/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "net/ea/beinghandler.h"
#include "net/ea/eaprotocol.h"
#include "actorspritemanager.h"
#include "being.h"
#include "client.h"
#include "effectmanager.h"
#include "guild.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "party.h"
#include "playerrelations.h"
#include "configuration.h"
#include "gui/botcheckerwindow.h"
#include "gui/outfitwindow.h"
#include "gui/socialwindow.h"
#include "gui/killstats.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "net/playerhandler.h"
#include "net/net.h"
#include "resources/colordb.h"
#include
#include "debug.h"
namespace Ea
{
const int EMOTION_TIME = 500; /**< Duration of emotion icon */
BeingHandler::BeingHandler(bool enableSync):
mSync(enableSync),
mSpawnId(0)
{
}
Being *BeingHandler::createBeing(int id, short job)
{
if (!actorSpriteManager)
return 0;
ActorSprite::Type type = ActorSprite::UNKNOWN;
if (job <= 25 || (job >= 4001 && job <= 4049))
type = ActorSprite::PLAYER;
else if (job >= 46 && job <= 1000)
type = ActorSprite::NPC;
else if (job > 1000 && job <= 2000)
type = ActorSprite::MONSTER;
else if (job == 45)
type = ActorSprite::PORTAL;
Being *being = actorSpriteManager->createBeing(id, type, job);
if (type == ActorSprite::PLAYER || type == ActorSprite::NPC)
{
being->updateFromCache();
requestNameById(id);
if (player_node)
player_node->checkNewName(being);
}
if (type == Being::PLAYER)
{
if (botCheckerWindow)
botCheckerWindow->updateList();
if (socialWindow)
socialWindow->updateActiveList();
}
return being;
}
void BeingHandler::setSprite(Being *being, unsigned int slot, int id,
std::string color, unsigned char colorId,
bool isWeapon, bool isTempSprite)
{
if (!being)
return;
being->setSprite(slot, id, color, colorId, isWeapon, isTempSprite);
}
void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg, bool visible)
{
if (!actorSpriteManager)
return;
int id;
short job, speed, gender;
Uint16 headTop, headMid, headBottom;
Uint16 shoes, gloves;
Uint16 weapon, shield;
Uint16 stunMode;
Uint32 statusEffects;
Being *dstBeing;
int hairStyle, hairColor;
int spawnId;
// Information about a being in range
id = msg.readInt32();
if (id == mSpawnId)
spawnId = mSpawnId;
else
spawnId = 0;
mSpawnId = 0;
speed = msg.readInt16();
stunMode = msg.readInt16(); // opt1
statusEffects = msg.readInt16(); // opt2
statusEffects |= (static_cast(
msg.readInt16())) << 16; // option
job = msg.readInt16(); // class
dstBeing = actorSpriteManager->findBeing(id);
if (dstBeing && dstBeing->getType() == Being::MONSTER
&& !dstBeing->isAlive())
{
actorSpriteManager->destroy(dstBeing);
actorSpriteManager->erase(dstBeing);
dstBeing = 0;
}
if (!dstBeing)
{
// Being with id >= 110000000 and job 0 are better
// known as ghosts, so don't create those.
if (job == 0 && id >= 110000000)
return;
if (actorSpriteManager->isBlocked(id) == true)
return;
dstBeing = createBeing(id, job);
if (!dstBeing)
return;
if (job == 1022 && killStats)
killStats->jackoAlive(dstBeing->getId());
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == Being::NPC)
actorSpriteManager->undelete(dstBeing);
}
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setMoveTime();
if (spawnId)
{
dstBeing->setAction(Being::SPAWN);
}
else if (visible)
{
dstBeing->clearPath();
dstBeing->setActionTime(tick_time);
dstBeing->setAction(Being::STAND);
}
// Prevent division by 0 when calculating frame
if (speed == 0)
speed = 150;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(job);
if (dstBeing->getType() == ActorSprite::MONSTER && player_node)
player_node->checkNewName(dstBeing);
hairStyle = msg.readInt16();
weapon = msg.readInt16();
headBottom = msg.readInt16();
if (!visible)
msg.readInt32(); // server tick
shield = msg.readInt16();
headTop = msg.readInt16();
headMid = msg.readInt16();
hairColor = msg.readInt16();
shoes = msg.readInt16(); // clothes color - "abused" as shoes
if (dstBeing->getType() == ActorSprite::MONSTER)
{
int hp = msg.readInt32();
int maxHP = msg.readInt32();
if (hp && maxHP)
{
int oldHP = dstBeing->getHP();
if (!oldHP || oldHP > hp)
