/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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 <http://www.gnu.org/licenses/>.
*/
#include "net/eathena/beinghandler.h"
#include "actormanager.h"
#include "guild.h"
#include "guildmanager.h"
#include "party.h"
#include "being/localplayer.h"
#include "input/keyboardconfig.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/killstats.h"
#include "gui/windows/outfitwindow.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.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_SKILL_DAMAGE,
SMSG_BEING_ACTION,
SMSG_BEING_SELFEFFECT,
SMSG_BEING_EMOTION,
SMSG_BEING_CHANGE_LOOKS,
SMSG_BEING_CHANGE_LOOKS2,
SMSG_BEING_NAME_RESPONSE,
SMSG_BEING_NAME_RESPONSE2,
SMSG_PLAYER_GUILD_PARTY_INFO,
SMSG_BEING_CHANGE_DIRECTION,
SMSG_PLAYER_UPDATE_1,
SMSG_PLAYER_UPDATE_2,
SMSG_PLAYER_MOVE,
SMSG_PLAYER_STOP,
SMSG_PLAYER_MOVE_TO_ATTACK,
SMSG_PLAYER_STATUS_CHANGE,
SMSG_BEING_STATUS_CHANGE,
SMSG_BEING_RESURRECT,
SMSG_SOLVE_CHAR_NAME,
SMSG_BEING_SPAWN,
SMSG_SKILL_CASTING,
SMSG_SKILL_CAST_CANCEL,
SMSG_SKILL_NO_DAMAGE,
SMSG_BEING_IP_RESPONSE,
SMSG_PVP_MAP_MODE,
SMSG_PVP_SET,
0
};
handledMessages = _messages;
beingHandler = this;
}
void BeingHandler::requestNameById(const int id) const
{
MessageOut outMsg(0x0094);
outMsg.writeInt32(id); // readLong(2));
}
void BeingHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_BEING_VISIBLE: // changed
case SMSG_BEING_MOVE:
processBeingVisibleOrMove(msg, msg.getId() == SMSG_BEING_VISIBLE);
break;
case SMSG_BEING_MOVE2:
processBeingMove2(msg);
break;
case SMSG_BEING_SPAWN: // changed
processBeingSpawn(msg);
break;
case SMSG_BEING_REMOVE:
processBeingRemove(msg);
break;
case SMSG_BEING_RESURRECT:
processBeingResurrect(msg);
break;
case SMSG_SKILL_DAMAGE:
processSkillDamage(msg);
break;
case SMSG_BEING_ACTION:
processBeingAction(msg);
break;
case SMSG_BEING_SELFEFFECT:
processBeingSelfEffect(msg);
break;
case SMSG_BEING_EMOTION:
processBeingEmotion(msg);
break;
case SMSG_BEING_CHANGE_LOOKS:
case SMSG_BEING_CHANGE_LOOKS2:
processBeingChangeLook(msg,
msg.getId() == SMSG_BEING_CHANGE_LOOKS2);
break;
case SMSG_BEING_NAME_RESPONSE:
processNameResponse(msg);
break;
case SMSG_BEING_NAME_RESPONSE2:
processNameResponse2(msg);
break;
case SMSG_BEING_IP_RESPONSE:
processIpResponse(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_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
int type;
switch (msg.getId())
{
case SMSG_PLAYER_UPDATE_1:
type = 1;
break;
case SMSG_PLAYER_UPDATE_2:
type = 2;
break;
case SMSG_PLAYER_MOVE:
type = 3;
break;
default:
return;
}
processPlayerMoveUpdate(msg, type);
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_BEING_STATUS_CHANGE:
processBeingStatusChange(msg);
break;
case SMSG_SKILL_CASTING:
processSkilCasting(msg);
break;
case SMSG_SKILL_CAST_CANCEL:
msg.readInt32(); // id
break;
case SMSG_SKILL_NO_DAMAGE:
processSkillNoDamage(msg);
break;
case SMSG_PVP_MAP_MODE:
processPvpMapMode(msg);
break;
case SMSG_PVP_SET:
processPvpSet(msg);
break;
default:
break;
}
}
void BeingHandler::undress(Being *const being) const
{
being->setSprite(SPRITE_BOTTOMCLOTHES, 0);
being->setSprite(SPRITE_TOPCLOTHES, 0);
being->setSprite(SPRITE_HAT, 0);
being->setSprite(SPRITE_SHOE, 0);
being->setSprite(SPRITE_GLOVES, 0);
// being->setSprite(SPRITE_WEAPON, 0, "", true);
}
void BeingHandler::processBeingChangeLook(Net::MessageIn &msg,
const bool look2) const
{
if (!actorManager)
return;
/*
* 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.
