Exemple #1
0
        public void Update(long currentTime)
        {
            MobStatValue endFlag = 0;

            BuffPhysicalDamage.TryReset(currentTime, ref endFlag);
            BuffPhysicalDefense.TryReset(currentTime, ref endFlag);
            BuffMagicDamage.TryReset(currentTime, ref endFlag);
            BuffMagicDefense.TryReset(currentTime, ref endFlag);
            BuffAccurrency.TryReset(currentTime, ref endFlag);
            BuffEvasion.TryReset(currentTime, ref endFlag);
            BuffSpeed.TryReset(currentTime, ref endFlag);
            BuffStun.TryReset(currentTime, ref endFlag);
            BuffFreeze.TryReset(currentTime, ref endFlag);
            BuffPoison.TryReset(currentTime, ref endFlag);
            BuffSeal.TryReset(currentTime, ref endFlag);
            BuffDarkness.TryReset(currentTime, ref endFlag);
            BuffPowerUp.TryReset(currentTime, ref endFlag);
            BuffMagicUp.TryReset(currentTime, ref endFlag);
            BuffPowerGuardUp.TryReset(currentTime, ref endFlag);
            BuffMagicGuardUp.TryReset(currentTime, ref endFlag);
            BuffPhysicalImmune.TryReset(currentTime, ref endFlag);
            BuffMagicImmune.TryReset(currentTime, ref endFlag);
            BuffDoom.TryReset(currentTime, ref endFlag);
            BuffWeb.TryReset(currentTime, ref endFlag);
            BuffHardSkin.TryReset(currentTime, ref endFlag);
            BuffAmbush.TryReset(currentTime, ref endFlag);
            BuffVenom.TryReset(currentTime, ref endFlag);
            BuffBlind.TryReset(currentTime, ref endFlag);
            BuffSealSkill.TryReset(currentTime, ref endFlag);

            if (endFlag > 0)
            {
                MobPacket.SendMobStatsTempReset(Mob, endFlag);
            }
        }
Exemple #2
0
        public static void HandleUseSkill(Character chr, Packet packet)
        {
            if (chr.PrimaryStats.HP == 0)
            {
                // We don't like zombies
                InventoryPacket.NoChange(chr);
                return;
            }

            var field = chr.Field;

            var SkillID    = packet.ReadInt();
            var SkillLevel = packet.ReadByte();


            if (SkillID == Constants.Priest.Skills.MysticDoor && MasterThread.CurrentTime - chr.tLastDoor < 3000)
            {
                //hack fix for door dc bug
                InventoryPacket.NoChange(chr);
                return;
            }

            if (!chr.Skills.Skills.ContainsKey(SkillID) ||
                SkillLevel < 1 ||
                SkillLevel > chr.Skills.Skills[SkillID])
            {
                Program.MainForm.LogAppend("Player {0} tried to use a skill without having it.", chr.ID);
                ReportManager.FileNewReport("Player {0} tried to use a skill without having it.", chr.ID, 0);
                chr.Player.Socket.Disconnect();
                return;
            }

            var isGMHideSkill = SkillID == Constants.Gm.Skills.Hide;

            // Prevent sending the hide enable/disable packet to others
            if (isGMHideSkill)
            {
                chr.SetHide(chr.GMHideEnabled == false, false);
                if (chr.GMHideEnabled == false)
                {
                    StopSkill(chr, SkillID);
                }
            }
            else if (SkillID != Constants.Cleric.Skills.Heal ||
                     chr.Inventory.GetEquippedItemId((short)Constants.EquipSlots.Slots.Weapon, false) == 0)
            {
                // If you are using Heal, and are not using a wand/weapon, it won't show anything.

