OpenFusion/src/Items.cpp

811 lines
28 KiB
C++

#include "servers/CNShardServer.hpp"
#include "Items.hpp"
#include "PlayerManager.hpp"
#include "Nanos.hpp"
#include "NPCManager.hpp"
#include "Player.hpp"
#include "Abilities.hpp"
#include "Missions.hpp"
#include <string.h> // for memset()
#include <assert.h>
using namespace Items;
std::map<std::pair<int32_t, int32_t>, Items::Item> Items::ItemData;
std::map<int32_t, CrocPotEntry> Items::CrocPotTable;
std::map<int32_t, std::vector<int>> Items::RarityRatios;
std::map<int32_t, Crate> Items::Crates;
// pair Itemset, Rarity -> vector of pointers (map iterators) to records in ItemData
std::map<std::pair<int32_t, int32_t>, std::vector<std::map<std::pair<int32_t, int32_t>, Items::Item>::iterator>> Items::CrateItems;
std::map<std::string, std::vector<std::pair<int32_t, int32_t>>> Items::CodeItems;
std::map<int32_t, MobDropChance> Items::MobDropChances;
std::map<int32_t, MobDrop> Items::MobDrops;
#ifdef ACADEMY
std::map<int32_t, int32_t> Items::NanoCapsules; // crate id -> nano id
static void nanoCapsuleHandler(CNSocket* sock, int slot, sItemBase *chest) {
Player* plr = PlayerManager::getPlayer(sock);
int32_t nanoId = NanoCapsules[chest->iID];
// chest opening acknowledgement packet
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
resp.iSlotNum = slot;
// in order to remove capsule form inventory, we have to send item reward packet with empty item
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// 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);
// maintain stats
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
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
item->iSlotNum = slot;
item->eIL = 1;
// update player serverside
plr->Inven[slot] = item->sItem;
// transmit item
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
// transmit chest opening acknowledgement packet
sock->sendPacket((void*)&resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, sizeof(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC));
// check if player doesn't already have this nano
if (plr->Nanos[nanoId].iID != 0) {
INITSTRUCT(sP_FE2CL_GM_REP_PC_ANNOUNCE, msg);
msg.iDuringTime = 4;
std::string text = "You have already aquired this nano!";
U8toU16(text, msg.szAnnounceMsg, sizeof(text));
sock->sendPacket((void*)&msg, P_FE2CL_GM_REP_PC_ANNOUNCE, sizeof(sP_FE2CL_GM_REP_PC_ANNOUNCE));
return;
}
Nanos::addNano(sock, nanoId, -1, false);
}
#endif
static int getRarity(Crate& crate, int itemSetId) {
// find rarity ratio
if (RarityRatios.find(crate.rarityRatioId) == RarityRatios.end()) {
std::cout << "[WARN] Rarity Ratio " << crate.rarityRatioId << " not found!" << std::endl;
return -1;
}
std::vector<int> rarityRatio = RarityRatios[crate.rarityRatioId];
/*
* First we have to check if specified item set contains items with all specified rarities,
* and if not eliminate them from the draw
* it is simpler to do here than to fix individually in the file
*/
// remember that rarities start from 1!