dstBeing->setHP(hp);
dstBeing->setMaxHP(maxHP);
}
gloves = 0;
}
else
{
gloves = msg.readInt16(); // head dir - "abused" as gloves
msg.readInt32(); // guild
msg.readInt16(); // guild emblem
}
// logger->log("being guild: " + toString(guild));
/*
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(static_cast(guild)));
*/
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
gender = msg.readInt8();
if (dstBeing->getType() == ActorSprite::PLAYER)
{
dstBeing->setGender((gender == 0)
? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
setSprite(dstBeing, EA_SPRITE_HAIR, hairStyle * -1,
ColorDB::getHairColor(hairColor));
setSprite(dstBeing, EA_SPRITE_BOTTOMCLOTHES, headBottom);
setSprite(dstBeing, EA_SPRITE_TOPCLOTHES, headMid);
setSprite(dstBeing, EA_SPRITE_HAT, headTop);
setSprite(dstBeing, EA_SPRITE_SHOE, shoes);
setSprite(dstBeing, EA_SPRITE_GLOVES, gloves);
setSprite(dstBeing, EA_SPRITE_WEAPON, weapon, "", true);
if (!config.getBoolValue("hideShield"))
setSprite(dstBeing, EA_SPRITE_SHIELD, shield);
}
else if (dstBeing->getType() == ActorSprite::NPC)
{
switch (gender)
{
case 2:
dstBeing->setGender(GENDER_FEMALE);
break;
case 3:
dstBeing->setGender(GENDER_MALE);
break;
default:
dstBeing->setGender(GENDER_UNSPECIFIED);
break;
}
}
if (!visible)
{
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->setAction(Being::STAND);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
// if (player_node && player_node->getTarget() == dstBeing)
// player_node->targetMoved();
}
else
{
Uint8 dir;
Uint16 x, y;
msg.readCoordinates(x, y, dir);
dstBeing->setTileCoords(x, y);
if (job == 45 && socialWindow && outfitWindow)
{
int num = socialWindow->getPortalIndex(x, y);
if (num >= 0)
{
dstBeing->setName(keyboard.getKeyShortString(
outfitWindow->keyName(num)));
}
else
{
dstBeing->setName("");
}
}
dstBeing->setDirection(dir);
}
msg.readInt8(); // unknown
msg.readInt8(); // unknown
// msg.readInt8(); // unknown / sit
msg.readInt16();
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffff));
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
}
void BeingHandler::processBeingMove2(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
/*
* A simplified movement packet, used by the
* later versions of eAthena for both mobs and
* players
*/
Being *dstBeing = actorSpriteManager->findBeing(msg.readInt32());
/*
* This packet doesn't have enough info to actually
* create a new being, so if the being isn't found,
* we'll just pretend the packet didn't happen
*/
if (!dstBeing)
return;
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
msg.readInt32(); // Server tick
dstBeing->setAction(Being::STAND);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setMoveTime();
}
void BeingHandler::processBeingSpawn(Net::MessageIn &msg)
{
// skipping this packet
mSpawnId = msg.readInt32(); // id
msg.readInt16(); // speed
msg.readInt16(); // opt1
msg.readInt16(); // opt2
msg.readInt16(); // option
msg.readInt16(); // disguise
}
void BeingHandler::processBeingRemove(Net::MessageIn &msg)
{
if (!actorSpriteManager || !player_node)
return;
// A being should be removed or has died
int id = msg.readInt32();
Being *dstBeing = actorSpriteManager->findBeing(id);
if (!dstBeing)
return;
player_node->followMoveTo(dstBeing, player_node->getNextDestX(),
player_node->getNextDestY());
// If this is player's current target, clear it.
if (dstBeing == player_node->getTarget())
player_node->stopAttack();
if (msg.readInt8() == 1)
{
dstBeing->setAction(Being::DEAD);
if (dstBeing->getName() == "Jack O" && killStats)
killStats->jackoDead(id);
}
else
{
if (dstBeing->getType() == Being::PLAYER)
{
if (botCheckerWindow)
botCheckerWindow->updateList();
if (socialWindow)
socialWindow->updateActiveList();
}
actorSpriteManager->destroy(dstBeing);
}
}
void BeingHandler::processBeingResurrect(Net::MessageIn &msg)
{
if (!actorSpriteManager || !player_node)
return;
// A being changed mortality status
int id = msg.readInt32();
Being *dstBeing = actorSpriteManager->findBeing(id);
if (!dstBeing)
return;
// If this is player's current target, clear it.
