OpenFusion/src/MobManager.cpp

1898 lines
68 KiB
C++

#include "MobManager.hpp"
#include "PlayerManager.hpp"
#include "NanoManager.hpp"
#include "NPCManager.hpp"
#include "ItemManager.hpp"
#include "MissionManager.hpp"
#include "GroupManager.hpp"
#include "TransportManager.hpp"
#include <cmath>
#include <limits.h>
#include <assert.h>
std::map<int32_t, Mob*> MobManager::Mobs;
std::queue<int32_t> MobManager::RemovalQueue;
std::map<int32_t, MobDropChance> MobManager::MobDropChances;
std::map<int32_t, MobDrop> MobManager::MobDrops;
/// Player Id -> Bullet Id -> Bullet
std::map<int32_t, std::map<int8_t, Bullet>> MobManager::Bullets;
bool MobManager::simulateMobs;
void MobManager::init() {
REGISTER_SHARD_TIMER(step, 200);
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);
simulateMobs = settings::SIMULATEMOBS;
}
void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_REQ_PC_ATTACK_NPCs* pkt = (sP_CL2FE_REQ_PC_ATTACK_NPCs*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
// sanity check
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs), pkt->iNPCCnt, sizeof(int32_t), data->size)) {
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_NPCs packet size\n";
return;
}
int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_NPCs));
/*
* 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_ATTACK_NPCs_SUCC), pkt->iNPCCnt, sizeof(sAttackResult))) {
std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_NPCs_SUCC packet size\n";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_PC_ATTACK_NPCs_SUCC *resp = (sP_FE2CL_PC_ATTACK_NPCs_SUCC*)respbuf;
sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC));
resp->iNPCCnt = pkt->iNPCCnt;
for (int i = 0; i < pkt->iNPCCnt; i++) {
if (Mobs.find(pktdata[i]) == Mobs.end()) {
// not sure how to best handle this
std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
return;
}
Mob *mob = Mobs[pktdata[i]];
std::pair<int,int> damage;
if (pkt->iNPCCnt > 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), NanoManager::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].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
}
resp->iBatteryW = plr->batteryW;
sock->sendPacket((void*)respbuf, P_FE2CL_PC_ATTACK_NPCs_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_NPCs_SUCC) == sizeof(sP_FE2CL_PC_ATTACK_NPCs));
sP_FE2CL_PC_ATTACK_NPCs *resp1 = (sP_FE2CL_PC_ATTACK_NPCs*)respbuf;
resp1->iPC_ID = plr->iID;
// send to other players
PlayerManager::sendToViewable(sock, (void*)respbuf, P_FE2CL_PC_ATTACK_NPCs, resplen);
}
void MobManager::npcAttackPc(Mob *mob, time_t currTime) {
Player *plr = PlayerManager::getPlayer(mob->target);
const size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + sizeof(sAttackResult);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_NPC_ATTACK_PCs *pkt = (sP_FE2CL_NPC_ATTACK_PCs*)respbuf;
sAttackResult *atk = (sAttackResult*)(respbuf + sizeof(sP_FE2CL_NPC_ATTACK_PCs));
auto damage = getDamage(450 + (int)mob->data["m_iPower"], plr->defense, false, false, -1, -1, 0);
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= damage.first;
pkt->iNPC_ID = mob->appearanceData.iNPC_ID;
pkt->iPCCnt = 1;
atk->iID = plr->iID;
atk->iDamage = damage.first;
atk->iHP = plr->HP;
atk->iHitFlag = damage.second;
mob->target->sendPacket((void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
PlayerManager::sendToViewable(mob->target, (void*)respbuf, P_FE2CL_NPC_ATTACK_PCs, resplen);
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, currTime))
clearDebuff(mob);
}
}
void MobManager::giveReward(CNSocket *sock, Mob* mob) {
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 (NanoManager::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 (NanoManager::getNanoBoost(plr)) // for gumballs
boost = 1;
fm += fm * (5 + boost) / 25;
}
MissionManager::updateFusionMatter(sock, fm);
// give boosts 1 in 3 times
if (drop.boosts > 0) {
if (rand() % 3 == 0)
plr->batteryN += drop.boosts;
if (rand() % 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 = ItemManager::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 = (rand() % 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
getReward(&item->sItem, &drop, chance);
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)
giveEventReward(sock, plr);
}
void MobManager::getReward(sItemBase *reward, MobDrop* drop, MobDropChance* chance) {
reward->iType = 9;
reward->iOpt = 1;
int total = 0;
for (int ratio : chance->cratesRatio)
total += ratio;
// randomizing a crate
int randomNum = rand() % total;
int i = 0;
int sum = 0;
do {
reward->iID = drop->crateIDs[i];
sum += chance->cratesRatio[i];
i++;
}
while (sum<=randomNum);
}
void MobManager::giveEventReward(CNSocket* sock, Player* player) {
// random drop chance
if (rand() % 100 > settings::EVENTCRATECHANCE)
return;
// no slot = no reward
int slot = ItemManager::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);
}
int MobManager::hitMob(CNSocket *sock, Mob *mob, int damage) {
// cannot kill mobs multiple times; cannot harm retreating mobs
if (mob->state != MobState::ROAMING && mob->state != MobState::COMBAT) {
return 0; // no damage
}
if (mob->skillStyle >= 0)
return 0; // don't hurt a mob casting corruption
if (mob->state == MobState::ROAMING) {
assert(mob->target == nullptr);
mob->target = sock;
mob->state = MobState::COMBAT;
mob->nextMovement = getTime();
mob->nextAttack = 0;
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
if (mob->groupLeader != 0)
followToCombat(mob);
}
mob->appearanceData.iHP -= damage;
// wake up sleeping monster
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_MEZ) {
mob->appearanceData.iConditionBitFlag &= ~CSB_BIT_MEZ;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
if (mob->appearanceData.iHP <= 0)
killMob(mob->target, mob);
return damage;
}
void MobManager::killMob(CNSocket *sock, Mob *mob) {
mob->state = MobState::DEAD;
mob->target = nullptr;
mob->appearanceData.iConditionBitFlag = 0;
mob->skillStyle = -1;
mob->unbuffTimes.clear();
mob->killedTime = getTime(); // XXX: maybe introduce a shard-global time for each step?