for (int i = 0; i < rarityRatio.size(); i++){
if (CrateItems.find(std::make_pair(itemSetId, i+1)) == CrateItems.end())
rarityRatio[i] = 0;
}
int total = 0;
for (int value : rarityRatio)
total += value;
if (total == 0) {
std::cout << "Item Set " << itemSetId << " has no items assigned?!" << std::endl;
return -1;
}
// now return a random rarity number
int randomNum = rand() % total;
int rarity = 0;
int sum = 0;
do {
sum += rarityRatio[rarity];
rarity++;
} while (sum <= randomNum);
return rarity;
}
static int getCrateItem(sItemBase& result, int itemSetId, int rarity, int playerGender) {
auto key = std::make_pair(itemSetId, rarity);
if (CrateItems.find(key) == CrateItems.end()) {
std::cout << "[WARN] Item Set ID " << itemSetId << " Rarity " << rarity << " does not exist" << std::endl;
return -1;
}
// only take into account items that have correct gender
std::vector<std::map<std::pair<int32_t, int32_t>, Item>::iterator> items;
for (auto crateitem : CrateItems[key]) {
int gender = crateitem->second.gender;
// if gender is incorrect, exclude item
if (gender != 0 && gender != playerGender)
continue;
items.push_back(crateitem);
}
if (items.size() == 0) {
std::cout << "[WARN] Set ID " << itemSetId << " Rarity " << rarity << " contains no valid items" << std::endl;
return -1;
}
auto item = items[rand() % items.size()];
result.iID = item->first.first;
result.iType = item->first.second;
result.iOpt = 1;
return 0;
}
static int getItemSetId(Crate& crate, int crateId) {
int itemSetsCount = crate.itemSets.size();
if (itemSetsCount == 0) {
std::cout << "[WARN] Crate " << crateId << " has no item sets assigned?!" << std::endl;
return -1;
}
// if crate points to multiple itemSets, choose a random one
int itemSetIndex = rand() % itemSetsCount;
return crate.itemSets[itemSetIndex];
}
static void itemMoveHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_MOVE))
return; // ignore the malformed packet
sP_CL2FE_REQ_ITEM_MOVE* itemmove = (sP_CL2FE_REQ_ITEM_MOVE*)data->buf;
INITSTRUCT(sP_FE2CL_PC_ITEM_MOVE_SUCC, resp);
Player* plr = PlayerManager::getPlayer(sock);
// sanity check
if (itemmove->iToSlotNum < 0 || itemmove->iFromSlotNum < 0)
return;
// NOTE: sending a no-op, "move in-place" packet is not necessary
if (plr->isTrading) {
std::cout << "[WARN] Player attempted to move item while trading" << std::endl;
return;
}
// get the fromItem
sItemBase *fromItem;
switch ((SlotType)itemmove->eFrom) {
case SlotType::EQUIP:
if (itemmove->iFromSlotNum >= AEQUIP_COUNT)
return;
fromItem = &plr->Equip[itemmove->iFromSlotNum];
break;
case SlotType::INVENTORY:
if (itemmove->iFromSlotNum >= AINVEN_COUNT)
return;
fromItem = &plr->Inven[itemmove->iFromSlotNum];
break;
case SlotType::BANK:
if (itemmove->iFromSlotNum >= ABANK_COUNT)
return;
fromItem = &plr->Bank[itemmove->iFromSlotNum];
break;
default:
std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eFrom << std::endl;
return;
}
// get the toItem
sItemBase* toItem;
switch ((SlotType)itemmove->eTo) {
case SlotType::EQUIP:
if (itemmove->iToSlotNum >= AEQUIP_COUNT)
return;
toItem = &plr->Equip[itemmove->iToSlotNum];
break;
case SlotType::INVENTORY:
if (itemmove->iToSlotNum >= AINVEN_COUNT)
return;
toItem = &plr->Inven[itemmove->iToSlotNum];
break;
case SlotType::BANK:
if (itemmove->iToSlotNum >= ABANK_COUNT)
return;
toItem = &plr->Bank[itemmove->iToSlotNum];
break;
default:
std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eTo << std::endl;
return;
}
// if equipping an item, validate that it's of the correct type for the slot
if ((SlotType)itemmove->eTo == SlotType::EQUIP) {
if (fromItem->iType == 10 && itemmove->iToSlotNum != 8)
return; // vehicle in wrong slot
else if (fromItem->iType != 10
&& !(fromItem->iType == 0 && itemmove->iToSlotNum == 7)
&& fromItem->iType != itemmove->iToSlotNum)
return; // something other than a vehicle or a weapon in a non-matching slot
else if (itemmove->iToSlotNum >= AEQUIP_COUNT) // TODO: reject slots >= 9?
