mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 15:00:06 +00:00
bb12a60e04
Previously, the socket was killed but the player was still technically present.
792 lines
28 KiB
C++
792 lines
28 KiB
C++
#include "Combat.hpp"
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#include "PlayerManager.hpp"
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#include "Nanos.hpp"
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#include "NPCManager.hpp"
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#include "Items.hpp"
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#include "Missions.hpp"
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#include "Groups.hpp"
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#include "Transport.hpp"
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#include "Racing.hpp"
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#include "Abilities.hpp"
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#include "Rand.hpp"
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#include <assert.h>
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using namespace Combat;
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/// Player Id -> Bullet Id -> Bullet
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std::map<int32_t, std::map<int8_t, Bullet>> Combat::Bullets;
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static std::pair<int,int> getDamage(int attackPower, int defensePower, bool shouldCrit,
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bool batteryBoost, int attackerStyle,
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int defenderStyle, int difficulty) {
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std::pair<int,int> ret = {0, 1};
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if (attackPower + defensePower * 2 == 0)
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return ret;
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// base calculation
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int damage = attackPower * attackPower / (attackPower + defensePower);
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damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 6) * difficulty / 100);
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damage = damage * (Rand::rand(40) + 80) / 100;
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// Adaptium/Blastons/Cosmix
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if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) {
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if (attackerStyle - defenderStyle == 2)
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defenderStyle += 3;
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if (defenderStyle - attackerStyle == 2)
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defenderStyle -= 3;
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if (attackerStyle < defenderStyle)
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damage = damage * 5 / 4;
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else
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damage = damage * 4 / 5;
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}
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// weapon boosts
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if (batteryBoost)
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damage = damage * 5 / 4;
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ret.first = damage;
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ret.second = 1;
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if (shouldCrit && Rand::rand(20) == 0) {
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ret.first *= 2; // critical hit
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ret.second = 2;
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}
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return ret;
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}
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static void pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
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auto pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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auto targets = (int32_t*)data->trailers;
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// rapid fire anti-cheat
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// TODO: move this out of here, when generalizing packet frequency validation
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time_t currTime = getTime();
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if (currTime - plr->lastShot < plr->fireRate * 80)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
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else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
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plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
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plr->lastShot = currTime;
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if (pkt->iNPCCnt > 3) // 3+ targets should never be possible
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plr->suspicionRating += 10000;
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if (plr->suspicionRating > 10000) { // kill the socket when the player is too suspicious
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sock->kill();
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CNShardServer::_killConnection(sock);
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return;
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}
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/*
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* IMPORTANT: This validates memory safety in addition to preventing
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* ordinary cheating. If the client sends a very large number of trailing
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* values, it could overflow the *response* buffer, which isn't otherwise
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* being validated anymore.
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*/
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if (pkt->iNPCCnt > 3) {
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std::cout << "[WARN] Player tried to attack more than 3 NPCs at once" << std::endl;
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return;
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}
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INITVARPACKET(respbuf, sP_FE2CL_PC_ATTACK_NPCs_SUCC, resp, sAttackResult, respdata);
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resp->iNPCCnt = pkt->iNPCCnt;
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for (int i = 0; i < data->trCnt; i++) {
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if (NPCManager::NPCs.find(targets[i]) == NPCManager::NPCs.end()) {
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// not sure how to best handle this
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std::cout << "[WARN] pcAttackNpcs: NPC ID not found" << std::endl;
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return;
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}
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BaseNPC* npc = NPCManager::NPCs[targets[i]];
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if (npc->type != EntityType::MOB) {
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std::cout << "[WARN] pcAttackNpcs: NPC is not a mob" << std::endl;
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return;
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}
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Mob* mob = (Mob*)npc;
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std::pair<int,int> damage;
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if (pkt->iNPCCnt > 1)
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damage.first = plr->groupDamage;
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else
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damage.first = plr->pointDamage;
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int difficulty = (int)mob->data["m_iNpcLevel"];
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damage = getDamage(damage.first, (int)mob->data["m_iProtection"], true, (plr->batteryW > 6 + difficulty),
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Nanos::nanoStyle(plr->activeNano), (int)mob->data["m_iNpcStyle"], difficulty);
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if (plr->batteryW >= 6 + difficulty)
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plr->batteryW -= 6 + difficulty;
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else
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plr->batteryW = 0;
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damage.first = hitMob(sock, mob, damage.first);
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respdata[i].iID = mob->appearanceData.iNPC_ID;
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respdata[i].iDamage = damage.first;
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respdata[i].iHP = mob->appearanceData.iHP;
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respdata[i].iHitFlag = damage.second; // hitscan, not a rocket or a grenade
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}
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resp->iBatteryW = plr->batteryW;