// check for the edge case where hitting the mob did not aggro it
if (sock != nullptr) {
Player* plr = PlayerManager::getPlayer(sock);
if (plr->groupCnt == 1 && plr->iIDGroup == plr->iID) {
giveReward(sock, mob);
MissionManager::mobKilled(sock, mob->appearanceData.iNPCType);
} else {
Player* otherPlayer = PlayerManager::getPlayerFromID(plr->iIDGroup);
if (otherPlayer == nullptr)
return;
for (int i = 0; i < otherPlayer->groupCnt; i++) {
CNSocket* sockTo = PlayerManager::getSockFromID(otherPlayer->groupIDs[i]);
giveReward(sockTo, mob);
MissionManager::mobKilled(sockTo, mob->appearanceData.iNPCType);
}
}
}
// delay the despawn animation
mob->despawned = false;
// fire any triggered events
for (NPCEvent& event : NPCManager::NPCEvents)
if (event.trigger == ON_KILLED && event.npcType == mob->appearanceData.iNPCType)
event.handler(sock, mob);
auto it = TransportManager::NPCQueues.find(mob->appearanceData.iNPC_ID);
if (it == TransportManager::NPCQueues.end() || it->second.empty())
return;
// rewind or empty the movement queue
if (mob->staticPath) {
/*
* This is inelegant, but we wind forward in the path until we find the point that
* corresponds with the Mob's spawn point.
*
* IMPORTANT: The check in TableData::loadPaths() must pass or else this will loop forever.
*/
auto& queue = it->second;
for (auto point = queue.front(); point.x != mob->spawnX || point.y != mob->spawnY; point = queue.front()) {
queue.pop();
queue.push(point);
}
} else {
TransportManager::NPCQueues.erase(mob->appearanceData.iNPC_ID);
}
}
void MobManager::deadStep(Mob *mob, time_t currTime) {
// despawn the mob after a short delay
if (mob->killedTime != 0 && !mob->despawned && currTime - mob->killedTime > 2000) {
mob->despawned = true;
INITSTRUCT(sP_FE2CL_NPC_EXIT, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_EXIT, sizeof(sP_FE2CL_NPC_EXIT));
// if it was summoned, mark it for removal
if (mob->summoned) {
std::cout << "[INFO] Queueing killed summoned mob for removal" << std::endl;
RemovalQueue.push(mob->appearanceData.iNPC_ID);
return;
}
// pre-set spawn coordinates if not marked for removal
mob->appearanceData.iX = mob->spawnX;
mob->appearanceData.iY = mob->spawnY;
mob->appearanceData.iZ = mob->spawnZ;
}
// to guide their groupmates, group leaders still need to move despite being dead
if (mob->groupLeader == mob->appearanceData.iNPC_ID)
roamingStep(mob, currTime);
if (mob->killedTime != 0 && currTime - mob->killedTime < mob->regenTime * 100)
return;
std::cout << "respawning mob " << mob->appearanceData.iNPC_ID << " with HP = " << mob->maxHealth << std::endl;
mob->appearanceData.iHP = mob->maxHealth;
mob->state = MobState::ROAMING;
// if mob is a group leader/follower, spawn where the group is.
if (mob->groupLeader != 0) {
if (Mobs.find(mob->groupLeader) != Mobs.end()) {
Mob* leaderMob = Mobs[mob->groupLeader];
mob->appearanceData.iX = leaderMob->appearanceData.iX + mob->offsetX;
mob->appearanceData.iY = leaderMob->appearanceData.iY + mob->offsetY;
mob->appearanceData.iZ = leaderMob->appearanceData.iZ;
} else {
std::cout << "[WARN] deadStep: mob cannot find it's leader!" << std::endl;
}
}
INITSTRUCT(sP_FE2CL_NPC_NEW, pkt);
pkt.NPCAppearanceData = mob->appearanceData;
// notify all nearby players
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_NEW, sizeof(sP_FE2CL_NPC_NEW));
}
void MobManager::combatStep(Mob *mob, time_t currTime) {
assert(mob->target != nullptr);
// lose aggro if the player lost connection
if (PlayerManager::players.find(mob->target) == PlayerManager::players.end()) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, currTime))
clearDebuff(mob);
return;
}
Player *plr = PlayerManager::getPlayer(mob->target);
// lose aggro if the player became invulnerable or died
if (plr->HP <= 0
|| (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, currTime))
clearDebuff(mob);
return;
}
// drain
if (mob->skillStyle < 0 && (mob->lastDrainTime == 0 || currTime - mob->lastDrainTime >= 1000)
&& mob->appearanceData.iConditionBitFlag & CSB_BIT_BOUNDINGBALL) {
drainMobHP(mob, mob->maxHealth / 20); // lose 5% every second
mob->lastDrainTime = currTime;
}
// if drain killed the mob, return early
if (mob->appearanceData.iHP <= 0)
return;
// unbuffing
std::unordered_map<int32_t, time_t>::iterator it = mob->unbuffTimes.begin();
while (it != mob->unbuffTimes.end()) {
if (currTime >= it->second) {
mob->appearanceData.iConditionBitFlag &= ~it->first;
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
it = mob->unbuffTimes.erase(it);
} else {
it++;
}
}
// skip attack if stunned or asleep
if (mob->appearanceData.iConditionBitFlag & (CSB_BIT_STUN|CSB_BIT_MEZ)) {
mob->skillStyle = -1; // in this case we also reset the any outlying abilities the mob might be winding up.
return;
}
int distance = hypot(plr->x - mob->appearanceData.iX, plr->y - mob->appearanceData.iY);
int mobRange = (int)mob->data["m_iAtkRange"] + (int)mob->data["m_iRadius"];
if (currTime >= mob->nextAttack) {
if (mob->skillStyle != -1 || distance <= mobRange || rand() % 20 == 0) // while not in attack range, 1 / 20 chance.
useAbilities(mob, currTime);
if (mob->target == nullptr)
return;
}
/*
* If the mob is close enough to attack, do so. If not, get closer.
