/* * 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 #include #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 "../../npc.h" #include "../../player_relations.h" #include "../../gui/npc_text.h" extern NpcTextDialog *npcTextDialog; 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) { int id; Uint16 job, speed; Uint16 headTop, headMid, headBottom; Uint16 shoes, gloves; Uint16 weapon, shield; Uint16 gmstatus; int param1; int stunMode; Uint32 statusEffects; int 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 id = msg.readInt32(); if (id == current_npc) npcTextDialog->showCloseButton(); dstBeing = beingManager->findBeing(id); if (!dstBeing) break; // 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); 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 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) dstBeing->takeDamage(srcBeing, param1, (Being::AttackType)type); if (srcBeing) srcBeing->handleAttack(dstBeing, param1, (Being::AttackType)type); 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 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; } }