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4a22449f5e
Remaining files to go over: Nanos NPCManager Racing Trading Vendors
471 lines
18 KiB
C++
471 lines
18 KiB
C++
#include "servers/CNShardServer.hpp"
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#include "Buddies.hpp"
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#include "PlayerManager.hpp"
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#include "Buddies.hpp"
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#include "db/Database.hpp"
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#include "Items.hpp"
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#include "db/Database.hpp"
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#include <iostream>
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#include <chrono>
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#include <algorithm>
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#include <thread>
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using namespace Buddies;
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#pragma region Helper methods
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static int getAvailableBuddySlot(Player* plr) {
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int slot = -1;
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for (int i = 0; i < 50; i++) {
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if (plr->buddyIDs[i] == 0)
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return i;
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}
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return slot;
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}
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static bool playerHasBuddyWithID(Player* plr, int buddyID) {
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for (int i = 0; i < 50; i++) {
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if (plr->buddyIDs[i] == buddyID)
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return true;
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}
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return false;
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}
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#pragma endregion
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// Refresh buddy list
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void Buddies::refreshBuddyList(CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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int buddyCnt = Database::getNumBuddies(plr);
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if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC), buddyCnt, sizeof(sBuddyBaseInfo))) {
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std::cout << "[WARN] bad sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC) + buddyCnt * sizeof(sBuddyBaseInfo);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC* resp = (sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC*)respbuf;
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sBuddyBaseInfo* respdata = (sBuddyBaseInfo*)(respbuf + sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC));
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// base response fields
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resp->iBuddyCnt = buddyCnt;
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resp->iID = plr->iID;
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resp->iPCUID = plr->PCStyle.iPC_UID;
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resp->iListNum = 0; // ???
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int buddyIndex = 0;
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for (int i = 0; i < 50; i++) {
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int64_t buddyID = plr->buddyIDs[i];
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if (buddyID != 0) {
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sBuddyBaseInfo buddyInfo = {};
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Player buddyPlayerData = {};
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Database::getPlayer(&buddyPlayerData, buddyID);
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if (buddyPlayerData.iID == 0)
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continue;
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buddyInfo.bBlocked = plr->isBuddyBlocked[i];
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buddyInfo.bFreeChat = 1;
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buddyInfo.iGender = buddyPlayerData.PCStyle.iGender;
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buddyInfo.iID = buddyID;
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buddyInfo.iPCUID = buddyID;
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buddyInfo.iNameCheckFlag = buddyPlayerData.PCStyle.iNameCheck;
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buddyInfo.iPCState = buddyPlayerData.iPCState;
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memcpy(buddyInfo.szFirstName, buddyPlayerData.PCStyle.szFirstName, sizeof(buddyInfo.szFirstName));
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memcpy(buddyInfo.szLastName, buddyPlayerData.PCStyle.szLastName, sizeof(buddyInfo.szLastName));
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respdata[buddyIndex] = buddyInfo;
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buddyIndex++;
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}
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC, resplen);
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}
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// Buddy request
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static void requestBuddy(CNSocket* sock, CNPacketData* data) {
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auto req = (sP_CL2FE_REQ_REQUEST_MAKE_BUDDY*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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Player* otherPlr = PlayerManager::getPlayerFromID(req->iBuddyID);
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if (otherPlr == nullptr)
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return;
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if (getAvailableBuddySlot(plr) == -1 || getAvailableBuddySlot(otherPlr) == -1)
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{
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INITSTRUCT(sP_FE2CL_REP_REQUEST_MAKE_BUDDY_FAIL, failResp);
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sock->sendPacket(failResp, P_FE2CL_REP_REQUEST_MAKE_BUDDY_FAIL);
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return;
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}
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CNSocket* otherSock = PlayerManager::getSockFromID(otherPlr->iID);
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INITSTRUCT(sP_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC, resp);
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INITSTRUCT(sP_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC_TO_ACCEPTER, otherResp);
