/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 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/tmwa/beingrecv.h"
#include "actormanager.h"
#include "effectmanager.h"
#include "guild.h"
#include "party.h"
#include "being/localplayer.h"
#include "particle/particleengine.h"
#include "input/keyboardconfig.h"
#include "gui/windows/outfitwindow.h"
#include "gui/windows/socialwindow.h"
#include "net/beinghandler.h"
#include "net/serverfeatures.h"
#include "net/messagein.h"
#include "net/ea/beingrecv.h"
#include "net/tmwa/guildmanager.h"
#include "net/tmwa/sprite.h"
#include "resources/iteminfo.h"
#include "resources/db/itemdb.h"
#include "utils/stringutils.h"
#include "utils/timer.h"
#include "debug.h"
namespace TmwAthena
{
void BeingRecv::processBeingChangeLook(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingChangeLook")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingChangeLook")
return;
}
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
const uint8_t type = msg.readUInt8("type");
const int16_t id = CAST_S16(msg.readUInt8("id"));
const int id2 = 1;
if (!localPlayer || !dstBeing)
{
BLOCK_END("BeingRecv::processBeingChangeLook")
return;
}
processBeingChangeLookContinue(msg, dstBeing, type, id, id2);
BLOCK_END("BeingRecv::processBeingChangeLook")
}
void BeingRecv::processBeingChangeLook2(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingChangeLook")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingChangeLook")
return;
}
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
const uint8_t type = msg.readUInt8("type");
int id2 = 0;
const int16_t id = msg.readInt16("id1");
if (type == 2)
{
id2 = msg.readInt16("id2");
}
else
{
msg.readInt16("id2");
id2 = 1;
}
if (!localPlayer || !dstBeing)
{
BLOCK_END("BeingRecv::processBeingChangeLook")
return;
}
processBeingChangeLookContinue(msg, dstBeing, type, id, id2);
BLOCK_END("BeingRecv::processBeingChangeLook")
}
void BeingRecv::processBeingChangeLookContinue(const Net::MessageIn &msg,
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(fromInt(id, BeingTypeId),
dstBeing->getLook());
break;
case 1: // eAthena LOOK_HAIR
{
const uint16_t look = CAST_U16(id / 256);
const int hair = id % 256;
dstBeing->setHairStyle(SPRITE_HAIR_COLOR, hair * -1);
dstBeing->setLook(look);
break;
}
case 2: // Weapon ID in id, Shield ID in id2
dstBeing->setSprite(SPRITE_BODY,
id,
"",
ItemColor_one,
IsWeapon_true);
dstBeing->setSprite(SPRITE_FLOOR, id2);
localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR);
break;
case 3: // Change lower headgear for eAthena, pants for us
dstBeing->setSprite(SPRITE_WEAPON, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setHairColor(SPRITE_HAIR_COLOR,
fromInt(id, ItemColor));
break;
case 7: // Clothes color
// ignoring it
break;
case 8: // eAthena LOOK_SHIELD
dstBeing->setSprite(SPRITE_FLOOR, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(SPRITE_HAIR, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(SPRITE_SHOES, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES);
break;
case 11: // LOOK_CAPE
dstBeing->setSprite(SPRITE_SHIELD, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 12:
dstBeing->setSprite(SPRITE_HEAD_TOP, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP);
break;
case 13:
dstBeing->setSprite(SPRITE_HEAD_MID, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID);
break;
case 14:
dstBeing->setSprite(SPRITE_ROBE, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE);
break;
case 15:
dstBeing->setSprite(SPRITE_EVOL2, id, color,
ItemColor_one);
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2);
break;
case 16:
dstBeing->setLook(CAST_U16(id));
break;
default:
UNIMPLIMENTEDPACKETFIELD(type);
break;
}
}
void BeingRecv::processPlayerUpdate1(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPlayerMoveUpdate")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
// An update about a player, potentially including movement.