* No, I'm not 100% sure this is how it's supposed to work.
*/
if (distance <= mobRange) {
// attack logic
if (mob->nextAttack == 0) {
mob->nextAttack = currTime + (int)mob->data["m_iInitalTime"] * 100; //I *think* this is what this is
npcAttackPc(mob, currTime);
} else if (mob->nextAttack != 0 && currTime >= mob->nextAttack) {
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
npcAttackPc(mob, currTime);
}
} else if (mob->skillStyle == -1) { // don't move while casting a skill
// movement logic
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
return;
mob->nextMovement = currTime + 400;
if (currTime >= mob->nextAttack)
mob->nextAttack = 0;
int speed = mob->data["m_iRunSpeed"];
// halve movement speed if snared
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
speed /= 2;
int targetX = plr->x;
int targetY = plr->y;
if (mob->groupLeader != 0) {
targetX += mob->offsetX*distance/(mob->idleRange + 1);
targetY += mob->offsetY*distance/(mob->idleRange + 1);
}
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, targetX, targetY, std::min(distance-mobRange+1, speed*2/5));
NPCManager::updateNPCPosition(mob->appearanceData.iNPC_ID, targ.first, targ.second, mob->appearanceData.iZ, mob->instanceID, mob->appearanceData.iAngle);
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = speed;
pkt.iToX = mob->appearanceData.iX = targ.first;
pkt.iToY = mob->appearanceData.iY = targ.second;
pkt.iToZ = plr->z;
pkt.iMoveStyle = 1;
// notify all nearby players
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
}
// retreat if the player leaves combat range
int xyDistance = hypot(plr->x - mob->roamX, plr->y - mob->roamY);
distance = hypot(xyDistance, plr->z - mob->roamZ);
if (distance >= mob->data["m_iCombatRange"]) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
clearDebuff(mob);
}
}
void MobManager::incNextMovement(Mob *mob, time_t currTime) {
if (currTime == 0)
currTime = getTime();
int delay = (int)mob->data["m_iDelayTime"] * 1000;
mob->nextMovement = currTime + delay/2 + rand() % (delay/2);
}
void MobManager::roamingStep(Mob *mob, time_t currTime) {
/*
* We reuse nextAttack to avoid scanning for players all the time, but to still
* do so more often than if we waited for nextMovement (which is way too slow).
* In the case of group leaders, this step will be called by dead mobs, so disable attack.
*/
if (mob->state != MobState::DEAD && (mob->nextAttack == 0 || currTime >= mob->nextAttack)) {
mob->nextAttack = currTime + 500;
if (aggroCheck(mob, currTime))
return;
}
// no random roaming if the mob already has a set path
if (mob->staticPath)
return;
if (mob->groupLeader != 0 && mob->groupLeader != mob->appearanceData.iNPC_ID) // don't roam by yourself without group leader
return;
/*
* mob->nextMovement is also updated whenever the path queue is traversed in
* TransportManager::stepNPCPathing() (which ticks at a higher frequency than nextMovement),
* so we don't have to check if there's already entries in the queue since we know there won't be.
*/
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
return;
incNextMovement(mob, currTime);
int xStart = mob->spawnX - mob->idleRange/2;
int yStart = mob->spawnY - mob->idleRange/2;
int speed = mob->data["m_iWalkSpeed"];
// some mobs don't move (and we mustn't divide/modulus by zero)
if (mob->idleRange == 0 || speed == 0)
return;
int farX, farY, distance;
int minDistance = mob->idleRange / 2;
// pick a random destination
farX = xStart + rand() % mob->idleRange;
farY = yStart + rand() % mob->idleRange;
distance = std::abs(std::max(farX - mob->appearanceData.iX, farY - mob->appearanceData.iY));
if (distance == 0)
distance += 1; // hack to avoid FPE
// if it's too short a walk, go further in that direction
farX = mob->appearanceData.iX + (farX - mob->appearanceData.iX) * minDistance / distance;
farY = mob->appearanceData.iY + (farY - mob->appearanceData.iY) * minDistance / distance;
// but don't got out of bounds
farX = std::clamp(farX, xStart, xStart + mob->idleRange);
farY = std::clamp(farY, yStart, yStart + mob->idleRange);
// halve movement speed if snared
if (mob->appearanceData.iConditionBitFlag & CSB_BIT_DN_MOVE_SPEED)
speed /= 2;
std::queue<WarpLocation> queue;
WarpLocation from = { mob->appearanceData.iX, mob->appearanceData.iY, mob->appearanceData.iZ };
WarpLocation to = { farX, farY, mob->appearanceData.iZ };
// add a route to the queue; to be processed in TransportManager::stepNPCPathing()
TransportManager::lerp(&queue, from, to, speed);
TransportManager::NPCQueues[mob->appearanceData.iNPC_ID] = queue;
if (mob->groupLeader != 0 && mob->groupLeader == mob->appearanceData.iNPC_ID) {
// make followers follow this npc.