if (dstBeing == player_node->getTarget())
player_node->stopAttack();
if (msg.readInt8() == 1)
dstBeing->setAction(Being::STAND);
}
void BeingHandler::processSkillDamage(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
Being *srcBeing;
Being *dstBeing;
int param1;
msg.readInt16(); // Skill Id
srcBeing = actorSpriteManager->findBeing(msg.readInt32());
dstBeing = actorSpriteManager->findBeing(msg.readInt32());
msg.readInt32(); // Server tick
msg.readInt32(); // src speed
msg.readInt32(); // dst speed
param1 = msg.readInt32(); // Damage
msg.readInt16(); // Skill level
msg.readInt16(); // Div
msg.readInt8(); // Skill hit/type (?)
if (dstBeing)
{
// Perhaps a new skill attack type should be created and used?
// if (dstSpeed)
// dstBeing->setAttackDelay(dstSpeed);
dstBeing->takeDamage(srcBeing, param1, Being::HIT);
}
if (srcBeing)
{
// if (srcSpeed)
// srcBeing->setAttackDelay(srcSpeed);
srcBeing->handleAttack(dstBeing, param1, Being::HIT);
}
}
void BeingHandler::processBeingAction(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
Being *srcBeing;
Being *dstBeing;
int param1;
int type;
srcBeing = actorSpriteManager->findBeing(msg.readInt32());
dstBeing = actorSpriteManager->findBeing(msg.readInt32());
msg.readInt32(); // server tick
int srcSpeed = msg.readInt32(); // src speed
msg.readInt32(); // dst speed
param1 = msg.readInt16();
msg.readInt16(); // param 2
type = msg.readInt8();
msg.readInt16(); // param 3
switch (type)
{
case Being::HIT: // Damage
case Being::CRITICAL: // Critical Damage
case Being::MULTI: // Critical Damage
case Being::REFLECT: // Reflected Damage
case Being::FLEE: // Lucky Dodge
if (dstBeing)
{
// if (dstSpeed)
// dstBeing->setAttackDelay(dstSpeed);
dstBeing->takeDamage(srcBeing, param1,
static_cast(type));
}
if (srcBeing)
{
if (srcSpeed && srcBeing->getType() == Being::PLAYER)
srcBeing->setAttackDelay(srcSpeed);
srcBeing->handleAttack(dstBeing, param1,
static_cast(type));
if (srcBeing->getType() == Being::PLAYER)
srcBeing->setAttackTime();
}
break;
case 0x02: // Sit
if (srcBeing)
{
srcBeing->setAction(Being::SIT);
if (srcBeing->getType() == Being::PLAYER)
{
srcBeing->setMoveTime();
if (player_node)
{
player_node->imitateAction(
srcBeing, Being::SIT);
}
}
}
break;
case 0x03: // Stand up
if (srcBeing)
{
srcBeing->setAction(Being::STAND);
if (srcBeing->getType() == Being::PLAYER)
{
srcBeing->setMoveTime();
if (player_node)
{
player_node->imitateAction(
srcBeing, Being::STAND);
}
}
}
break;
default:
break;
/*
logger->log("QQQ1 SMSG_BEING_ACTION:");
if (srcBeing)
logger->log("srcBeing:" + toString(srcBeing->getId()));
if (dstBeing)
logger->log("dstBeing:" + toString(dstBeing->getId()));
logger->log("type: " + toString(type));
*/
}
}
void BeingHandler::processBeingSelfEffect(Net::MessageIn &msg)
{
if (!effectManager || !actorSpriteManager)
return;
int id;
id = static_cast(msg.readInt32());
Being* being = actorSpriteManager->findBeing(id);
if (!being)
return;
int effectType = msg.readInt32();
effectManager->trigger(effectType, being);
//+++ need dehard code effectType == 3
if (being && effectType == 3
&& being->getType() == Being::PLAYER
&& socialWindow)
{ //reset received damage
socialWindow->resetDamage(being->getName());
}
}
void BeingHandler::processBeingEmotion(Net::MessageIn &msg)
{
if (!player_node || !actorSpriteManager)
return;
Being *dstBeing;
if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
return;
if (player_relations.hasPermission(dstBeing,
PlayerRelation::EMOTE))
{
unsigned char emote = msg.readInt8();
if (emote)
{
dstBeing->setEmote(emote, EMOTION_TIME);
player_node->imitateEmote(dstBeing, emote);
}
}
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setOtherTime();
}
void BeingHandler::processNameResponse(Net::MessageIn &msg)
{
if (!player_node || !actorSpriteManager)
return;
Being *dstBeing;
int beingId = msg.readInt32();
if ((dstBeing = actorSpriteManager->findBeing(beingId)))
{
if (beingId == player_node->getId())
{
player_node->pingResponse();
}
else
{
dstBeing->setName(msg.readString(24));
dstBeing->updateGuild();
dstBeing->addToCache();
if (dstBeing->getType() == Being::PLAYER)