const BeingId id = msg.readBeingId("account id");
const int16_t speed = msg.readInt16("speed");
const uint32_t opt1 = msg.readInt16("opt1");
const uint32_t opt2 = msg.readInt16("opt2");
const uint32_t option = msg.readInt16("option");
const int16_t job = msg.readInt16("job");
int disguiseId = 0;
if (toInt(id, int) < 110000000 && job >= 1000)
disguiseId = job;
Being *dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
dstBeing = Ea::BeingRecv::createBeing(id, job);
if (!dstBeing)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
}
else if (disguiseId)
{
actorManager->undelete(dstBeing);
beingHandler->requestNameById(id);
}
uint8_t dir = dstBeing->getDirectionDelayed();
if (dir)
{
if (dir != dstBeing->getDirection())
dstBeing->setDirection(dir);
}
if (Party *const party = localPlayer->getParty())
{
if (party->isMember(id))
dstBeing->setParty(party);
}
dstBeing->setWalkSpeed(speed);
const uint8_t hairStyle = msg.readUInt8("hair style");
const uint16_t look = msg.readUInt8("look");
dstBeing->setSubtype(fromInt(job, BeingTypeId), look);
const uint16_t weapon = msg.readInt16("weapon");
const uint16_t shield = msg.readInt16("shield");
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 ItemColor hairColor = fromInt(
msg.readUInt8("hair color"), ItemColor);
msg.readUInt8("unused");
msg.readInt32("unused");
const int guild = msg.readInt32("guild");
if (!guildManager || !GuildManager::getEnableGuildBot())
{
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(CAST_S16(guild)));
}
msg.readInt16("emblem");
dstBeing->setManner(msg.readInt16("manner"));
const uint32_t opt3 = msg.readInt16("opt3");
dstBeing->setKarma(msg.readUInt8("karma"));
// reserving bit for future usage
dstBeing->setGender(Being::intToGender(
CAST_U8(msg.readUInt8("gender") & 3)));
if (!disguiseId)
{
// Set these after the gender, as the sprites may be gender-specific
dstBeing->updateSprite(SPRITE_BODY,
weapon,
"",
ItemColor_one,
IsWeapon_true);
dstBeing->updateSprite(SPRITE_FLOOR, shield);
dstBeing->updateSprite(SPRITE_WEAPON, headBottom);
dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid);
dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop);
if (hairStyle == 0)
{
dstBeing->updateSprite(SPRITE_HAIR_COLOR,
0,
std::string());
}
else
{
dstBeing->updateSprite(SPRITE_HAIR_COLOR,
hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
dstBeing->setHairColor(hairColor);
}
localPlayer->imitateOutfit(dstBeing);
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
localPlayer->imitateDirection(dstBeing, dir);
const uint16_t gmstatus = msg.readInt16("gm status");
if (gmstatus & 0x80)
dstBeing->setGM(true);
applyPlayerAction(msg, dstBeing, msg.readUInt8("action type"));
const int level = CAST_S32(msg.readUInt8("level"));
if (level)
dstBeing->setLevel(level);
msg.readUInt8("unused");
dstBeing->setActionTime(tick_time);
dstBeing->setStatusEffectOpitons(option,
opt1,
opt2,
opt3);
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
}
void BeingRecv::processPlayerUpdate2(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPlayerMoveUpdate")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
// An update about a player, potentially including movement.
