/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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/eathena/beinghandler.h"
#include "actormanager.h"
#include "effectmanager.h"
#include "guildmanager.h"
#include "being/localplayer.h"
#include "being/mercenaryinfo.h"
#include "being/playerinfo.h"
#include "particle/particle.h"
#include "input/keyboardconfig.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/outfitwindow.h"
#include "net/serverfeatures.h"
#include "net/ea/eaprotocol.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/eathena/sprite.h"
#include "resources/iteminfo.h"
#include "resources/db/itemdb.h"
#include "utils/stringutils.h"
#include "utils/timer.h"
#include "debug.h"
extern Net::BeingHandler *beingHandler;
extern int serverVersion;
namespace EAthena
{
BeingHandler::BeingHandler(const bool enableSync) :
MessageHandler(),
Ea::BeingHandler(enableSync)
{
static const uint16_t _messages[] =
{
SMSG_BEING_VISIBLE,
SMSG_BEING_MOVE,
SMSG_BEING_MOVE2,
SMSG_BEING_REMOVE,
SMSG_BEING_REMOVE_SKILL,
SMSG_SKILL_DAMAGE,
SMSG_BEING_ACTION,
SMSG_BEING_ACTION2,
SMSG_BEING_SELFEFFECT,
SMSG_BEING_SPECIAL_EFFECT,
SMSG_BEING_SPECIAL_EFFECT_NUM,
SMSG_BEING_SOUND_EFFECT,
SMSG_BEING_EMOTION,
SMSG_BEING_CHANGE_LOOKS2,
SMSG_BEING_NAME_RESPONSE,
SMSG_BEING_NAME_RESPONSE2,
SMSG_PLAYER_GUILD_PARTY_INFO,
SMSG_BEING_CHANGE_DIRECTION,
SMSG_PLAYER_STOP,
SMSG_PLAYER_MOVE_TO_ATTACK,
SMSG_PLAYER_STATUS_CHANGE,
SMSG_PLAYER_STATUS_CHANGE2,
SMSG_PLAYER_STATUS_CHANGE_NO_TICK,
SMSG_BEING_STATUS_CHANGE,
SMSG_BEING_STATUS_CHANGE2,
SMSG_BEING_RESURRECT,
SMSG_SOLVE_CHAR_NAME,
SMSG_BEING_SPAWN,
SMSG_SKILL_CASTING,
SMSG_SKILL_CAST_CANCEL,
SMSG_SKILL_NO_DAMAGE,
SMSG_SKILL_GROUND_NO_DAMAGE,
SMSG_SKILL_ENTRY,
SMSG_PVP_MAP_MODE,
SMSG_PVP_SET,
SMSG_MAP_TYPE_PROPERTY2,
SMSG_MAP_TYPE,
SMSG_MONSTER_HP,
SMSG_PLAYER_HP,
SMSG_SKILL_AUTO_CAST,
SMSG_RANKS_LIST,
SMSG_BEING_FAKE_NAME,
SMSG_BEING_STAT_UPDATE_1,
SMSG_MOB_INFO,
SMSG_BEING_MOVE3,
SMSG_BEING_ATTRS,
0
};
handledMessages = _messages;
beingHandler = this;
}
void BeingHandler::requestNameById(const int id) const
{
createOutPacket(CMSG_NAME_REQUEST);
outMsg.writeInt32(id, "being id");
}
void BeingHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_BEING_VISIBLE:
processBeingVisible(msg);
break;
case SMSG_BEING_MOVE:
processBeingMove(msg);
break;
case SMSG_BEING_SPAWN:
processBeingSpawn(msg);
break;
case SMSG_BEING_MOVE2:
processBeingMove2(msg);
break;
case SMSG_BEING_REMOVE:
processBeingRemove(msg);
break;
case SMSG_BEING_REMOVE_SKILL:
processBeingRemoveSkil(msg);
break;
case SMSG_BEING_RESURRECT:
processBeingResurrect(msg);
break;
case SMSG_SKILL_DAMAGE:
processSkillDamage(msg);
break;
case SMSG_SKILL_AUTO_CAST:
processSkillAutoCast(msg);
break;
case SMSG_BEING_ACTION:
processBeingAction(msg);
break;
case SMSG_BEING_ACTION2:
processBeingAction2(msg);
break;
case SMSG_BEING_SELFEFFECT:
processBeingSelfEffect(msg);
break;
case SMSG_BEING_SPECIAL_EFFECT:
processBeingSpecialEffect(msg);
break;
case SMSG_BEING_SPECIAL_EFFECT_NUM:
processBeingSpecialEffectNum(msg);
break;
case SMSG_BEING_SOUND_EFFECT:
processBeingSoundEffect(msg);
break;
case SMSG_BEING_EMOTION:
processBeingEmotion(msg);
break;
case SMSG_BEING_CHANGE_LOOKS2:
processBeingChangeLook2(msg);
break;
case SMSG_BEING_NAME_RESPONSE:
processNameResponse(msg);
break;
case SMSG_BEING_NAME_RESPONSE2:
processNameResponse2(msg);
break;
case SMSG_SOLVE_CHAR_NAME:
break;
case SMSG_PLAYER_GUILD_PARTY_INFO:
processPlayerGuilPartyInfo(msg);
break;
case SMSG_BEING_CHANGE_DIRECTION:
processBeingChangeDirection(msg);
break;
case SMSG_PLAYER_STOP:
processPlayerStop(msg);
break;
case SMSG_PLAYER_MOVE_TO_ATTACK:
processPlayerMoveToAttack(msg);
break;
case SMSG_PLAYER_STATUS_CHANGE:
processPlaterStatusChange(msg);
break;
case SMSG_PLAYER_STATUS_CHANGE2:
processPlaterStatusChange2(msg);
break;
case SMSG_PLAYER_STATUS_CHANGE_NO_TICK:
