OpenFusion/src/NPCManager.cpp
dongresource e9bc2fe561 [refactor] Remove the word 'Manager' from most source files/namespaces
ChatManager -> Chat
MissionManager -> Missions
NanoManager -> Nanos
TransportManager -> Transport
ChunkManager -> Chunking
BuddyManager -> Buddies
GroupManager -> Groups
RacingManager -> Racing
ItemManager -> Items

NPCManager and PlayerManager remain.

Note: You can use git log --follow src/file.cpp to trace the history of
a file from before it was renamed.
2021-03-17 20:16:43 +01:00

622 lines
23 KiB
C++

#include "NPCManager.hpp"
#include "Items.hpp"
#include "settings.hpp"
#include "Combat.hpp"
#include "Missions.hpp"
#include "Chunking.hpp"
#include "Nanos.hpp"
#include "TableData.hpp"
#include "Groups.hpp"
#include "Racing.hpp"
#include "Vendor.hpp"
#include "Abilities.hpp"
#include <cmath>
#include <algorithm>
#include <list>
#include <fstream>
#include <vector>
#include <assert.h>
#include <limits.h>
#include "JSON.hpp"
using namespace NPCManager;
std::map<int32_t, BaseNPC*> NPCManager::NPCs;
std::map<int32_t, WarpLocation> NPCManager::Warps;
std::vector<WarpLocation> NPCManager::RespawnPoints;
/// sock, CBFlag -> until
std::map<std::pair<CNSocket*, int32_t>, time_t> NPCManager::EggBuffs;
std::unordered_map<int, EggType> NPCManager::EggTypes;
std::unordered_map<int, Egg*> NPCManager::Eggs;
nlohmann::json NPCManager::NPCData;
/*
* Initialized at the end of TableData::init().
* This allows us to summon and kill mobs in arbitrary order without
* NPC ID collisions.
*/
int32_t NPCManager::nextId;
void NPCManager::destroyNPC(int32_t id) {
// sanity check
if (NPCs.find(id) == NPCs.end()) {
std::cout << "npc not found: " << id << std::endl;
return;
}
BaseNPC* entity = NPCs[id];
// sanity check
if (!Chunking::chunkExists(entity->chunkPos)) {
std::cout << "chunk not found!" << std::endl;
return;
}
// remove NPC from the chunk
Chunking::untrackNPC(entity->chunkPos, id);
// remove from viewable chunks
Chunking::removeNPCFromChunks(Chunking::getViewableChunks(entity->chunkPos), id);
// remove from mob manager
if (MobAI::Mobs.find(id) != MobAI::Mobs.end())
MobAI::Mobs.erase(id);
// remove from eggs
if (Eggs.find(id) != Eggs.end())
Eggs.erase(id);
// finally, remove it from the map and free it
delete entity->viewableChunks;
NPCs.erase(id);
delete entity;
}
void NPCManager::updateNPCPosition(int32_t id, int X, int Y, int Z, uint64_t I, int angle) {
BaseNPC* npc = NPCs[id];
npc->appearanceData.iAngle = angle;
ChunkPos oldChunk = npc->chunkPos;
ChunkPos newChunk = Chunking::chunkPosAt(X, Y, I);
npc->appearanceData.iX = X;
npc->appearanceData.iY = Y;
npc->appearanceData.iZ = Z;
npc->instanceID = I;
if (oldChunk == newChunk)
return; // didn't change chunks
Chunking::updateNPCChunk(id, oldChunk, newChunk);
}
void NPCManager::sendToViewable(BaseNPC *npc, void *buf, uint32_t type, size_t size) {
for (auto it = npc->viewableChunks->begin(); it != npc->viewableChunks->end(); it++) {
Chunk* chunk = *it;
for (CNSocket *s : chunk->players) {
s->sendPacket(buf, type, size);
}
}
}
static void npcBarkHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_BARKER))
return; // malformed packet
sP_CL2FE_REQ_BARKER* req = (sP_CL2FE_REQ_BARKER*)data->buf;
// get bark IDs from task data
TaskData* td = Missions::Tasks[req->iMissionTaskID];
std::vector<int> barks;
for (int i = 0; i < 4; i++) {
if (td->task["m_iHBarkerTextID"][i] != 0) // non-zeroes only
barks.push_back(td->task["m_iHBarkerTextID"][i]);
}
if (barks.empty())
return; // no barks
INITSTRUCT(sP_FE2CL_REP_BARKER, resp);
resp.iNPC_ID = req->iNPC_ID;
resp.iMissionStringID = barks[rand() % barks.size()];
sock->sendPacket((void*)&resp, P_FE2CL_REP_BARKER, sizeof(sP_FE2CL_REP_BARKER));
}