for (int i = 0; i < 4; i++) {
if (mob->groupMember[i] == 0)
break;
if (Mobs.find(mob->groupMember[i]) == Mobs.end()) {
std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
continue;
}
std::queue<WarpLocation> queue2;
Mob* followerMob = Mobs[mob->groupMember[i]];
from = { followerMob->appearanceData.iX, followerMob->appearanceData.iY, followerMob->appearanceData.iZ };
to = { farX + followerMob->offsetX, farY + followerMob->offsetY, followerMob->appearanceData.iZ };
TransportManager::lerp(&queue2, from, to, speed);
TransportManager::NPCQueues[followerMob->appearanceData.iNPC_ID] = queue2;
}
}
}
void MobManager::retreatStep(Mob *mob, time_t currTime) {
if (mob->nextMovement != 0 && currTime < mob->nextMovement)
return;
mob->nextMovement = currTime + 400;
// distance between spawn point and current location
int distance = hypot(mob->appearanceData.iX - mob->roamX, mob->appearanceData.iY - mob->roamY);
//if (distance > mob->data["m_iIdleRange"]) {
if (distance > 10) {
INITSTRUCT(sP_FE2CL_NPC_MOVE, pkt);
auto targ = lerp(mob->appearanceData.iX, mob->appearanceData.iY, mob->roamX, mob->roamY, (int)mob->data["m_iRunSpeed"]*4/5);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSpeed = (int)mob->data["m_iRunSpeed"] * 2;
pkt.iToX = mob->appearanceData.iX = targ.first;
pkt.iToY = mob->appearanceData.iY = targ.second;
pkt.iToZ = mob->appearanceData.iZ = mob->spawnZ;
pkt.iMoveStyle = 1;
// notify all nearby players
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_MOVE, sizeof(sP_FE2CL_NPC_MOVE));
}
// if we got there
//if (distance <= mob->data["m_iIdleRange"]) {
if (distance <= 10) { // retreat back to the spawn point
mob->state = MobState::ROAMING;
mob->appearanceData.iHP = mob->maxHealth;
mob->killedTime = 0;
mob->nextAttack = 0;
mob->appearanceData.iConditionBitFlag = 0;
// cast a return home heal spell, this is the right way(tm)
std::vector<int> targetData = {1, 0, 0, 0, 0};
for (auto& pwr : MobPowers)
if (pwr.skillType == NanoManager::SkillTable[110].skillType)
pwr.handle(mob, targetData, 110, NanoManager::SkillTable[110].durationTime[0], NanoManager::SkillTable[110].powerIntensity[0]);
// clear outlying debuffs
clearDebuff(mob);
}
}
void MobManager::step(CNServer *serv, time_t currTime) {
for (auto& pair : Mobs) {
if (pair.second->playersInView < 0)
std::cout << "[WARN] Weird playerview value " << pair.second->playersInView << std::endl;
// skip mob movement and combat if disabled or not in view
if ((!simulateMobs || pair.second->playersInView == 0) && pair.second->state != MobState::DEAD
&& pair.second->state != MobState::RETREAT)
continue;
switch (pair.second->state) {
case MobState::INACTIVE:
// no-op
break;
case MobState::ROAMING:
roamingStep(pair.second, currTime);
break;
case MobState::COMBAT:
combatStep(pair.second, currTime);
break;
case MobState::RETREAT:
retreatStep(pair.second, currTime);
break;
case MobState::DEAD:
deadStep(pair.second, currTime);
break;
}
}
// deallocate all NPCs queued for removal
while (RemovalQueue.size() > 0) {
NPCManager::destroyNPC(RemovalQueue.front());
RemovalQueue.pop();
}
}
/*
* Dynamic lerp; distinct from TransportManager::lerp(). This one doesn't care about height and
* only returns the first step, since the rest will need to be recalculated anyway if chasing player.
*/
std::pair<int,int> MobManager::lerp(int x1, int y1, int x2, int y2, int speed) {
std::pair<int,int> ret = {x1, y1};
if (speed == 0)
return ret;
int distance = hypot(x1 - x2, y1 - y2);
if (distance > speed) {
int lerps = distance / speed;
// interpolate only the first point
float frac = 1.0f / lerps;
ret.first = (x1 + (x2 - x1) * frac);
ret.second = (y1 + (y2 - y1) * frac);
} else {
ret.first = x2;
ret.second = y2;
}
return ret;
}
void MobManager::combatBegin(CNSocket *sock, CNPacketData *data) {
Player *plr = PlayerManager::getPlayer(sock);
plr->inCombat = true;
// HACK: make sure the player has the right weapon out for combat
INITSTRUCT(sP_FE2CL_PC_EQUIP_CHANGE, resp);
resp.iPC_ID = plr->iID;
resp.iEquipSlotNum = 0;
resp.EquipSlotItem = plr->Equip[0];
PlayerManager::sendToViewable(sock, (void*)&resp, P_FE2CL_PC_EQUIP_CHANGE, sizeof(sP_FE2CL_PC_EQUIP_CHANGE));
}
void MobManager::combatEnd(CNSocket *sock, CNPacketData *data) {
Player *plr = PlayerManager::getPlayer(sock);
if (plr != nullptr) {
plr->inCombat = false;
plr->healCooldown = 4000;
}
}
void MobManager::dotDamageOnOff(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_DOT_DAMAGE_ONOFF *pkt = (sP_CL2FE_DOT_DAMAGE_ONOFF*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
if ((plr->iConditionBitFlag & CSB_BIT_INFECTION) != (bool)pkt->iFlag)
plr->iConditionBitFlag ^= CSB_BIT_INFECTION;
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt1);
pkt1.eCSTB = ECSB_INFECTION; // eCharStatusTimeBuffID
pkt1.eTBU = 1; // eTimeBuffUpdate
pkt1.eTBT = 0; // eTimeBuffType 1 means nano
pkt1.iConditionBitFlag = plr->iConditionBitFlag;
sock->sendPacket((void*)&pkt1, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
}
void MobManager::dealGooDamage(CNSocket *sock, int amount) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_DotDamage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
Player *plr = PlayerManager::getPlayer(sock);
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_DotDamage *dmg = (sSkillResult_DotDamage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
if (plr->iConditionBitFlag & CSB_BIT_PROTECT_INFECTION) {
amount = -2; // -2 is the magic number for "Protected" to appear as the damage number