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resp.iRequestID = plr->iID;
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resp.iBuddyID = req->iBuddyID;
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resp.iBuddyPCUID = req->iBuddyPCUID;
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otherResp.iRequestID = plr->iID;
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otherResp.iBuddyID = req->iBuddyID;
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memcpy(otherResp.szFirstName, plr->PCStyle.szFirstName, sizeof(plr->PCStyle.szFirstName));
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memcpy(otherResp.szLastName, plr->PCStyle.szLastName, sizeof(plr->PCStyle.szLastName));
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std::cout << "Buddy ID: " << req->iBuddyID << std::endl;
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sock->sendPacket(resp, P_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC);
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otherSock->sendPacket(otherResp, P_FE2CL_REP_REQUEST_MAKE_BUDDY_SUCC_TO_ACCEPTER);
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}
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// Sending buddy request by player name
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static void reqBuddyByName(CNSocket* sock, CNPacketData* data) {
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auto pkt = (sP_CL2FE_REQ_PC_FIND_NAME_MAKE_BUDDY*)data->buf;
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Player* plrReq = PlayerManager::getPlayer(sock);
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INITSTRUCT(sP_FE2CL_REP_PC_FIND_NAME_MAKE_BUDDY_SUCC, resp);
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CNSocket* otherSock = PlayerManager::getSockFromName(AUTOU16TOU8(pkt->szFirstName), AUTOU16TOU8(pkt->szLastName));
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if (otherSock == nullptr)
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return; // no player found
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Player *otherPlr = PlayerManager::getPlayer(otherSock);
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if (playerHasBuddyWithID(plrReq, otherPlr->iID))
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return;
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resp.iPCUID = plrReq->PCStyle.iPC_UID;
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resp.iNameCheckFlag = plrReq->PCStyle.iNameCheck;
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memcpy(resp.szFirstName, plrReq->PCStyle.szFirstName, sizeof(plrReq->PCStyle.szFirstName));
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memcpy(resp.szLastName, plrReq->PCStyle.szLastName, sizeof(plrReq->PCStyle.szLastName));
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otherSock->sendPacket(resp, P_FE2CL_REP_PC_FIND_NAME_MAKE_BUDDY_SUCC);
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}
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// Accepting buddy request
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static void reqAcceptBuddy(CNSocket* sock, CNPacketData* data) {
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auto req = (sP_CL2FE_REQ_ACCEPT_MAKE_BUDDY*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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Player* otherPlr = PlayerManager::getPlayerFromID(req->iBuddyID);
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if (otherPlr == nullptr)
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return; // sanity check
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CNSocket* otherSock = PlayerManager::getSockFromID(otherPlr->iID);
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int slotA = getAvailableBuddySlot(plr);
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int slotB = getAvailableBuddySlot(otherPlr);
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if (slotA == -1 || slotB == -1)
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return; // sanity check
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if (req->iAcceptFlag == 1 && plr->iID != otherPlr->iID && !playerHasBuddyWithID(plr, otherPlr->iID))
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{
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INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC, resp);
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// A to B
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resp.iBuddySlot = slotA;
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resp.BuddyInfo.iID = otherPlr->iID;
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resp.BuddyInfo.iPCUID = otherPlr->PCStyle.iPC_UID;
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resp.BuddyInfo.iPCState = 1; // assumed to be online
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resp.BuddyInfo.bBlocked = 0; // not blocked by default
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resp.BuddyInfo.iGender = otherPlr->PCStyle.iGender; // shows the other player's gender
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resp.BuddyInfo.bFreeChat = 1; // shows whether or not the other player has freechat on (hardcoded for now)
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resp.BuddyInfo.iNameCheckFlag = otherPlr->PCStyle.iNameCheck;
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memcpy(resp.BuddyInfo.szFirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
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memcpy(resp.BuddyInfo.szLastName, otherPlr->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
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sock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
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plr->buddyIDs[slotA] = otherPlr->PCStyle.iPC_UID;
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//std::cout << "Buddy's ID: " << plr->buddyIDs[slotA] << std::endl;
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// B to A, using the same struct
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resp.iBuddySlot = slotB;
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resp.BuddyInfo.iID = plr->iID;
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resp.BuddyInfo.iPCUID = plr->PCStyle.iPC_UID;
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resp.BuddyInfo.iPCState = 1;
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resp.BuddyInfo.bBlocked = 0;
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resp.BuddyInfo.iGender = plr->PCStyle.iGender;
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resp.BuddyInfo.bFreeChat = 1;
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resp.BuddyInfo.iNameCheckFlag = plr->PCStyle.iNameCheck;
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memcpy(resp.BuddyInfo.szFirstName, plr->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
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memcpy(resp.BuddyInfo.szLastName, plr->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
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otherSock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
