#include "CombatManager.hpp" #include "PlayerManager.hpp" #include "NPCManager.hpp" #include "ItemManager.hpp" #include void CombatManager::init() { REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_NPCs, pcAttackNpcs); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_BEGIN, combatBegin); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_COMBAT_END, combatEnd); REGISTER_SHARD_PACKET(P_CL2FE_DOT_DAMAGE_ONOFF, dotDamageOnOff); } void CombatManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) { sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs)); /* * Due to the possibility of multiplication overflow (and regular buffer overflow), * both incoming and outgoing variable-length packets must be validated, at least if * the number of trailing structs isn't well known (ie. it's from the client). */ if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult); uint8_t respbuf[4096]; memset(respbuf, 0, resplen); sP_FE2CL_PC_ATTACK_NPCs_SUCC *resp = (sP_FE2CL_PC_ATTACK_NPCs_SUCC*)respbuf; sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC)); resp->iNPCCnt = pkt->iNPCCnt; for (int i = 0; i < pkt->iNPCCnt; i++) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl; return; } BaseNPC& mob = NPCManager::NPCs[pktdata[i]]; mob.appearanceData.iHP -= 100; if (mob.appearanceData.iHP <= 0) giveReward(sock); // TODO: despawn mobs when they die respdata[i].iID = mob.appearanceData.iNPC_ID; respdata[i].iDamage = 100; respdata[i].iHP = mob.appearanceData.iHP; respdata[i].iHitFlag = 2; } sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC, resplen); // a bit of a hack: these are the same size, so we can reuse the output packet assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs)); sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf; resp1->iPC_ID = plr->iID; // send to other players for (CNSocket *s : PlayerManager::players[sock].viewable) { if (s == sock) continue; s->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen); } } void CombatManager::combatBegin(CNSocket *sock, CNPacketData *data) {} // stub void CombatManager::combatEnd(CNSocket *sock, CNPacketData *data) {} // stub void CombatManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {} // stub void CombatManager::giveReward(CNSocket *sock) { Player *plr = PlayerManager::getPlayer(sock); 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)); // don't forget to zero the buffer! memset(respbuf, 0, resplen); // update player plr->money += 50; plr->fusionmatter += 70; // simple rewards 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 int slot = ItemManager::findFreeSlot(plr); if (slot == -1) { // no room for an item, but you still get FM and taros sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM)); } else { // item reward item->sItem.iType = 9; item->sItem.iID = 1; item->iSlotNum = slot; item->eIL = 1; // Inventory Location. 1 means player inventory. // update player plr->Inven[slot] = item->sItem; sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen); } }