const BeingId id = msg.readBeingId("account id");
const int16_t speed = msg.readInt16("speed");
const uint32_t opt1 = msg.readInt16("opt1");
const uint32_t opt2 = msg.readInt16("opt2");
const uint32_t option = msg.readInt16("option");
const int16_t job = msg.readInt16("job");
int disguiseId = 0;
if (toInt(id, int) < 110000000 && job >= 1000)
disguiseId = job;
Being *dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
dstBeing = Ea::BeingRecv::createBeing(id, job);
if (!dstBeing)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
}
else if (disguiseId)
{
actorManager->undelete(dstBeing);
beingHandler->requestNameById(id);
}
uint8_t dir = dstBeing->getDirectionDelayed();
if (dir)
{
if (dir != dstBeing->getDirection())
dstBeing->setDirection(dir);
}
if (Party *const party = localPlayer->getParty())
{
if (party->isMember(id))
dstBeing->setParty(party);
}
dstBeing->setWalkSpeed(speed);
const uint8_t hairStyle = msg.readUInt8("hair style");
const uint16_t look = msg.readUInt8("look");
dstBeing->setSubtype(fromInt(job, BeingTypeId), look);
const uint16_t weapon = msg.readInt16("weapon");
const uint16_t shield = msg.readInt16("shield");
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 ItemColor hairColor = fromInt(
msg.readUInt8("hair color"), ItemColor);
msg.readUInt8("unused");
msg.readInt32("unused");
const int guild = msg.readInt32("guild");
if (!guildManager || !GuildManager::getEnableGuildBot())
{
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(CAST_S16(guild)));
}
msg.readInt16("emblem");
dstBeing->setManner(msg.readInt16("manner"));
const uint32_t opt3 = msg.readInt16("opt3");
dstBeing->setKarma(msg.readUInt8("karma"));
// reserving bit for future usage
dstBeing->setGender(Being::intToGender(
CAST_U8(msg.readUInt8("gender") & 3)));
if (!disguiseId)
{
// Set these after the gender, as the sprites may be gender-specific
dstBeing->updateSprite(SPRITE_BODY,
weapon,
"",
ItemColor_one,
IsWeapon_true);
dstBeing->updateSprite(SPRITE_FLOOR, shield);
dstBeing->updateSprite(SPRITE_WEAPON, headBottom);
dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid);
dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop);
if (hairStyle == 0)
{
dstBeing->updateSprite(SPRITE_HAIR_COLOR,
0,
std::string());
}
else
{
dstBeing->updateSprite(SPRITE_HAIR_COLOR,
hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
dstBeing->setHairColor(hairColor);
}
localPlayer->imitateOutfit(dstBeing);
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
localPlayer->imitateDirection(dstBeing, dir);
const uint16_t gmstatus = msg.readInt16("gm status");
if (gmstatus & 0x80)
dstBeing->setGM(true);
applyPlayerAction(msg, dstBeing, msg.readUInt8("action type"));
const int level = CAST_S32(msg.readUInt8("level"));
if (level)
dstBeing->setLevel(level);
dstBeing->setActionTime(tick_time);
dstBeing->setStatusEffectOpitons(option,
opt1,
opt2,
opt3);
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
}
void BeingRecv::processPlayerMove(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPlayerMoveUpdate")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
// An update about a player, potentially including movement.
const BeingId id = msg.readBeingId("account id");
const int16_t speed = msg.readInt16("speed");
const uint32_t opt1 = msg.readInt16("opt1");
const uint32_t opt2 = msg.readInt16("opt2");
const uint32_t option = msg.readInt16("option");
const int16_t job = msg.readInt16("job");
int disguiseId = 0;
if (toInt(id, int) < 110000000 && job >= 1000)
disguiseId = job;
Being *dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
dstBeing = Ea::BeingRecv::createBeing(id, job);
if (!dstBeing)
{
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
return;
}
}
else if (disguiseId)
{
actorManager->undelete(dstBeing);
