summaryrefslogblamecommitdiff
path: root/src/net/beinghandler.cpp
blob: 8aaede442042ed368ea5e3db525ede1d7619a1ee (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11

                  
                                                       


                                        
                                                                        



                                                                        
                                                                   




                                                                     
                                                               
                                                                             

   
                   

                      
                         




                            
                             



                           
                   
                        
                                
                     


                                                                 

                                            



                                       
                         

                          
                              

                                
                                 



                                 

                                   
               
               








                                                
                                        
                         
                          
                    
                  

                         
               
                  
                               
                                   







                                                 


                                                                         



                                                   
                          













                                                                  
                                                
                                                  

             
 



                                                           
                                 
                                         

                                                                        





                                                
                                                                        

                                       
                                         

                                                                           



                                         

                                                                          

                                                                          

                                                                                




                                                                         
                                                         




                                                                
                                                  

                                    



                                                     


                                                                      




                                               



                                                                              

                  


























                                                                 






                                                                 
                                                            
                                                     
                                          
 


                                        
                                     
                                                 
                
                                                     
 














                                                                 
                                             
                                  
                                              
                                    
                                 
                                                     
                                 
                                                                 

                          
                                 

                                  


                                                        

                          
                                      

                                  


                                                          



                          
                                     
                                          



                                              
                                                       
 
                                                      
 
                  
         






                                                                        


                                                                                


                                     
                                      
         
              
                                                   









                                                                         



                                                                        
 
                                       








                                                          
 
                           
                                                
                                                   
                          
                                                                
                                                                  
                                                                   
                          
                                                                              
                                                                         

                                                                            
                                                               

                                                                               
                                                                       
                          
                                                      
                                                   
                          


                                                                  


                                                                











                                                                  
                        

                                                                             

                          
         














                                                                        



                                                                                 



                                                   
                          




                                                              
                                 
                                         


                                          





                                                 

                                       
                                         

                                                                                         
                                       
                                        
                                        
                                                                          
                                       

                                                                          

                                                                                


                                                                         
                                                                   
                                                            


                                                              
                                                         




                                                                

                                    



                                                     


                                                                      

             
                                        
                                
                                  


                                                     
                                        
                 
                           

                                                              




                                                        









                                                      
                                            
                                 



                                                                              

                  

                              
                                                                
              







                                                                            
















                                                           




                                                                     

                  
                    























                                                                                  


                  
 
/*
 *  The Mana World
 *  Copyright (C) 2004  The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  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, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include <iostream>
#include <SDL_types.h>

#include "beinghandler.h"
#include "messagein.h"
#include "protocol.h"

#include "../being.h"
#include "../beingmanager.h"
#include "../effectmanager.h"
#include "../game.h"
#include "../localplayer.h"
#include "../log.h"
#include "../main.h"
#include "../npc.h"
#include "../particle.h"
#include "../player_relations.h"
#include "../sound.h"

const int EMOTION_TIME = 150;    /**< Duration of emotion icon */

BeingHandler::BeingHandler(bool enableSync):
   mSync(enableSync)
{
    static const Uint16 _messages[] = {
        SMSG_BEING_VISIBLE,
        SMSG_BEING_MOVE,
        SMSG_BEING_MOVE2,
        SMSG_BEING_REMOVE,
        SMSG_BEING_ACTION,
        SMSG_BEING_SELFEFFECT,
        SMSG_BEING_EMOTION,
        SMSG_BEING_CHANGE_LOOKS,
        SMSG_BEING_CHANGE_LOOKS2,
        SMSG_BEING_NAME_RESPONSE,
        SMSG_PLAYER_UPDATE_1,
        SMSG_PLAYER_UPDATE_2,
        SMSG_PLAYER_MOVE,
        SMSG_PLAYER_STOP,
        SMSG_PLAYER_MOVE_TO_ATTACK,
        0x0119,
        0x0196,
        0
    };
    handledMessages = _messages;
}

void BeingHandler::handleMessage(MessageIn *msg)
{
    Uint32 id;
    Uint16 job, speed;
    Uint16 headTop, headMid, headBottom;
    Uint16 shoes, gloves;
    Uint16 weapon, shield;
    Uint16 gmstatus;
    Sint16 param1;
    int stunMode;
    Uint32 statusEffects;
    Sint8 type;
    Uint16 status;
    Being *srcBeing, *dstBeing;
    int hairStyle, hairColor, flag;