*/
Being *const dstBeing = actorManager->findBeing(msg.readInt32());
if (!dstBeing)
return;
const int type = msg.readInt8();
int id = 0;
int id2 = 0;
const std::string color;
if (!look2)
{
id = msg.readInt8();
id2 = 1; // default color
}
else
{ // SMSG_BEING_CHANGE_LOOKS2
id = msg.readInt16();
if (type == 2)
id2 = msg.readInt16();
else
id2 = 1;
// color.clear();
}
if (dstBeing->getType() == ActorType::PLAYER)
dstBeing->setOtherTime();
if (!player_node)
return;
switch (type)
{
case 0: // change race
dstBeing->setSubtype(static_cast<uint16_t>(id), 0);
break;
case 1: // eAthena LOOK_HAIR
dstBeing->setSpriteID(SPRITE_HAIR, id *-1);
break;
case 2: // Weapon ID in id, Shield ID in id2
dstBeing->setSprite(SPRITE_WEAPON, id, "", 1, true);
if (!mHideShield)
dstBeing->setSprite(SPRITE_SHIELD, id2);
player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 3: // Change lower headgear for eAthena, pants for us
dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(SPRITE_HAT, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_HAT);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setSpriteColor(SPRITE_HAIR, ItemDB::get(
dstBeing->getSpriteID(SPRITE_HAIR)).getDyeColorsString(id));
break;
case 7: // Clothes color
// ignoring it
break;
case 8: // eAthena LOOK_SHIELD
if (!mHideShield)
{
dstBeing->setSprite(SPRITE_SHIELD, id, color,
static_cast<unsigned char>(id2));
}
player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(SPRITE_SHOE, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_SHOE);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(SPRITE_GLOVES, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_GLOVES);
break;
case 11: // LOOK_CAPE
dstBeing->setSprite(SPRITE_CAPE, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_CAPE);
break;
case 12:
dstBeing->setSprite(SPRITE_MISC1, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_MISC1);
break;
case 13:
dstBeing->setSprite(SPRITE_MISC2, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_MISC2);
break;
case 14:
dstBeing->setSprite(SPRITE_EVOL1, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_EVOL1);
break;
case 15:
dstBeing->setSprite(SPRITE_EVOL2, id, color,
static_cast<unsigned char>(id2));
player_node->imitateOutfit(dstBeing, SPRITE_EVOL2);
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::processNameResponse2(Net::MessageIn &msg)
{
if (!actorManager || !player_node)
return;
const int len = msg.readInt16();
const int beingId = msg.readInt32();
const std::string str = msg.readString(len - 8);
Being *const dstBeing = actorManager->findBeing(beingId);
if (dstBeing)
{
if (beingId == player_node->getId())
{
player_node->pingResponse();
}
else
{
dstBeing->setName(str);
dstBeing->updateGuild();
dstBeing->addToCache();
if (dstBeing->getType() == ActorType::PLAYER)
dstBeing->updateColors();
if (player_node)
{
const Party *const party = player_node->getParty();
if (party && party->isMember(dstBeing->getId()))
{
PartyMember *const member = party->getMember(
dstBeing->getId());
if (member)
member->setName(dstBeing->getName());
}
player_node->checkNewName(dstBeing);
}
}
}
}
void BeingHandler::processPlayerMoveUpdate(Net::MessageIn &msg,
const int msgType) const
{
if (!actorManager || !player_node)
return;
// An update about a player, potentially including movement.
