mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-17 03:20:06 +00:00
201 lines
6.4 KiB
C++
201 lines
6.4 KiB
C++
#include "Eggs.hpp"
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#include "servers/CNShardServer.hpp"
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#include "Player.hpp"
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#include "PlayerManager.hpp"
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#include "Abilities.hpp"
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#include "NPCManager.hpp"
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#include "Entities.hpp"
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#include "Items.hpp"
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#include <assert.h>
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using namespace Eggs;
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std::unordered_map<int, EggType> Eggs::EggTypes;
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void Eggs::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
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Player* plr = PlayerManager::getPlayer(sock);
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// eggId might be 0 if the buff is made by the /buff command
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EntityRef src = eggId == 0 ? sock : EntityRef(eggId);
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if(Abilities::SkillTable.count(skillId) == 0) {
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std::cout << "[WARN] egg " << eggId << " has skill ID " << skillId << " which doesn't exist" << std::endl;
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return;
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}
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SkillData* skill = &Abilities::SkillTable[skillId];
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if(skill->drainType == SkillDrainType::PASSIVE) {
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// apply buff
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if(skill->targetType != SkillTargetType::PLAYERS) {
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std::cout << "[WARN] weird skill type for egg " << eggId << " with skill " << skillId << ", should be " << (int)skill->targetType << std::endl;
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}
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int timeBuffId = Abilities::getCSTBFromST(skill->skillType);
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int value = skill->values[0][0];
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BuffStack eggBuff = {
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duration * 1000 / MS_PER_PLAYER_TICK,
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value,
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src,
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BuffClass::EGG
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};
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plr->addBuff(timeBuffId,
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[](EntityRef self, Buff* buff, int status, BuffStack* stack) {
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Buffs::timeBuffUpdate(self, buff, status, stack);
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if(status == ETBU_DEL) Buffs::timeBuffTimeout(self);
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},
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[](EntityRef self, Buff* buff, time_t currTime) {
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// no-op
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},
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&eggBuff);
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}
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// use skill
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std::vector<ICombatant*> targets;
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targets.push_back(dynamic_cast<ICombatant*>(plr));
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Abilities::useNPCSkill(src, skillId, targets);
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}
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static void eggStep(CNServer* serv, time_t currTime) {
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// check dead eggs and eggs in inactive chunks
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for (auto npc : NPCManager::NPCs) {
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if (npc.second->kind != EntityKind::EGG)
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continue;
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auto egg = (Egg*)npc.second;
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if (!egg->dead || !Chunking::inPopulatedChunks(&egg->viewableChunks))
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continue;
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if (egg->deadUntil <= currTime) {
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// respawn it
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egg->dead = false;
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egg->deadUntil = 0;
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egg->hp = 400;
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Chunking::addEntityToChunks(Chunking::getViewableChunks(egg->chunkPos), {npc.first});
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}
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}
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}
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void Eggs::npcDataToEggData(int x, int y, int z, sNPCAppearanceData* npc, sShinyAppearanceData* egg) {
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egg->iX = x;
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egg->iY = y;
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egg->iZ = z;
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// client doesn't care about egg->iMapNum
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egg->iShinyType = npc->iNPCType;
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egg->iShiny_ID = npc->iNPC_ID;
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}
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static void eggPickup(CNSocket* sock, CNPacketData* data) {
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auto pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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EntityRef eggRef = {pickup->iShinyID};
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if (!eggRef.isValid()) {
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std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl;
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return;
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}
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auto egg = (Egg*)eggRef.getEntity();
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if (egg->kind != EntityKind::EGG) {
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std::cout << "[WARN] Player tried to open something other than an?!" << std::endl;
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return;
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}
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if (egg->dead) {
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std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl;
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return;
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}
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/* this has some issues with position desync, leaving it out for now
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if (abs(egg->x - plr->x)>500 || abs(egg->y - plr->y) > 500) {
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std::cout << "[WARN] Player tried to open an egg isn't nearby?!" << std::endl;
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return;
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}
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*/
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int typeId = egg->type;
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if (EggTypes.find(typeId) == EggTypes.end()) {
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std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
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return;
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}
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EggType* type = &EggTypes[typeId];
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/*
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* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
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* (buff icon pops up in the bottom of the screen)
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* so we don't send it for non-effect
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*/
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if (type->effectId != 0) {
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eggBuffPlayer(sock, type->effectId, eggRef.id, type->duration);
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INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
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resp.iSkillID = type->effectId;
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// in general client finds correct icon on it's own,
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// but for damage we have to supply correct CSTB
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if (resp.iSkillID == 183)
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resp.eCSTB = ECSB_INFECTION;
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sock->sendPacket(resp, P_FE2CL_REP_SHINY_PICKUP_SUCC);
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}
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// drop
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if (type->dropCrateId != 0) {
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const size_t resplen = sizeof(sP_FE2CL_REP_REWARD_ITEM) + sizeof(sItemReward);
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assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
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// we know it's only one trailing struct, so we can skip full validation
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uint8_t respbuf[resplen]; // not a variable length array, don't worry
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sP_FE2CL_REP_REWARD_ITEM* reward = (sP_FE2CL_REP_REWARD_ITEM*)respbuf;
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sItemReward* item = (sItemReward*)(respbuf + sizeof(sP_FE2CL_REP_REWARD_ITEM));
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// don't forget to zero the buffer!
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memset(respbuf, 0, resplen);
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// send back player's stats
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reward->m_iCandy = plr->money;
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reward->m_iFusionMatter = plr->fusionmatter;
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reward->m_iBatteryN = plr->batteryN;
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reward->m_iBatteryW = plr->batteryW;
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reward->iFatigue = 100; // prevents warning message
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reward->iFatigue_Level = 1;
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reward->iItemCnt = 1; // remember to update resplen if you change this
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int slot = Items::findFreeSlot(plr);
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// no space for drop
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if (slot != -1) {
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// item reward
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item->sItem.iType = 9;
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item->sItem.iOpt = 1;
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item->sItem.iID = type->dropCrateId;
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item->iSlotNum = slot;
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item->eIL = 1; // Inventory Location. 1 means player inventory.
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// update player
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plr->Inven[slot] = item->sItem;
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_REWARD_ITEM, resplen);
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}
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}
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if (egg->summoned)
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NPCManager::destroyNPC(eggRef.id);
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else {
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Chunking::removeEntityFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggRef);
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egg->dead = true;
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egg->deadUntil = getTime() + (time_t)type->regen * 1000;
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egg->hp = 0;
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}
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}
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void Eggs::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_SHINY_PICKUP, eggPickup);
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REGISTER_SHARD_TIMER(eggStep, 1000);
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}
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