dmg->bProtected = 1;
// eggs allow protection without nanos
if (plr->activeNano != -1 && (plr->iSelfConditionBitFlag & CSB_BIT_PROTECT_INFECTION))
plr->Nanos[plr->activeNano].iStamina -= 3;
} else {
plr->HP -= amount;
}
if (plr->activeNano != 0) {
dmg->iStamina = plr->Nanos[plr->activeNano].iStamina;
if (plr->Nanos[plr->activeNano].iStamina <= 0) {
dmg->bNanoDeactive = 1;
plr->Nanos[plr->activeNano].iStamina = 0;
NanoManager::summonNano(PlayerManager::getSockFromID(plr->iID), -1, true);
}
}
pkt->iID = plr->iID;
pkt->eCT = 1; // player
pkt->iTB_ID = ECSB_INFECTION; // sSkillResult_DotDamage
dmg->eCT = 1;
dmg->iID = plr->iID;
dmg->iDamage = amount;
dmg->iHP = plr->HP;
dmg->iConditionBitFlag = plr->iConditionBitFlag;
sock->sendPacket((void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
PlayerManager::sendToViewable(sock, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
}
void MobManager::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)
GroupManager::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)
NanoManager::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;
}
}
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;
}
std::pair<int,int> MobManager::getDamage(int attackPower, int defensePower, bool shouldCrit,
bool batteryBoost, int attackerStyle,
int defenderStyle, int difficulty) {
std::pair<int,int> ret = {0, 1};
if (attackPower + defensePower * 2 == 0)
return ret;
// base calculation
int damage = attackPower * attackPower / (attackPower + defensePower);
damage = std::max(10 + attackPower / 10, damage - (defensePower - attackPower / 2) * difficulty / 72);
damage = damage * (rand() % 40 + 80) / 100;
// Adaptium/Blastons/Cosmix
if (attackerStyle != -1 && defenderStyle != -1 && attackerStyle != defenderStyle) {
if (attackerStyle - defenderStyle == 2)
defenderStyle += 3;
if (defenderStyle - attackerStyle == 2)
defenderStyle -= 3;
if (attackerStyle < defenderStyle)
damage = damage * 3 / 2;
else
damage = damage * 2 / 3;
}
// weapon boosts
if (batteryBoost)
damage = damage * 5 / 4;
ret.first = damage;
ret.second = 1;
if (shouldCrit && rand() % 20 == 0) {
ret.first *= 2; // critical hit
ret.second = 2;
}
return ret;
}
void MobManager::pcAttackChars(CNSocket *sock, CNPacketData *data) {
sP_CL2FE_REQ_PC_ATTACK_CHARs* pkt = (sP_CL2FE_REQ_PC_ATTACK_CHARs*)data->buf;
Player *plr = PlayerManager::getPlayer(sock);
// Unlike the attack mob packet, attacking players packet has an 8-byte trail (Instead of 4 bytes).
if (!validInVarPacket(sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs), pkt->iTargetCnt, sizeof(int32_t) * 2, data->size)) {
std::cout << "[WARN] bad sP_CL2FE_REQ_PC_ATTACK_CHARs packet size\n";
return;
}
int32_t *pktdata = (int32_t*)((uint8_t*)data->buf + sizeof(sP_CL2FE_REQ_PC_ATTACK_CHARs));
if (!validOutVarPacket(sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC), pkt->iTargetCnt, sizeof(sAttackResult))) {
std::cout << "[WARN] bad sP_FE2CL_PC_ATTACK_CHARs_SUCC packet size\n";
return;
}
// initialize response struct
size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC) + pkt->iTargetCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_PC_ATTACK_CHARs_SUCC *resp = (sP_FE2CL_PC_ATTACK_CHARs_SUCC*)respbuf;
sAttackResult *respdata = (sAttackResult*)(respbuf+sizeof(sP_FE2CL_PC_ATTACK_CHARs_SUCC));
resp->iTargetCnt = pkt->iTargetCnt;
for (int i = 0; i < pkt->iTargetCnt; i++) {
if (pktdata[i*2+1] == 1) { // eCT == 1; attack player
Player *target = nullptr;
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == pktdata[i*2]) {
target = pair.second;
break;
}
}
if (target == nullptr) {
// you shall not pass
std::cout << "[WARN] pcAttackChars: player ID not found" << std::endl;
return;
}
std::pair<int,int> damage;
if (pkt->iTargetCnt > 1)
damage.first = plr->groupDamage;
else
damage.first = plr->pointDamage;
damage = getDamage(damage.first, target->defense, true, (plr->batteryW > 6 + plr->level), -1, -1, 0);
if (plr->batteryW >= 6 + plr->level)
plr->batteryW -= 6 + plr->level;
else
plr->batteryW = 0;
target->HP -= damage.first;
respdata[i].eCT = pktdata[i*2+1];
respdata[i].iID = target->iID;
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 (Mobs.find(pktdata[i*2]) == Mobs.end()) {
// not sure how to best handle this
std::cout << "[WARN] pcAttackNpcs: mob ID not found" << std::endl;
return;
}
Mob *mob = Mobs[pktdata[i*2]];
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),
NanoManager::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);
}
void MobManager::drainMobHP(Mob *mob, int amount) {
size_t resplen = sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK) + sizeof(sSkillResult_Damage);
assert(resplen < CN_PACKET_BUFFER_SIZE - 8);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK *pkt = (sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK*)respbuf;
sSkillResult_Damage *drain = (sSkillResult_Damage*)(respbuf + sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_TICK));
pkt->iID = mob->appearanceData.iNPC_ID;
pkt->eCT = 4; // mob
pkt->iTB_ID = ECSB_BOUNDINGBALL;
drain->eCT = 4;
drain->iID = mob->appearanceData.iNPC_ID;
drain->iDamage = amount;
drain->iHP = mob->appearanceData.iHP -= amount;
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_CHAR_TIME_BUFF_TIME_TICK, resplen);
if (mob->appearanceData.iHP <= 0)
killMob(mob->target, mob);
}
/*
* Aggro on nearby players.
* Even if they're in range, we can't assume they're all in the same one chunk
* as the mob, since it might be near a chunk boundary.
