public static void Handle(PacketReader packet, MapleClient c) { if (packet.Length >= 2) { if (ServerConstants.PrintPackets) { ServerConsole.Info("Receiving: {0}", Functions.ByteArrayToStr(packet.ToArray())); } RecvHeader header = (RecvHeader)packet.ReadHeader(); if (header <= RecvHeader.ErrorCode) { switch (header) { #region Miscellaneous case RecvHeader.ErrorCode: ErrorCodeHandler.Handle(c, packet); break; case RecvHeader.BlackCipher: BlackCipherHandler.Handle(packet.ReadInt(), c); break; case RecvHeader.HandShake: ReceiveHandShakeHandler.Handle(c, packet); break; case RecvHeader.CrashReport: break; case RecvHeader.Pong: PongHandler.Handle(c); break; #endregion #region Login Server case RecvHeader.EnteredLoginScreen: EnteredLoginScreenHandler.Handle(c); break; case RecvHeader.ClientLoaded: ClientLoadedHandler.Handle(c); break; case RecvHeader.ShowServerList: case RecvHeader.ReShowServerList: ServerlistRequestHandler.Handle(c); break; case RecvHeader.WorldSelect: WorldSelectHandler.Handle(packet.ReadShort(), c); break; case RecvHeader.CheckCharacterName: CheckCharnameHandler.Handle(c, packet.ReadMapleString()); break; case RecvHeader.CreateCharacter: CreateCharHandler.Handle(c, packet); break; case RecvHeader.DeleteCharacter: DeleteCharacterHandler.Handle(c, packet); break; case RecvHeader.SetAccountPic: SetAccountPicHandler.Handle(c, packet); break; case RecvHeader.ChooseCharacterWithPic: ChooseCharWithPicHandler.Handle(c, packet); break; case RecvHeader.EnterMap: CharacterLoginHandler.Handle(c, packet); break; case RecvHeader.AccountLogin: LoginAccountHandler.Handle(c, packet); break; case RecvHeader.ChooseChannel: ChooseChannelHandler.Handle(c, packet); break; #endregion default: #if DEBUG ServerConsole.Debug("Unhandled recv packet: {0}", Functions.ByteArrayToStr(packet.ToArray())); #endif break; } } else { if (c.Account?.Character?.Map == null) { return; } switch (header) { #region GameServer // Spam packets: case RecvHeader.ClickDialog: case RecvHeader.AttackSpam: case RecvHeader.FinalPactEnd: break; case RecvHeader.PartyResponse: PartyResponseHandler.Handle(c, packet); break; case RecvHeader.PartyOperation: PartyHandler.Handle(c, packet); break; case RecvHeader.RequestRecommendedPartyMembers: RecommendedPartyMembersHandler.Handle(c, packet); break; case RecvHeader.CharacterReceiveDamage: CharacterReceiveDamage.Handle(c, packet); break; case RecvHeader.PlayerChat: PlayerChatHandler.Handle(c, packet); break; case RecvHeader.SpecialChat: SpecialChatHandler.Handle(c, packet); break; case RecvHeader.RequestWeeklyMapleStar: WeeklyMapleStarHandler.Handle(c, packet); return; case RecvHeader.MoveCharacter: MoveCharacterHandler.Handle(c, packet); break; case RecvHeader.EnterMapPortal: EnterMapPortalHandler.Handle(c, packet); break; case RecvHeader.EnterDoor: EnterDoorHandler.Handle(c, packet); break; case RecvHeader.MoveMob: MoveMobHandler.Handle(c, packet); break; case RecvHeader.NpcChat: NpcChatHandler.Handle(c, packet); break; case RecvHeader.NpcShopAction: NpcShopActionHandler.Handle(c, packet); break; case RecvHeader.NpcAnimation: NpcAnimationHandler.Handle(c, packet); break; case RecvHeader.NpcChatMore: NpcChatMoreHandler.Handle(c, packet); break; case RecvHeader.FacialExpression: FacialExpressionHandler.Handle(c, packet); break; case RecvHeader.MeleeAttack: DealDamageHandler.HandleMelee(c, packet, header); break; case RecvHeader.RangedAttack: DealDamageHandler.HandleRanged(c, packet); break; case RecvHeader.PassiveAttack: case RecvHeader.MagicAttack: DealDamageHandler.HandleMagic(c, packet); break; case