                MapPacket.SendPlayerSkillAnim(chr, SkillID, SkillLevel);
            }

            var sld = DataProvider.Skills[SkillID].Levels[SkillLevel];


            if (SkillID == (int)Constants.Spearman.Skills.HyperBody && !chr.PrimaryStats.HasBuff((int)Constants.Spearman.Skills.HyperBody)) // Buff already exists, do not execute bonus again. Allow multiple casts for duration refresh
            {
                var hpmpBonus = (short)((double)chr.PrimaryStats.MaxHP * ((double)sld.XValue / 100.0d));
                chr.PrimaryStats.BuffBonuses.MaxHP = hpmpBonus;
                hpmpBonus = (short)((double)chr.PrimaryStats.MaxMP * ((double)sld.YValue / 100.0d));
                chr.PrimaryStats.BuffBonuses.MaxMP = hpmpBonus;
            }

            short skillDelay = 0;

            IEnumerable <Character> getCharactersForPartyBuff(byte Flags, bool deadPlayersToo = false)
            {
                if (chr.PartyID == 0)
                {
                    yield break;
                }

                if (PartyData.Parties.TryGetValue(chr.PartyID, out var party))
                {
                    for (var i = 5; i >= 0; i--)
                    {
                        if ((Flags >> (5 - i) & 1) == 0)
                        {
                            continue;
                        }

                        var charid = party.Members[i];
                        if (charid == 0)
                        {
                            continue;
                        }

                        var affected = Server.Instance.GetCharacter(charid);

                        if (affected != null && chr.MapID == affected.MapID &&
                            (deadPlayersToo || affected.PrimaryStats.HP > 0))
                        {
                            yield return(affected);
                        }
                    }
                }
            }

            void handlePartyEffects(byte Flags, short Delay, bool deadPlayersToo = false, Action <Character> additionalEffects = null)
            {
                handlePartyEffectsWithPlayers(getCharactersForPartyBuff(Flags, deadPlayersToo), Delay, additionalEffects);
            }

            void handlePartyEffectsWithPlayers(IEnumerable <Character> characters, short Delay, Action <Character> additionalEffects = null)
            {
                foreach (var character in characters)
                {
                    if (character == chr)
                    {
                        continue;
                    }
                    if (!computerSaysYes())
                    {
                        continue;
                    }

                    MapPacket.SendPlayerSkillAnimThirdParty(character, SkillID, SkillLevel, true, true);
                    MapPacket.SendPlayerSkillAnimThirdParty(character, SkillID, SkillLevel, true, false);
                    additionalEffects?.Invoke(character);
                }
            }

            // Runs func() for each mob inside the packet that:
            // - is not a boss (when isBossable is false)
            // - effect chance was a success
            void handleMobStatEffects(bool isBossable, Action <Mob, short> func)
            {
                var mobCount = packet.ReadByte();
                var mobs     = new List <Mob>(mobCount);

                for (var i = 0; i < mobCount; i++)
                {
                    var mobId = packet.ReadInt();
                    var mob   = field.GetMob(mobId);
                    if (mob == null)
                    {
                        continue;
                    }

                    if (chr.AssertForHack(mob.IsBoss && !isBossable, "Tried hitting boss with non-boss skill", false))
                    {
                        continue;
                    }

                    if (computerSaysYes())
                    {
                        mobs.Add(mob);
                    }
                }

                var delay = packet.ReadShort();

                mobs.ForEach(x => func(x, delay));
            }

            IEnumerable <Character> getFullMapPlayersForGMSkill()
            {
                return(field.Characters.Where(victim =>
                {
                    if (victim == chr)
                    {
                        return false;
                    }
                    if (chr.GMHideEnabled && victim.GMHideEnabled == false)
                    {
                        return false;
                    }

                    // Only Admins can buff other regular people
                    if (chr.IsGM && !chr.IsAdmin && !victim.IsGM)
                    {
                        return false;
                    }

                    return true;
                }));
            }

            bool computerSaysYes()
            {
                var chance = sld.Property;

                if (chance == 0)
                {
                    chance = 100;
                }
                return(!(Rand32.Next() % 100 >= chance));
            }