processPlaterStatusChangeNoTick(msg);
break;
case SMSG_BEING_STATUS_CHANGE:
case SMSG_BEING_STATUS_CHANGE2:
processBeingStatusChange(msg);
break;
case SMSG_SKILL_CASTING:
processSkillCasting(msg);
break;
case SMSG_SKILL_CAST_CANCEL:
msg.readInt32("id?");
break;
case SMSG_SKILL_NO_DAMAGE:
processSkillNoDamage(msg);
break;
case SMSG_SKILL_GROUND_NO_DAMAGE:
processSkillGroundNoDamage(msg);
break;
case SMSG_SKILL_ENTRY:
processSkillEntry(msg);
break;
case SMSG_PVP_MAP_MODE:
processPvpMapMode(msg);
break;
case SMSG_PVP_SET:
processPvpSet(msg);
break;
case SMSG_MAP_TYPE_PROPERTY2:
processMapTypeProperty(msg);
break;
case SMSG_MAP_TYPE:
processMapType(msg);
break;
case SMSG_MONSTER_HP:
case SMSG_PLAYER_HP:
processMonsterHp(msg);
break;
case SMSG_RANKS_LIST:
processRanksList(msg);
break;
case SMSG_BEING_FAKE_NAME:
processBeingFakeName(msg);
break;
case SMSG_BEING_STAT_UPDATE_1:
processBeingStatUpdate1(msg);
break;
case SMSG_MOB_INFO:
processMobInfo(msg);
break;
case SMSG_BEING_MOVE3:
processBeingMove3(msg);
break;
case SMSG_BEING_ATTRS:
processBeingAttrs(msg);
break;
default:
break;
}
}
Being *BeingHandler::createBeing2(const int id,
const int16_t job,
const BeingType::BeingType beingType)
{
if (!actorManager)
return nullptr;
ActorType::Type type = ActorType::Unknown;
switch (beingType)
{
case BeingType::PC:
type = ActorType::Player;
break;
case BeingType::NPC:
case BeingType::NPC_EVENT:
type = ActorType::Npc;
break;
case BeingType::MONSTER:
type = ActorType::Monster;
break;
case BeingType::MERSOL:
type = ActorType::Mercenary;
break;
case BeingType::PET:
type = ActorType::Pet;
break;
case BeingType::HOMUN:
type = ActorType::Homunculus;
break;
case BeingType::ITEM:
case BeingType::SKILL:
case BeingType::ELEMENTAL:
logger->log("not supported object type: %d, job: %d",
static_cast(beingType), static_cast(job));
break;
case BeingType::CHAT:
default:
type = ActorType::Monster;
logger->log("not supported object type: %d, job: %d",
static_cast(beingType), static_cast(job));
break;
}
if (job == 45 && beingType == BeingType::NPC_EVENT)
type = ActorType::Portal;
Being *const being = actorManager->createBeing(id, type, job);
if (beingType == BeingType::MERSOL)
{
MercenaryInfo *const info = PlayerInfo::getMercenary();
if (info && info->id == id)
PlayerInfo::setMercenaryBeing(being);
}
return being;
}
void BeingHandler::undress(Being *const being) const
{
being->setSprite(SPRITE_WEAPON, 0);
being->setSprite(SPRITE_HEAD_BOTTOM, 0);
being->setSprite(SPRITE_CLOTHES_COLOR, 0);
being->setSprite(SPRITE_HAIR, 0);
being->setSprite(SPRITE_SHOES, 0);
// being->setSprite(SPRITE_BODY, 0, "", true);
}
void BeingHandler::requestRanks(const Rank::Rank rank) const
{
createOutPacket(CMSG_REQUEST_RANKS);
outMsg.writeInt16(static_cast(rank), "type");
}
void BeingHandler::processBeingChangeLook2(Net::MessageIn &msg)
{
if (!actorManager)
return;
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("being id"));
const uint8_t type = msg.readUInt8("type");
const int id = msg.readInt16("id1");
unsigned int id2 = msg.readInt16("id2");
if (type != 2)
id2 = 1;
if (!localPlayer || !dstBeing)
return;
processBeingChangeLookContinue(dstBeing, type, id, id2);
}
void BeingHandler::processBeingChangeLookContinue(Being *const dstBeing,
const uint8_t type,
const int id,
const int id2)
{
if (dstBeing->getType() == ActorType::Player)
dstBeing->setOtherTime();
const std::string color;
switch (type)
{
case 0: // change race
dstBeing->setSubtype(static_cast(id),
dstBeing->getLook());
break;
case 1: // eAthena LOOK_HAIR
dstBeing->setSpriteID(SPRITE_HAIR_COLOR, id *-1);
break;
case 2: // LOOK_WEAPON Weapon ID in id, Shield ID in id2
dstBeing->setSprite(SPRITE_BODY, id, "", 1, true);
if (!mHideShield)
dstBeing->setSprite(SPRITE_FLOOR, id2);
localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR);
break;
case 3: // LOOK_HEAD_BOTTOM