beingHandler->requestNameById(id);
}
const uint8_t dir = dstBeing->getDirectionDelayed();
if (dir)
{
if (dir != dstBeing->getDirection())
dstBeing->setDirection(dir);
}
if (Party *const party = localPlayer->getParty())
{
if (party->isMember(id))
dstBeing->setParty(party);
}
dstBeing->setWalkSpeed(speed);
const uint8_t hairStyle = msg.readUInt8("hair style");
const uint16_t look = msg.readUInt8("look");
dstBeing->setSubtype(fromInt(job, BeingTypeId), look);
const uint16_t weapon = msg.readInt16("weapon");
const uint16_t shield = msg.readInt16("shield");
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 ItemColor hairColor = fromInt(
msg.readUInt8("hair color"), ItemColor);
msg.readUInt8("unused");
msg.readInt32("unused");
const int guild = msg.readInt32("guild");
if (!guildManager || !GuildManager::getEnableGuildBot())
{
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(CAST_S16(guild)));
}
msg.readInt16("emblem");
dstBeing->setManner(msg.readInt16("manner"));
const uint32_t opt3 = msg.readInt16("opt3");
dstBeing->setKarma(msg.readUInt8("karma"));
// reserving bit for future usage
dstBeing->setGender(Being::intToGender(
CAST_U8(msg.readUInt8("gender") & 3)));
if (!disguiseId)
{
// Set these after the gender, as the sprites may be gender-specific
dstBeing->updateSprite(SPRITE_BODY,
weapon,
"",
ItemColor_one,
IsWeapon_true);
dstBeing->updateSprite(SPRITE_FLOOR, shield);
dstBeing->updateSprite(SPRITE_WEAPON, headBottom);
dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid);
dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop);
if (hairStyle == 0)
{
dstBeing->updateSprite(SPRITE_HAIR_COLOR,
0,
std::string());
}
else
{
dstBeing->updateSprite(SPRITE_HAIR_COLOR,
hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
dstBeing->setHairColor(hairColor);
}
localPlayer->imitateOutfit(dstBeing);
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "moving path");
localPlayer->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(CAST_U8(d));
}
if (localPlayer->getCurrentAction() != BeingAction::STAND)
localPlayer->imitateAction(dstBeing, BeingAction::STAND);
if (localPlayer->getDirection() != dstBeing->getDirection())
{
localPlayer->imitateDirection(dstBeing,
dstBeing->getDirection());
}
const uint16_t gmstatus = msg.readInt16("gm status");
if (gmstatus & 0x80)
dstBeing->setGM(true);
msg.readUInt8("unused");
const int level = CAST_S32(msg.readUInt8("level"));
if (level)
dstBeing->setLevel(level);
msg.readUInt8("unused");
if (dstBeing->getType() != ActorType::Player)
dstBeing->setActionTime(tick_time);
dstBeing->setStatusEffectOpitons(option,
opt1,
opt2,
opt3);
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
BLOCK_END("BeingRecv::processPlayerMoveUpdate")
}
void BeingRecv::processBeingVisible(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingVisibleOrMove")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
BeingId spawnId;
// Information about a being in range
const BeingId id = msg.readBeingId("being id");
if (id == Ea::BeingRecv::mSpawnId)
spawnId = Ea::BeingRecv::mSpawnId;
else
spawnId = BeingId_zero;
Ea::BeingRecv::mSpawnId = BeingId_zero;
int16_t speed = msg.readInt16("speed");
const uint32_t opt1 = msg.readInt16("opt1");
const uint32_t opt2 = msg.readInt16("opt2");
const uint32_t option = msg.readInt16("option");
const int16_t job = msg.readInt16("class");
int disguiseId = 0;
if (id == localPlayer->getId() && job >= 1000)
disguiseId = job;
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 && toInt(id, int) >= 110000000)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
if (actorManager->isBlocked(id) == true)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
dstBeing = Ea::BeingRecv::createBeing(id, job);