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sock->sendPacket(respbuf, P_FE2CL_PC_ATTACK_NPCs_SUCC);
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// a bit of a hack: these are the same size, so we can reuse the response packet
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assert(sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs));
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auto *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf;
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resp1->iPC_ID = plr->iID;
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// send to other players
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PlayerManager::sendToViewable(sock, respbuf, P_FE2CL_PC_ATTACK_NPCs);
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}
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void Combat::npcAttackPc(Mob *mob, time_t currTime) {
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Player *plr = PlayerManager::getPlayer(mob->target);
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INITVARPACKET(respbuf, sP_FE2CL_NPC_ATTACK_PCs, pkt, sAttackResult, atk);
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auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 0);
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if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
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plr->HP -= damage.first;
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pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
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pkt->iPCCnt = 1;
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atk->iID = plr->iID;
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atk->iDamage = damage.first;
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atk->iHP = plr->HP;
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atk->iHitFlag = damage.second;
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mob->target->sendPacket(respbuf, P_FE2CL_NPC_ATTACK_PCs);
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PlayerManager::sendToViewable(mob->target, respbuf, P_FE2CL_NPC_ATTACK_PCs);
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if (plr->HP <= 0) {
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mob->target = nullptr;
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mob->state = MobState::RETREAT;
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if (!MobAI::aggroCheck(mob, currTime)) {
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MobAI::clearDebuff(mob);
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if (mob->groupLeader != 0)
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MobAI::groupRetreat(mob);
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}
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}
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}
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int Combat::hitMob(CNSocket *sock, Mob *mob, int damage) {
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// cannot kill mobs multiple times; cannot harm retreating mobs
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if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
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return 0; // no damage
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}
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if (mob->skillStyle >= 0)
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return 0; // don't hurt a mob casting corruption
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if (mob->state == MobState::ROAMING) {
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assert(mob->target == nullptr);
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MobAI::enterCombat(sock, mob);
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if (mob->groupLeader != 0)
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MobAI::followToCombat(mob);
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}
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mob->appearanceData.iHP -= damage;
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// wake up sleeping monster
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if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) {
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mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
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INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
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pkt1.eCT = 2;
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pkt1.iID = mob->appearanceData.iNPC_ID;
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pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
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NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
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}
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if (mob->appearanceData.iHP <= 0)
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killMob(mob->target, mob);
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return damage;
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}
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void Combat::killMob(CNSocket *sock, Mob *mob) {
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mob->state = MobState::DEAD;
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mob->target = nullptr;
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mob->appearanceData.iConditionBitFlag = 0;
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mob->skillStyle = -1;
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mob->unbuffTimes.clear();
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mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
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// check for the edge case where hitting the mob did not aggro it
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if (sock != nullptr) {
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Player* plr = PlayerManager::getPlayer(sock);
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Items::DropRoll rolled;
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Items::DropRoll eventRolled;
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int rolledQItem = Rand::rand();
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if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
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Items::giveMobDrop(sock, mob, rolled, eventRolled);
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Missions::mobKilled(sock, mob->appearanceData.iNPCType, rolledQItem);
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} else {
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Player* otherPlayer = PlayerManager::getPlayerFromID(plr->iIDGroup);
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if (otherPlayer == nullptr)
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return;
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for (int i = 0; i < otherPlayer->groupCnt; i++) {
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CNSocket* sockTo = PlayerManager::getSockFromID(otherPlayer->groupIDs[i]);
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if (sockTo == nullptr)
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continue;
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Player *otherPlr = PlayerManager::getPlayer(sockTo);
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// only contribute to group members' kills if they're close enough
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int dist = std::hypot(plr->x - otherPlr->x + 1, plr->y - otherPlr->y + 1);
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if (dist > 5000)
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continue;
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Items::giveMobDrop(sockTo, mob, rolled, eventRolled);
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Missions::mobKilled(sockTo, mob->appearanceData.iNPCType, rolledQItem);
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}
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}
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}
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// delay the despawn animation
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mob->despawned = false;
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// fire any triggered events
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for (NPCEvent& event : NPCManager::NPCEvents)
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if (event.trigger == ON_KILLED && event.npcType == mob->appearanceData.iNPCType)
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event.handler(sock, mob);
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auto it = Transport::NPCQueues.find(mob->appearanceData.iNPC_ID);
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if (it == Transport::NPCQueues.end() || it->second.empty())
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return;
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// rewind or empty the movement queue
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if (mob->staticPath) {
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/*
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* This is inelegant, but we wind forward in the path until we find the point that
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* corresponds with the Mob's spawn point.
