#include "Combat.hpp" #include "PlayerManager.hpp" #include "Nanos.hpp" #include "NPCManager.hpp" #include "Items.hpp" #include "Missions.hpp" #include "Groups.hpp" #include "Transport.hpp" #include "Racing.hpp" #include "Abilities.hpp" #include "Rand.hpp" #include using namespace Combat; /// Player Id -> Bullet Id -> Bullet std::map> Combat::Bullets; static std::pair getDamage(int attackPower, int defensePower, bool shouldCrit, bool batteryBoost, int attackerStyle, int defenderStyle, int difficulty) { std::pair ret = {0, 1}; if (attackPower + defensePower * 2 == 0) return ret; // base calculation int damage = attackPower * attackPower / (attackPower + defensePower); damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 6) * difficulty / 100); damage = damage * (Rand::rand(40) + 80) / 100; // Adaptium/Blastons/Cosmix if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) { if (attackerStyle - defenderStyle == 2) defenderStyle += 3; if (defenderStyle - attackerStyle == 2) defenderStyle -= 3; if (attackerStyle < defenderStyle) damage = damage * 5 / 4; else damage = damage * 4 / 5; } // weapon boosts if (batteryBoost) damage = damage * 5 / 4; ret.first = damage; ret.second = 1; if (shouldCrit && Rand::rand(20) == 0) { ret.first *= 2; // critical hit ret.second = 2; } return ret; } static bool checkRapidFire(CNSocket *sock, int targetCount) { Player *plr = PlayerManager::getPlayer(sock); time_t currTime = getTime(); if (currTime - plr->lastShot < plr->fireRate * 80) plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0) plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing plr->lastShot = currTime; // 3+ targets should never be possible if (targetCount > 3) plr->suspicionRating += 10000; // kill the socket when the player is too suspicious if (plr->suspicionRating > 10000) { sock->kill(); CNShardServer::_killConnection(sock); return true; } return false; } static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) { auto pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf; Player *plr = PlayerManager::getPlayer(sock); auto targets = (int32_t*)data->trailers; // kick the player if firing too rapidly if (settings::ANTICHEAT && checkRapidFire(sock, pkt->iNPCCnt)) return; /* * IMPORTANT: This validates memory safety in addition to preventing * ordinary cheating. If the client sends a very large number of trailing * values, it could overflow the *response* buffer, which isn't otherwise * being validated anymore. */ if (pkt->iNPCCnt > 3) { std::cout << "[WARN] Player tried to attack more than 3 NPCs at once" << std::endl; return; } INITVARPACKET(respbuf, sP_FE2CL_PC_ATTACK_NPCs_SUCC, resp, sAttackResult, respdata); resp->iNPCCnt = pkt->iNPCCnt; for (int i = 0; i < data->trCnt; i++) { if (NPCManager::NPCs.find(targets[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackNpcs: NPC ID not found" << std::endl; return; } BaseNPC* npc = NPCManager::NPCs[targets[i]]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl; return; } Mob* mob = (Mob*)npc; std::pair damage; if (pkt->iNPCCnt > 1) damage.first = plr->groupDamage; else damage.first = plr->pointDamage; int difficulty = (int)mob->data["m_iNpcLevel"]; damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty), Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); if (plr->batteryW >= 6 + difficulty) plr->batteryW -= 6 + difficulty; else plr->batteryW = 0; damage.first = hitMob(sock, mob, damage.first); respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iDamage = damage.first; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade } resp->iBatteryW = plr->batteryW; sock->sendPacket(respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC); // a bit of a hack: these are the same size, so we can reuse the response packet assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs)); auto *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf; resp1->iPC_ID = plr->iID; // send to other players PlayerManager::sendToViewable(sock, respbuf, P_FE2CL_PC_ATTACK_NPCs); } void Combat::npcAttackPc(Mob *mob, time_t currTime) { Player *plr = PlayerManager::getPlayer(mob->target); INITVARPACKET(respbuf, sP_FE2CL_NPC_ATTACK_PCs, pkt, sAttackResult, atk); auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, true, false, -1, -1, 0); if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) plr->HP -= damage.first; pkt->iNPC_ID = mob->appearanceData.iNPC_ID; pkt->iPCCnt = 1; atk->iID = plr->iID; atk->iDamage = damage.first; atk->iHP = plr->HP; atk->iHitFlag = damage.second; mob->target->sendPacket(respbuf, P_FE2CL_NPC_ATTACK_PCs); PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs); if (plr->HP <= 0) { mob->target = nullptr; mob->state = MobState::RETREAT; if (!MobAI::aggroCheck(mob, currTime)) { MobAI::clearDebuff(mob); if (mob->groupLeader != 0) MobAI::groupRetreat(mob); } } } int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) { // cannot kill mobs multiple times; cannot harm retreating mobs if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) { return 0; // no damage } if (mob->skillStyle >= 0) return 0; // don't hurt a mob casting corruption if (mob->state == MobState::ROAMING) { assert(mob->target == nullptr); MobAI::enterCombat(sock, mob); if (mob->groupLeader != 0) MobAI::followToCombat(mob); } mob->appearanceData.iHP -= damage; // wake up sleeping monster if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) { mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ; INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1); pkt1.eCT = 2; pkt1.iID = mob->appearanceData.iNPC_ID; pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag; NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT)); } if (mob->appearanceData.iHP <= 0) killMob(mob->target, mob); return damage; } /* * When a group of players is doing missions together, we want them to all get * quest items at the same time, but we don't want the odds of quest item * drops from different missions to be linked together. That's why we use a * single RNG roll per mission task, and every group member shares that same * set of rolls. */ static void genQItemRolls(Player *leader, std::map& rolls) { for (int i = 0; i < leader->groupCnt; i++) { if (leader->groupIDs[i] == 0) continue; CNSocket *otherSock = PlayerManager::getSockFromID(leader->groupIDs[i]); if (otherSock == nullptr) continue; Player *member = PlayerManager::getPlayer(otherSock); for (int j = 0; j < ACTIVE_MISSION_COUNT; j++) if (member->tasks[j] != 0) rolls[member->tasks[j]] = Rand::rand(); } } void Combat::killMob(CNSocket *sock, Mob *mob) { mob->state = MobState::DEAD; mob->target = nullptr; mob->appearanceData.iConditionBitFlag = 0; mob->skillStyle = -1; mob->unbuffTimes.clear(); mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step? // check for the edge case where hitting the mob did not aggro it if (sock != nullptr) { Player* plr = PlayerManager::getPlayer(sock); Items::DropRoll rolled; Items::DropRoll eventRolled; std::map qitemRolls; Player *leader = PlayerManager::getPlayerFromID(plr->iIDGroup); assert(leader != nullptr); // should never happen genQItemRolls(leader, qitemRolls); if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) { Items::giveMobDrop(sock, mob, rolled, eventRolled); Missions::mobKilled(sock, mob->appearanceData.iNPCType, qitemRolls); } else { for (int i = 0; i < leader->groupCnt; i++) { CNSocket* sockTo = PlayerManager::getSockFromID(leader->groupIDs[i]); if (sockTo == nullptr) continue; Player *otherPlr = PlayerManager::getPlayer(sockTo); // only contribute to group members' kills if they're close enough int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1); if (dist > 5000) continue; Items::giveMobDrop(sockTo, mob, rolled, eventRolled); Missions::mobKilled(sockTo, mob->appearanceData.iNPCType, qitemRolls); } } } // delay the despawn animation mob->despawned = false; // fire any triggered events for (NPCEvent& event : NPCManager::NPCEvents) if (event.trigger == ON_KILLED && event.npcType == mob->appearanceData.iNPCType) event.handler(sock, mob); auto it = Transport::NPCQueues.find(mob->appearanceData.iNPC_ID); if (it == Transport::NPCQueues.end() || it->second.empty()) return; // rewind or empty the movement queue if (mob->staticPath) { /* * This is inelegant, but we wind forward in the path until we find the point that * corresponds with the Mob's spawn point. * * IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever. */ auto& queue = it->second; for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) { queue.pop(); queue.push(point); } } else { Transport::NPCQueues.erase(mob->appearanceData.iNPC_ID); } } static void combatBegin(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); plr->inCombat = true; // HACK: make sure the player has the right weapon out for combat INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp); resp.iPC_ID = plr->iID; resp.iEquipSlotNum = 0; resp.EquipSlotItem = plr->Equip[0]; PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE)); } static void combatEnd(CNSocket *sock, CNPacketData *data) { Player *plr = PlayerManager::getPlayer(sock); plr->inCombat = false; plr->healCooldown = 4000; } static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) { sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf; Player *plr = PlayerManager::getPlayer(sock); if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) != (bool)pkt->iFlag) plr->iConditionBitFlag ^= CSB_BIT_INFECTION; INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1); pkt1.eCSTB = ECSB_INFECTION; // eCharStatusTimeBuffID pkt1.eTBU = 1; // eTimeBuffUpdate pkt1.eTBT = 0; // eTimeBuffType 1 means nano pkt1.iConditionBitFlag = plr->iConditionBitFlag; sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE)); } static void dealGooDamage(CNSocket *sock, int amount) { size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage); assert(resplen < CN_PACKET_BUFFER_SIZE - 8); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; Player *plr = PlayerManager::getPlayer(sock); memset(respbuf, 0, resplen); sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf; sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK)); if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) { amount = -2; // -2 is the magic number for "Protected" to appear as the damage number dmg->bProtected = 1; // eggs allow protection without nanos if (plr->activeNano != -1 && (plr->iSelfConditionBitFlag & CSB_BIT_PROTECT_INFECTION)) plr->Nanos[plr->activeNano].iStamina -= 3; } else { plr->HP -= amount; } if (plr->activeNano != 0) { dmg->iStamina = plr->Nanos[plr->activeNano].iStamina; if (plr->Nanos[plr->activeNano].iStamina <= 0) { dmg->bNanoDeactive = 1; plr->Nanos[plr->activeNano].iStamina = 0; Nanos::summonNano(PlayerManager::getSockFromID(plr->iID), -1, true); } } pkt->iID = plr->iID; pkt->eCT = 1; // player pkt->iTB_ID = ECSB_INFECTION; // sSkillResult_DotDamage dmg->eCT = 1; dmg->iID = plr->iID; dmg->iDamage = amount; dmg->iHP = plr->HP; dmg->iConditionBitFlag = plr->iConditionBitFlag; sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen); } static void pcAttackChars(CNSocket *sock, CNPacketData *data) { sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf; Player *plr = PlayerManager::getPlayer(sock); // only GMs can use this variant if (plr->accountLevel > 