dstBeing->setSprite(SPRITE_WEAPON, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON);
break;
case 4: // LOOK_HEAD_TOP Change upper headgear for eAthena, hat for us
dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR);
break;
case 5: // LOOK_HEAD_MID Change middle headgear for eathena,
// armor for us
dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setSpriteColor(SPRITE_HAIR_COLOR,
ItemDB::get(dstBeing->getSpriteID(
SPRITE_HAIR_COLOR)).getDyeColorsString(id));
break;
case 7: // Clothes color. Now used as look
dstBeing->setLook(id);
break;
case 8: // eAthena LOOK_SHIELD
if (!mHideShield)
{
dstBeing->setSprite(SPRITE_FLOOR, id, color,
static_cast(id2));
}
localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(SPRITE_HAIR, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(SPRITE_SHOES, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES);
break;
case 11: // LOOK_FLOOR
dstBeing->setSprite(SPRITE_SHIELD, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 12: // LOOK_ROBE
dstBeing->setSprite(SPRITE_HEAD_TOP, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP);
break;
case 13: // COSTUME_HEAD_TOP
dstBeing->setSprite(SPRITE_HEAD_MID, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID);
break;
case 14: // COSTUME_HEAD_MID
dstBeing->setSprite(SPRITE_ROBE, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE);
break;
case 15: // COSTUME_HEAD_LOW
dstBeing->setSprite(SPRITE_EVOL2, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2);
break;
case 16: // COSTUME_GARMENT
dstBeing->setSprite(SPRITE_EVOL3, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3);
break;
case 17: // ARMOR
dstBeing->setSprite(SPRITE_EVOL4, id, color,
static_cast(id2));
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4);
break;
default:
logger->log("QQQ3 CHANGE_LOOKS: unsupported type: "
"%d, id: %d", type, id);
logger->log("ID: " + toString(dstBeing->getId()));
logger->log("name: " + toString(dstBeing->getName()));
break;
}
}
void BeingHandler::processBeingVisible(Net::MessageIn &msg)
{
if (!actorManager)
return;
msg.readInt16("len");
const BeingType::BeingType type = static_cast(
msg.readUInt8("object type"));
// Information about a being in range
const int id = msg.readInt32("being id");
int spawnId;
if (id == mSpawnId)
spawnId = mSpawnId;
else
spawnId = 0;
mSpawnId = 0;
int16_t speed = msg.readInt16("speed");
const uint16_t stunMode = msg.readInt16("opt1");
// probably wrong effect usage
const uint32_t statusEffects = msg.readInt16("opt2");
msg.readInt32("option");
const int16_t job = msg.readInt16("class");
Being *dstBeing = actorManager->findBeing(id);
if (dstBeing && dstBeing->getType() == ActorType::Monster
&& !dstBeing->isAlive())
{
actorManager->destroy(dstBeing);
actorManager->erase(dstBeing);
dstBeing = nullptr;
}
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing2(id, job, type);
if (!dstBeing)
return;
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == ActorType::Npc)
actorManager->undelete(dstBeing);
}
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
if (spawnId)
{
dstBeing->setAction(BeingAction::SPAWN, 0);
}
else
{
dstBeing->clearPath();
dstBeing->setActionTime(tick_time);
dstBeing->setAction(BeingAction::STAND, 0);
}
// Prevent division by 0 when calculating frame
if (speed == 0)
speed = 150;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(job, 0);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
const int hairStyle = msg.readInt16("hair style");
const uint32_t weapon = static_cast(msg.readInt32("weapon"));
const uint16_t headBottom = msg.readInt16("head bottom");
const uint16_t headTop = msg.readInt16("head top");
const uint16_t headMid = msg.readInt16("head mid");
const int hairColor = msg.readInt16("hair color");
const uint16_t shoes = msg.readInt16("shoes or clothes color?");
const uint16_t gloves = msg.readInt16("head dir / gloves");
// may be use robe as gloves?
