void CAISocket::RecvNpcInfo(Packet & pkt) { std::string strName; uint8 Mode, byDirection; uint16 sNid; bool bCreated = false; pkt.SByte(); pkt >> Mode >> sNid; CNpc *pNpc = g_pMain->GetNpcPtr(sNid); if (pNpc == nullptr) { pNpc = new CNpc(); pNpc->m_sNid = sNid; bCreated = true; } pkt >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2 >> pNpc->m_bZone >> strName >> pNpc->m_bNation >> pNpc->m_bLevel >> pNpc->m_curx >> pNpc->m_curz >> pNpc->m_cury >> byDirection >> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen >> pNpc->m_fTotalHitrate >> pNpc->m_fTotalEvasionrate >> pNpc->m_sTotalAc >> pNpc->m_sTotalHit >> pNpc->m_byObjectType >> pNpc->m_byTrapNumber >> pNpc->m_bMonster >> pNpc->m_sFireR >> pNpc->m_sColdR >> pNpc->m_sLightningR >> pNpc->m_sMagicR >> pNpc->m_sDiseaseR >> pNpc->m_sPoisonR; if (strName.empty() || strName.length() > MAX_NPC_SIZE) { pNpc->DecRef(); return; } pNpc->m_NpcState = Mode; pNpc->m_byDirection = byDirection; pNpc->m_strName = strName; pNpc->m_pMap = g_pMain->GetZoneByID(pNpc->GetZoneID()); if (pNpc->GetMap() == nullptr) { pNpc->DecRef(); return; } pNpc->RegisterRegion(); if (pNpc->m_byObjectType == SPECIAL_OBJECT) { _OBJECT_EVENT *pEvent = pNpc->GetMap()->GetObjectEvent( pNpc->m_sSid ); if (pEvent != nullptr) pEvent->byLife = 1; } if (bCreated) g_pMain->m_arNpcArray.PutData(pNpc->GetID(), pNpc); if (pNpc->m_NpcState == NPC_DEAD) { TRACE("RecvNpcInfo - dead monster nid=%d, name=%s\n", pNpc->GetID(), pNpc->GetName().c_str()); return; } pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY()); }
void CAISocket::RecvNpcInfoAll(Packet & pkt) { uint8 bCount = pkt.read<uint8>(); // max of 20 pkt.SByte(); for (int i = 0; i < bCount; i++) { uint8 bDirection; std::string strName; CNpc* pNpc = new CNpc(); pNpc->Initialize(); pkt >> pNpc->m_NpcState >> pNpc->m_sNid >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2 >> pNpc->m_bZone >> strName >> pNpc->m_bNation >> pNpc->m_bLevel >> pNpc->m_curx >> pNpc->m_curz >> pNpc->m_cury >> bDirection >> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen >> pNpc->m_fTotalHitrate >> pNpc->m_fTotalEvasionrate >> pNpc->m_sTotalAc >> pNpc->m_sTotalHit >> pNpc->m_byObjectType >> pNpc->m_byTrapNumber >> pNpc->m_bMonster >> pNpc->m_sFireR >> pNpc->m_sColdR >> pNpc->m_sLightningR >> pNpc->m_sMagicR >> pNpc->m_sDiseaseR >> pNpc->m_sPoisonR; if (strName.empty()) strName = "<the spawn with no name>"; if (strName.length() > MAX_NPC_SIZE) { pNpc->DecRef(); continue; } pNpc->m_pMap = g_pMain->GetZoneByID(pNpc->GetZoneID()); if (pNpc->GetMap() == nullptr) { pNpc->DecRef(); continue; } //TRACE("Recv --> NpcUserInfo : uid = %d, x=%f, z=%f.. \n", nid, fPosX, fPosZ); pNpc->m_strName = strName; pNpc->m_byDirection = bDirection; pNpc->SetRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ()); if (pNpc->m_byObjectType == SPECIAL_OBJECT) { _OBJECT_EVENT* pEvent = pNpc->GetMap()->GetObjectEvent(pNpc->m_sSid); if (pEvent != nullptr) pEvent->byLife = 1; } // TRACE("Recv --> NpcUserInfoAll : uid=%d, sid=%d, name=%s, x=%f, z=%f. gate=%d, objecttype=%d \n", nid, sPid, szName, fPosX, fPosZ, byGateOpen, byObjectType); if (!g_pMain->m_arNpcArray.PutData(pNpc->GetID(), pNpc)) { TRACE("Npc PutData Fail - %d\n", pNpc->GetID()); pNpc->DecRef(); continue; } if (pNpc->m_NpcState == NPC_DEAD) { TRACE("Recv --> NpcUserInfoAll : nid=%d, sid=%d, name=%s\n", pNpc->GetID(), pNpc->m_sSid, strName.c_str()); continue; } pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY()); } }
void CAISocket::RecvNpcInfoAll(Packet & pkt) { uint8 bCount = pkt.read<uint8>(); // max of 20 pkt.SByte(); for (int i = 0; i < bCount; i++) { uint8 bType, bDirection; std::string strName; CNpc* pNpc = new CNpc(); pNpc->Initialize(); pkt >> bType >> pNpc->m_sNid >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2 >> pNpc->m_bZoneID >> strName >> pNpc->m_byGroup >> pNpc->m_byLevel >> pNpc->m_fCurX >> pNpc->m_fCurZ >> pNpc->m_fCurY >> bDirection >> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen >> pNpc->m_sTotalHitrate >> pNpc->m_sTotalEvasionrate >> pNpc->m_sTotalAc >> pNpc->m_byObjectType; if (strName.empty() || strName.length() > MAX_NPC_SIZE) { delete pNpc; continue; } //TRACE("Recv --> NpcUserInfo : uid = %d, x=%f, z=%f.. \n", nid, fPosX, fPosZ); strcpy(pNpc->m_strName, strName.c_str()); pNpc->m_pMap = g_pMain->GetZoneByID(pNpc->GetZoneID()); pNpc->m_NpcState = NPC_LIVE; pNpc->m_byDirection = bDirection; pNpc->SetRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ()); if (pNpc->GetMap() == NULL) { delete pNpc; pNpc = NULL; continue; } if (pNpc->m_byObjectType == SPECIAL_OBJECT) { _OBJECT_EVENT* pEvent = pNpc->GetMap()->GetObjectEvent(pNpc->m_sSid); if (pEvent != NULL) pEvent->byLife = 1; } // TRACE("Recv --> NpcUserInfoAll : uid=%d, sid=%d, name=%s, x=%f, z=%f. gate=%d, objecttype=%d \n", nid, sPid, szName, fPosX, fPosZ, byGateOpen, byObjectType); if (!g_pMain->m_arNpcArray.PutData(pNpc->GetID(), pNpc)) { TRACE("Npc PutData Fail - %d\n", pNpc->GetID()); delete pNpc; continue; } if (bType == 0) { TRACE("Recv --> NpcUserInfoAll : nid=%d, sid=%d, name=%s\n", pNpc->GetID(), pNpc->m_sSid, strName.c_str()); continue; } // RegionNpcAdd() pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY()); } }
void CAISocket::RecvNpcInfo(Packet & pkt) { std::string strName; uint8 Mode, byDirection; uint16 sNid; pkt.SByte(); pkt >> Mode >> sNid; CNpc *pNpc = g_pMain->m_arNpcArray.GetData(sNid); if (pNpc == NULL) return; pkt >> pNpc->m_sSid >> pNpc->m_sPid >> pNpc->m_sSize >> pNpc->m_iWeapon_1 >> pNpc->m_iWeapon_2 >> pNpc->m_bZoneID >> strName >> pNpc->m_byGroup >> pNpc->m_byLevel >> pNpc->m_fCurX >> pNpc->m_fCurZ >> pNpc->m_fCurY >> byDirection >> pNpc->m_NpcState >> pNpc->m_tNpcType >> pNpc->m_iSellingGroup >> pNpc->m_iMaxHP >> pNpc->m_iHP >> pNpc->m_byGateOpen >> pNpc->m_sTotalHitrate >> pNpc->m_sTotalEvasionrate >> pNpc->m_sTotalAc >> pNpc->m_byObjectType; if (strName.empty() || strName.length() > MAX_NPC_SIZE) { delete pNpc; return; } pNpc->m_byDirection = byDirection; strcpy(pNpc->m_strName, strName.c_str()); // Bug? Test? // pNpc->m_NpcState = NPC_DEAD; if (pNpc->m_NpcState == NPC_LIVE) { char strLog[256]; CTime t = CTime::GetCurrentTime(); sprintf_s(strLog, sizeof(strLog), "## time(%d:%d-%d) npc regen check(%d) : nid=%d, name=%s, x=%d, z=%d, rx=%d, rz=%d ## \r\n", t.GetHour(), t.GetMinute(), t.GetSecond(), pNpc->m_NpcState, pNpc->GetID(), pNpc->m_strName, (int)pNpc->m_fCurX, (int)pNpc->m_fCurZ, pNpc->GetRegionX(), pNpc->GetRegionZ()); EnterCriticalSection( &g_LogFile_critical ); g_pMain->m_RegionLogFile.Write( strLog, strlen(strLog) ); LeaveCriticalSection( &g_LogFile_critical ); TRACE(strLog); // to-do: replace with g_pMain->WriteRegionLog(...); } if (pNpc->GetMap() == NULL) return; pNpc->InsertRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ()); pNpc->SetRegion(pNpc->GetNewRegionX(), pNpc->GetNewRegionZ()); if (pNpc->m_byObjectType == SPECIAL_OBJECT) { _OBJECT_EVENT *pEvent = pNpc->GetMap()->GetObjectEvent( pNpc->m_sSid ); if (pEvent != NULL) pEvent->byLife = 1; } if (Mode == 0) { TRACE("RecvNpcInfo - dead monster nid=%d, name=%s\n", pNpc->GetID(), pNpc->m_strName); return; } pNpc->SendInOut(INOUT_IN, pNpc->GetX(), pNpc->GetZ(), pNpc->GetY()); }
void CMagicProcess::AreaAttackDamage(int magictype, int rx, int rz, int magicid, int moral, int data1, int data2, int data3, int dexpoint, int righthand_damage) { MAP* pMap = m_pSrcUser->GetMap(); if (pMap == nullptr) return; // 자신의 region에 있는 UserArray을 먼저 검색하여,, 가까운 거리에 유저가 있는지를 판단.. if(rx < 0 || rz < 0 || rx > pMap->GetXRegionMax() || rz > pMap->GetZRegionMax()) { TRACE("#### CMagicProcess-AreaAttackDamage() Fail : [nid=%d, name=%s], nRX=%d, nRZ=%d #####\n", m_pSrcUser->m_iUserId, m_pSrcUser->m_strUserID, rx, rz); return; } _MAGIC_TYPE3* pType3 = nullptr; _MAGIC_TYPE4* pType4 = nullptr; _MAGIC_TABLE* pMagic = nullptr; int damage = 0, tid = 0, target_damage = 0, attribute = 0; float fRadius = 0; pMagic = g_pMain->m_MagictableArray.GetData( magicid ); // Get main magic table. if( !pMagic ) { TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic maintable error ,, magicid=%d\n", magicid); return; } if(magictype == 3) { pType3 = g_pMain->m_Magictype3Array.GetData( magicid ); // Get magic skill table type 3. if( !pType3 ) { TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table3 error ,, magicid=%d\n", magicid); return; } target_damage = pType3->sFirstDamage; attribute = pType3->bAttribute; fRadius = (float)pType3->bRadius; } else if(magictype == 4) { pType4 = g_pMain->m_Magictype4Array.GetData( magicid ); // Get magic skill table type 3. if( !pType4 ) { TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table4 error ,, magicid=%d\n", magicid); return; } fRadius = (float)pType4->bRadius; } if( fRadius <= 0 ) { TRACE("#### CMagicProcess-AreaAttackDamage Fail : magicid=%d, radius = %d\n", magicid, fRadius); return; } __Vector3 vStart, vEnd; CNpc* pNpc = nullptr ; // Pointer initialization! float fDis = 