static void npcUnsummonHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_NPC_UNSUMMON))
return; // malformed packet
Player* plr = PlayerManager::getPlayer(sock);
if (plr->accountLevel > 30)
return;
sP_CL2FE_REQ_NPC_UNSUMMON* req = (sP_CL2FE_REQ_NPC_UNSUMMON*)data->buf;
NPCManager::destroyNPC(req->iNPC_ID);
}
// type must already be checked and updateNPCPosition() must be called on the result
BaseNPC *NPCManager::summonNPC(int x, int y, int z, uint64_t instance, int type, bool respawn, bool baseInstance) {
uint64_t inst = baseInstance ? MAPNUM(instance) : instance;
#define EXTRA_HEIGHT 0
assert(nextId < INT32_MAX);
int id = nextId++;
int team = NPCData[type]["m_iTeam"];
BaseNPC *npc = nullptr;
if (team == 2) {
npc = new Mob(x, y, z + EXTRA_HEIGHT, inst, type, NPCData[type], id);
MobAI::Mobs[id] = (Mob*)npc;
// re-enable respawning, if desired
((Mob*)npc)->summoned = !respawn;
} else
npc = new BaseNPC(x, y, z + EXTRA_HEIGHT, 0, inst, type, id);
NPCs[id] = npc;
return npc;
}
static void npcSummonHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_NPC_SUMMON))
return; // malformed packet
sP_CL2FE_REQ_NPC_SUMMON* req = (sP_CL2FE_REQ_NPC_SUMMON*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int limit = NPCData.back()["m_iNpcNumber"];
// permission & sanity check
if (plr->accountLevel > 30 || req->iNPCType > limit || req->iNPCCnt > 100)
return;
for (int i = 0; i < req->iNPCCnt; i++) {
BaseNPC *npc = summonNPC(plr->x, plr->y, plr->z, plr->instanceID, req->iNPCType);
updateNPCPosition(npc->appearanceData.iNPC_ID, plr->x, plr->y, plr->z, plr->instanceID, 0);
}
}
static void handleWarp(CNSocket* sock, int32_t warpId) {
Player* plr = PlayerManager::getPlayer(sock);
// sanity check
if (Warps.find(warpId) == Warps.end())
return;
if (plr->iPCState & 8) {
// remove the player's vehicle
plr->iPCState &= ~8;
// send to self
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
sock->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
// send to others
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
chg.iPC_ID = plr->iID;
chg.iState = plr->iPCState;
PlayerManager::sendToViewable(sock, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
}
// std::cerr << "Warped to Map Num:" << Warps[warpId].instanceID << " NPC ID " << Warps[warpId].npcID << std::endl;
if (Warps[warpId].isInstance) {
uint64_t instanceID = Warps[warpId].instanceID;
// if warp requires you to be on a mission, it's gotta be a unique instance
if (Warps[warpId].limitTaskID != 0 || instanceID == 14) { // 14 is a special case for the Time Lab
instanceID += ((uint64_t)plr->iIDGroup << 32); // upper 32 bits are leader ID
Chunking::createInstance(instanceID);
// save Lair entrance coords as a pseudo-Resurrect 'Em
plr->recallX = Warps[warpId].x;
plr->recallY = Warps[warpId].y;
plr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
plr->recallInstance = instanceID;
}
if (plr->iID == plr->iIDGroup && plr->groupCnt == 1)
PlayerManager::sendPlayerTo(sock, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
else {
Player* leaderPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
for (int i = 0; i < leaderPlr->groupCnt; i++) {
Player* otherPlr = PlayerManager::getPlayerFromID(leaderPlr->groupIDs[i]);
CNSocket* sockTo = PlayerManager::getSockFromID(leaderPlr->groupIDs[i]);
if (otherPlr == nullptr || sockTo == nullptr)
continue;
// save Lair entrance coords for everyone else as well
otherPlr->recallX = Warps[warpId].x;
otherPlr->recallY = Warps[warpId].y;
otherPlr->recallZ = Warps[warpId].z + RESURRECT_HEIGHT;
otherPlr->recallInstance = instanceID;
// remove their vehicle if they're on one
if (otherPlr->iPCState & 8) {
// remove the player's vehicle
otherPlr->iPCState &= ~8;
// send to self
INITSTRUCT(sP_FE2CL_PC_VEHICLE_OFF_SUCC, off);