            //TODO refactor copy-pasted "nearest 6 mobs" logic
            switch (SkillID)
            {
            case Constants.Assassin.Skills.Haste:
            case Constants.Bandit.Skills.Haste:
            case Constants.Cleric.Skills.Bless:
            case Constants.Spearman.Skills.IronWill:
            case Constants.Fighter.Skills.Rage:
            case Constants.FPWizard.Skills.Meditation:
            case Constants.ILWizard.Skills.Meditation:
            case Constants.Hermit.Skills.MesoUp:
            {
                var Flags = packet.ReadByte();
                var Delay = packet.ReadShort();

                handlePartyEffects(Flags, Delay, false, victim =>
                    {
                        victim.Buffs.AddBuff(SkillID, SkillLevel);
                    });
                break;
            }

            case Constants.Spearman.Skills.HyperBody:
            {
                var Flags = packet.ReadByte();
                var Delay = packet.ReadShort();

                handlePartyEffects(Flags, Delay, false, victim =>
                    {
                        if (!victim.PrimaryStats.HasBuff((int)Constants.Spearman.Skills.HyperBody))     // Buff already exists, do not execute bonus again. Allow multiple casts for duration refresh
                        {
                            var hpmpBonus = (short)((double)victim.PrimaryStats.MaxHP * ((double)sld.XValue / 100.0d));
                            victim.PrimaryStats.BuffBonuses.MaxHP = hpmpBonus;
                            hpmpBonus = (short)((double)victim.PrimaryStats.MaxMP * ((double)sld.YValue / 100.0d));
                            victim.PrimaryStats.BuffBonuses.MaxMP = hpmpBonus;
                        }
                        victim.Buffs.AddBuff(SkillID, SkillLevel);
                    });


                break;
            }

            case Constants.Cleric.Skills.Heal:
            {
                var Flags   = packet.ReadByte();
                var Delay   = packet.ReadShort();
                var members = getCharactersForPartyBuff(Flags, false);
                var count   = members.Count();

                double healRate = 0;
                if (sld.HPProperty > 0)
                {
                    int chrInt = chr.PrimaryStats.getTotalInt();
                    int chrLuk = chr.PrimaryStats.getTotalLuk();
                    var rate   = (chrInt * 0.8) + Rand32.Next() % (chrInt * 0.2);
                    healRate = (((rate * 1.5 + chrLuk) * (chr.PrimaryStats.getTotalMagicAttack() + chr.PrimaryStats.BuffMagicAttack.N) * 0.01) * (count * 0.3 + 1.0) * sld.HPProperty * 0.01);
                }

                var bigHeal = Math.Min(((long)healRate / (count == 0 ? 1 : count)), short.MaxValue);         //prevent integer overflow caused by high stats. Set count to 1 when not in party
                var heal    = (short)bigHeal;
                chr.ModifyHP((short)Math.Min(heal, (chr.PrimaryStats.GetMaxHP() - chr.PrimaryStats.HP)));

                handlePartyEffectsWithPlayers(members, Delay, victim =>
                    {
                        int oldHP = victim.PrimaryStats.HP;
                        victim.ModifyHP((short)Math.Min(heal, (victim.PrimaryStats.GetMaxHP() - victim.PrimaryStats.HP)));
                        chr.AddEXP(20 * ((victim.PrimaryStats.HP - oldHP) / (8 * victim.Level + 190)), true);
                    });

                break;
            }

            case Constants.Priest.Skills.Dispel:
            {
                var Flags = packet.ReadByte();
                var Delay = packet.ReadShort();

                if (computerSaysYes())
                {
                    chr.Buffs.Dispell();
                }

                handlePartyEffects(Flags, Delay, false, victim =>
                    {
                        victim.Buffs.Dispell();
                    });

