) return; // malformed packet sP_CL2FE_REQ_NANO_UNEQUIP* nano = (sP_CL2FE_REQ_NANO_UNEQUIP*)data->buf; INITSTRUCT(sP_FE2CL_REP_NANO_UNEQUIP_SUCC, resp); Player *plr = PlayerManager::getPlayer(sock); // sanity check if (nano->iNanoSlotNum > 2 || nano->iNanoSlotNum < 0) return; resp.iNanoSlotNum = nano->iNanoSlotNum; // unsummon nano if removed if (plr->equippedNanos[nano->iNanoSlotNum] == plr->activeNano) summonNano(sock, -1); // update player plr->equippedNanos[nano->iNanoSlotNum] = 0; sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_UNEQUIP_SUCC, sizeof(sP_FE2CL_REP_NANO_UNEQUIP_SUCC)); } void NanoManager::nanoGMGiveHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_GIVE_NANO)) return; // ignore the malformed packet // Cmd: /nano sP_CL2FE_REQ_PC_GIVE_NANO* nano = (sP_CL2FE_REQ_PC_GIVE_NANO*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // Add nano to player addNano(sock, nano->iNanoID, 0); DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to add nano id: " << nano->iNanoID << std::endl; ) } void NanoManager::nanoSummonHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_ACTIVE)) return; // malformed packet sP_CL2FE_REQ_NANO_ACTIVE* pkt = (sP_CL2FE_REQ_NANO_ACTIVE*)data->buf; Player *plr = PlayerManager::getPlayer(sock); summonNano(sock, pkt->iNanoSlotNum); // Send to client DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano slot: " << pkt->iNanoSlotNum << std::endl; ) } void NanoManager::nanoSkillUseHandler(CNSocket* sock, CNPacketData* data) { Player *plr = PlayerManager::getPlayer(sock); int16_t nanoId = plr->activeNano; int16_t skillId = plr->Nanos[nanoId].iSkillID; for (auto& pwr : ActivePowers) if (pwr.powers.count(skillId)) // std::set's contains method is C++20 only... pwr.handle(sock, data, nanoId, skillId); DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " requested to summon nano skill " << std::endl; ) } void NanoManager::nanoSkillSetHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_NANO_TUNE)) return; // malformed packet sP_CL2FE_REQ_NANO_TUNE* skill = (sP_CL2FE_REQ_NANO_TUNE*)data->buf; setNanoSkill(sock, skill->iNanoID, skill->iTuneID); } void NanoManager::nanoSkillSetGMHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_PC_GIVE_NANO_SKILL)) return; // malformed packet sP_CL2FE_REQ_NANO_TUNE* skillGM = (sP_CL2FE_REQ_NANO_TUNE*)data->buf; setNanoSkill(sock, skillGM->iNanoID, skillGM->iTuneID); } void NanoManager::nanoRecallHandler(CNSocket* sock, CNPacketData* data) { if (data->size != sizeof(sP_CL2FE_REQ_WARP_USE_RECALL)) return; INITSTRUCT(sP_FE2CL_REP_WARP_USE_RECALL_FAIL, resp); sock->sendPacket((void*)&resp, P_FE2CL_REP_WARP_USE_RECALL_FAIL, sizeof(sP_FE2CL_REP_WARP_USE_RECALL_FAIL)); // stubbed for now } #pragma region Helper methods void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) { if (nanoId > 36) return; Player *plr = PlayerManager::getPlayer(sock); int level = nanoId < plr->level ? plr->level : nanoId; // Send to client INITSTRUCT(sP_FE2CL_REP_PC_NANO_CREATE_SUCC, resp); resp.Nano.iID = nanoId; resp.Nano.iStamina = 150; resp.iQuestItemSlotNum = slot; resp.iPC_Level = level; // Update player plr->Nanos[nanoId] = resp.Nano; plr->level = level; plr->HP = 1000 * plr->level; sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_NANO_CREATE_SUCC, sizeof(sP_FE2CL_REP_PC_NANO_CREATE_SUCC)); /* * iPC_Level in NANO_CREATE_SUCC sets the player's level. * Other players must be notified of the change as well. Both P_FE2CL_REP_PC_NANO_CREATE and * P_FE2CL_REP_PC_CHANGE_LEVEL appear to play the same animation, but only the latter affects * the other player's displayed level. */ INITSTRUCT(sP_FE2CL_REP_PC_CHANGE_LEVEL, resp2); resp2.iPC_ID = plr->iID; resp2.iPC_Level = level; // Update other players' perception of the player's level PlayerManager::sendToViewable(sock, (void*)&resp2, P_FE2CL_REP_PC_CHANGE_LEVEL, sizeof(sP_FE2CL_REP_PC_CHANGE_LEVEL)); } void NanoManager::summonNano(CNSocket *sock, int slot) { INITSTRUCT(sP_FE2CL_REP_NANO_ACTIVE_SUCC, resp); resp.iActiveNanoSlotNum = slot; Player *plr = PlayerManager::getPlayer(sock); if (slot > 2 || slot < -1) return; // sanity check int nanoId = slot == -1 ? -1 : plr->equippedNanos[slot]; if (nanoId > 36 || nanoId < -1) return; // sanity check int16_t skillId = 0; if (plr->activeNano > 0) { skillId = plr->Nanos[plr->activeNano].iSkillID; if (skillId == 3 || skillId == 50 || skillId == 99) nanoUnbuff(sock, 16384, 15); // Scavenge else if (skillId == 4 || skillId == 8 || skillId == 62 || skillId == 68 || skillId == 73 || skillId == 86) nanoUnbuff(sock, 1, 1, 200); // Run else if (skillId == 6 || skillId == 54 || skillId == 104) nanoUnbuff(sock, 32768, 16); // Bonus else if (skillId == 9 || skillId == 57 || skillId == 76) nanoUnbuff(sock, 32, 6); // Guard else if (skillId == 11 || skillId == 67 || skillId == 95) nanoUnbuff(sock, 4096, 13); // Radar else if (skillId == 14 || skillId == 58 || skillId == 102) nanoUnbuff(sock, 64, 7); // Antidote else if (skillId == 15 || skillId == 31 || skillId == 39 || skillId == 55 || skillId == 77 || skillId == 107) nanoUnbuff(sock, 131072, 18); // Freedom else if (skillId == 16 || skillId == 35 || skillId == 44 || skillId == 60 || skillId == 88 || skillId == 100) nanoUnbuff(sock, 4, 3, 400); // Jump else if (skillId == 22 || skillId == 48 || skillId == 83) nanoUnbuff(sock, 16, 5); // Self Revive else if (skillId == 23 || skillId == 29 || skillId == 65 || skillId == 72 || skillId == 80 || skillId == 82) nanoUnbuff(sock, 8, 4); // Sneak else if (skillId == 26 || skillId == 40 || skillId == 74) nanoUnbuff(sock, 8192, 14); // Treasure Finder } sNano nano = plr->Nanos[nanoId]; skillId = nano.iSkillID; if (slot > -1) { plr->activeNano = nanoId; if (skillId == 3 || skillId == 50 || skillId == 99) { nanoBuff(sock, nanoId, skillId, 19, 16384, 15); // Scavenge resp.eCSTB___Add = 1; } else if (skillId == 4 || skillId == 8 || skillId == 62 || skillId == 68 || skillId == 73 || skillId == 86) { nanoBuff(sock, nanoId, skillId, 11, 1, 1, 200); // Run resp.eCSTB___Add = 1; } else if (skillId == 6 || skillId == 54 || skillId == 104) { nanoBuff(sock, nanoId, skillId, 20, 32768, 16); // Bonus resp.eCSTB___Add = 1; } else if (skillId == 9 || skillId == 57 || skillId == 76) { nanoBuff(sock, nanoId, skillId, 17, 32, 6); // Guard resp.eCSTB___Add = 1; } else if (skillId == 11 || skillId == 67 || skillId == 95) { nanoBuff(sock, nanoId, skillId, 14, 4096, 13); // Radar resp.eCSTB___Add = 1; } else if (skillId == 14 || skillId == 58 || skillId == 102) { nanoBuff(sock, nanoId, skillId, 18, 64, 7); // Antidote resp.eCSTB___Add = 1; } else if (skillId == 15 || skillId == 31 || skillId == 39 || skillId == 55 || skillId == 77 || skillId == 107) { nanoBuff(sock, nanoId, skillId, 25, 131072, 18); // Freedom resp.eCSTB___Add = 1; } else if (skillId == 16 || skillId == 35 || skillId == 44) { nanoBuff(sock, nanoId, skillId, 10, 4, 3, 400); // Jump resp.eCSTB___Add = 1; } else if (skillId == 22 || skillId == 48 || skillId == 83) { nanoBuff(sock, nanoId, skillId, 16, 16, 5); // Self Revive resp.eCSTB___Add = 1; } else if (skillId == 23 || skillId == 29 || skillId == 65 || skillId == 72 || skillId == 80 || skillId == 82) { nanoBuff(sock, nanoId, skillId, 12, 8, 4); // Sneak resp.eCSTB___Add = 1; } else if (skillId == 26 || skillId == 40 || skillId == 74) { nanoBuff(sock, nanoId, skillId, 15, 8192, 14); // Treasure Finder resp.eCSTB___Add = 1; } } else plr->activeNano = 0; sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_ACTIVE_SUCC, sizeof(sP_FE2CL_REP_NANO_ACTIVE_SUCC)); // Send to other players INITSTRUCT(sP_FE2CL_NANO_ACTIVE, pkt1); pkt1.iPC_ID = plr->iID; if (nanoId == -1) memset(&pkt1.Nano, 0, sizeof(pkt1.Nano)); else pkt1.Nano = plr->Nanos[nanoId]; PlayerManager::sendToViewable(sock, (void*)&pkt1, P_FE2CL_NANO_ACTIVE, sizeof(sP_FE2CL_NANO_ACTIVE)); // update player plr->activeNano = nanoId; } void NanoManager::setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId) { if (nanoId > 36) return; Player *plr = PlayerManager::getPlayer(sock); sNano nano = plr->Nanos[nanoId]; nano.iSkillID = skillId; plr->Nanos[nanoId] = nano; // Send to client