if (!dstBeing)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
}
else
{
if (dstBeing->getType() == ActorType::Npc)
{
actorManager->undelete(dstBeing);
beingHandler->requestNameById(id);
}
}
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
if (spawnId != BeingId_zero)
{
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;
const uint8_t hairStyle = msg.readUInt8("hair style");
const uint16_t look = msg.readUInt8("look");
dstBeing->setSubtype(fromInt(job, BeingTypeId), look);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
dstBeing->setWalkSpeed(speed);
const uint16_t weapon = msg.readInt16("weapon");
const uint16_t headBottom = msg.readInt16("head bottom");
const uint16_t shield = msg.readInt16("shield");
const uint16_t headTop = msg.readInt16("head top");
const uint16_t headMid = msg.readInt16("head mid");
const ItemColor hairColor = fromInt(msg.readUInt8("hair color"),
ItemColor);
msg.readUInt8("unused");
const uint16_t shoes = msg.readInt16("shoes / clothes color");
uint16_t gloves;
if (dstBeing->getType() == ActorType::Monster)
{
if (serverFeatures->haveServerHp())
{
const int hp = msg.readInt32("hp");
const int maxHP = msg.readInt32("max hp");
if (hp && maxHP)
{
dstBeing->setMaxHP(maxHP);
const int oldHP = dstBeing->getHP();
if (!oldHP || oldHP > hp)
dstBeing->setHP(hp);
}
}
else
{
msg.readInt32("unused");
msg.readInt32("unused");
}
gloves = 0;
}
else
{
gloves = msg.readInt16("gloves / head dir");
msg.readInt32("guild");
msg.readInt16("guild emblem");
}
dstBeing->setManner(msg.readInt16("manner"));
const uint32_t opt3 = msg.readInt16("opt3");
if (serverFeatures->haveMonsterAttackRange()
&& dstBeing->getType() == ActorType::Monster)
{
const int attackRange = CAST_S32(
msg.readUInt8("attack range (was karma)"));
dstBeing->setAttackRange(attackRange);
}
else
{
dstBeing->setKarma(msg.readUInt8("karma"));
}
uint8_t gender = msg.readUInt8("gender");
if (!disguiseId && dstBeing->getType() == ActorType::Player)
{
// reserving bits for future usage
gender &= 3;
dstBeing->setGender(Being::intToGender(gender));
// Set these after the gender, as the sprites may be gender-specific
if (hairStyle == 0)
{
Ea::BeingRecv::setSprite(dstBeing,
SPRITE_HAIR_COLOR,
0,
std::string());
}
else
{
Ea::BeingRecv::setSprite(dstBeing,
SPRITE_HAIR_COLOR,
hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
dstBeing->setHairColor(hairColor);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves);
Ea::BeingRecv::setSprite(dstBeing,
SPRITE_BODY,
weapon,
"",
ItemColor_one,
IsWeapon_true);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_FLOOR, shield);
}
else if (dstBeing->getType() == ActorType::Npc
&& serverFeatures->haveNpcGender())
{
setServerGender(dstBeing, gender);
}
uint8_t dir;
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
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.readUInt8("unknown");
msg.readUInt8("unknown");
msg.readUInt8("unknown");
msg.readUInt8("unknown");
msg.readUInt8("unknown");
dstBeing->setStatusEffectOpitons(option,
opt1,
opt2,
opt3);
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
}
void BeingRecv::processBeingMove(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingVisibleOrMove")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
BeingId spawnId;
// Information about a being in range
const BeingId id = msg.readBeingId("being id");
if (id == Ea::BeingRecv::mSpawnId)
spawnId = Ea::BeingRecv::mSpawnId;
else
spawnId = BeingId_zero;
Ea::BeingRecv::mSpawnId = BeingId_zero;
int16_t speed = msg.readInt16("speed");
const uint32_t opt1 = msg.readInt16("opt1");
const uint32_t opt2 = msg.readInt16("opt2");
const uint32_t option = msg.readInt16("option");
const int16_t job = msg.readInt16("class");
int disguiseId = 0;
if (id == localPlayer->getId() && job >= 1000)