                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobStatus.MobStatValue Flag = 0;
                        Flag |= mob.Status.BuffPowerUp.Reset();
                        Flag |= mob.Status.BuffMagicUp.Reset();
                        Flag |= mob.Status.BuffMagicGuardUp.Reset();
                        Flag |= mob.Status.BuffPowerGuardUp.Reset();
                        Flag |= mob.Status.BuffHardSkin.Reset();
                        MobPacket.SendMobStatsTempReset(mob, Flag);
                    });

                break;
            }

            case Constants.Priest.Skills.HolySymbol:
            {
                var Flags = packet.ReadByte();
                var Delay = packet.ReadShort();

                handlePartyEffects(Flags, Delay, false, victim =>
                    {
                        victim.Buffs.AddBuff(SkillID, SkillLevel);
                    });

                break;
            }

            // DOOR
            case Constants.Priest.Skills.MysticDoor:
            {
                var x = packet.ReadShort();
                var y = packet.ReadShort();

                if (chr.DoorMapId != Constants.InvalidMap)
                {
                    DataProvider.Maps[chr.DoorMapId].DoorPool.TryRemoveDoor(chr.ID);
                }

                chr.DoorMapId = chr.MapID;
                field.DoorPool.CreateDoor(chr, x, y, MasterThread.CurrentTime + sld.BuffTime * 1000);
                chr.tLastDoor = MasterThread.CurrentTime;
                break;
            }

            // GM SKILLS
            case Constants.Gm.Skills.Haste:
            case Constants.Gm.Skills.HolySymbol:
            case Constants.Gm.Skills.Bless:
            {
                getFullMapPlayersForGMSkill().ForEach(victim =>
                    {
                        MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, true);
                        MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, false);
                        victim.Buffs.AddBuff(SkillID, SkillLevel);
                    });
                break;
            }

            case Constants.Gm.Skills.HealPlusDispell:
            {
                getFullMapPlayersForGMSkill().ForEach(victim =>
                    {
                        MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, true);
                        MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, false);
                        victim.ModifyHP(victim.PrimaryStats.GetMaxMP(false), true);
                        victim.ModifyMP(victim.PrimaryStats.GetMaxMP(false), true);
                        victim.Buffs.Dispell();
                    });
                chr.ModifyHP(chr.PrimaryStats.GetMaxMP(false), true);
                chr.ModifyMP(chr.PrimaryStats.GetMaxMP(false), true);
                chr.Buffs.Dispell();
                break;
            }

            case Constants.Gm.Skills.Resurrection:
            {
                getFullMapPlayersForGMSkill().ForEach(victim =>
                    {
                        if (victim.PrimaryStats.HP <= 0)
                        {
                            MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, true);
                            MapPacket.SendPlayerSkillAnimThirdParty(victim, SkillID, SkillLevel, true, false);
                            victim.ModifyHP(victim.PrimaryStats.GetMaxHP(false), true);
                        }
                    });
                break;
            }

            // MOB SKILLS
            case Constants.Page.Skills.Threaten:
            {
                var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000);
                handleMobStatEffects(false, (mob, delay) =>
                    {
                        var stat = mob.Status.BuffPhysicalDamage.Set(
                            SkillID,
                            (short)-((mob.Data.PAD * SkillLevel) / 100),
                            buffTime + delay
                            );

                        stat |= mob.Status.BuffPhysicalDefense.Set(
                            SkillID,
                            (short)-((mob.Data.PDD * SkillLevel) / 100),
                            buffTime + delay
                            );

                        MobPacket.SendMobStatsTempSet(mob, delay, stat);
                    });
                break;
            }

            case Constants.FPWizard.Skills.Slow:
            case Constants.ILWizard.Skills.Slow:
            {
                var buffNValue = sld.XValue;
                var buffTime   = MasterThread.CurrentTime + (sld.BuffTime * 1000);