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*
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* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
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*/
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auto& queue = it->second;
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for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
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queue.pop();
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queue.push(point);
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}
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} else {
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Transport::NPCQueues.erase(mob->appearanceData.iNPC_ID);
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}
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}
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static void combatBegin(CNSocket *sock, CNPacketData *data) {
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Player *plr = PlayerManager::getPlayer(sock);
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plr->inCombat = true;
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// HACK: make sure the player has the right weapon out for combat
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INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp);
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resp.iPC_ID = plr->iID;
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resp.iEquipSlotNum = 0;
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resp.EquipSlotItem = plr->Equip[0];
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PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
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}
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static void combatEnd(CNSocket *sock, CNPacketData *data) {
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Player *plr = PlayerManager::getPlayer(sock);
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plr->inCombat = false;
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plr->healCooldown = 4000;
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}
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static void dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) != (bool)pkt->iFlag)
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plr->iConditionBitFlag ^= CSB_BIT_INFECTION;
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INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1);
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pkt1.eCSTB = ECSB_INFECTION; // eCharStatusTimeBuffID
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pkt1.eTBU = 1; // eTimeBuffUpdate
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pkt1.eTBT = 0; // eTimeBuffType 1 means nano
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pkt1.iConditionBitFlag = plr->iConditionBitFlag;
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sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
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}
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static void dealGooDamage(CNSocket *sock, int amount) {
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size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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Player *plr = PlayerManager::getPlayer(sock);
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memset(respbuf, 0, resplen);
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sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
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sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
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if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
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amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
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dmg->bProtected = 1;
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// eggs allow protection without nanos
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if (plr->activeNano != -1 && (plr->iSelfConditionBitFlag & CSB_BIT_PROTECT_INFECTION))
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plr->Nanos[plr->activeNano].iStamina -= 3;
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} else {
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plr->HP -= amount;
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}
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if (plr->activeNano != 0) {
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dmg->iStamina = plr->Nanos[plr->activeNano].iStamina;
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if (plr->Nanos[plr->activeNano].iStamina <= 0) {
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dmg->bNanoDeactive = 1;
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plr->Nanos[plr->activeNano].iStamina = 0;
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Nanos::summonNano(PlayerManager::getSockFromID(plr->iID), -1, true);
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}
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}
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pkt->iID = plr->iID;
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pkt->eCT = 1; // player
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pkt->iTB_ID = ECSB_INFECTION; // sSkillResult_DotDamage
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dmg->eCT = 1;
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dmg->iID = plr->iID;
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dmg->iDamage = amount;
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dmg->iHP = plr->HP;
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dmg->iConditionBitFlag = plr->iConditionBitFlag;
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sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
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}
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static void pcAttackChars(CNSocket *sock, CNPacketData *data) {
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sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
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Player *plr = PlayerManager::getPlayer(sock);
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// only GMs can use this this variant
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if (plr->accountLevel > 30)
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return;
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// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
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if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
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std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
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return;
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}
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int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs));
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if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) {
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std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_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_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult);
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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_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf;
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sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC));
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resp->iTargetCnt = pkt->iTargetCnt;
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for (int i = 0; i < pkt->iTargetCnt; i++) {
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if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
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Player *target = nullptr;
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for (auto& pair : PlayerManager::players) {
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if (pair.second->iID == pktdata[i*2]) {
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target = pair.second;
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break;
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}
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}
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if (target == nullptr) {
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// you shall not pass
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std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
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return;
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}
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std::pair<int,int> damage;
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if (pkt->iTargetCnt > 1)
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damage.first = plr->groupDamage;
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else
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damage.first = plr->pointDamage;
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damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
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if (plr->batteryW >= 6 + plr->level)
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plr->batteryW -= 6 + plr->level;
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else
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plr->batteryW = 0;
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target->HP -= damage.first;
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respdata[i].eCT = pktdata[i*2+1];
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respdata[i].iID = target->iID;
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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<int,int> 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<int, int> 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);
|
|
}
|