msg.readInt16("robe");
msg.readInt32("guild id");
msg.readInt16("guild emblem");
dstBeing->setManner(msg.readInt16("manner"));
dstBeing->setStatusEffectBlock(32, static_cast(
msg.readInt32("opt3")));
dstBeing->setKarma(msg.readUInt8("karma"));
uint8_t gender = static_cast(msg.readUInt8("gender") & 3);
if (dstBeing->getType() == ActorType::Player)
{
dstBeing->setGender(Being::intToGender(gender));
// Set these after the gender, as the sprites may be gender-specific
setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
setSprite(dstBeing, SPRITE_WEAPON, headBottom);
setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid);
setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop);
setSprite(dstBeing, SPRITE_HAIR, shoes);
setSprite(dstBeing, SPRITE_SHOES, gloves);
setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true);
// if (!mHideShield)
// setSprite(dstBeing, SPRITE_FLOOR, shield);
}
else if (dstBeing->getType() == ActorType::Npc
&& serverFeatures->haveNpcGender())
{
dstBeing->setGender(Being::intToGender(gender));
}
uint8_t dir;
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
msg.readInt8("xs");
msg.readInt8("ys");
msg.readUInt8("action type");
dstBeing->setTileCoords(x, y);
if (job == 45 && socialWindow && outfitWindow)
{
const int num = socialWindow->getPortalIndex(x, y);
if (num >= 0)
{
dstBeing->setName(keyboard.getKeyShortString(
outfitWindow->keyName(num)));
}
else
{
dstBeing->setName("");
}
}
dstBeing->setDirection(dir);
const int level = static_cast(msg.readInt16("level"));
if (level)
dstBeing->setLevel(level);
msg.readInt16("font");
const int maxHP = msg.readInt32("max hp");
const int hp = msg.readInt32("hp");
dstBeing->setMaxHP(maxHP);
dstBeing->setHP(hp);
msg.readInt8("is boss");
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast(
statusEffects & 0xffffU));
}
void BeingHandler::processBeingMove(Net::MessageIn &msg)
{
if (!actorManager)
return;
msg.readInt16("len");
const BeingType::BeingType type = static_cast(
msg.readUInt8("object type"));
// Information about a being in range
const int id = msg.readInt32("being id");
int spawnId;
if (id == mSpawnId)
spawnId = mSpawnId;
else
spawnId = 0;
mSpawnId = 0;
int16_t speed = msg.readInt16("speed");
// if (visible)
// {
const uint16_t stunMode = msg.readInt16("opt1");
// probably wrong effect usage
const uint32_t statusEffects = msg.readInt16("opt2");
// }
// else
// {
// commented for now, probably it can be removed after testing
// msg.readInt16("body state");
// msg.readInt16("health state");
// }
msg.readInt32("effect state");
const int16_t job = msg.readInt16("class");
Being *dstBeing = actorManager->findBeing(id);
if (dstBeing && dstBeing->getType() == ActorType::Monster
&& !dstBeing->isAlive())
{
actorManager->destroy(dstBeing);
actorManager->erase(dstBeing);
dstBeing = nullptr;
}
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing2(id, job, type);
if (!dstBeing)
return;
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == ActorType::Npc)
actorManager->undelete(dstBeing);
}
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
if (spawnId)
dstBeing->setAction(BeingAction::SPAWN, 0);
// Prevent division by 0 when calculating frame
if (speed == 0)
speed = 150;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(job, 0);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
const int hairStyle = msg.readInt16("hair style");
const uint32_t weapon = static_cast(msg.readInt32("weapon"));
const uint16_t headBottom = msg.readInt16("head bottom");
msg.readInt32("tick");
const uint16_t headTop = msg.readInt16("head top");
const uint16_t headMid = msg.readInt16("head mid");
const int hairColor = msg.readInt16("hair color");
const uint16_t shoes = msg.readInt16("shoes or clothes color?");
const uint16_t gloves = msg.readInt16("head dir / gloves");
// may be use robe as gloves?