30) return; // Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes). if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n"; return; } int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs)); if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf; sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC)); resp->iTargetCnt = pkt->iTargetCnt; for (int i = 0; i < pkt->iTargetCnt; i++) { if (pktdata[i*2+1] == 1) { // eCT == 1; attack player Player *target = nullptr; for (auto& pair : PlayerManager::players) { if (pair.second->iID == pktdata[i*2]) { target = pair.second; break; } } if (target == nullptr) { // you shall not pass std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl; return; } std::pair damage; if (pkt->iTargetCnt > 1) damage.first = plr->groupDamage; else damage.first = plr->pointDamage; damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0); if (plr->batteryW >= 6 + plr->level) plr->batteryW -= 6 + plr->level; else plr->batteryW = 0; target->HP -= damage.first; respdata[i].eCT = pktdata[i*2+1]; respdata[i].iID = target->iID; respdata[i].iDamage = damage.first; respdata[i].iHP = target->HP; respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade } else { // eCT == 4; attack mob if (NPCManager::NPCs.find(pktdata[i*2]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] pcAttackChars: NPC ID not found" << std::endl; return; } BaseNPC* npc = NPCManager::NPCs[pktdata[i * 2]]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] pcAttackChars: NPC is not a mob" << std::endl; return; } Mob* mob = (Mob*)npc; std::pair damage; if (pkt->iTargetCnt > 1) damage.first = plr->groupDamage; else damage.first = plr->pointDamage; int difficulty = (int)mob->data["m_iNpcLevel"]; damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty), Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); if (plr->batteryW >= 6 + difficulty) plr->batteryW -= 6 + difficulty; else plr->batteryW = 0; damage.first = hitMob(sock, mob, damage.first); respdata[i].eCT = pktdata[i*2+1]; respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iDamage = damage.first; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade } } sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_CHARs_SUCC, resplen); // a bit of a hack: these are the same size, so we can reuse the response packet assert(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_CHARs)); sP_FE2CL_PC_ATTACK_CHARs *resp1 = (sP_FE2CL_PC_ATTACK_CHARs*)respbuf; resp1->iPC_ID = plr->iID; // send to other players PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_CHARs, resplen); } static int8_t addBullet(Player* plr, bool isGrenade) { int8_t findId = 0; if (Bullets.find(plr->iID) != Bullets.end()) { // find first free id for (; findId < 127; findId++) if (Bullets[plr->iID].find(findId) == Bullets[plr->iID].end()) break; } // sanity check if (findId == 127) { std::cout << "[WARN] Player has more than 127 active projectiles?!" << std::endl; findId = 0; } Bullet toAdd; toAdd.pointDamage = plr->pointDamage; toAdd.groupDamage = plr->groupDamage; // for grenade we need to send 1, for rocket - weapon id toAdd.bulletType = isGrenade ? 1 : plr->Equip[0].iID; // temp solution Jade fix plz toAdd.weaponBoost = plr->batteryW > 0; if (toAdd.weaponBoost) { int boostCost = Rand::rand(11) + 20; plr->batteryW = boostCost > plr->batteryW ? 0 : plr->batteryW - boostCost; } Bullets[plr->iID][findId] = toAdd; return findId; } static void grenadeFire(CNSocket* sock, CNPacketData* data) { sP_CL2FE_REQ_PC_GRENADE_STYLE_FIRE* grenade = (sP_CL2FE_REQ_PC_GRENADE_STYLE_FIRE*)data->buf; Player* plr = PlayerManager::getPlayer(sock); INITSTRUCT(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, resp); resp.iToX = grenade->iToX; resp.iToY = grenade->iToY; resp.iToZ = grenade->iToZ; resp.iBulletID = addBullet(plr, true); resp.iBatteryW = plr->batteryW; // 1 means grenade resp.Bullet.iID = 1; sock->sendPacket(&resp, P_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, sizeof(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC)); // send