return; // invalid slot
}
// save items to response
resp.eTo = itemmove->eFrom;
resp.eFrom = itemmove->eTo;
resp.ToSlotItem = *toItem;
resp.FromSlotItem = *fromItem;
// swap/stack items in session
Item* itemDat = getItemData(toItem->iID, toItem->iType);
Item* itemDatFrom = getItemData(fromItem->iID, fromItem->iType);
if (itemDat != nullptr && itemDatFrom != nullptr && itemDat->stackSize > 1 && itemDat == itemDatFrom && fromItem->iOpt < itemDat->stackSize && toItem->iOpt < itemDat->stackSize) {
// items are stackable, identical, and not maxed, so run stacking logic
toItem->iOpt += fromItem->iOpt; // sum counts
fromItem->iOpt = 0; // deplete from item
if (toItem->iOpt > itemDat->stackSize) {
// handle overflow
fromItem->iOpt += (toItem->iOpt - itemDat->stackSize); // add overflow to fromItem
toItem->iOpt = itemDat->stackSize; // set toItem count to max
}
if (fromItem->iOpt == 0) { // from item count depleted
// delete item
fromItem->iID = 0;
fromItem->iType = 0;
fromItem->iTimeLimit = 0;
}
resp.iFromSlotNum = itemmove->iFromSlotNum;
resp.iToSlotNum = itemmove->iToSlotNum;
resp.FromSlotItem = *fromItem;
resp.ToSlotItem = *toItem;
} else {
// items not stackable; just swap them
sItemBase temp = *toItem;
*toItem = *fromItem;
*fromItem = temp;
resp.iFromSlotNum = itemmove->iToSlotNum;
resp.iToSlotNum = itemmove->iFromSlotNum;
}
// send equip change to viewable players
if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, equipChange);
equipChange.iPC_ID = plr->iID;
if (itemmove->eTo == (int)SlotType::EQUIP) {
equipChange.iEquipSlotNum = itemmove->iToSlotNum;
equipChange.EquipSlotItem = resp.FromSlotItem;
} else {
equipChange.iEquipSlotNum = itemmove->iFromSlotNum;
equipChange.EquipSlotItem = resp.ToSlotItem;
}
// unequip vehicle if equip slot 8 is 0
if (plr->Equip[8].iID == 0)
plr->iPCState = 0;
// send equip event to other players
PlayerManager::sendToViewable(sock, (void*)&equipChange, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
// set equipment stats serverside
setItemStats(plr);
}
// send response
sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
}
static void itemDeleteHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_ITEM_DELETE))
return; // ignore the malformed packet
sP_CL2FE_REQ_PC_ITEM_DELETE* itemdel = (sP_CL2FE_REQ_PC_ITEM_DELETE*)data->buf;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC, resp);
Player* plr = PlayerManager::getPlayer(sock);
resp.eIL = itemdel->eIL;
resp.iSlotNum = itemdel->iSlotNum;
// so, im not sure what this eIL thing does since you always delete items in inventory and not equips
plr->Inven[itemdel->iSlotNum].iID = 0;
plr->Inven[itemdel->iSlotNum].iType = 0;
plr->Inven[itemdel->iSlotNum].iOpt = 0;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_ITEM_DELETE_SUCC, sizeof(sP_FE2CL_REP_PC_ITEM_DELETE_SUCC));
}
static void itemUseHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_USE))
return; // ignore the malformed packet
sP_CL2FE_REQ_ITEM_USE* request = (sP_CL2FE_REQ_ITEM_USE*)data->buf;
Player* player = PlayerManager::getPlayer(sock);
if (request->iSlotNum < 0 || request->iSlotNum >= AINVEN_COUNT)
return; // sanity check
// gumball can only be used from inventory, so we ignore eIL
sItemBase gumball = player->Inven[request->iSlotNum];
sNano nano = player->Nanos[player->equippedNanos[request->iNanoSlot]];
// sanity check, check if gumball exists
if (!(gumball.iOpt > 0 && gumball.iType == 7 && gumball.iID>=119 && gumball.iID<=121)) {
std::cout << "[WARN] Gumball not found" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ITEM_USE_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_USE_FAIL));
return;
}
// sanity check, check if gumball type matches nano style