                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobPacket.SendMobStatsTempSet(mob, delay, mob.Status.BuffSpeed.Set(SkillID, buffNValue, buffTime + delay));
                    });
                break;
            }

            case Constants.Gm.Skills.ItemExplosion:
            {
                field.DropPool.Clear(RewardLeaveType.Explode);
                // TODO: Explode people and such
                break;
            }

            case Constants.WhiteKnight.Skills.MagicCrash:
            {
                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobPacket.SendMobStatsTempReset(mob, mob.Status.BuffMagicGuardUp.Reset());
                    });
                break;
            }

            case Constants.DragonKnight.Skills.PowerCrash:
            {
                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobPacket.SendMobStatsTempReset(mob, mob.Status.BuffPowerUp.Reset());
                    });
                break;
            }

            case Constants.Crusader.Skills.ArmorCrash:
            {
                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobPacket.SendMobStatsTempReset(mob, mob.Status.BuffPowerGuardUp.Reset());
                    });
                break;
            }

            case Constants.ILMage.Skills.Seal:
            case Constants.FPMage.Skills.Seal:
            {
                var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000);
                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobPacket.SendMobStatsTempSet(mob, delay, mob.Status.BuffSeal.Set(SkillID, 1, buffTime + delay));
                    });

                break;
            }

            case Constants.Hermit.Skills.ShadowWeb:
            {
                var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000);

                handleMobStatEffects(false, (mob, delay) =>
                    {
                        var stat = mob.Status.BuffWeb.Set(
                            SkillID,
                            (short)(mob.MaxHP / (50 - SkillLevel)),
                            buffTime + delay
                            );
                        MobPacket.SendMobStatsTempSet(mob, delay, stat);
                    });
                break;
            }

            case Constants.Priest.Skills.Doom:
            {
                var buffTime = MasterThread.CurrentTime + (sld.BuffTime * 1000);

                handleMobStatEffects(false, (mob, delay) =>
                    {
                        MobPacket.SendMobStatsTempSet(mob, delay, mob.Status.BuffDoom.Set(SkillID, 1, buffTime + delay));
                    });
                break;
            }

            // SUMMONS
            case Constants.Priest.Skills.SummonDragon:
            case Constants.Ranger.Skills.SilverHawk:
            case Constants.Sniper.Skills.GoldenEagle:
            {
                var X = packet.ReadShort();
                var Y = packet.ReadShort();

                var    fh   = field.GetFootholdUnderneath(X, Y, out var MaxY);
                ushort fhid = 0;
                fhid = fh?.ID ?? (ushort)chr.Foothold;
                var bird = new Summon(chr, SkillID, SkillLevel, X, Y, true, fhid, MasterThread.CurrentTime + sld.BuffTime * 1000);
                chr.Summons.SetSummon(bird);

                break;
            }

            case Constants.Ranger.Skills.Puppet:
            case Constants.Sniper.Skills.Puppet:
            {
                Program.MainForm.LogDebug(packet.ToString());
                var    X     = packet.ReadShort();
                var    Y     = packet.ReadShort();
                var    fh    = field.GetFootholdUnderneath(X, Y, out var MaxY);
                var    floor = field.FindFloor(new Pos(X, Y));
                ushort fhid  = 0;
                fhid = fh?.ID ?? (ushort)chr.Foothold;
                var puppet = new Puppet(chr, SkillID, SkillLevel, floor.X, floor.Y, false, fhid, MasterThread.CurrentTime + sld.BuffTime * 1000, sld.XValue);
                chr.Summons.SetSummon(puppet);
                break;
            }
            }

            if (packet.Length == packet.Position + 2)
            {
                // Read the delay...
                skillDelay = packet.ReadShort();
            }

            // Handle regular skill stuff
            if (!isGMHideSkill || chr.GMHideEnabled)
            {
                chr.Buffs.AddBuff(SkillID, SkillLevel, skillDelay);
            }

            InventoryPacket.NoChange(chr);
            chr.Skills.DoSkillCost(SkillID, SkillLevel);

            if (sld.Speed > 0)
            {
                MapPacket.SendAvatarModified(chr, MapPacket.AvatarModFlag.Speed);
            }
        }