msg.readInt16("robe");
msg.readInt32("guild id");
msg.readInt16("guild emblem");
dstBeing->setManner(msg.readInt16("manner"));
dstBeing->setStatusEffectBlock(32, static_cast(
msg.readInt32("opt3")));
dstBeing->setKarma(msg.readUInt8("karma"));
uint8_t gender = static_cast(msg.readUInt8("gender") & 3);
if (dstBeing->getType() == ActorType::Player)
{
dstBeing->setGender(Being::intToGender(gender));
// Set these after the gender, as the sprites may be gender-specific
setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
setSprite(dstBeing, SPRITE_WEAPON, headBottom);
setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid);
setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop);
setSprite(dstBeing, SPRITE_HAIR, shoes);
setSprite(dstBeing, SPRITE_SHOES, gloves);
setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true);
// if (!mHideShield)
// setSprite(dstBeing, SPRITE_FLOOR, shield);
}
else if (dstBeing->getType() == ActorType::Npc
&& serverFeatures->haveNpcGender())
{
dstBeing->setGender(Being::intToGender(gender));
}
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
msg.readUInt8("(sx<<4) | (sy&0x0f)");
msg.readInt8("xs");
msg.readInt8("ys");
dstBeing->setAction(BeingAction::STAND, 0);
dstBeing->setTileCoords(srcX, srcY);
if (!serverFeatures->haveMove3())
dstBeing->setDestination(dstX, dstY);
// because server don't send direction in move packet, we fixing it
uint8_t d = 0;
if (srcX == dstX && srcY == dstY)
{ // if player did one step from invisible area to visible,
// move path is broken
int x2 = localPlayer->getTileX();
int y2 = localPlayer->getTileY();
if (abs(x2 - srcX) > abs(y2 - srcY))
y2 = srcY;
else
x2 = srcX;
d = dstBeing->calcDirection(x2, y2);
}
else
{
d = dstBeing->calcDirection(dstX, dstY);
}
if (d && dstBeing->getDirection() != d)
dstBeing->setDirection(d);
const int level = static_cast(msg.readInt16("level"));
if (level)
dstBeing->setLevel(level);
msg.readInt16("font");
const int maxHP = msg.readInt32("max hp");
const int hp = msg.readInt32("hp");
dstBeing->setMaxHP(maxHP);
dstBeing->setHP(hp);
msg.readInt8("is boss");
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast(
statusEffects & 0xffffU));
}
void BeingHandler::processBeingSpawn(Net::MessageIn &msg)
{
if (!actorManager)
return;
msg.readInt16("len");
const BeingType::BeingType type = static_cast(
msg.readUInt8("object type"));
// Information about a being in range
const int id = msg.readInt32("being id");
mSpawnId = id;
const int spawnId = id;
int16_t speed = msg.readInt16("speed");
// if (visible)
// {
const uint16_t stunMode = msg.readInt16("opt1");
// probably wrong effect usage
const uint32_t statusEffects = msg.readInt16("opt2");
// }
// else
// {
// commented for now, probably it can be removed after testing
// msg.readInt16("body state");
// msg.readInt16("health state");
// }
msg.readInt32("effect state");
const int16_t job = msg.readInt16("class");
Being *dstBeing = actorManager->findBeing(id);
if (dstBeing && dstBeing->getType() == ActorType::Monster
&& !dstBeing->isAlive())
{
actorManager->destroy(dstBeing);
actorManager->erase(dstBeing);
dstBeing = nullptr;
}
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing2(id, job, type);
if (!dstBeing)
return;
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == ActorType::Npc)
actorManager->undelete(dstBeing);
}
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
if (spawnId)
{
dstBeing->setAction(BeingAction::SPAWN, 0);
}
// Prevent division by 0 when calculating frame
if (speed == 0)
speed = 150;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(job, 0);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
const int hairStyle = msg.readInt16("hair style");
const uint32_t weapon = static_cast(msg.readInt32("weapon"));
const uint16_t headBottom = msg.readInt16("head bottom");
const uint16_t headTop = msg.readInt16("head top");
const uint16_t headMid = msg.readInt16("head mid");
const int hairColor = msg.readInt16("hair color");
const uint16_t shoes = msg.readInt16("shoes or clothes color?");
const uint16_t gloves = msg.readInt16("head dir / gloves");
// may be use robe as gloves?