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otherPlr->buddyIDs[slotB] = plr->PCStyle.iPC_UID;
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//std::cout << "Buddy's ID: " << plr->buddyIDs[slotB] << std::endl;
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// add record to db
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Database::addBuddyship(plr->iID, otherPlr->iID);
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}
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else
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{
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INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL, declineResp);
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declineResp.iErrorCode = 6; // Buddy declined notification
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declineResp.iBuddyID = req->iBuddyID;
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declineResp.iBuddyPCUID = req->iBuddyPCUID;
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otherSock->sendPacket(declineResp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL);
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}
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}
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// Accepting buddy request from the find name request
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static void reqFindNameBuddyAccept(CNSocket* sock, CNPacketData* data) {
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auto pkt = (sP_CL2FE_REQ_PC_FIND_NAME_ACCEPT_BUDDY*)data->buf;
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Player* plrReq = PlayerManager::getPlayer(sock);
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INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC, resp);
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Player* otherPlr = PlayerManager::getPlayerFromID(pkt->iBuddyPCUID);
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if (otherPlr == nullptr)
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return;
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CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
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int slotA = getAvailableBuddySlot(plrReq);
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int slotB = getAvailableBuddySlot(otherPlr);
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if (slotA == -1 || slotB == -1)
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return; // sanity check
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if (pkt->iAcceptFlag == 1 && plrReq->iID != otherPlr->iID && !playerHasBuddyWithID(plrReq, otherPlr->iID)) {
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INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC, resp);
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// A to B
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resp.iBuddySlot = slotA;
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resp.BuddyInfo.iID = otherPlr->iID;
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resp.BuddyInfo.iPCUID = otherPlr->PCStyle.iPC_UID;
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resp.BuddyInfo.iPCState = 1; // assumed to be online
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resp.BuddyInfo.bBlocked = 0; // not blocked by default
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resp.BuddyInfo.iGender = otherPlr->PCStyle.iGender; // shows the other player's gender
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resp.BuddyInfo.bFreeChat = 1; // shows whether or not the other player has freechat on (hardcoded for now)
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resp.BuddyInfo.iNameCheckFlag = otherPlr->PCStyle.iNameCheck;
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memcpy(resp.BuddyInfo.szFirstName, otherPlr->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
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memcpy(resp.BuddyInfo.szLastName, otherPlr->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
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sock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
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plrReq->buddyIDs[slotA] = otherPlr->PCStyle.iPC_UID;
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//std::cout << "Buddy's ID: " << plr->buddyIDs[slotA] << std::endl;
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// B to A, using the same struct
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resp.iBuddySlot = slotB;
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resp.BuddyInfo.iID = plrReq->iID;
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resp.BuddyInfo.iPCUID = plrReq->PCStyle.iPC_UID;
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resp.BuddyInfo.iPCState = 1;
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resp.BuddyInfo.bBlocked = 0;
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resp.BuddyInfo.iGender = plrReq->PCStyle.iGender;
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resp.BuddyInfo.bFreeChat = 1;
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resp.BuddyInfo.iNameCheckFlag = plrReq->PCStyle.iNameCheck;
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memcpy(resp.BuddyInfo.szFirstName, plrReq->PCStyle.szFirstName, sizeof(resp.BuddyInfo.szFirstName));
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memcpy(resp.BuddyInfo.szLastName, plrReq->PCStyle.szLastName, sizeof(resp.BuddyInfo.szLastName));
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otherSock->sendPacket(resp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_SUCC);
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otherPlr->buddyIDs[slotB] = plrReq->PCStyle.iPC_UID;
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//std::cout << "Buddy's ID: " << plr->buddyIDs[slotB] << std::endl;
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// add record to db
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Database::addBuddyship(plrReq->iID, otherPlr->iID);
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}
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else
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{
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INITSTRUCT(sP_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL, declineResp);
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declineResp.iErrorCode = 6; // Buddy declined notification
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declineResp.iBuddyPCUID = pkt->iBuddyPCUID;
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otherSock->sendPacket(declineResp, P_FE2CL_REP_ACCEPT_MAKE_BUDDY_FAIL);
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}
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}
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// Getting buddy state
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static void reqPktGetBuddyState(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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/*
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* If the buddy list wasn't synced a second time yet, sync it.