INITSTRUCT(sP_FE2CL_REP_NANO_TUNE_SUCC, resp); resp.iNanoID = nanoId; resp.iSkillID = skillId; sock->sendPacket((void*)&resp, P_FE2CL_REP_NANO_TUNE_SUCC, sizeof(sP_FE2CL_REP_NANO_TUNE_SUCC)); DEBUGLOG( std::cout << U16toU8(plr->PCStyle.szFirstName) << U16toU8(plr->PCStyle.szLastName) << " set skill id " << skillId << " for nano: " << nanoId << std::endl; ) } void NanoManager::resetNanoSkill(CNSocket* sock, int16_t nanoId) { if (nanoId > 36) return; Player *plr = PlayerManager::getPlayer(sock); sNano nano = plr->Nanos[nanoId]; // 0 is reset nano.iSkillID = 0; plr->Nanos[nanoId] = nano; } #pragma endregion #pragma region Active Powers namespace NanoManager { bool doDebuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage_N_Debuff *respdata, int i, int16_t iCBFlag, int32_t amount) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] nanoDebuffEnemy: mob ID not found" << std::endl; return false; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= amount; if (mob.appearanceData.iHP <= 0) CombatManager::giveReward(sock); respdata[i].eCT = 4; respdata[i].iDamage = amount; respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iHP = mob.appearanceData.iHP; respdata[i].iConditionBitFlag = iCBFlag; std::cout << (int)mob.appearanceData.iNPC_ID << " was debuffed" << std::endl; return true; } bool doHeal(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *respdata, int i, int16_t iCBFlag, int32_t amount) { Player *plr = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second.plr->iID == pktdata[i]) { plr = pair.second.plr; break; } } if (plr == nullptr) return false; if (plr->HP + amount > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); else plr->HP += amount; respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iHP = plr->HP; respdata[i].iHealHP = amount; std::cout << (int)plr->iID << " was healed" << std::endl; return true; } bool doDamage(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage *respdata, int i, int16_t iCBFlag, int32_t amount) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] nanoDebuffEnemy: mob ID not found" << std::endl; return false; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= amount; if (mob.appearanceData.iHP <= 0) CombatManager::giveReward(sock); respdata[i].eCT = 4; respdata[i].iDamage = amount; respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iHP = mob.appearanceData.iHP; std::cout << (int)mob.appearanceData.iNPC_ID << " was damaged" << std::endl; return true; } /* * NOTE: Leech is specially encoded. * * It manages to fit inside the activePower<>() mold with only a slight hack, * but it really is it's own thing. There is a hard assumption that players * will only every leech a single mob, and the sanity check that enforces that * assumption is critical. */ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, int i, int16_t iCBFlag, int32_t amount) { // this sanity check is VERY important if (i != 0) { std::cout << "[WARN] Player attempted to leech more than one mob!" << std::endl; return false; } sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP)); Player *plr = PlayerManager::getPlayer(sock); if (plr->HP + amount > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); else plr->HP += amount; healdata->eCT = 1; healdata->iID = plr->iID; healdata->iHP = plr->HP; healdata->iHealHP = amount; if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] doLeech: mob ID not found" << std::endl; return false; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= amount; if (mob.appearanceData.iHP <= 0) CombatManager::giveReward(sock); damagedata->eCT = 4; damagedata->iDamage = amount; damagedata->iID = mob.appearanceData.iNPC_ID; damagedata->iHP = mob.appearanceData.iHP; std::cout << (int)mob.appearanceData.iNPC_ID << " was leeched" << std::endl; return true; } template void activePower(CNSocket *sock, CNPacketData *data, int16_t nanoId, int16_t skillId, SkillType eSkillType, int32_t iCBFlag, int32_t amount) { sP_CL2FE_REQ_NANO_SKILL_USE* pkt = (sP_CL2FE_REQ_NANO_SKILL_USE*)data->buf; // validate request