sockTo->sendPacket((void*)&off, P_FE2CL_PC_VEHICLE_OFF_SUCC, sizeof(sP_FE2CL_PC_VEHICLE_OFF_SUCC));
// send to others
INITSTRUCT(sP_FE2CL_PC_STATE_CHANGE, chg);
chg.iPC_ID = otherPlr->iID;
chg.iState = otherPlr->iPCState;
PlayerManager::sendToViewable(sockTo, (void*)&chg, P_FE2CL_PC_STATE_CHANGE, sizeof(sP_FE2CL_PC_STATE_CHANGE));
}
PlayerManager::sendPlayerTo(sockTo, Warps[warpId].x, Warps[warpId].y, Warps[warpId].z, instanceID);
}
}
}
else
{
INITSTRUCT(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC, resp); // Can only be used for exiting instances because it sets the instance flag to false
resp.iX = Warps[warpId].x;
resp.iY = Warps[warpId].y;
resp.iZ = Warps[warpId].z;
resp.iCandy = plr->money;
resp.eIL = 4; // do not take away any items
uint64_t fromInstance = plr->instanceID; // pre-warp instance, saved for post-warp
plr->instanceID = INSTANCE_OVERWORLD;
Missions::failInstancedMissions(sock); // fail any instanced missions
sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_WARP_USE_NPC_SUCC, sizeof(sP_FE2CL_REP_PC_WARP_USE_NPC_SUCC));
Chunking::updatePlayerChunk(sock, plr->chunkPos, std::make_tuple(0, 0, 0)); // force player to reload chunks
PlayerManager::updatePlayerPosition(sock, resp.iX, resp.iY, resp.iZ, INSTANCE_OVERWORLD, plr->angle);
// remove the player's ongoing race, if any
if (Racing::EPRaces.find(sock) != Racing::EPRaces.end())
Racing::EPRaces.erase(sock);
// post-warp: check if the source instance has no more players in it and delete it if so
Chunking::destroyInstanceIfEmpty(fromInstance);
}
}
static void npcWarpHandler(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_WARP_USE_NPC))
return; // malformed packet
sP_CL2FE_REQ_PC_WARP_USE_NPC* warpNpc = (sP_CL2FE_REQ_PC_WARP_USE_NPC*)data->buf;
handleWarp(sock, warpNpc->iWarpID);
}
static void npcWarpTimeMachine(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_PC_TIME_TO_GO_WARP))
return; // malformed packet
// this is just a warp request
handleWarp(sock, 28);
}
/*
* Helper function to get NPC closest to coordinates in specified chunks
*/
BaseNPC* NPCManager::getNearestNPC(std::set<Chunk*>* chunks, int X, int Y, int Z) {
BaseNPC* npc = nullptr;
int lastDist = INT_MAX;
for (auto c = chunks->begin(); c != chunks->end(); c++) { // haha get it
Chunk* chunk = *c;
for (auto _npc = chunk->NPCs.begin(); _npc != chunk->NPCs.end(); _npc++) {
BaseNPC* npcTemp = NPCs[*_npc];
int distXY = std::hypot(X - npcTemp->appearanceData.iX, Y - npcTemp->appearanceData.iY);
int dist = std::hypot(distXY, Z - npcTemp->appearanceData.iZ);
if (dist < lastDist) {
npc = npcTemp;
lastDist = dist;
}
}
}
return npc;
}
int NPCManager::eggBuffPlayer(CNSocket* sock, int skillId, int eggId, int duration) {
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
int bitFlag = Groups::getGroupFlags(otherPlr);
int CBFlag = Nanos::applyBuff(sock, skillId, 1, 3, bitFlag);
size_t resplen;
if (skillId == 183) {
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Damage);
} else if (skillId == 150) {
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP);
} else {
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Buff);
}
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
// we know it's only one trailing struct, so we can skip full validation
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
sP_FE2CL_NPC_SKILL_HIT* skillUse = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
if (skillId == 183) { // damage egg
sSkillResult_Damage* skill = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
skill->iDamage = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
plr->HP -= skill->iDamage;
if (plr->HP < 0)
plr->HP = 0;
skill->iHP = plr->HP;
} else if (skillId == 150) { // heal egg
sSkillResult_Heal_HP* skill = (sSkillResult_Heal_HP*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