int nanoStyle = Nanos::nanoStyle(nano.iID);
if (!((gumball.iID == 119 && nanoStyle == 0) ||
( gumball.iID == 120 && nanoStyle == 1) ||
( gumball.iID == 121 && nanoStyle == 2))) {
std::cout << "[WARN] Gumball type doesn't match nano type" << std::endl;
INITSTRUCT(sP_FE2CL_REP_PC_ITEM_USE_FAIL, response);
sock->sendPacket((void*)&response, P_FE2CL_REP_PC_ITEM_USE_FAIL, sizeof(sP_FE2CL_REP_PC_ITEM_USE_FAIL));
return;
}
gumball.iOpt -= 1;
if (gumball.iOpt == 0)
gumball = {};
size_t resplen = sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC) + sizeof(sSkillResult_Buff);
// validate response packet
if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_ITEM_USE_SUCC), 1, sizeof(sSkillResult_Buff))) {
std::cout << "[WARN] bad sP_FE2CL_REP_PC_ITEM_USE_SUCC packet size" << std::endl;
return;
}
if (gumball.iOpt == 0)
gumball = {};
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_REP_PC_ITEM_USE_SUCC *resp = (sP_FE2CL_REP_PC_ITEM_USE_SUCC*)respbuf;
sSkillResult_Buff *respdata = (sSkillResult_Buff*)(respbuf+sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC));
resp->iPC_ID = player->iID;
resp->eIL = 1;
resp->iSlotNum = request->iSlotNum;
resp->RemainItem = gumball;
resp->iTargetCnt = 1;
resp->eST = EST_NANOSTIMPAK;
resp->iSkillID = 144;
int value1 = CSB_BIT_STIMPAKSLOT1 << request->iNanoSlot;
int value2 = ECSB_STIMPAKSLOT1 + request->iNanoSlot;
respdata->eCT = 1;
respdata->iID = player->iID;
respdata->iConditionBitFlag = value1;
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
pkt.eCSTB = value2; // eCharStatusTimeBuffID
pkt.eTBU = 1; // eTimeBuffUpdate
pkt.eTBT = 1; // eTimeBuffType 1 means nano
pkt.iConditionBitFlag = player->iConditionBitFlag |= value1;
sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
sock->sendPacket((void*)&respbuf, P_FE2CL_REP_PC_ITEM_USE_SUCC, resplen);
// update inventory serverside
player->Inven[resp->iSlotNum] = resp->RemainItem;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, value1);
time_t until = getTime() + (time_t)Nanos::SkillTable[144].durationTime[0] * 100;
NPCManager::EggBuffs[key] = until;
}
static void itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_BANK_OPEN))
return; // ignore the malformed packet
Player* plr = PlayerManager::getPlayer(sock);
// just send bank inventory
INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
for (int i = 0; i < ABANK_COUNT; i++) {
resp.aBank[i] = plr->Bank[i];
}
resp.iExtraBank = 1;
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC, sizeof(sP_FE2CL_REP_PC_BANK_OPEN_SUCC));
}
static void chestOpenHandler(CNSocket *sock, CNPacketData *data) {
if (data->size != sizeof(sP_CL2FE_REQ_ITEM_CHEST_OPEN))
return; // ignore the malformed packet
sP_CL2FE_REQ_ITEM_CHEST_OPEN *pkt = (sP_CL2FE_REQ_ITEM_CHEST_OPEN *)data->buf;
// sanity check
if (pkt->eIL != 1 || pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT)
return;
Player *plr = PlayerManager::getPlayer(sock);
sItemBase *chest = &plr->Inven[pkt->iSlotNum];
// we could reject the packet if the client thinks the item is different, but eh
if (chest->iType != 9) {
std::cout << "[WARN] Player tried to open a crate with incorrect iType ?!" << std::endl;
return;
}
#ifdef ACADEMY
// check if chest isn't a nano capsule
if (NanoCapsules.find(chest->iID) != NanoCapsules.end())
return nanoCapsuleHandler(sock, pkt->iSlotNum, chest);
#endif
// chest opening acknowledgement packet
INITSTRUCT(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, resp);
resp.iSlotNum = pkt->iSlotNum;
// item giving packet
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// 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);
// maintain stats
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
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