RecvHeader.DistributeAp: DistributeAPHandler.HandleSingle(c, packet); break; case RecvHeader.AutoAssignAp: DistributeAPHandler.HandleDistribute(c, packet); break; case RecvHeader.DistributeSp: DistributeSPHandler.Handle(c, packet); break; case RecvHeader.UseSkill: UseSkillHandler.Handle(c, packet); break; case RecvHeader.MoveItem: MoveItemHandler.Handle(c, packet); break; case RecvHeader.SlotMerge: InventorySortHandler.HandleSlotMerge(c, packet); break; case RecvHeader.ItemSort: InventorySortHandler.HandleItemSort(c, packet); break; case RecvHeader.ChangeChannel: ChangeChannelHandler.Handle(c, packet); break; case RecvHeader.EnterCashShop: EnterCSHandler.Handle(c, packet); break; case RecvHeader.AutoAggroMob: AutoAggroHandler.Handle(c, packet); break; case RecvHeader.LootMapItem: LootItemHandler.HandlePlayer(c, packet); break; case RecvHeader.RegenerateHpMp: RegenerateHPMPHandler.Handle(c, packet); break; case RecvHeader.ChangeKeybind: KeybindHandler.HandleKeyMapChange(c, packet); break; case RecvHeader.QuickSlotKeyMap: KeybindHandler.HandleQuickSlotKeysChange(c, packet); break; case RecvHeader.CancelBuff: CancelBuffHandler.Handle(c, packet); break; case RecvHeader.CharacterInfoRequest: CharacterInfoRequest.Handle(c, packet); break; case RecvHeader.QuestAction: QuestActionHandler.Handle(c, packet); break; case RecvHeader.EnterMapPortalSpecial: EnterMapPortalSpecialHandler.Handle(c, packet); break; case RecvHeader.GuildAction: GuildActionHandler.Handle(c, packet); break; case RecvHeader.DropMeso: DropMesoHandler.Handle(c, packet); break; case RecvHeader.Trade: TradeHandler.Handle(c, packet); break; case RecvHeader.UseConsumable: UseItemHandler.Handle(c, packet); break; case RecvHeader.UseReturnScroll: UseItemHandler.HandleReturnScroll(c, packet); break; case RecvHeader.UseEquipScroll: UseScrollHandler.HandleRegularEquipScroll(c, packet); break; case RecvHeader.UseSpecialEquipScroll: UseScrollHandler.HandleSpecialEquipScroll(c, packet); break; case RecvHeader.UseEquipEnhancementScroll: UseScrollHandler.HandleEquipEnhancementScroll(c, packet); break; case RecvHeader.UseCashItem: UseSpecialItemHandler.Handle(c, packet); break; case RecvHeader.UsePotentialScroll: UseScrollHandler.HandlePotentialScroll(c, packet); break; case RecvHeader.UseBonusPotentialScroll: UseScrollHandler.HandleBonusPotentialScroll(c, packet); break; case RecvHeader.UseCube: UseScrollHandler.HandleCube(c, packet); break; case RecvHeader.UseMagnifyGlass: UseMagnifyingGlassHandler.Handle(c, packet); break; case RecvHeader.SetSkillMacro: SetSkillMacroHandler.Handle(c, packet); break; case RecvHeader.ProffesionReactorAction: ProfessionReactorActionHandler.Handle(c, packet); break; case RecvHeader.ProffesionReactorDestroy: ProfessionReactorActionHandler.HandleDestroy(c, packet); break; case RecvHeader.ReactorAction: ReactorActionHandler.Handle(c, packet); break; case RecvHeader.CraftDone: CraftHandler.HandleCraftDone(c, packet); break; case RecvHeader.CraftEffect: CraftHandler.HandleCraftEffect(c, packet); break; case RecvHeader.CraftMake: CraftHandler.HandleCraftMake(c, packet); break; case RecvHeader.CraftUnk: CraftHandler.HandleUnk(c, packet); break; case RecvHeader.GainAranCombo: AranComboHandler.HandleGain(c); break; case RecvHeader.DecayAranCombo: AranComboHandler.HandleDecay(c); break; case RecvHeader.BlackBlessing: BlackBlessingHandler.Handle(c); break; case RecvHeader.RequestHyperskillInfo: HyperskillInfoRequestHandler.Handle(c, packet); return; case RecvHeader.SkillSwipe: StealSkillHandler.HandleSkillSwipe(c, packet); break; case