check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_NANO_SKILL_USE), pkt->iTargetCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_NANO_SKILL_USE packet size" << std::endl; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_NANO_SKILL_USE)); // validate response packet if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), pkt->iTargetCnt, sizeof(sPAYLOAD))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size" << std::endl; return; } size_t resplen; // special case since leech is atypically encoded if constexpr (isLeech) resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage); else resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC) + pkt->iTargetCnt * sizeof(sPAYLOAD); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE_SUCC *resp = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf; sPAYLOAD *respdata = (sPAYLOAD*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC)); Player *plr = PlayerManager::getPlayer(sock); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = (int32_t)eSkillType; resp->iTargetCnt = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) { if (!work(sock, pktdata, respdata, i, iCBFlag, amount)) return; } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } // active nano power dispatch table std::vector ActivePowers = { ActivePower(StunPowers, activePower, SkillType::STUN, 0x200, 0), ActivePower(HealPowers, activePower, SkillType::HEAL, 0, 333), // TODO: Recall ActivePower(DrainPowers, activePower, SkillType::DRAIN, 0x40000, 0), ActivePower(SnarePowers, activePower, SkillType::SNARE, 0x80, 0), ActivePower(DamagePowers, activePower, SkillType::DAMAGE, 0, 133), // TODO: GroupRevive ActivePower(LeechPowers, activePower, SkillType::LEECH, 0, 133), ActivePower(SleepPowers, activePower, SkillType::SLEEP, 0x400, 0), }; }; // namespace #pragma endregion #pragma region Passive Powers void NanoManager::nanoBuff(CNSocket* sock, int16_t nanoId, int skillId, int16_t eSkillType, int32_t iCBFlag, int16_t eCharStatusTimeBuffID, int16_t iValue) { Player *plr = PlayerManager::getPlayer(sock); if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE), 1, sizeof(sSkillResult_Buff))) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE packet size\n"; return; } size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE) + sizeof(sSkillResult_Buff); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE *resp = (sP_FE2CL_NANO_SKILL_USE*)respbuf; sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE)); resp->iPC_ID = plr->iID; resp->iSkillID = skillId; resp->iNanoID = nanoId; resp->iNanoStamina = 150; resp->eST = eSkillType; resp->iTargetCnt = 1; // this looks stupid but in the future there will be more counts (for group powers) for (int i = 0; i < 1; i++) { plr->iConditionBitFlag += iCBFlag; respdata[i].eCT = 1; respdata[i].iID = plr->iID; respdata[i].iConditionBitFlag = iCBFlag; INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1); pkt1.eCSTB = eCharStatusTimeBuffID; //eCharStatusTimeBuffID pkt1.eTBU = 1; //eTimeBuffUpdate pkt1.eTBT = 1; //eTimeBuffType 1 means nano pkt1.iConditionBitFlag = plr->iConditionBitFlag; if (iValue > 0) pkt1.TimeBuff.iValue = iValue; sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } sock->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); for (CNSocket* s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&respbuf, P_FE2CL_NANO_SKILL_USE, resplen); } void NanoManager::nanoUnbuff(CNSocket* sock, int32_t iCBFlag, int16_t eCharStatusTimeBuffID, int16_t iValue) { INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp1); Player *plr = PlayerManager::getPlayer(sock); if (iCBFlag < plr->iConditionBitFlag) // prevents integer underflow plr->iConditionBitFlag -= iCBFlag; else plr->iConditionBitFlag = 0; resp1.eCSTB = eCharStatusTimeBuffID; //eCharStatusTimeBuffID resp1.eTBU = 2; //eTimeBuffUpdate resp1.eTBT = 1; //eTimeBuffType 1 means nano resp1.iConditionBitFlag = plr->iConditionBitFlag; if (iValue > 0) resp1.TimeBuff.iValue = iValue; sock->sendPacket((void*)&resp1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } #pragma endregion