msg.readInt16("robe");
msg.readInt32("guild id");
msg.readInt16("guild emblem");
dstBeing->setManner(msg.readInt16("manner"));
dstBeing->setStatusEffectBlock(32, static_cast(
msg.readInt32("opt3")));
dstBeing->setKarma(msg.readUInt8("karma"));
uint8_t gender = static_cast(msg.readUInt8("gender") & 3);
if (dstBeing->getType() == ActorType::Player)
{
dstBeing->setGender(Being::intToGender(gender));
// Set these after the gender, as the sprites may be gender-specific
setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
setSprite(dstBeing, SPRITE_WEAPON, headBottom);
setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid);
setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop);
setSprite(dstBeing, SPRITE_HAIR, shoes);
setSprite(dstBeing, SPRITE_SHOES, gloves);
setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true);
// if (!mHideShield)
// setSprite(dstBeing, SPRITE_FLOOR, shield);
}
else if (dstBeing->getType() == ActorType::Npc
&& serverFeatures->haveNpcGender())
{
dstBeing->setGender(Being::intToGender(gender));
}
uint8_t dir;
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
msg.readInt8("xs");
msg.readInt8("ys");
dstBeing->setTileCoords(x, y);
if (job == 45 && socialWindow && outfitWindow)
{
const int num = socialWindow->getPortalIndex(x, y);
if (num >= 0)
{
dstBeing->setName(keyboard.getKeyShortString(
outfitWindow->keyName(num)));
}
else
{
dstBeing->setName("");
}
}
dstBeing->setDirection(dir);
const int level = static_cast(msg.readInt16("level"));
if (level)
dstBeing->setLevel(level);
msg.readInt16("font");
const int maxHP = msg.readInt32("max hp");
const int hp = msg.readInt32("hp");
dstBeing->setMaxHP(maxHP);
dstBeing->setHP(hp);
msg.readInt8("is boss");
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast(
statusEffects & 0xffffU));
}
void BeingHandler::processMapTypeProperty(Net::MessageIn &msg)
{
msg.readInt16("type");
// +++ need get pvp and other flags from here
msg.readInt32("flags");
}
void BeingHandler::processMapType(Net::MessageIn &msg)
{
// battle ground map or not
msg.readInt16("type");
}
void BeingHandler::processSkillCasting(Net::MessageIn &msg)
{
msg.readInt32("src id");
msg.readInt32("dst id");
msg.readInt16("dst x");
msg.readInt16("dst y");
msg.readInt16("skill id");
msg.readInt32("property"); // can be used to trigger effect
msg.readInt32("cast time");
msg.readInt8("dispossable");
}
void BeingHandler::processBeingStatusChange(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processBeingStatusChange")
if (!actorManager)
{
BLOCK_END("BeingHandler::processBeingStatusChange")
return;
}
const bool status1 = msg.getId() == SMSG_BEING_STATUS_CHANGE;
// Status change
const uint16_t status = msg.readInt16("status");
const int id = msg.readInt32("being id");
const bool flag = msg.readUInt8("flag: 0: stop, 1: start");
if (status1)
msg.readInt32("total");
msg.readInt32("left");
msg.readInt32("val1");
msg.readInt32("val2");
msg.readInt32("val3");
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
dstBeing->setStatusEffect(status, flag);
BLOCK_END("BeingHandler::processBeingStatusChange")
}
void BeingHandler::processBeingMove2(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processBeingMove2")
if (!actorManager)
{
BLOCK_END("BeingHandler::processBeingMove2")
return;
}
/*
* A simplified movement packet, used by the
* later versions of eAthena for both mobs and
* players
*/
Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id"));
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
msg.readUInt8("(sx<<4) | (sy&0x0f)");
msg.readInt32("tick");
/*
* 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)
{
BLOCK_END("BeingHandler::processBeingMove2")
return;
}
dstBeing->setAction(BeingAction::STAND, 0);
dstBeing->setTileCoords(srcX, srcY);
if (!serverFeatures->haveMove3())
dstBeing->setDestination(dstX, dstY);
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
BLOCK_END("BeingHandler::processBeingMove2")
}
void BeingHandler::processBeingAction2(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processBeingAction2")
if (!actorManager)
{
BLOCK_END("BeingHandler::processBeingAction2")
return;
}
Being *const srcBeing = actorManager->findBeing(
msg.readInt32("src being id"));
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("dst being id"));
msg.readInt32("tick");
const int srcSpeed = msg.readInt32("src speed");
msg.readInt32("dst speed");
const int param1 = msg.readInt32("damage");
msg.readInt16("count");
const uint8_t type = msg.readUInt8("action");
msg.readInt32("left damage");
switch (type)
{
case AttackType::HIT: // Damage
case AttackType::CRITICAL: // Critical Damage
case AttackType::MULTI: // Critical Damage
case AttackType::MULTI_REFLECT:
case AttackType::REFLECT: // Reflected Damage
case AttackType::FLEE: // Lucky Dodge
case AttackType::SPLASH:
case AttackType::SKILL:
case AttackType::REPEATE:
if (srcBeing)
{
if (srcSpeed && srcBeing->getType() == ActorType::Player)
srcBeing->setAttackDelay(srcSpeed);
// attackid=1, type
srcBeing->handleAttack(dstBeing, param1, 1);
if (srcBeing->getType() == ActorType::Player)
srcBeing->setAttackTime();
}
if (dstBeing)
{
dstBeing->takeDamage(srcBeing, param1,
static_cast(type));
}
break;
case AttackType::PICKUP:
break;
case AttackType::TOUCH_SKILL:
break;
case AttackType::SIT:
if (srcBeing)
{
srcBeing->setAction(BeingAction::SIT, 0);
if (srcBeing->getType() == ActorType::Player)
{
srcBeing->setMoveTime();
if (localPlayer)
localPlayer->imitateAction(srcBeing, BeingAction::SIT);
}
}
break;
case AttackType::STAND:
if (srcBeing)
{
srcBeing->setAction(BeingAction::STAND, 0);
if (srcBeing->getType() == ActorType::Player)
{
srcBeing->setMoveTime();
if (localPlayer)
{
localPlayer->imitateAction(srcBeing,
BeingAction::STAND);
}
}
}
break;
default:
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));
break;
}
BLOCK_END("BeingHandler::processBeingAction2")
}
void BeingHandler::processMonsterHp(Net::MessageIn &msg)
{
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("monster id"));
const int hp = msg.readInt32("hp");
const int maxHP = msg.readInt32("max hp");
if (dstBeing)
{
dstBeing->setHP(hp);
dstBeing->setMaxHP(maxHP);
}
}
void BeingHandler::processSkillAutoCast(Net::MessageIn &msg)
{
msg.readInt16("skill id");
msg.readInt16("inf");
msg.readInt16("unused");
msg.readInt16("skill level");
msg.readInt16("sp");
msg.readInt16("range");
msg.readString(24, "skill name");
msg.readInt8("unused");
}
void BeingHandler::processRanksList(Net::MessageIn &msg)
{
// +++ here need window with rank tables.