dstBeing->updateColors();
if (player_node)
{
Party *party = player_node->getParty();
if (party && party->isMember(dstBeing->getId()))
{
PartyMember *member = party->getMember(
dstBeing->getId());
if (member)
member->setName(dstBeing->getName());
}
player_node->checkNewName(dstBeing);
}
}
}
}
void BeingHandler::processIpResponse(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
Being *dstBeing;
if ((dstBeing = actorSpriteManager->findBeing(
msg.readInt32())))
{
dstBeing->setIp(ipToString(msg.readInt32()));
}
}
void BeingHandler::processPlayerGuilPartyInfo(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
Being *dstBeing;
if ((dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
{
dstBeing->setPartyName(msg.readString(24));
dstBeing->setGuildName(msg.readString(24));
dstBeing->setGuildPos(msg.readString(24));
dstBeing->addToCache();
msg.readString(24); // Discard this
}
}
void BeingHandler::processBeingChangeDirection(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
Being *dstBeing;
if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
return;
msg.readInt16(); // unused
unsigned char dir = msg.readInt8();
dstBeing->setDirection(dir);
if (player_node)
player_node->imitateDirection(dstBeing, dir);
}
void BeingHandler::processPlayerStop(Net::MessageIn &msg)
{
if (!actorSpriteManager || !player_node)
return;
/*
* Instruction from server to stop walking at x, y.
*
* Some people like having this enabled. Others absolutely
* despise it. So I'm setting to so that it only affects the
* local player if the person has set a key "EnableSync" to "1"
* in their config.xml file.
*
* This packet will be honored for all other beings, regardless
* of the config setting.
*/
int id = msg.readInt32();
if (mSync || id != player_node->getId())
{
Being *dstBeing = actorSpriteManager->findBeing(id);
if (dstBeing)
{
Uint16 x, y;
x = msg.readInt16();
y = msg.readInt16();
dstBeing->setTileCoords(x, y);
if (dstBeing->getCurrentAction() == Being::MOVE)
dstBeing->setAction(Being::STAND);
}
}
}
void BeingHandler::processPlayerMoveToAttack(Net::MessageIn &msg A_UNUSED)
{
/*
* This is an *advisory* message, telling the client that
* it needs to move the character before attacking
* a target (out of range, obstruction in line of fire).
* We can safely ignore this...
*/
if (player_node)
player_node->fixAttackTarget();
}
void BeingHandler::processPlaterStatusChange(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
// Change in players' flags
int id = msg.readInt32();
Being *dstBeing = actorSpriteManager->findBeing(id);
if (!dstBeing)
return;
Uint16 stunMode = msg.readInt16();
Uint32 statusEffects = msg.readInt16();
statusEffects |= (static_cast(msg.readInt16())) << 16;
msg.readInt8(); // Unused?
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffff));
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
}
void BeingHandler::processBeingStatusChange(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
// Status change
Uint16 status = msg.readInt16();
int id = msg.readInt32();
int flag = msg.readInt8(); // 0: stop, 1: start
Being *dstBeing = actorSpriteManager->findBeing(id);
if (dstBeing)
dstBeing->setStatusEffect(status, flag);
}
void BeingHandler::processSkilCasting(Net::MessageIn &msg)
{
msg.readInt32(); // src id
msg.readInt32(); // dst id
msg.readInt16(); // dst x
msg.readInt16(); // dst y
msg.readInt16(); // skill num
msg.readInt32(); // skill get pl
msg.readInt32(); // cast time
}
void BeingHandler::processSkillNoDamage(Net::MessageIn &msg)
{
msg.readInt16(); // skill id
msg.readInt16(); // heal
msg.readInt32(); // dst id
msg.readInt32(); // src id
msg.readInt8(); // fail
}
void BeingHandler::processPvpMapMode(Net::MessageIn &msg)
{
Game *game = Game::instance();
if (!game)
return;
Map *map = game->getCurrentMap();
if (map)
map->setPvpMode(msg.readInt16());
}
void BeingHandler::processPvpSet(Net::MessageIn &msg)
{
int id = msg.readInt32(); // id
int rank = msg.readInt32(); // rank
msg.readInt32(); // num
if (actorSpriteManager)
{
Being *dstBeing = actorSpriteManager->findBeing(id);
if (dstBeing)
dstBeing->setPvpRank(rank);
}
}
} // namespace Ea