const int id = msg.readInt32();
const int16_t speed = msg.readInt16();
const uint16_t stunMode = msg.readInt16(); // opt1
uint32_t statusEffects = msg.readInt16(); // opt2
statusEffects |= (static_cast<uint16_t>(msg.readInt16()))
<< 16; // status.options; Aethyra uses this as misc2
const int16_t job = msg.readInt16();
int disguiseId = 0;
if (id < 110000000 && job >= 1000)
disguiseId = job;
Being *dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing(id, job);
if (!dstBeing)
return;
}
else if (disguiseId)
{
actorManager->undelete(dstBeing);
if (serverVersion < 1)
requestNameById(id);
}
uint8_t dir = dstBeing->getDirectionDelayed();
if (dir)
{
if (dir != dstBeing->getDirection())
dstBeing->setDirection(dir);
}
if (Party *const party = player_node->getParty())
{
if (party->isMember(id))
dstBeing->setParty(party);
}
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(job, 0);
const int hairStyle = msg.readInt16();
const uint16_t weapon = msg.readInt16();
const uint16_t shield = msg.readInt16();
const uint16_t headBottom = msg.readInt16();
if (msgType == 3)
msg.readInt32(); // server tick
const uint16_t headTop = msg.readInt16();
const uint16_t headMid = msg.readInt16();
const int hairColor = msg.readInt16();
msg.readInt8();
msg.readInt8();
msg.readInt8();
msg.readInt8(); // unused
const int guild = msg.readInt32(); // guild
if (!guildManager || !GuildManager::getEnableGuildBot())
{
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(static_cast<int16_t>(guild)));
}
msg.readInt16(); // emblem
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
// reserving bit for future usage
dstBeing->setGender(Being::intToGender(
static_cast<uint8_t>(msg.readInt8() & 3)));
if (!disguiseId)
{
// Set these after the gender, as the sprites may be gender-specific
dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true);
if (!mHideShield)
dstBeing->updateSprite(SPRITE_SHIELD, shield);
dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom);
dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid);
dstBeing->updateSprite(SPRITE_HAT, headTop);
dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
player_node->imitateOutfit(dstBeing);
if (msgType == 3)
{
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
player_node->followMoveTo(dstBeing, srcX, srcY, dstX, dstY);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
// because server don't send direction in move packet,
// we fixing it
if (srcX != dstX || srcY != dstY)
{
const int d = dstBeing->calcDirection(dstX, dstY);
if (d && dstBeing->getDirection() != d)
dstBeing->setDirectionDelayed(static_cast<uint8_t>(d));
}
if (player_node->getCurrentAction() != BeingAction::STAND)
player_node->imitateAction(dstBeing, BeingAction::STAND);
if (player_node->getDirection() != dstBeing->getDirection())
{
player_node->imitateDirection(dstBeing,
dstBeing->getDirection());
}
}
else
{
uint16_t x, y;
msg.readCoordinates(x, y, dir);
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
player_node->imitateDirection(dstBeing, dir);
}
const uint16_t gmstatus = msg.readInt16();
if (gmstatus & 0x80)
dstBeing->setGM(true);
if (msgType == 1 || msgType == 2)
{
const int type = msg.readInt8();
switch (type)
{
case 0:
dstBeing->setAction(BeingAction::STAND, 0);
player_node->imitateAction(dstBeing, BeingAction::STAND);
break;
case 1:
if (dstBeing->getCurrentAction() != BeingAction::DEAD)
{
dstBeing->setAction(BeingAction::DEAD, 0);
dstBeing->recalcSpritesOrder();
}
break;
case 2:
dstBeing->setAction(BeingAction::SIT, 0);
player_node->imitateAction(dstBeing, BeingAction::SIT);
break;
default:
// need set stay state?