*/
bool MobManager::aggroCheck(Mob *mob, time_t currTime) {
CNSocket *closest = nullptr;
int closestDistance = INT_MAX;
for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) {
Chunk* chunk = *it;
for (CNSocket *s : chunk->players) {
Player *plr = PlayerManager::getPlayer(s);
if (plr->HP <= 0)
continue;
int mobRange = mob->sightRange;
if (plr->iConditionBitFlag & CSB_BIT_UP_STEALTH)
mobRange /= 3;
if (plr->iSpecialState & (CN_SPECIAL_STATE_FLAG__INVISIBLE|CN_SPECIAL_STATE_FLAG__INVULNERABLE))
mobRange = -1;
// height is relevant for aggro distance because of platforming
int xyDistance = hypot(mob->appearanceData.iX - plr->x, mob->appearanceData.iY - plr->y);
int distance = hypot(xyDistance, (mob->appearanceData.iZ - plr->z) * 2); // difference in Z counts twice
if (distance > mobRange || distance > closestDistance)
continue;
// found a player
closest = s;
closestDistance = distance;
}
}
if (closest != nullptr) {
// found closest player. engage.
mob->target = closest;
mob->state = MobState::COMBAT;
mob->nextMovement = currTime;
mob->nextAttack = 0;
mob->roamX = mob->appearanceData.iX;
mob->roamY = mob->appearanceData.iY;
mob->roamZ = mob->appearanceData.iZ;
if (mob->groupLeader != 0)
followToCombat(mob);
return true;
}
return false;
}
void MobManager::clearDebuff(Mob *mob) {
mob->skillStyle = -1;
mob->appearanceData.iConditionBitFlag = 0;
mob->unbuffTimes.clear();
INITSTRUCT(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT, pkt1);
pkt1.eCT = 2;
pkt1.iID = mob->appearanceData.iNPC_ID;
pkt1.iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
NPCManager::sendToViewable(mob, &pkt1, P_FE2CL_CHAR_TIME_BUFF_TIME_OUT, sizeof(sP_FE2CL_CHAR_TIME_BUFF_TIME_OUT));
}
void MobManager::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));
}
void MobManager::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));
}
int8_t MobManager::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() % 11 + 20;
plr->batteryW = boostCost > plr->batteryW ? 0 : plr->batteryW - boostCost;
}
Bullets[plr->iID][findId] = toAdd;
return findId;
}
void MobManager::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 byters, 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;
}
/*
* 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 (Mobs.find(pktdata[i]) == Mobs.end()) {
// not sure how to best handle this
std::cout << "[WARN] projectileHit: mob ID not found" << std::endl;
return;
}
Mob* mob = Mobs[pktdata[i]];
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, NanoManager::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);
}
void MobManager::followToCombat(Mob *mob) {
if (Mobs.find(mob->groupLeader) != Mobs.end()) {
Mob* leadMob = Mobs[mob->groupLeader];
for (int i = 0; i < 4; i++) {
if (leadMob->groupMember[i] == 0)
break;
if (Mobs.find(leadMob->groupMember[i]) == Mobs.end()) {
std::cout << "[WARN] roamingStep: leader can't find a group member!" << std::endl;
continue;
}
Mob* followerMob = Mobs[leadMob->groupMember[i]];
if (followerMob->state != MobState::ROAMING) // only roaming mobs should transition to combat
continue;
followerMob->target = mob->target;
followerMob->state = MobState::COMBAT;
followerMob->nextMovement = getTime();
followerMob->nextAttack = 0;
followerMob->roamX = followerMob->appearanceData.iX;
followerMob->roamY = followerMob->appearanceData.iY;
followerMob->roamZ = followerMob->appearanceData.iZ;
}
if (leadMob->state != MobState::ROAMING)
return;
leadMob->target = mob->target;
leadMob->state = MobState::COMBAT;
leadMob->nextMovement = getTime();
leadMob->nextAttack = 0;
leadMob->roamX = leadMob->appearanceData.iX;
leadMob->roamY = leadMob->appearanceData.iY;
leadMob->roamZ = leadMob->appearanceData.iZ;
}
}
void MobManager::useAbilities(Mob *mob, time_t currTime) {
/*
* targetData approach
* first integer is the count
* second to fifth integers are IDs, these can be either player iID or mob's iID
* whether the skill targets players or mobs is determined by the skill packet being fired
*/
Player *plr = PlayerManager::getPlayer(mob->target);
if (mob->skillStyle >= 0) { // corruption hit
int skillID = (int)mob->data["m_iCorruptionType"];
std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
int temp = mob->skillStyle;
mob->skillStyle = -3; // corruption cooldown
mob->nextAttack = currTime + 1000;
dealCorruption(mob, targetData, skillID, temp);
return;
}
if (mob->skillStyle == -2) { // eruption hit
int skillID = (int)mob->data["m_iMegaType"];
std::vector<int> targetData = {0, 0, 0, 0, 0};
// find the players within range of eruption
for (auto it = mob->viewableChunks->begin(); it != mob->viewableChunks->end(); it++) {
Chunk* chunk = *it;
for (CNSocket *s : chunk->players) {
Player *plr = PlayerManager::getPlayer(s);
if (plr->HP <= 0)
continue;
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
if (distance < NanoManager::SkillTable[skillID].effectArea) {
targetData[0] += 1;
targetData[targetData[0]] = plr->iID;
if (targetData[0] > 3) // make sure not to have more than 4
break;
}
}
}
for (auto& pwr : MobPowers)
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType)
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
mob->skillStyle = -3; // eruption cooldown
mob->nextAttack = currTime + 1000;
return;
}
if (mob->skillStyle == -3) { // cooldown expires
mob->skillStyle = -1;
return;
}
int random = rand() % 2000 * 1000;
int prob1 = (int)mob->data["m_iActiveSkill1Prob"]; // active skill probability
int prob2 = (int)mob->data["m_iCorruptionTypeProb"]; // corruption probability
int prob3 = (int)mob->data["m_iMegaTypeProb"]; // eruption probability
if (random < prob1) { // active skill hit
int skillID = (int)mob->data["m_iActiveSkill1"];
std::vector<int> targetData = {1, plr->iID, 0, 0, 0};
