#include "NPCManager.hpp" #include "ItemManager.hpp" #include "settings.hpp" #include "MobManager.hpp" #include #include #include #include #include #include "contrib/JSON.hpp" std::map NPCManager::NPCs; std::map NPCManager::Warps; std::vector NPCManager::RespawnPoints; void NPCManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler); REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler); 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); } 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); 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->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_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 (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 (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); 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 < 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); int cost = req->Item.iOpt * 100; 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::updatePlayerNPCS(CNSocket* sock, PlayerView& view) { std::list yesView; std::list noView; for (auto& pair : NPCs) { int diffX = abs(view.plr->x - pair.second->appearanceData.iX); int diffY = abs(view.plr->y - pair.second->appearanceData.iY); if (diffX < settings::NPCDISTANCE && diffY < settings::NPCDISTANCE) { // if it's a mob and it's dead (or otherwise not there), skip it. if (MobManager::Mobs.find(pair.first) != MobManager::Mobs.end()) { Mob *mob = (Mob*) pair.second; if (mob->state == MobState::DEAD || mob->state == MobState::INACTIVE) continue; } yesView.push_back(pair.first); } else { noView.push_back(pair.first); } } INITSTRUCT(sP_FE2CL_NPC_EXIT, exitData); std::list::iterator i = view.viewableNPCs.begin(); while (i != view.viewableNPCs.end()) { int32_t id = *i; if (std::find(noView.begin(), noView.end(), id) != noView.end()) { // it shouldn't be visible, send NPC_EXIT exitData.iNPC_ID = id; sock->sendPacket((void*)&exitData, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT)); // remove from view view.viewableNPCs.erase(i++); } else { i++; } } INITSTRUCT(sP_FE2CL_NPC_ENTER, enterData); for (int32_t id : yesView) { if (std::find(view.viewableNPCs.begin(), view.viewableNPCs.end(), id) == view.viewableNPCs.end()) { // needs to be added to viewableNPCs! send NPC_ENTER enterData.NPCAppearanceData = NPCs[id]->appearanceData; sock->sendPacket((void*)&enterData, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER)); // add to viewable view.viewableNPCs.push_back(id); } } PlayerManager::players[sock].viewableNPCs = view.viewableNPCs; } void NPCManager::npcBarkHandler(CNSocket* sock, CNPacketData* data) {} // stubbed for now 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; INITSTRUCT(sP_FE2CL_NPC_ENTER, resp); Player* plr = PlayerManager::getPlayer(sock); // permission & sanity check if (!plr->IsGM || req->iNPCType >= 3314) return; resp.NPCAppearanceData.iNPC_ID = rand(); // cpunch-style resp.NPCAppearanceData.iNPCType = req->iNPCType; resp.NPCAppearanceData.iHP = 1000; // TODO: placeholder resp.NPCAppearanceData.iX = plr->x; resp.NPCAppearanceData.iY = plr->y; resp.NPCAppearanceData.iZ = plr->z; sock->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER)); for (CNSocket *s : PlayerManager::players[sock].viewable) s->sendPacket((void*)&resp, P_FE2CL_NPC_ENTER, sizeof(sP_FE2CL_NPC_ENTER)); } 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; PlayerView& plrv = PlayerManager::players[sock]; // sanity check if (Warps.find(warpNpc->iWarpID) == Warps.end()) return; // send to client INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); resp.iX = Warps[warpNpc->iWarpID].x; resp.iY = Warps[warpNpc->iWarpID].y; resp.iZ = Warps[warpNpc->iWarpID].z; // force player & NPC reload plrv.viewable.clear(); plrv.viewableNPCs.clear(); sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC)); }