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* Not sure why we have to do it again for the client not to trip up.
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*/
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if (!plr->buddiesSynced) {
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refreshBuddyList(sock);
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plr->buddiesSynced = true;
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}
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INITSTRUCT(sP_FE2CL_REP_GET_BUDDY_STATE_SUCC, resp);
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for (int slot = 0; slot < 50; slot++) {
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resp.aBuddyState[slot] = PlayerManager::getPlayerFromID(plr->buddyIDs[slot]) != nullptr ? 1 : 0;
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resp.aBuddyID[slot] = plr->buddyIDs[slot];
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}
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sock->sendPacket(resp, P_FE2CL_REP_GET_BUDDY_STATE_SUCC);
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}
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// Blocking the buddy
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static void reqBuddyBlock(CNSocket* sock, CNPacketData* data) {
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auto pkt = (sP_CL2FE_REQ_SET_BUDDY_BLOCK*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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// sanity checks
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if (pkt->iBuddySlot < 0 || pkt->iBuddySlot >= 50 || plr->buddyIDs[pkt->iBuddySlot] != pkt->iBuddyPCUID)
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return;
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// save in DB
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Database::removeBuddyship(plr->iID, pkt->iBuddyPCUID);
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Database::addBlock(plr->iID, pkt->iBuddyPCUID);
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// save serverside
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// since ID is already in the array, just set it to blocked
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plr->isBuddyBlocked[pkt->iBuddySlot] = true;
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// send response
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INITSTRUCT(sP_FE2CL_REP_SET_BUDDY_BLOCK_SUCC, resp);
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resp.iBuddyPCUID = pkt->iBuddyPCUID;
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resp.iBuddySlot = pkt->iBuddySlot;
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sock->sendPacket(resp, P_FE2CL_REP_SET_BUDDY_BLOCK_SUCC);
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// notify the other player he isn't a buddy anymore
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INITSTRUCT(sP_FE2CL_REP_REMOVE_BUDDY_SUCC, otherResp);
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CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
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if (otherSock == nullptr)
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return; // other player isn't online, no broadcast needed
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Player* otherPlr = PlayerManager::getPlayer(otherSock);
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// search for the slot with the requesting player's ID
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otherResp.iBuddyPCUID = plr->PCStyle.iPC_UID;
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for (int i = 0; i < 50; i++) {
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if (otherPlr->buddyIDs[i] == plr->PCStyle.iPC_UID) {
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// remove buddy
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otherPlr->buddyIDs[i] = 0;
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// broadcast
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otherResp.iBuddySlot = i;
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otherSock->sendPacket(otherResp, P_FE2CL_REP_REMOVE_BUDDY_SUCC);
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return;
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}
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}
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}
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// block non-buddy
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static void reqPlayerBlock(CNSocket* sock, CNPacketData* data) {
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auto pkt = (sP_CL2FE_REQ_SET_PC_BLOCK*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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int buddySlot = getAvailableBuddySlot(plr);
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if (buddySlot == -1)
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return;
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// save in DB
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Database::addBlock(plr->iID, pkt->iBlock_PCUID);
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// save serverside
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plr->buddyIDs[buddySlot] = pkt->iBlock_PCUID;
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plr->isBuddyBlocked[buddySlot] = true;