for (auto& pwr : MobPowers)
if (pwr.skillType == NanoManager::SkillTable[skillID].skillType) {
if (pwr.bitFlag != 0 && (plr->iConditionBitFlag & pwr.bitFlag))
return; // prevent debuffing a player twice
pwr.handle(mob, targetData, skillID, NanoManager::SkillTable[skillID].durationTime[0], NanoManager::SkillTable[skillID].powerIntensity[0]);
}
mob->nextAttack = currTime + (int)mob->data["m_iDelayTime"] * 100;
return;
}
if (random < prob1 + prob2) { // corruption windup
int skillID = (int)mob->data["m_iCorruptionType"];
INITSTRUCT(sP_FE2CL_NPC_SKILL_CORRUPTION_READY, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSkillID = skillID;
pkt.iValue1 = plr->x;
pkt.iValue2 = plr->y;
pkt.iValue3 = plr->z;
mob->skillStyle = NanoManager::nanoStyle(plr->activeNano) - 1;
if (mob->skillStyle == -1)
mob->skillStyle = 2;
if (mob->skillStyle == -2)
mob->skillStyle = rand() % 3;
pkt.iStyle = mob->skillStyle;
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_CORRUPTION_READY, sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_READY));
mob->nextAttack = currTime + 1800;
return;
}
if (random < prob1 + prob2 + prob3) { // eruption windup
int skillID = (int)mob->data["m_iMegaType"];
INITSTRUCT(sP_FE2CL_NPC_SKILL_READY, pkt);
pkt.iNPC_ID = mob->appearanceData.iNPC_ID;
pkt.iSkillID = skillID;
pkt.iValue1 = mob->hitX = plr->x;
pkt.iValue2 = mob->hitY = plr->y;
pkt.iValue3 = mob->hitZ = plr->z;
NPCManager::sendToViewable(mob, &pkt, P_FE2CL_NPC_SKILL_READY, sizeof(sP_FE2CL_NPC_SKILL_READY));
mob->nextAttack = currTime + 1800;
mob->skillStyle = -2;
return;
}
return;
}
void MobManager::dealCorruption(Mob *mob, std::vector<int> targetData, int skillID, int style) {
Player *plr = PlayerManager::getPlayer(mob->target);
size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT) + targetData[0] * sizeof(sCAttackResult);
// validate response packet
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT), targetData[0], sizeof(sCAttackResult))) {
std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_CORRUPTION_HIT packet size" << std::endl;
return;
}
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_NPC_SKILL_CORRUPTION_HIT *resp = (sP_FE2CL_NPC_SKILL_CORRUPTION_HIT*)respbuf;
sCAttackResult *respdata = (sCAttackResult*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_CORRUPTION_HIT));
resp->iNPC_ID = mob->appearanceData.iNPC_ID;
resp->iSkillID = skillID;
resp->iStyle = style;
resp->iValue1 = plr->x;
resp->iValue2 = plr->y;
resp->iValue3 = plr->z;
resp->iTargetCnt = targetData[0];
for (int i = 0; i < targetData[0]; i++) {
CNSocket *sock = nullptr;
Player *plr = nullptr;
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == targetData[i+1]) {
sock = pair.first;
plr = pair.second;
break;
}
}
// player not found
if (plr == nullptr) {
std::cout << "[WARN] dealCorruption: player ID not found" << std::endl;
return;
}
respdata[i].eCT = 1;
respdata[i].iID = plr->iID;
respdata[i].bProtected = 0;
respdata[i].iActiveNanoSlotNum = -1;
for (int n = 0; n < 3; n++)
if (plr->activeNano == plr->equippedNanos[n])
respdata[i].iActiveNanoSlotNum = n;
respdata[i].iNanoID = plr->activeNano;
int style2 = NanoManager::nanoStyle(plr->activeNano);
if (style2 == -1) { // no nano
respdata[i].iHitFlag = 8;
respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
} else if (style == style2) {
respdata[i].iHitFlag = 8; // tie
respdata[i].iDamage = 0;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina;
} else if (style - style2 == 1 || style2 - style == 2) {
respdata[i].iHitFlag = 4; // win
respdata[i].iDamage = 0;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina += 45;
if (plr->Nanos[plr->activeNano].iStamina > 150)
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 150;
// fire damage power disguised as a corruption attack back at the enemy
std::vector<int> targetData2 = {1, mob->appearanceData.iNPC_ID, 0, 0, 0};
for (auto& pwr : NanoManager::NanoPowers)
if (pwr.skillType == EST_DAMAGE)
pwr.handle(sock, targetData2, plr->activeNano, skillID, 0, 200);
} else {
respdata[i].iHitFlag = 16; // lose
respdata[i].iDamage = NanoManager::SkillTable[skillID].powerIntensity[0] * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina -= 90;
if (plr->Nanos[plr->activeNano].iStamina < 0) {
respdata[i].bNanoDeactive = 1;
respdata[i].iNanoStamina = plr->Nanos[plr->activeNano].iStamina = 0;
}
}
if (!(plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE))
plr->HP -= respdata[i].iDamage;
respdata[i].iHP = plr->HP;
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, getTime()))
clearDebuff(mob);
}
}
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_CORRUPTION_HIT, resplen);
}
#pragma region Mob Powers
namespace MobManager {
bool doDamageNDebuff(Mob *mob, sSkillResult_Damage_N_Debuff *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
CNSocket *sock = nullptr;
Player *plr = nullptr;
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == targetID) {
sock = pair.first;
plr = pair.second;
break;
}
}
// player not found
if (plr == nullptr) {
std::cout << "[WARN] doDamageNDebuff: player ID not found" << std::endl;
return false;
}
respdata[i].eCT = 1;
respdata[i].iDamage = duration / 10;
respdata[i].iID = plr->iID;
respdata[i].iHP = plr->HP;
respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina;
if (plr->iConditionBitFlag & CSB_BIT_FREEDOM)
respdata[i].bProtected = 1;
else {
if (!(plr->iConditionBitFlag & bitFlag)) {
INITSTRUCT(sP_FE2CL_PC_BUFF_UPDATE, pkt);
pkt.eCSTB = timeBuffID; // eCharStatusTimeBuffID
pkt.eTBU = 1; // eTimeBuffUpdate
pkt.eTBT = 2;
pkt.iConditionBitFlag = plr->iConditionBitFlag |= bitFlag;
sock->sendPacket((void*)&pkt, P_FE2CL_PC_BUFF_UPDATE, sizeof(sP_FE2CL_PC_BUFF_UPDATE));
}