packet to nearby players INITSTRUCT(sP_FE2CL_PC_GRENADE_STYLE_FIRE, toOthers); toOthers.iPC_ID = plr->iID; toOthers.iToX = resp.iToX; toOthers.iToY = resp.iToY; toOthers.iToZ = resp.iToZ; toOthers.iBulletID = resp.iBulletID; toOthers.Bullet.iID = resp.Bullet.iID; PlayerManager::sendToViewable(sock, &toOthers, P_FE2CL_PC_GRENADE_STYLE_FIRE, sizeof(sP_FE2CL_PC_GRENADE_STYLE_FIRE)); } static void rocketFire(CNSocket* sock, CNPacketData* data) { sP_CL2FE_REQ_PC_ROCKET_STYLE_FIRE* rocket = (sP_CL2FE_REQ_PC_ROCKET_STYLE_FIRE*)data->buf; Player* plr = PlayerManager::getPlayer(sock); // We should be sending back rocket succ packet, but it doesn't work, and this one works INITSTRUCT(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, resp); resp.iToX = rocket->iToX; resp.iToY = rocket->iToY; // rocket->iToZ is broken, this seems like a good height resp.iToZ = plr->z + 100; resp.iBulletID = addBullet(plr, false); // we have to send it weapon id resp.Bullet.iID = plr->Equip[0].iID; resp.iBatteryW = plr->batteryW; sock->sendPacket(&resp, P_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC, sizeof(sP_FE2CL_REP_PC_GRENADE_STYLE_FIRE_SUCC)); // send packet to nearby players INITSTRUCT(sP_FE2CL_PC_GRENADE_STYLE_FIRE, toOthers); toOthers.iPC_ID = plr->iID; toOthers.iToX = resp.iToX; toOthers.iToY = resp.iToY; toOthers.iToZ = resp.iToZ; toOthers.iBulletID = resp.iBulletID; toOthers.Bullet.iID = resp.Bullet.iID; PlayerManager::sendToViewable(sock, &toOthers, P_FE2CL_PC_GRENADE_STYLE_FIRE, sizeof(sP_FE2CL_PC_GRENADE_STYLE_FIRE)); } static void projectileHit(CNSocket* sock, CNPacketData* data) { sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT* pkt = (sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT*)data->buf; Player* plr = PlayerManager::getPlayer(sock); if (pkt->iTargetCnt == 0) { Bullets[plr->iID].erase(pkt->iBulletID); // no targets hit, don't send response return; } // sanity check if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT), pkt->iTargetCnt, sizeof(int64_t), data->size)) { std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT packet size\n"; return; } // client sends us 8 bytes, where last 4 bytes are mob ID, // we use int64 pointer to move around but have to remember to cast it to int32 int64_t* pktdata = (int64_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ROCKET_STYLE_HIT)); /* * 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_GRENADE_STYLE_HIT), pkt->iTargetCnt, sizeof(sAttackResult))) { std::cout << "[WARN] bad sP_FE2CL_PC_GRENADE_STYLE_HIT packet size\n"; return; } // rapid fire anti-cheat time_t currTime = getTime(); if (currTime - plr->lastShot < plr->fireRate * 80) plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0) plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing plr->lastShot = currTime; if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious sock->kill(); CNShardServer::_killConnection(sock); return; } /* * initialize response struct * rocket style hit doesn't work properly, so we're always sending this one */ size_t resplen = sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT) + pkt->iTargetCnt * sizeof(sAttackResult); uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_PC_GRENADE_STYLE_HIT* resp = (sP_FE2CL_PC_GRENADE_STYLE_HIT*)respbuf; sAttackResult* respdata = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_PC_GRENADE_STYLE_HIT)); resp->iTargetCnt = pkt->iTargetCnt; if (Bullets.find(plr->iID) == Bullets.end() || Bullets[plr->iID].find(pkt->iBulletID) == Bullets[plr->iID].end()) { std::cout << "[WARN] projectileHit: bullet not found" << std::endl; return; } Bullet* bullet = &Bullets[plr->iID][pkt->iBulletID]; for (int i = 0; i < pkt->iTargetCnt; i++) { if (NPCManager::NPCs.find(pktdata[i]) == NPCManager::NPCs.end()) { // not