skill->iHealHP = PC_MAXHEALTH(plr->level) * Nanos::SkillTable[skillId].powerIntensity[0] / 1000;
plr->HP += skill->iHealHP;
if (plr->HP > PC_MAXHEALTH(plr->level))
plr->HP = PC_MAXHEALTH(plr->level);
skill->iHP = plr->HP;
} else { // regular buff egg
sSkillResult_Buff* skill = (sSkillResult_Buff*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
memset(respbuf, 0, resplen);
skill->eCT = 1;
skill->iID = plr->iID;
skill->iConditionBitFlag = plr->iConditionBitFlag;
}
skillUse->iNPC_ID = eggId;
skillUse->iSkillID = skillId;
skillUse->eST = Nanos::SkillTable[skillId].skillType;
skillUse->iTargetCnt = 1;
sock->sendPacket((void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
if (CBFlag == 0)
return -1;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, CBFlag);
// save the buff serverside;
// if you get the same buff again, new duration will override the previous one
time_t until = getTime() + (time_t)duration * 1000;
EggBuffs[key] = until;
return 0;
}
static void eggStep(CNServer* serv, time_t currTime) {
// tick buffs
time_t timeStamp = currTime;
auto it = EggBuffs.begin();
while (it != EggBuffs.end()) {
// check remaining time
if (it->second > timeStamp)
it++;
else { // if time reached 0
CNSocket* sock = it->first.first;
int32_t CBFlag = it->first.second;
Player* plr = PlayerManager::getPlayer(sock);
Player* otherPlr = PlayerManager::getPlayerFromID(plr->iIDGroup);
int groupFlags = Groups::getGroupFlags(otherPlr);
for (auto& pwr : Nanos::NanoPowers) {
if (pwr.bitFlag == CBFlag) { // pick the power with the right flag and unbuff
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, resp);
resp.eCSTB = pwr.timeBuffID;
resp.eTBU = 2;
resp.eTBT = 3; // for egg buffs
plr->iConditionBitFlag &= ~CBFlag;
resp.iConditionBitFlag = plr->iConditionBitFlag |= groupFlags | plr->iSelfConditionBitFlag;
sock->sendPacket((void*)&resp, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, resp2); // send a buff timeout to other players
resp2.eCT = 1;
resp2.iID = plr->iID;
resp2.iConditionBitFlag = plr->iConditionBitFlag;
PlayerManager::sendToViewable(sock, (void*)&resp2, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
}
// remove buff from the map
it = EggBuffs.erase(it);
}
}
// check dead eggs and eggs in inactive chunks
for (auto egg : Eggs) {
if (!egg.second->dead || !Chunking::inPopulatedChunks(egg.second->viewableChunks))
continue;
if (egg.second->deadUntil <= timeStamp) {
// respawn it
egg.second->dead = false;
egg.second->deadUntil = 0;
egg.second->appearanceData.iHP = 400;
Chunking::addNPCToChunks(Chunking::getViewableChunks(egg.second->chunkPos), egg.first);
}
}
}
void NPCManager::npcDataToEggData(sNPCAppearanceData* npc, sShinyAppearanceData* egg) {
egg->iX = npc->iX;
egg->iY = npc->iY;
egg->iZ = npc->iZ;
// client doesn't care about egg->iMapNum
egg->iShinyType = npc->iNPCType;
egg->iShiny_ID = npc->iNPC_ID;
}
static void eggPickup(CNSocket* sock, CNPacketData* data) {
if (data->size != sizeof(sP_CL2FE_REQ_SHINY_PICKUP))
return; // malformed packet
sP_CL2FE_REQ_SHINY_PICKUP* pickup = (sP_CL2FE_REQ_SHINY_PICKUP*)data->buf;
Player* plr = PlayerManager::getPlayer(sock);
int eggId = pickup->iShinyID;
if (Eggs.find(eggId) == Eggs.end()) {
std::cout << "[WARN] Player tried to open non existing egg?!" << std::endl;
return;
}
Egg* egg = Eggs[eggId];
if (egg->dead) {
std::cout << "[WARN] Player tried to open a dead egg?!" << std::endl;
return;
}
/* this has some issues with position desync, leaving it out for now
if (abs(egg->appearanceData.iX - plr->x)>500 || abs(egg->appearanceData.iY - plr->y) > 500) {
std::cout << "[WARN] Player tried to open an egg from the other chunk?!" << std::endl;
return;
}
*/
int typeId = egg->appearanceData.iNPCType;