RecvHeader.ChooseStolenSkill: StealSkillHandler.HandleChooseSkill(c, packet); break; case RecvHeader.StealSkill: StealSkillHandler.HandleStealSkill(c, packet); break; case RecvHeader.MessengerOperation: MapleMessengerHandler.Handle(c, packet); break; case RecvHeader.MoveSummon: SummonHandler.HandleMove(c, packet); break; case RecvHeader.SummonAttack: SummonHandler.HandleAttack(c, packet); break; case RecvHeader.SummonUseSkill: SummonHandler.HandleSkill(c, packet); break; case RecvHeader.RemoveSummon: SummonHandler.HandleRemove(c, packet); break; case RecvHeader.FindPlayer: FindPlayerHandler.Handle(c, packet); break; case RecvHeader.BuddyOperation: BuddyOperationHandler.Handle(c, packet); break; case RecvHeader.UseGoldenHammer: UseGoldenHammerHandler.Handle(c, packet); break; #endregion #region CashShop case RecvHeader.CashshopSelect: CashShop.Select(c, packet); break; #endregion default: #if DEBUG ServerConsole.Debug("Unhandled recv packet: {0}", Functions.ByteArrayToStr(packet.ToArray())); #endif c.Account.Character.EnableActions(); break; } } } }
public static bool CheckAndApplySkillEffect(MapleCharacter chr, int skillId, WzCharacterSkill wzCharacterSkill, int skillLevel = -1, int numTargets = 0, int numAttacks = 0) { if (skillLevel == -1) { skillLevel = chr.GetSkillLevel(skillId); } if (wzCharacterSkill == null) { wzCharacterSkill = DataBuffer.GetCharacterSkillById(skillId); if (wzCharacterSkill == null) { return(false); } } if (wzCharacterSkill.HasFixedLevel && JobConstants.JobCanLearnSkill(skillId, chr.Job)) { skillLevel = 1; } if (chr.IsPhantom) //check stolen skill level { PhantomSystem resource = (PhantomSystem)chr.Resource; int chosenSkillIndex = resource.GetChosenSkillIndex(skillId); if (chosenSkillIndex > -1) { int impeccableMemory = PhantomSystem.GetStealSkill(chosenSkillIndex + 1); skillLevel = Math.Min(chr.GetSkillLevel(impeccableMemory), chr.GetSkillLevel(skillId)); } } if (skillLevel == 0 || (chr.HasSkillOnCooldown(skillId))) { string text = "Player tried using skill " + skillId + " while level 0 or on cooldown."; ServerConsole.Warning(text); FileLogging.Log("./LinkedSkills.txt", text); return(false); } SkillEffect effect = wzCharacterSkill.GetEffect((byte)skillLevel); if (effect == null) { return(false); } bool shadowPartner = false; if (numTargets > 0) { int attackCount = effect.AttackCount; if (chr.IsLuminous || (chr.IsBandit && chr.HasBuff(ChiefBandit.SHADOW_PARTNER)) || (chr.IsAssassin && chr.HasBuff(Hermit.SHADOW_PARTNER)) || (chr.IsNightWalker && chr.HasBuff(NightWalker3.SHADOW_PARTNER))) { attackCount *= 2; shadowPartner = true; } if (effect.MobCount < numTargets || attackCount < numAttacks) { return(false); } } int bulletConsume; if (effect.Info.TryGetValue(CharacterSkillStat.bulletConsume, out bulletConsume)) { if (shadowPartner) { bulletConsume *= 2; } if (!DealDamageHandler.HandleRangedAttackAmmoUsage(chr, bulletConsume)) { ServerConsole.Warning("Character with job: " + chr.Job + " tried using a skill with bulletCount: " + bulletConsume + " but doesn't have the bullets!"); return(false); } } if (chr.Mp < effect.MpCon) { return(false); } else { chr.AddMP(-effect.MpCon); } int hpCon; if (effect.Info.TryGetValue(CharacterSkillStat.hpCon, out hpCon)) { if (chr.Hp < hpCon) { return(false); } chr.AddHP(-hpCon); } #region Manual skill handlers and checks if (chr.IsAran && effect.Info.ContainsKey(CharacterSkillStat.aranComboCon)) { if (!AranSystem.HandleComboUsage(chr, effect.Info[CharacterSkillStat.aranComboCon])) { return(false); } } else if (chr.IsLuminous && chr.Job >= JobConstants.LUMINOUS2 && effect.Info.ContainsKey(CharacterSkillStat.gauge)) { LuminousSystem.HandleGaugeGain(chr, skillId, effect.Info[CharacterSkillStat.gauge]); } switch (skillId) { case Berserker.EVIL_EYE_OF_DOMINATION: { Buff evilEyeBuff = chr.GetBuff(Spearman.EVIL_EYE); MapleSummon evilEye = chr.GetSummon(Spearman.EVIL_EYE); if (evilEyeBuff == null || evilEye == null) { return(false); } uint timeUsed = (uint)((DateTime.UtcNow.Subtract(evilEyeBuff.StartTime)).TotalMilliseconds); uint timeRemainingMS = (uint)evilEyeBuff.Duration - timeUsed; Buff newBuff = new Buff(Spearman.EVIL_EYE, effect, timeRemainingMS, chr); if (evilEyeBuff.Stacks == Berserker.EVIL_EYE_OF_DOMINATION) { newBuff.Stacks = Spearman.EVIL_EYE; evilEye.MovementType = SummonMovementType.Follow; } else { newBuff.Stacks = Berserker.EVIL_EYE_OF_DOMINATION; evilEye.MovementType = SummonMovementType.CircleFollow; } chr.GiveBuff(newBuff); return(true); //no other actions needed } case Berserker.EVIL_EYE_SHOCK: { MapleSummon evilEye = chr.GetSummon(Spearman.EVIL_EYE); if (evilEye == null) { return(false); } List <MapleMonster> mobs = chr.Map.GetMobsInRange(new BoundingBox(evilEye.Position, wzCharacterSkill.TopLeft, wzCharacterSkill.BottomRight)); if (mobs.Count > 0) { int damage = (int)((effect.Info[CharacterSkillStat.damage] / 100.0) * chr.Stats.GetDamage()); int stunProp = effect.Info[CharacterSkillStat.prop]; int stunTime = effect.Info[CharacterSkillStat.time] * 1000; int mobCounter = 0; foreach (MapleMonster mob in mobs) { mob.Damage(chr, damage); if (mob.Alive) { if (Functions.MakeChance(stunProp)) { mob.ApplyStatusEffect(skillId, MonsterBuffStat.STUN, 1, stunTime, chr); } } mobCounter++; if (mobCounter == 10) { break; } } } break; } case DarkKnight.SACRIFICE: if (!chr.RemoveSummon(Spearman.EVIL_EYE)) { return(false); } chr.CancelBuff(Spearman.EVIL_EYE); int healHpR = effect.Info[CharacterSkillStat.y]; int heal = (int)((healHpR / 100.0) * chr.Stats.MaxHp); chr.AddHP(heal); break; case LuminousBasics.SUNFIRE: case LuminousBasics.ECLIPSE: case LuminousBasics.EQUILIBRIUM2: LuminousSystem.HandleChangeDarkLight(chr, skillId); break; } #endregion #region Apply Cooldown bool skipCooldown = skillId == DarkKnight.GUNGNIRS_DESCENT && (chr.HasBuff(DarkKnight.SACRIFICE) || chr.HasBuff(DarkKnight.FINAL_PACT2)); if (!skipCooldown) { int coolTime; if (effect.Info.TryGetValue(CharacterSkillStat.cooltime, out coolTime) && coolTime > 0) { chr.AddCooldown(skillId, (uint)coolTime * 1000); //time in the wz is in seconds } } #endregion effect.ApplyEffect(chr, chr); if (wzCharacterSkill.IsBuff) { effect.ApplyBuffEffect(chr); chr.Map.BroadcastPacket(SkillEffect.Packets.ShowForeignSkillEffect(chr.Id, chr.Level, skillId, effect.Level), chr); } if (wzCharacterSkill.IsPartySkill) { if (chr.Party != null) { List <MapleCharacter> partyMembersOnSameMap = chr.Party.GetCharactersOnMap(chr.Map, chr.Id); if (partyMembersOnSameMap.Count > 0) { List <MapleCharacter> partyMembersInRange = chr.Map.GetCharactersInRange(effect.CalculateBoundingBox(chr.Position, chr.IsFacingLeft), partyMembersOnSameMap); foreach (MapleCharacter partyMember in partyMembersInRange) { effect.ApplyEffect(chr, partyMember); if (wzCharacterSkill.IsBuff) { effect.ApplyBuffEffect(partyMember); } } } } else if (wzCharacterSkill.IsGmSkill && chr.IsStaff) { var targets = chr.Map.GetCharactersInRange(effect.CalculateBoundingBox(chr.Position, chr.IsFacingLeft)); foreach (MapleCharacter target in targets.Where(x => x.Id != chr.Id)) { effect.ApplyEffect(chr, target); if (wzCharacterSkill.IsBuff) { effect.ApplyBuffEffect(target); } } } } return(true); }