sure how to best handle this std::cout << "[WARN] projectileHit: NPC ID not found" << std::endl; return; } BaseNPC* npc = NPCManager::NPCs[pktdata[i]]; if (npc->type != EntityType::MOB) { std::cout << "[WARN] projectileHit: NPC is not a mob" << std::endl; return; } Mob* mob = (Mob*)npc; std::pair damage; damage.first = pkt->iTargetCnt > 1 ? bullet->groupDamage : bullet->pointDamage; int difficulty = (int)mob->data["m_iNpcLevel"]; damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, bullet->weaponBoost, Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty); damage.first = hitMob(sock, mob, damage.first); respdata[i].iID = mob->appearanceData.iNPC_ID; respdata[i].iDamage = damage.first; respdata[i].iHP = mob->appearanceData.iHP; respdata[i].iHitFlag = damage.second; } resp->iPC_ID = plr->iID; resp->iBulletID = pkt->iBulletID; resp->Bullet.iID = bullet->bulletType; sock->sendPacket((void*)respbuf, P_FE2CL_PC_GRENADE_STYLE_HIT, resplen); PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_GRENADE_STYLE_HIT, resplen); Bullets[plr->iID].erase(resp->iBulletID); } static void playerTick(CNServer *serv, time_t currTime) { static time_t lastHealTime = 0; for (auto& pair : PlayerManager::players) { CNSocket *sock = pair.first; Player *plr = pair.second; bool transmit = false; // group ticks if (plr->groupCnt > 1) Groups::groupTickInfo(plr); // do not tick dead players if (plr->HP <= 0) continue; // fm patch/lake damage if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) && !(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) dealGooDamage(sock, PC_MAXHEALTH(plr->level) * 3 / 20); // heal if (currTime - lastHealTime >= 4000 && !plr->inCombat && plr->HP < PC_MAXHEALTH(plr->level)) { if (currTime - lastHealTime - plr->healCooldown >= 4000) { plr->HP += PC_MAXHEALTH(plr->level) / 5; if (plr->HP > PC_MAXHEALTH(plr->level)) plr->HP = PC_MAXHEALTH(plr->level); transmit = true; } else plr->healCooldown -= 4000; } for (int i = 0; i < 3; i++) { if (plr->activeNano != 0 && plr->equippedNanos[i] == plr->activeNano) { // spend stamina plr->Nanos[plr->activeNano].iStamina -= 1 + plr->nanoDrainRate / 5; if (plr->Nanos[plr->activeNano].iStamina <= 0) Nanos::summonNano(sock, -1, true); // unsummon nano silently transmit = true; } else if (plr->Nanos[plr->equippedNanos[i]].iStamina < 150) { // regain stamina sNano& nano = plr->Nanos[plr->equippedNanos[i]]; nano.iStamina += 1; if (nano.iStamina > 150) nano.iStamina = 150; transmit = true; } } // check if the player has fallen out of the world if (plr->z < -30000) { INITSTRUCT(sP_FE2CL_PC_SUDDEN_DEAD, dead); dead.iPC_ID = plr->iID; dead.iDamage = plr->HP; dead.iHP = plr->HP = 0; sock->sendPacket((void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD)); PlayerManager::sendToViewable(sock, (void*)&dead, P_FE2CL_PC_SUDDEN_DEAD, sizeof(sP_FE2CL_PC_SUDDEN_DEAD)); } if (transmit) { INITSTRUCT(sP_FE2CL_REP_PC_TICK, pkt); pkt.iHP = plr->HP; pkt.iBatteryN = plr->batteryN; pkt.aNano[0] = plr->Nanos[plr->equippedNanos[0]]; pkt.aNano[1] = plr->Nanos[plr->equippedNanos[1]]; pkt.aNano[2] = plr->Nanos[plr->equippedNanos[2]]; sock->sendPacket((void*)&pkt, P_FE2CL_REP_PC_TICK, sizeof(sP_FE2CL_REP_PC_TICK)); } } // if this was a heal tick, update the counter outside of the loop if (currTime - lastHealTime >= 4000) lastHealTime = currTime; } void Combat::init() { REGISTER_SHARD_TIMER(playerTick, 2000); 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); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ATTACK_CHARs, pcAttackChars); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_GRENADE_STYLE_FIRE, grenadeFire); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ROCKET_STYLE_FIRE, rocketFire); REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ROCKET_STYLE_HIT, projectileHit); }