item->iSlotNum = pkt->iSlotNum;
item->eIL = 1;
int itemSetId = -1, rarity = -1, ret = -1;
bool failing = false;
// find the crate
if (Crates.find(chest->iID) == Crates.end()) {
std::cout << "[WARN] Crate " << chest->iID << " not found!" << std::endl;
failing = true;
}
Crate& crate = Crates[chest->iID];
if (!failing)
itemSetId = getItemSetId(crate, chest->iID);
if (itemSetId == -1)
failing = true;
if (!failing)
rarity = getRarity(crate, itemSetId);
if (rarity == -1)
failing = true;
if (!failing)
ret = getCrateItem(item->sItem, itemSetId, rarity, plr->PCStyle.iGender);
if (ret == -1)
failing = true;
// if we failed to open a crate, at least give the player a gumball (suggested by Jade)
if (failing) {
item->sItem.iType = 7;
item->sItem.iID = 119 + (rand() % 3);
item->sItem.iOpt = 1;
}
// update player
plr->Inven[pkt->iSlotNum] = item->sItem;
// transmit item
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
// transmit chest opening acknowledgement packet
std::cout << "opening chest..." << std::endl;
sock->sendPacket((void*)&resp, P_FE2CL_REP_ITEM_CHEST_OPEN_SUCC, sizeof(sP_FE2CL_REP_ITEM_CHEST_OPEN_SUCC));
}
// TODO: use this in cleaned up Items
int Items::findFreeSlot(Player *plr) {
int i;
for (i = 0; i < AINVEN_COUNT; i++)
if (plr->Inven[i].iType == 0 && plr->Inven[i].iID == 0 && plr->Inven[i].iOpt == 0)
return i;
// not found
return -1;
}
Item* Items::getItemData(int32_t id, int32_t type) {
if(ItemData.find(std::make_pair(id, type)) != ItemData.end())
return &ItemData[std::make_pair(id, type)];
return nullptr;
}
void Items::checkItemExpire(CNSocket* sock, Player* player) {
if (player->toRemoveVehicle.eIL == 0 && player->toRemoveVehicle.iSlotNum == 0)
return;
/* prepare packet
* yes, this is a varadic packet, however analyzing client behavior and code
* it only checks takes the first item sent into account
* yes, this is very stupid
* therefore, we delete all but 1 expired vehicle while loading player
* to delete the last one here so player gets a notification
*/
const size_t resplen = sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM) + sizeof(sTimeLimitItemDeleteInfo2CL);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// 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_PC_DELETE_TIME_LIMIT_ITEM* packet = (sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM*)respbuf;
sTimeLimitItemDeleteInfo2CL* itemData = (sTimeLimitItemDeleteInfo2CL*)(respbuf + sizeof(sP_FE2CL_PC_DELETE_TIME_LIMIT_ITEM));
memset(respbuf, 0, resplen);
packet->iItemListCount = 1;
itemData->eIL = player->toRemoveVehicle.eIL;
itemData->iSlotNum = player->toRemoveVehicle.iSlotNum;
sock->sendPacket((void*)&respbuf, P_FE2CL_PC_DELETE_TIME_LIMIT_ITEM, resplen);
// delete serverside
if (player->toRemoveVehicle.eIL == 0)
memset(&player->Equip[8], 0, sizeof(sItemBase));
else
memset(&player->Inven[player->toRemoveVehicle.iSlotNum], 0, sizeof(sItemBase));
player->toRemoveVehicle.eIL = 0;
player->toRemoveVehicle.iSlotNum = 0;
}
void Items::setItemStats(Player* plr) {
plr->pointDamage = 8 + plr->level * 2;
plr->groupDamage = 8 + plr->level * 2;
plr->fireRate = 0;
plr->defense = 16 + plr->level * 4;
Item* itemStatsDat;
for (int i = 0; i < 4; i++) {
itemStatsDat = getItemData(plr->Equip[i].iID, plr->Equip[i].iType);
if (itemStatsDat == nullptr) {
std::cout << "[WARN] setItemStats(): getItemData() returned NULL" << std::endl;
continue;
}
plr->pointDamage += itemStatsDat->pointDamage;
plr->groupDamage += itemStatsDat->groupDamage;
plr->fireRate += itemStatsDat->fireRate;
plr->defense += itemStatsDat->defense;
}
}
// HACK: work around the invisible weapon bug
// TODO: I don't think this makes a difference at all? Check and remove, if necessary.