0.0f; vStart.Set((float)data1, (float)0, (float)data3); int count = 0, total_mon = 0, attack_type=0; int* pNpcIDList = nullptr; bool bResult = true; pMap->m_lock.Acquire(); CRegion *pRegion = &pMap->m_ppRegion[rx][rz]; total_mon = pRegion->m_RegionNpcArray.GetSize(); pNpcIDList = new int[total_mon]; foreach_stlmap (itr, pRegion->m_RegionNpcArray) pNpcIDList[count++] = *itr->second; pMap->m_lock.Release(); for(int i = 0; i < total_mon; i++) { int nid = pNpcIDList[i]; if( nid < NPC_BAND ) continue; pNpc = g_pMain->m_arNpc.GetData(nid); if (pNpc == nullptr || pNpc->m_NpcState == NPC_DEAD) continue; if( m_pSrcUser->m_bNation == pNpc->m_byGroup ) continue; vEnd.Set(pNpc->GetX(), pNpc->GetY(), pNpc->GetZ()); fDis = pNpc->GetDistance(vStart, vEnd); if(fDis > fRadius) continue; if (magictype == 3) { damage = GetMagicDamage(pNpc->GetID(), target_damage, attribute, dexpoint, righthand_damage); TRACE("Area magictype3 ,, magicid=%d, damage=%d\n", magicid, damage); if(damage >= 0) { bResult = pNpc->SetHMagicDamage(damage); } else { damage = abs(damage); if(pType3->bAttribute == 3) attack_type = 3; // 기절시키는 마법이라면..... else attack_type = magicid; if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_iUserId + USER_BAND) == false) { m_pSrcUser->SendAttackSuccess(pNpc->GetID(), MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP); } else { m_pSrcUser->SendAttackSuccess(pNpc->GetID(), ATTACK_SUCCESS, damage, pNpc->m_iHP); } } // 패킷 전송..... //if ( pMagic->bType[1] == 0 || pMagic->bType[1] == 3 ) { Packet result(AG_MAGIC_ATTACK_RESULT, uint8(MAGIC_EFFECTING)); result << magicid << m_pSrcUser->m_iUserId << pNpc->GetID() << uint16(data1) << uint16(bResult) << uint16(data3) << uint16(moral) << uint16(0) << uint16(0); g_pMain->Send(&result); } } else if(magictype == 4) { // 타잎 4일 경우... bResult = true; switch (pType4->bBuffType) { // Depending on which buff-type it is..... case 1 : // HP 올리기.. break; case 2 : // 방어력 올리기.. break; case 4 : // 공격력 올리기.. break; case 5 : // 공격 속도 올리기.. break; case 6 : // 이동 속도 올리기.. //if (pNpc->m_MagicType4[pType4->bBuffType-1].sDurationTime > 0) { // result = 0 ; //} //else { pNpc->m_MagicType4[pType4->bBuffType-1].byAmount = pType4->bSpeed; pNpc->m_MagicType4[pType4->bBuffType-1].sDurationTime = pType4->sDuration; pNpc->m_MagicType4[pType4->bBuffType-1].tStartTime = UNIXTIME; pNpc->m_fSpeed_1 = (float)(pNpc->m_fOldSpeed_1 * ((double)pType4->bSpeed / 100)); pNpc->m_fSpeed_2 = (float)(pNpc->m_fOldSpeed_2 * ((double)pType4->bSpeed / 100)); //} break; case 7 : // 능력치 올리기... break; case 8 : // 저항력 올리기... break; case 9 : // 공격 성공율 및 회피 성공율 올리기.. break; default : bResult = false; break; } TRACE("Area magictype4 ,, magicid=%d\n", magicid); Packet result(AG_MAGIC_ATTACK_RESULT, uint8(MAGIC_EFFECTING)); result << magicid << m_pSrcUser->m_iUserId << pNpc->GetID() << uint16(data1) << uint16(bResult) << uint16(data3) << uint16(0) << uint16(0) << uint16(0); g_pMain->Send(&result); } } if(pNpcIDList) { delete [] pNpcIDList; pNpcIDList = nullptr; } }