logger->log("QQQ2 SMSG_PLAYER_UPDATE_1:"
+ toString(id) + " " + toString(type));
logger->log("dstBeing id:" + toString(dstBeing->getId()));
logger->log("dstBeing name:" + dstBeing->getName());
break;
}
}
else if (msgType == 3)
{
msg.readInt8(); // unknown
}
const int level = msg.readInt8(); // Lv
if (level)
dstBeing->setLevel(level);
msg.readInt8(); // unknown
if (dstBeing->getType() != ActorType::PLAYER
|| msgType != 3)
{
dstBeing->setActionTime(tick_time);
}
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>(
statusEffects & 0xffffU));
if (msgType == 3 && dstBeing->getType() == ActorType::PLAYER)
dstBeing->setMoveTime();
}
void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg,
const bool visible)
{
if (!actorManager)
return;
if (visible)
msg.readInt8(); // padding?
// Information about a being in range
const int id = msg.readInt32();
int spawnId;
if (id == mSpawnId)
spawnId = mSpawnId;
else
spawnId = 0;
mSpawnId = 0;
int16_t speed = msg.readInt16();
const uint16_t stunMode = msg.readInt16(); // opt1
uint32_t statusEffects = msg.readInt16(); // opt2
statusEffects |= (static_cast<uint16_t>(msg.readInt16())) << 16; // 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)
{
// Being with id >= 110000000 and job 0 are better
// known as ghosts, so don't create those.
if (job == 0 && id >= 110000000)
return;
if (actorManager->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() == ActorType::NPC)
actorManager->undelete(dstBeing);
}
if (dstBeing->getType() == ActorType::PLAYER)
dstBeing->setMoveTime();
if (spawnId)
{
dstBeing->setAction(BeingAction::SPAWN, 0);
}
else if (visible)
{
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 && player_node)
player_node->checkNewName(dstBeing);
const int hairStyle = msg.readInt16();
const uint16_t weapon = msg.readInt16();
const uint16_t headBottom = msg.readInt16();
const uint16_t shield = msg.readInt16();
const uint16_t headTop = msg.readInt16();
const uint16_t headMid = msg.readInt16();
const int hairColor = msg.readInt16();
const uint16_t shoes = msg.readInt16(); // clothes color
uint16_t gloves;
if (dstBeing->getType() == ActorType::MONSTER)
{
msg.readInt32();
msg.readInt32();
gloves = 0;
}
else
{
gloves = msg.readInt16(); // head dir - "abused" as gloves
msg.readInt32(); // guild
msg.readInt16(); // guild emblem
}
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
uint8_t gender = msg.readInt8();
if (dstBeing->getType() == ActorType::PLAYER)
{
gender &= 3;
dstBeing->setGender(Being::intToGender(gender));
// Set these after the gender, as the sprites may be gender-specific
setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom);
setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid);
setSprite(dstBeing, SPRITE_HAT, headTop);
setSprite(dstBeing, SPRITE_SHOE, shoes);
setSprite(dstBeing, SPRITE_GLOVES, gloves);
setSprite(dstBeing, SPRITE_WEAPON, weapon, "", 1, true);
if (!mHideShield)
setSprite(dstBeing, SPRITE_SHIELD, shield);
}
else if (dstBeing->getType() == ActorType::NPC)
{
switch (gender)
{
case 2:
dstBeing->setGender(GENDER_FEMALE);
break;
case 3:
dstBeing->setGender(GENDER_MALE);
break;
case 4:
dstBeing->setGender(GENDER_OTHER);
break;
default:
dstBeing->setGender(GENDER_UNSPECIFIED);
break;
}
}
if (!visible)
{
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->setAction(BeingAction::STAND, 0);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
}
else
{
uint8_t dir;
uint16_t x, y;
msg.readCoordinates(x, y, dir);
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);
}
msg.readInt8(); // unknown
msg.readInt8(); // state / sit
msg.readInt16(); // level
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>(
statusEffects & 0xffffU));
}
} // namespace EAthena