void Items::updateEquips(CNSocket* sock, Player* plr) {
for (int i = 0; i < 4; i++) {
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp);
resp.iPC_ID = plr->iID;
resp.iEquipSlotNum = i;
resp.EquipSlotItem = plr->Equip[i];
PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
}
}
static void getMobDrop(sItemBase *reward, MobDrop* drop, MobDropChance* chance, int rolled) {
reward->iType = 9;
reward->iOpt = 1;
int total = 0;
for (int ratio : chance->cratesRatio)
total += ratio;
// randomizing a crate
int randomNum = rolled % total;
int i = 0;
int sum = 0;
do {
reward->iID = drop->crateIDs[i];
sum += chance->cratesRatio[i];
i++;
}
while (sum<=randomNum);
}
static void giveEventDrop(CNSocket* sock, Player* player, int rolled) {
// random drop chance
if (rand() % 100 > settings::EVENTCRATECHANCE)
return;
// no slot = no reward
int slot = findFreeSlot(player);
if (slot == -1)
return;
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[resplen];
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);
// leave everything here as it is
reward->m_iCandy = player->money;
reward->m_iFusionMatter = player->fusionmatter;
reward->m_iBatteryN = player->batteryN;
reward->m_iBatteryW = player->batteryW;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
// which crate to drop
int crateId;
switch (settings::EVENTMODE) {
// knishmas
case 1: crateId = 1187; break;
// halloween
case 2: crateId = 1181; break;
// spring
case 3: crateId = 1126; break;
// what
default:
std::cout << "[WARN] Unknown event Id " << settings::EVENTMODE << std::endl;
return;
}
item->sItem.iType = 9;
item->sItem.iID = crateId;
item->sItem.iOpt = 1;
item->iSlotNum = slot;
item->eIL = 1; // Inventory Location. 1 means player inventory.
// update player
player->Inven[slot] = item->sItem;
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
}
void Items::giveMobDrop(CNSocket *sock, Mob* mob, int rolledBoosts, int rolledPotions,
int rolledCrate, int rolledCrateType, int rolledEvent) {
Player *plr = PlayerManager::getPlayer(sock);
const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// 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);
// sanity check
if (MobDrops.find(mob->dropType) == MobDrops.end()) {
std::cout << "[WARN] Drop Type " << mob->dropType << " was not found" << std::endl;
return;
}
// find correct mob drop
MobDrop& drop = MobDrops[mob->dropType];
plr->money += drop.taros;
// money nano boost
if (plr->iConditionBitFlag & CSB_BIT_REWARD_CASH) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
plr->money += drop.taros * (5 + boost) / 25;
}
// formula for scaling FM with player/mob level difference
// TODO: adjust this better
int levelDifference = plr->level - mob->level;
int fm = drop.fm;
if (levelDifference > 0)
fm = levelDifference < 10 ? fm - (levelDifference * fm / 10) : 0;
// scavenger nano boost
if (plr->iConditionBitFlag & CSB_BIT_REWARD_BLOB) {
int boost = 0;
if (Nanos::getNanoBoost(plr)) // for gumballs
boost = 1;
fm += fm * (5 + boost) / 25;
}
Missions::updateFusionMatter(sock, fm);
// give boosts 1 in 3 times
if (drop.boosts > 0) {
if (rolledPotions % 3 == 0)
plr->batteryN += drop.boosts;
if (rolledBoosts % 3 == 0)
plr->batteryW += drop.boosts;
}
// caps
if (plr->batteryW > 9999)
plr->batteryW = 9999;
if (plr->batteryN > 9999)
plr->batteryN = 9999;
// simple rewards
reward->m_iCandy = plr->money;
reward->m_iFusionMatter = plr->fusionmatter;
reward->m_iBatteryN = plr->batteryN;
reward->m_iBatteryW = plr->batteryW;
reward->iFatigue = 100; // prevents warning message
reward->iFatigue_Level = 1;
reward->iItemCnt = 1; // remember to update resplen if you change this
int slot = findFreeSlot(plr);
bool awardDrop = false;
MobDropChance *chance = nullptr;
// sanity check
if (MobDropChances.find(drop.dropChanceType) == MobDropChances.end()) {
std::cout << "[WARN] Unknown Drop Chance Type: " << drop.dropChanceType << std::endl;
return; // this also prevents holiday crate drops, but oh well
} else {
chance = &MobDropChances[drop.dropChanceType];
awardDrop = (rolledCrate % 1000 < chance->dropChance);
}
// no drop
if (slot == -1 || !awardDrop) {
// no room for an item, but you still get FM and taros
reward->iItemCnt = 0;
sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, sizeof(sP_FE2CL_REP_REWARD_ITEM));
} else {
// item reward
getMobDrop(&item->sItem, &drop, chance, rolledCrateType);
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);
}
// event crates
if (settings::EVENTMODE != 0)
giveEventDrop(sock, plr, rolledEvent);
}
void Items::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_MOVE, itemMoveHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_ITEM_DELETE, itemDeleteHandler);
// this one is for gumballs
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_USE, itemUseHandler);
// Bank
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BANK_OPEN, itemBankOpenHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_ITEM_CHEST_OPEN, chestOpenHandler);
}