if (EggTypes.find(typeId) == EggTypes.end()) {
std::cout << "[WARN] Egg Type " << typeId << " not found!" << std::endl;
return;
}
EggType* type = &EggTypes[typeId];
// buff the player
if (type->effectId != 0)
eggBuffPlayer(sock, type->effectId, eggId, type->duration);
/*
* SHINY_PICKUP_SUCC is only causing a GUI effect in the client
* (buff icon pops up in the bottom of the screen)
* so we don't send it for non-effect
*/
if (type->effectId != 0)
{
INITSTRUCT(sP_FE2CL_REP_SHINY_PICKUP_SUCC, resp);
resp.iSkillID = type->effectId;
// in general client finds correct icon on it's own,
// but for damage we have to supply correct CSTB
if (resp.iSkillID == 183)
resp.eCSTB = ECSB_INFECTION;
sock->sendPacket((void*)&resp, P_FE2CL_REP_SHINY_PICKUP_SUCC, sizeof(sP_FE2CL_REP_SHINY_PICKUP_SUCC));
}
// drop
if (type->dropCrateId != 0) {
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);
// send back player's stats
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 = Items::findFreeSlot(plr);
// no space for drop
if (slot != -1) {
// item reward
item->sItem.iType = 9;
item->sItem.iOpt = 1;
item->sItem.iID = type->dropCrateId;
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);
}
}
if (egg->summoned)
destroyNPC(eggId);
else {
Chunking::removeNPCFromChunks(Chunking::getViewableChunks(egg->chunkPos), eggId);
egg->dead = true;
egg->deadUntil = getTime() + (time_t)type->regen * 1000;
egg->appearanceData.iHP = 0;
}
}
// TODO: Move this to MobAI, possibly
#pragma region NPCEvents
// summon right arm and stage 2 body
static void lordFuseStageTwo(CNSocket *sock, BaseNPC *npc) {
Mob *oldbody = (Mob*)npc; // adaptium, stun
Player *plr = PlayerManager::getPlayer(sock);
std::cout << "Lord Fuse stage two" << std::endl;
// Fuse doesn't move; spawnX, etc. is shorter to write than *appearanceData*
// Blastons, Heal
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2467);
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
// right arm, Adaptium, Stun
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX - 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2469);
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
}
// summon left arm and stage 3 body
static void lordFuseStageThree(CNSocket *sock, BaseNPC *npc) {
Mob *oldbody = (Mob*)npc;
Player *plr = PlayerManager::getPlayer(sock);
std::cout << "Lord Fuse stage three" << std::endl;
// Cosmix, Damage Point
Mob *newbody = (Mob*)NPCManager::summonNPC(oldbody->spawnX, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2468);
newbody->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(newbody->appearanceData.iNPC_ID, newbody->spawnX, newbody->spawnY, newbody->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
// Blastons, Heal
Mob *arm = (Mob*)NPCManager::summonNPC(oldbody->spawnX + 600, oldbody->spawnY, oldbody->spawnZ, plr->instanceID, 2470);
arm->appearanceData.iAngle = oldbody->appearanceData.iAngle;
NPCManager::updateNPCPosition(arm->appearanceData.iNPC_ID, arm->spawnX, arm->spawnY, arm->spawnZ,
plr->instanceID, oldbody->appearanceData.iAngle);
}
std::vector<NPCEvent> NPCManager::NPCEvents = {
NPCEvent(2466, ON_KILLED, lordFuseStageTwo),
NPCEvent(2467, ON_KILLED, lordFuseStageThree),
};
#pragma endregion NPCEvents
void NPCManager::init() {
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_WARP_USE_NPC, npcWarpHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_TIME_TO_GO_WARP, npcWarpTimeMachine);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_SUMMON, npcSummonHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_NPC_UNSUMMON, npcUnsummonHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_BARKER, npcBarkHandler);
REGISTER_SHARD_PACKET(P_CL2FE_REQ_SHINY_PICKUP, eggPickup);
REGISTER_SHARD_TIMER(eggStep, 1000);
}