msg.readInt16("rank type");
for (int f = 0; f < 10; f ++)
{
msg.readString(24, "name");
msg.readInt32("points");
}
msg.readInt32("my points");
}
void BeingHandler::processBeingChangeDirection(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processBeingChangeDirection")
if (!actorManager)
{
BLOCK_END("BeingHandler::processBeingChangeDirection")
return;
}
Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id"));
msg.readInt16("head direction");
const uint8_t dir = static_cast(
msg.readUInt8("player direction") & 0x0FU);
if (!dstBeing)
{
BLOCK_END("BeingHandler::processBeingChangeDirection")
return;
}
dstBeing->setDirection(dir);
if (localPlayer)
localPlayer->imitateDirection(dstBeing, dir);
BLOCK_END("BeingHandler::processBeingChangeDirection")
}
void BeingHandler::processBeingSpecialEffect(Net::MessageIn &msg)
{
if (!effectManager || !actorManager)
return;
const int id = static_cast(msg.readInt32("being id"));
Being *const being = actorManager->findBeing(id);
if (!being)
return;
const int effectType = msg.readInt32("effect type");
if (Particle::enabled)
effectManager->trigger(effectType, being);
// +++ need dehard code effectType == 3
if (effectType == 3 && being->getType() == ActorType::Player
&& socialWindow)
{ // reset received damage
socialWindow->resetDamage(being->getName());
}
}
void BeingHandler::processBeingSpecialEffectNum(Net::MessageIn &msg)
{
// +++ need somhow show this effects.
// type is not same with self/misc effect.
msg.readInt32("account id");
msg.readInt32("effect type");
msg.readInt32("num"); // effect variable
}
void BeingHandler::processBeingSoundEffect(Net::MessageIn &msg)
{
// +++ need play this effect.
msg.readString(24, "sound effect name");
msg.readUInt8("type");
msg.readInt32("unused");
msg.readInt32("source being id");
}
void BeingHandler::applyPlayerAction(Being *const being, const uint8_t type)
{
switch (type)
{
case 0:
being->setAction(BeingAction::STAND, 0);
localPlayer->imitateAction(being, BeingAction::STAND);
break;
case 1:
if (being->getCurrentAction() != BeingAction::DEAD)
{
being->setAction(BeingAction::DEAD, 0);
being->recalcSpritesOrder();
}
break;
case 2:
being->setAction(BeingAction::SIT, 0);
localPlayer->imitateAction(being, BeingAction::SIT);
break;
default:
// need set stand state?
logger->log("QQQ2 SMSG_PLAYER_UPDATE_1:" + toString(type));
logger->log("being id:" + toString(being->getId()));
logger->log("being name:" + being->getName());
break;
}
}
void BeingHandler::viewPlayerEquipment(const Being *const being)
{
if (!being)
return;
createOutPacket(CMSG_PLAYER_VIEW_EQUIPMENT);
outMsg.writeInt32(being->getId(), "account id");
}
void BeingHandler::processSkillGroundNoDamage(Net::MessageIn &msg)
{
msg.readInt16("skill id");
msg.readInt32("src id");
msg.readInt16("val");
msg.readInt16("x");
msg.readInt16("y");
msg.readInt32("tick");
}
void BeingHandler::processSkillEntry(Net::MessageIn &msg)
{
msg.readInt16("len");
msg.readInt32("accound id");
msg.readInt32("creator accound id");
msg.readInt16("x");
msg.readInt16("y");
msg.readInt32("job");
msg.readUInt8("radius");
msg.readUInt8("visible");
msg.readUInt8("level");
}
void BeingHandler::processPlaterStatusChange(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processPlayerStop")
if (!actorManager)
{
BLOCK_END("BeingHandler::processPlayerStop")
return;
}
// Change in players' flags
const int id = msg.readInt32("account id");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
return;
const uint16_t stunMode = msg.readInt16("stun mode");
uint32_t statusEffects = msg.readInt16("status effect");
statusEffects |= (static_cast(msg.readInt32("opt?"))) << 16;
dstBeing->setKarma(msg.readUInt8("karma"));
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffff));
dstBeing->setStatusEffectBlock(16, static_cast(
statusEffects & 0xffff));
BLOCK_END("BeingHandler::processPlayerStop")
}
void BeingHandler::processPlaterStatusChange2(Net::MessageIn &msg)
{
if (!actorManager)
return;
const int id = msg.readInt32("account id");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
return;
uint32_t statusEffects = msg.readInt32("status effect");
dstBeing->setLevel(msg.readInt32("level"));
msg.readInt32("showEFST");
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffff));
dstBeing->setStatusEffectBlock(16, static_cast(
statusEffects & 0xffff));
}
void BeingHandler::processPlaterStatusChangeNoTick(Net::MessageIn &msg)
{
// +++ probably need show some effect?