    switch (msg->getId())
    {
        case SMSG_BEING_VISIBLE:
        case SMSG_BEING_MOVE:
            // Information about a being in range
            id = msg->readInt32();
            speed = msg->readInt16();
            stunMode = msg->readInt16();  // opt1
            statusEffects = msg->readInt16();  // opt2
            statusEffects |= ((Uint32)msg->readInt16()) << 16;  // option
            job = msg->readInt16();  // class

            dstBeing = beingManager->findBeing(id);

            if (!dstBeing)
            {
                // Being with id >= 110000000 and job 0 are better
                // known as ghosts, so don't create those.
                if (job == 0 && id >= 110000000)
                {
                    break;
                }

                dstBeing = beingManager->createBeing(id, job);
            }
            else if (msg->getId() == 0x0078)
            {
                dstBeing->clearPath();
                dstBeing->mFrame = 0;
                dstBeing->mWalkTime = tick_time;
                dstBeing->setAction(Being::STAND);
            }


            // Prevent division by 0 when calculating frame
            if (speed == 0) { speed = 150; }

            dstBeing->setWalkSpeed(speed);
            dstBeing->mJob = job;
            hairStyle = msg->readInt16();
            dstBeing->setSprite(Being::WEAPON_SPRITE, msg->readInt16());
            headBottom = msg->readInt16();

            if (msg->getId() == SMSG_BEING_MOVE)
            {
                msg->readInt32(); // server tick
            }

            dstBeing->setSprite(Being::SHIELD_SPRITE, msg->readInt16());
            headTop = msg->readInt16();
            headMid = msg->readInt16();
            hairColor = msg->readInt16();
            shoes = msg->readInt16();  // clothes color - "abused" as shoes
            gloves = msg->readInt16();  // head dir - "abused" as gloves
            msg->readInt16();  // guild
            msg->readInt16();  // unknown
            msg->readInt16();  // unknown
            msg->readInt16();  // manner
            dstBeing->setStatusEffectBlock(32, msg->readInt16());  // opt3
            msg->readInt8();   // karma
            dstBeing->setGender(
                    (msg->readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE);

            // Set these after the gender, as the sprites may be gender-specific
            dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
            dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
            dstBeing->setSprite(Being::HAT_SPRITE, headTop);
            dstBeing->setSprite(Being::SHOE_SPRITE, shoes);
            dstBeing->setSprite(Being::GLOVES_SPRITE, gloves);
            dstBeing->setHairStyle(hairStyle, hairColor);

            if (msg->getId() == SMSG_BEING_MOVE)
            {
                Uint16 srcX, srcY, dstX, dstY;
                msg->readCoordinatePair(srcX, srcY, dstX, dstY);
                dstBeing->setAction(Being::STAND);
                dstBeing->mX = srcX;
                dstBeing->mY = srcY;
                dstBeing->setDestination(dstX, dstY);
            }
            else
            {
                Uint8 dir;
                msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir);
                dstBeing->setDirection(dir);
            }

            msg->readInt8();   // unknown
            msg->readInt8();   // unknown
            msg->readInt8();   // unknown / sit

            dstBeing->setStunMode(stunMode);
            dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
            dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
            break;

        case SMSG_BEING_MOVE2:
            /*
             * A simplified movement packet, used by the
             * later versions of eAthena for both mobs and
             * players
             */
            dstBeing = beingManager->findBeing(msg->readInt32());

            Uint16 srcX, srcY, dstX, dstY;
            msg->readCoordinatePair(srcX, srcY, dstX, dstY);
            msg->readInt32();  // Server 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) {
                dstBeing->setAction(Being::STAND);
                dstBeing->mX = srcX;
                dstBeing->mY = srcY;
                dstBeing->setDestination(dstX, dstY);
            }

            break;

        case SMSG_BEING_REMOVE:
            // A being should be removed or has died
            dstBeing = beingManager->findBeing(msg->readInt32());

            if (!dstBeing)
                break;

            // If this is player's current target, clear it.
            if (dstBeing == player_node->getTarget())
                player_node->stopAttack();

            if (dstBeing == current_npc)
                current_npc = NULL;

            if (msg->readInt8() == 1)
                dstBeing->setAction(Being::DEAD);
            else
                beingManager->destroyBeing(dstBeing);

            break;

        case SMSG_BEING_ACTION:
            srcBeing = beingManager->findBeing(msg->readInt32());
            dstBeing = beingManager->findBeing(msg->readInt32());
            msg->readInt32();   // server tick
            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 0x0a: // Critical Damage
                    if (dstBeing) 
                         dstBeing->showCrit();
                case 0x00: // Damage
                    if (dstBeing)
                        dstBeing->takeDamage(param1);
                    if (srcBeing)
                        srcBeing->handleAttack(dstBeing, param1);
                    break;