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// send response
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INITSTRUCT(sP_FE2CL_REP_SET_PC_BLOCK_SUCC, resp);
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resp.iBlock_ID = pkt->iBlock_ID;
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resp.iBlock_PCUID = pkt->iBlock_PCUID;
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resp.iBuddySlot = buddySlot;
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sock->sendPacket(resp, P_FE2CL_REP_SET_PC_BLOCK_SUCC);
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}
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// Deleting the buddy
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static void reqBuddyDelete(CNSocket* sock, CNPacketData* data) {
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// note! this packet is used both for removing buddies and blocks
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auto pkt = (sP_CL2FE_REQ_REMOVE_BUDDY*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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// remove buddy on our side
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INITSTRUCT(sP_FE2CL_REP_REMOVE_BUDDY_SUCC, resp);
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resp.iBuddyPCUID = pkt->iBuddyPCUID;
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resp.iBuddySlot = pkt->iBuddySlot;
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if (pkt->iBuddySlot < 0 || pkt->iBuddySlot >= 50 || plr->buddyIDs[pkt->iBuddySlot] != pkt->iBuddyPCUID)
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return; // sanity check
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bool wasBlocked = plr->isBuddyBlocked[resp.iBuddySlot];
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plr->buddyIDs[resp.iBuddySlot] = 0;
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plr->isBuddyBlocked[resp.iBuddySlot] = false;
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sock->sendPacket(resp, P_FE2CL_REP_REMOVE_BUDDY_SUCC);
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// remove record from db
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Database::removeBuddyship(plr->PCStyle.iPC_UID, pkt->iBuddyPCUID);
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// try this too
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Database::removeBlock(plr->PCStyle.iPC_UID, pkt->iBuddyPCUID);
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if (wasBlocked)
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return;
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// remove buddy on their side, reusing the struct
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CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
|
|
if (otherSock == nullptr)
|
|
return; // other player isn't online, no broadcast needed
|
|
Player* otherPlr = PlayerManager::getPlayer(otherSock);
|
|
// search for the slot with the requesting player's ID
|
|
resp.iBuddyPCUID = plr->PCStyle.iPC_UID;
|
|
for (int i = 0; i < 50; i++) {
|
|
if (otherPlr->buddyIDs[i] == plr->PCStyle.iPC_UID) {
|
|
// remove buddy
|
|
otherPlr->buddyIDs[i] = 0;
|
|
// broadcast
|
|
resp.iBuddySlot = i;
|
|
otherSock->sendPacket(resp, P_FE2CL_REP_REMOVE_BUDDY_SUCC);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Warping to buddy
|
|
static void reqBuddyWarp(CNSocket* sock, CNPacketData* data) {
|
|
Player *plr = PlayerManager::getPlayer(sock);
|
|
|
|
auto pkt = (sP_CL2FE_REQ_PC_BUDDY_WARP*)data->buf;
|
|
|
|
if (pkt->iSlotNum < 0 || pkt->iSlotNum >= 50)
|
|
return; // sanity check
|
|
|
|
Player* otherPlr = PlayerManager::getPlayerFromID(pkt->iBuddyPCUID);
|
|
if (otherPlr == nullptr)
|
|
return; // buddy offline
|
|
|
|
// if the player is instanced; no warp allowed
|
|
if (otherPlr->instanceID != INSTANCE_OVERWORLD)
|
|
goto fail;
|
|
|
|
// check if the players are at the same point in time (or in the training area or not)
|
|
if (otherPlr->PCStyle2.iPayzoneFlag != plr->PCStyle2.iPayzoneFlag)
|
|
goto fail;
|
|
|
|
// do not warp to players on monkeys
|
|
if (otherPlr->onMonkey)
|
|
goto fail;
|
|
|
|
// does the player disallow warping?
|
|
if (otherPlr->unwarpable)
|
|
goto fail;
|
|
|
|
// otherPlr->instanceID should always be INSTANCE_OVERWORLD at this point
|
|
PlayerManager::sendPlayerTo(sock, otherPlr->x, otherPlr->y, otherPlr->z, otherPlr->instanceID);
|
|
return;
|
|
|
|
fail:
|
|
INITSTRUCT(sP_FE2CL_REP_PC_BUDDY_WARP_FAIL, resp);
|
|
resp.iBuddyPCUID = pkt->iBuddyPCUID;
|
|
resp.iErrorCode = 0;
|
|
sock->sendPacket(resp, P_FE2CL_REP_PC_BUDDY_WARP_FAIL);
|
|
}
|
|
|
|
void Buddies::init() {
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_REQUEST_MAKE_BUDDY, requestBuddy);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIND_NAME_MAKE_BUDDY, reqBuddyByName);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ACCEPT_MAKE_BUDDY, reqAcceptBuddy);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_FIND_NAME_ACCEPT_BUDDY, reqFindNameBuddyAccept);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_GET_BUDDY_STATE, reqPktGetBuddyState);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SET_BUDDY_BLOCK, reqBuddyBlock);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SET_PC_BLOCK, reqPlayerBlock);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_REMOVE_BUDDY, reqBuddyDelete);
|
|
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BUDDY_WARP, reqBuddyWarp);
|
|
}
|