msg.readInt16("index");
msg.readInt32("account id");
msg.readUInt8("state");
}
void BeingHandler::processBeingResurrect(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processBeingResurrect")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingHandler::processBeingResurrect")
return;
}
// A being changed mortality status
const int id = msg.readInt32("being id");
msg.readInt16("unused");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
BLOCK_END("BeingHandler::processBeingResurrect")
return;
}
// If this is player's current target, clear it.
if (dstBeing == localPlayer->getTarget())
localPlayer->stopAttack();
dstBeing->setAction(BeingAction::STAND, 0);
BLOCK_END("BeingHandler::processBeingResurrect")
}
void BeingHandler::processPlayerGuilPartyInfo(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processPlayerGuilPartyInfo")
if (!actorManager)
{
BLOCK_END("BeingHandler::processPlayerGuilPartyInfo")
return;
}
Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id"));
if (dstBeing)
{
dstBeing->setName(msg.readString(24, "char name"));
dstBeing->setPartyName(msg.readString(24, "party name"));
if (!guildManager || !GuildManager::getEnableGuildBot())
{
dstBeing->setGuildName(msg.readString(24, "guild name"));
dstBeing->setGuildPos(msg.readString(24, "guild pos"));
}
else
{
msg.readString(24, "guild name");
msg.readString(24, "guild pos");
}
dstBeing->addToCache();
}
BLOCK_END("BeingHandler::processPlayerGuilPartyInfo")
}
void BeingHandler::processBeingRemoveSkil(Net::MessageIn &msg)
{
// +++ if skill unit was added, here need remove it from actors
msg.readInt32("skill unit id");
}
void BeingHandler::processBeingFakeName(Net::MessageIn &msg)
{
const BeingType::BeingType type = static_cast(
msg.readUInt8("object type"));
const int id = msg.readInt32("npc id");
msg.skip(8, "unused");
const uint16_t job = msg.readInt16("class?"); // 111
msg.skip(30, "unused");
uint16_t x, y;
uint8_t dir;
msg.readCoordinates(x, y, dir, "position");
msg.readUInt8("sx");
msg.readUInt8("sy");
msg.skip(4, "unsued");
Being *const dstBeing = createBeing2(id, job, type);
dstBeing->setSubtype(job, 0);
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
}
void BeingHandler::processBeingStatUpdate1(Net::MessageIn &msg)
{
const int id = msg.readInt32("account id");
const int type = msg.readInt16("type");
const int value = msg.readInt32("value");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
return;
if (type != Ea::MANNER)
{
logger->log("Error: unknown being stat type: %d", type);
return;
}
dstBeing->setManner(value);
}
void BeingHandler::processBeingSelfEffect(Net::MessageIn &msg)
{
BLOCK_START("BeingHandler::processBeingSelfEffect")
if (!effectManager || !actorManager)
{
BLOCK_END("BeingHandler::processBeingSelfEffect")
return;
}
const int id = static_cast(msg.readInt32("being id"));
Being *const being = actorManager->findBeing(id);
if (!being)
{
BLOCK_END("BeingHandler::processBeingSelfEffect")
return;
}
const int effectType = msg.readInt32("effect type");
if (Particle::enabled)
effectManager->trigger(effectType, being);
BLOCK_END("BeingHandler::processBeingSelfEffect")
}
void BeingHandler::processMobInfo(Net::MessageIn &msg)
{
const int len = msg.readInt16("len");
if (len < 12)
return;
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("monster id"));
const int attackRange = msg.readInt32("range");
if (dstBeing)
dstBeing->setAttackRange(attackRange);
}
void BeingHandler::processBeingAttrs(Net::MessageIn &msg)
{
const int len = msg.readInt16("len");
if (len < 12)
return;
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("player id"));
const int gmLevel = msg.readInt32("gm level");
if (dstBeing && gmLevel)
{
if (dstBeing == localPlayer)
localPlayer->setGMLevel(gmLevel);
dstBeing->setGM(true);
}
else
{
if (dstBeing == localPlayer)
localPlayer->setGMLevel(0);
dstBeing->setGM(false);
}
}
} // namespace EAthena