                case 0x02: // Sit
                    if (srcBeing) 
                    {
                        srcBeing->mFrame = 0;
                        srcBeing->setAction(Being::SIT);
                    }
                    break;

                case 0x03: // Stand up
                    if (srcBeing) 
                    {
                        srcBeing->mFrame = 0;
                        srcBeing->setAction(Being::STAND);
                    }
                    break;
            }
            break;

        case SMSG_BEING_SELFEFFECT: {
            id = (Uint32)msg->readInt32();
            if (!beingManager->findBeing(id))
                break;

            int effectType = msg->readInt32();
            Being* being = beingManager->findBeing(id);

            effectManager->trigger(effectType, being);

            break;
        }

        case SMSG_BEING_EMOTION:
            if (!(dstBeing = beingManager->findBeing(msg->readInt32())))
            {
                break;
            }

            if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE))
                dstBeing->setEmote(msg->readInt8(), EMOTION_TIME);

            break;

        case SMSG_BEING_CHANGE_LOOKS:
        case SMSG_BEING_CHANGE_LOOKS2:
        {
            /*
             * SMSG_BEING_CHANGE_LOOKS (0x00c3) and
             * SMSG_BEING_CHANGE_LOOKS2 (0x01d7) do basically the same
             * thing.  The difference is that ...LOOKS carries a single
             * 8 bit value, where ...LOOKS2 carries two 16 bit values.
             *
             * If type = 2, then the first 16 bit value is the weapon ID,
             * and the second 16 bit value is the shield ID.  If no
             * shield is equipped, or type is not 2, then the second
             * 16 bit value will be 0.
             */

            if (!(dstBeing = beingManager->findBeing(msg->readInt32())))
            {
                break;
            }

            int type = msg->readInt8();
            int id = 0;
            int id2 = 0;

            if (msg->getId() == SMSG_BEING_CHANGE_LOOKS) {
                id = msg->readInt8();
            } else {        // SMSG_BEING_CHANGE_LOOKS2
                id = msg->readInt16();
                id2 = msg->readInt16();
            }

            switch (type) {
                case 1:     // eAthena LOOK_HAIR
                    dstBeing->setHairStyle(id, -1);
                    break;
                case 2:     // Weapon ID in id, Shield ID in id2
                    dstBeing->setSprite(Being::WEAPON_SPRITE, id);
                    dstBeing->setSprite(Being::SHIELD_SPRITE, id2);
                    break;
                case 3:     // Change lower headgear for eAthena, pants for us
                    dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, id);
                    break;
                case 4:     // Change upper headgear for eAthena, hat for us
                    dstBeing->setSprite(Being::HAT_SPRITE, id);
                    break;
                case 5:     // Change middle headgear for eathena, armor for us
                     dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, id);
                    break;
                case 6:     // eAthena LOOK_HAIR_COLOR
                    dstBeing->setHairStyle(-1, id);
                    break;
                case 8:     // eAthena LOOK_SHIELD
                    dstBeing->setSprite(Being::SHIELD_SPRITE, id);
                    break;
                case 9:     // eAthena LOOK_SHOES
                    dstBeing->setSprite(Being::SHOE_SPRITE, id);
                    break;
                case 10:   // LOOK_GLOVES
                    dstBeing->setSprite(Being::GLOVES_SPRITE, id);
                    break;
                case 11:  // LOOK_CAPE
                    dstBeing->setSprite(Being::CAPE_SPRITE, id);
                    break;
                case 12:
                    dstBeing->setSprite(Being::MISC1_SPRITE, id);
                    break;
                case 13:
                    dstBeing->setSprite(Being::MISC2_SPRITE, id);
                    break;
                default:
                    logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: "
                            "%d, id: %d", type, id);
                    break;
            }
        }
            break;

        case SMSG_BEING_NAME_RESPONSE:
            if ((dstBeing = beingManager->findBeing(msg->readInt32())))
            {
                dstBeing->setName(msg->readString(24));
            }
            break;

        case SMSG_PLAYER_UPDATE_1:
        case SMSG_PLAYER_UPDATE_2:
        case SMSG_PLAYER_MOVE:
            // An update about a player, potentially including movement.
            id = msg->readInt32();
            speed = msg->readInt16();
            stunMode = msg->readInt16();  // opt1; Aethyra use this as cape
            statusEffects = msg->readInt16();  // opt2; Aethyra use this as misc1
            statusEffects |= ((Uint32) msg->readInt16())
                << 16; // status.options; Aethyra uses this as misc2
            job = msg->readInt16();

