mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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Jade
d99dad261c
* Entering/exiting groups should apply/remove group buffs. * Fixed issues with nanos losing all stamina from various revives/warp away. * Heavily tweaked damage formula, nano types now boost/decrease damage. * Weapons can consume battery returning extra damage, battery consumed depends on enemy level.
71 lines
2.6 KiB
C++
71 lines
2.6 KiB
C++
#pragma once
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#include <set>
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#include <vector>
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#include "CNShardServer.hpp"
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typedef void (*ActivePowerHandler)(CNSocket*, CNPacketData*, int16_t, int16_t, int16_t, int32_t, int32_t);
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struct ActivePower {
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std::set<int> powers;
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ActivePowerHandler handler;
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int16_t eSkillType;
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int32_t flag;
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int32_t amount;
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ActivePower(std::set<int> p, ActivePowerHandler h, int16_t t, int32_t f, int32_t a) : powers(p), handler(h), eSkillType(t), flag(f), amount(a) {}
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void handle(CNSocket *sock, CNPacketData *data, int16_t nanoId, int16_t skillId) {
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if (handler == nullptr)
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return;
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handler(sock, data, nanoId, skillId, eSkillType, flag, amount);
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}
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};
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struct PassivePower {
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std::set<int> powers;
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int16_t eSkillType;
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int32_t iCBFlag;
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int16_t eCharStatusTimeBuffID;
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int16_t iValue;
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bool groupPower;
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PassivePower(std::set<int> p, int16_t t, int32_t f, int16_t b, int16_t a, bool g) : powers(p), eSkillType(t), iCBFlag(f), eCharStatusTimeBuffID(b), iValue(a), groupPower(g) {}
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};
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struct NanoData {
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int style;
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};
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namespace NanoManager {
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extern std::vector<ActivePower> ActivePowers;
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extern std::vector<PassivePower> PassivePowers;
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extern std::map<int32_t, NanoData> NanoTable;
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void init();
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void nanoSummonHandler(CNSocket* sock, CNPacketData* data);
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void nanoEquipHandler(CNSocket* sock, CNPacketData* data);
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void nanoUnEquipHandler(CNSocket* sock, CNPacketData* data);
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void nanoGMGiveHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillUseHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillSetHandler(CNSocket* sock, CNPacketData* data);
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void nanoSkillSetGMHandler(CNSocket* sock, CNPacketData* data);
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void nanoRecallHandler(CNSocket* sock, CNPacketData* data);
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void nanoPotionHandler(CNSocket* sock, CNPacketData* data);
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// Helper methods
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void addNano(CNSocket* sock, int16_t nanoId, int16_t slot, bool spendfm=false);
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void summonNano(CNSocket* sock, int slot);
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void setNanoSkill(CNSocket* sock, int16_t nanoId, int16_t skillId);
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void resetNanoSkill(CNSocket* sock, int16_t nanoId);
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void nanoBuff(CNSocket* sock, int16_t nanoId, int skillId, int16_t eSkillType, int32_t iCBFlag, int16_t eCharStatusTimeBuffID, int16_t iValue = 0, bool groupPower = false);
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void nanoUnbuff(CNSocket* sock, int32_t iCBFlag, int16_t eCharStatusTimeBuffID, int16_t iValue = 0, bool groupPower = false);
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int nanoStyle(int nanoId);
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void revivePlayer(Player* plr);
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void nanoChangeBuff(CNSocket* sock, Player* plr, int32_t cbFrom, int32_t cbTo);
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}
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