respdata[i].bProtected = 0;
std::pair<CNSocket*, int32_t> key = std::make_pair(sock, bitFlag);
time_t until = getTime() + (time_t)duration * 100;
NPCManager::EggBuffs[key] = until;
}
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, getTime()))
clearDebuff(mob);
}
return true;
}
bool doHeal(Mob *mob, sSkillResult_Heal_HP *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
int healedAmount = amount * mob->maxHealth / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iHealHP = healedAmount;
return true;
}
bool doDamage(Mob *mob, sSkillResult_Damage *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
Player *plr = nullptr;
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == targetID) {
plr = pair.second;
break;
}
}
// player not found
if (plr == nullptr) {
std::cout << "[WARN] doDamage: player ID not found" << std::endl;
return false;
}
int damage = amount * PC_MAXHEALTH((int)mob->data["m_iNpcLevel"]) / 1500;
if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
damage = 0;
respdata[i].eCT = 1;
respdata[i].iDamage = damage;
respdata[i].iID = plr->iID;
respdata[i].iHP = plr->HP -= damage;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, getTime()))
clearDebuff(mob);
}
return true;
}
bool doLeech(Mob *mob, sSkillResult_Heal_HP *healdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
// this sanity check is VERY important
if (i != 0) {
std::cout << "[WARN] Mob attempted to leech more than one player!" << std::endl;
return false;
}
sSkillResult_Damage *damagedata = (sSkillResult_Damage*)(((uint8_t*)healdata) + sizeof(sSkillResult_Heal_HP));
int healedAmount = amount * mob->maxHealth / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
healdata->eCT = 4;
healdata->iID = mob->appearanceData.iNPC_ID;
healdata->iHP = mob->appearanceData.iHP;
healdata->iHealHP = healedAmount;
Player *plr = nullptr;
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == targetID) {
plr = pair.second;
break;
}
}
// player not found
if (plr == nullptr) {
std::cout << "[WARN] doLeech: player ID not found" << std::endl;
return false;
}
int damage = amount * PC_MAXHEALTH(plr->level) / 1000;
if (plr->iSpecialState & CN_SPECIAL_STATE_FLAG__INVULNERABLE)
damage = 0;
damagedata->eCT = 1;
damagedata->iDamage = damage;
damagedata->iID = plr->iID;
damagedata->iHP = plr->HP -= damage;
if (plr->HP <= 0) {
mob->target = nullptr;
mob->state = MobState::RETREAT;
if (!aggroCheck(mob, getTime()))
clearDebuff(mob);
}
return true;
}
bool doBatteryDrain(Mob *mob, sSkillResult_BatteryDrain *respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
Player *plr = nullptr;
for (auto& pair : PlayerManager::players) {
if (pair.second->iID == targetID) {
plr = pair.second;
break;
}
}
// player not found
if (plr == nullptr) {
std::cout << "[WARN] doBatteryDrain: player ID not found" << std::endl;
return false;
}
respdata[i].eCT = 1;
respdata[i].iID = plr->iID;
if (plr->iConditionBitFlag & CSB_BIT_PROTECT_BATTERY) {
respdata[i].bProtected = 1;
respdata[i].iDrainW = 0;
respdata[i].iDrainN = 0;
} else {
respdata[i].bProtected = 0;
respdata[i].iDrainW = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36;
respdata[i].iDrainN = amount * (18 + (int)mob->data["m_iNpcLevel"]) / 36;
}
respdata[i].iBatteryW = plr->batteryW -= respdata[i].iDrainW;
respdata[i].iBatteryN = plr->batteryN -= respdata[i].iDrainN;
respdata[i].iStamina = plr->Nanos[plr->activeNano].iStamina;
respdata[i].iConditionBitFlag = plr->iConditionBitFlag;
return true;
}
template<class sPAYLOAD,
bool (*work)(Mob*,sPAYLOAD*,int,int32_t,int32_t,int16_t,int16_t,int16_t)>
void mobPower(Mob *mob, std::vector<int> targetData,
int16_t skillID, int16_t duration, int16_t amount,
int16_t skillType, int32_t bitFlag, int16_t timeBuffID) {
size_t resplen;
// special case since leech is atypically encoded
if (skillType == EST_BLOODSUCKING)
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + sizeof(sSkillResult_Heal_HP) + sizeof(sSkillResult_Damage);
else
resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT) + targetData[0] * sizeof(sPAYLOAD);
// validate response packet
if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), targetData[0], sizeof(sPAYLOAD))) {
std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size" << std::endl;
return;
}
uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
memset(respbuf, 0, resplen);
sP_FE2CL_NPC_SKILL_HIT *resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
sPAYLOAD *respdata = (sPAYLOAD*)(respbuf+sizeof(sP_FE2CL_NPC_SKILL_HIT));
resp->iNPC_ID = mob->appearanceData.iNPC_ID;
resp->iSkillID = skillID;
resp->iValue1 = mob->hitX;
resp->iValue2 = mob->hitY;
resp->iValue3 = mob->hitZ;
resp->eST = skillType;
resp->iTargetCnt = targetData[0];
for (int i = 0; i < targetData[0]; i++)
if (!work(mob, respdata, i, targetData[i+1], bitFlag, timeBuffID, duration, amount))
return;
NPCManager::sendToViewable(mob, (void*)&respbuf, P_FE2CL_NPC_SKILL_HIT, resplen);
}
// nano power dispatch table
std::vector<MobPower> MobPowers = {
MobPower(EST_STUN, CSB_BIT_STUN, ECSB_STUN, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
MobPower(EST_HEAL_HP, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
MobPower(EST_RETURNHOMEHEAL, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Heal_HP, doHeal>),
MobPower(EST_SNARE, CSB_BIT_DN_MOVE_SPEED, ECSB_DN_MOVE_SPEED, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>),
MobPower(EST_DAMAGE, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_Damage, doDamage>),
MobPower(EST_BATTERYDRAIN, CSB_BIT_NONE, ECSB_NONE, mobPower<sSkillResult_BatteryDrain, doBatteryDrain>),
MobPower(EST_SLEEP, CSB_BIT_MEZ, ECSB_MEZ, mobPower<sSkillResult_Damage_N_Debuff, doDamageNDebuff>)
};
}; // namespace
#pragma endregion