            dstBeing = beingManager->findBeing(id);

            if (!dstBeing)
            {
                dstBeing = beingManager->createBeing(id, job);
            }

            dstBeing->setWalkSpeed(speed);
            dstBeing->mJob = job;
            hairStyle = msg->readInt16();
            weapon = msg->readInt16();
            shield = msg->readInt16();
            headBottom = msg->readInt16();

            if (msg->getId() == SMSG_PLAYER_MOVE)
            {
                msg->readInt32(); // server tick
            }

            headTop = msg->readInt16();
            headMid = msg->readInt16();
            hairColor = msg->readInt16();
            msg->readInt16();  // clothes color - Aethyra-"abused" as shoes, we ignore it
            msg->readInt16();  // head dir - Aethyra-"abused" as gloves, we ignore it
            msg->readInt32();  // guild
            msg->readInt16();  // emblem
            msg->readInt16();  // manner
            dstBeing->setStatusEffectBlock(32, msg->readInt16());  // opt3
            msg->readInt8();   // karma
            dstBeing->setGender(
                    (msg->readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE);

            // Set these after the gender, as the sprites may be gender-specific
            dstBeing->setSprite(Being::WEAPON_SPRITE, weapon);
            dstBeing->setSprite(Being::SHIELD_SPRITE, shield);
            dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
            dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
            dstBeing->setSprite(Being::HAT_SPRITE, headTop);
            //dstBeing->setSprite(Being::CAPE_SPRITE, cape);
            //dstBeing->setSprite(Being::MISC1_SPRITE, misc1);
            //dstBeing->setSprite(Being::MISC2_SPRITE, misc2);
            dstBeing->setHairStyle(hairStyle, hairColor);

            if (msg->getId() == SMSG_PLAYER_MOVE)
            {
                Uint16 srcX, srcY, dstX, dstY;
                msg->readCoordinatePair(srcX, srcY, dstX, dstY);
                dstBeing->mX = srcX;
                dstBeing->mY = srcY;
                dstBeing->setDestination(dstX, dstY);
            }
            else
            {
                Uint8 dir;
                msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir);
                dstBeing->setDirection(dir);
            }

            gmstatus = msg->readInt16();
            if (gmstatus & 0x80)
                dstBeing->setGM();

            if (msg->getId() == SMSG_PLAYER_UPDATE_1)
            {
                switch (msg->readInt8())
                {
                    case 1:
			if (dstBeing->getType() != Being::NPC)
                            dstBeing->setAction(Being::DEAD);
                        break;

                    case 2:
                        dstBeing->setAction(Being::SIT);
                        break;
                }
            }
            else if (msg->getId() == SMSG_PLAYER_MOVE)
            {
                msg->readInt8(); // unknown
            }

            msg->readInt8();   // Lv
            msg->readInt8();   // unknown

            dstBeing->mWalkTime = tick_time;
            dstBeing->mFrame = 0;

            dstBeing->setStunMode(stunMode);
            dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
            dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
            break;

        case SMSG_PLAYER_STOP:
            /*
             *  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.
             */

            id = msg->readInt32();
            if (mSync || id != player_node->getId()) {
                dstBeing = beingManager->findBeing(id);
                if (dstBeing) {
                    dstBeing->mX = msg->readInt16();
                    dstBeing->mY = msg->readInt16();
                    if (dstBeing->mAction == Being::WALK) {
                        dstBeing->mFrame = 0;
                        dstBeing->setAction(Being::STAND);
                    }
                }
            }
            break;

        case SMSG_PLAYER_MOVE_TO_ATTACK:
            /*
             * 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...
             */
            break;

        case 0x0119:
            // Change in players' flags
            id = msg->readInt32();
            dstBeing = beingManager->findBeing(id);
            stunMode = msg->readInt16();
            statusEffects = msg->readInt16();
            statusEffects |= ((Uint32) msg->readInt16()) << 16;
            msg->readInt8();

            if (dstBeing) {
                dstBeing->setStunMode(stunMode);
                dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
                dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
            }
            break;

        case 0x0196:
            // Status change
            status = msg->readInt16();
            id = msg->readInt32();
            flag = msg->readInt8(); // 0: stop, 1: start

            dstBeing = beingManager->findBeing(id);
            if (dstBeing)
                dstBeing->setStatusEffect(status, flag);
            break;
    }
}