disguiseId = job;
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 && toInt(id, int) >= 110000000)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
if (actorManager->isBlocked(id) == true)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
dstBeing = Ea::BeingRecv::createBeing(id, job);
if (!dstBeing)
{
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
return;
}
}
else
{
if (dstBeing->getType() == ActorType::Npc)
{
actorManager->undelete(dstBeing);
beingHandler->requestNameById(id);
}
}
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
if (spawnId != BeingId_zero)
dstBeing->setAction(BeingAction::SPAWN, 0);
// Prevent division by 0 when calculating frame
if (speed == 0)
speed = 150;
const uint8_t hairStyle = msg.readUInt8("hair style");
const uint16_t look = msg.readUInt8("look");
dstBeing->setSubtype(fromInt(job, BeingTypeId), look);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
dstBeing->setWalkSpeed(speed);
const uint16_t weapon = msg.readInt16("weapon");
const uint16_t headBottom = msg.readInt16("head bottom");
msg.readInt32("tick");
const uint16_t shield = msg.readInt16("shield");
const uint16_t headTop = msg.readInt16("head top");
const uint16_t headMid = msg.readInt16("head mid");
const ItemColor hairColor = fromInt(
msg.readUInt8("hair color"), ItemColor);
msg.readUInt8("unused");
const uint16_t shoes = msg.readInt16("shoes / clothes color");
uint16_t gloves;
if (dstBeing->getType() == ActorType::Monster)
{
if (serverFeatures->haveServerHp())
{
const int hp = msg.readInt32("hp");
const int maxHP = msg.readInt32("max hp");
if (hp && maxHP)
{
dstBeing->setMaxHP(maxHP);
const int oldHP = dstBeing->getHP();
if (!oldHP || oldHP > hp)
dstBeing->setHP(hp);
}
}
else
{
msg.readInt32("unused");
msg.readInt32("unused");
}
gloves = 0;
}
else
{
gloves = msg.readInt16("gloves / head dir");
msg.readInt32("guild");
msg.readInt16("guild emblem");
}
dstBeing->setManner(msg.readInt16("manner"));
const uint32_t opt3 = msg.readInt16("opt3");
if (serverFeatures->haveMonsterAttackRange()
&& dstBeing->getType() == ActorType::Monster)
{
const int attackRange = CAST_S32(
msg.readUInt8("attack range (was karma)"));
dstBeing->setAttackRange(attackRange);
}
else
{
dstBeing->setKarma(msg.readUInt8("karma"));
}
uint8_t gender = msg.readUInt8("gender");
if (!disguiseId && dstBeing->getType() == ActorType::Player)
{
// reserving bits for future usage
gender &= 3;
dstBeing->setGender(Being::intToGender(gender));
// Set these after the gender, as the sprites may be gender-specific
if (hairStyle == 0)
{
Ea::BeingRecv::setSprite(dstBeing,
SPRITE_HAIR_COLOR,
0,
std::string());
}
else
{
Ea::BeingRecv::setSprite(dstBeing,
SPRITE_HAIR_COLOR,
hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
dstBeing->setHairColor(hairColor);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves);
Ea::BeingRecv::setSprite(dstBeing,
SPRITE_BODY,
weapon,
"",
ItemColor_one,
IsWeapon_true);
Ea::BeingRecv::setSprite(dstBeing, SPRITE_FLOOR, shield);
}
else if (dstBeing->getType() == ActorType::Npc
&& serverFeatures->haveNpcGender())
{
setServerGender(dstBeing, gender);
}
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
if (!disguiseId)
{
dstBeing->setAction(BeingAction::STAND, 0);
dstBeing->setTileCoords(srcX, srcY);
if (serverFeatures->haveMove3())
dstBeing->setCachedDestination(dstX, dstY);
else
dstBeing->setDestination(dstX, dstY);
}
msg.readUInt8("unknown");
msg.readUInt8("unknown");
msg.readUInt8("unknown");
msg.readUInt8("unknown");
msg.readUInt8("unknown");
dstBeing->setStatusEffectOpitons(option,
opt1,
opt2,
opt3);
BLOCK_END("BeingRecv::processBeingVisibleOrMove")
}
void BeingRecv::processBeingSpawn(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingSpawn")
// skipping this packet
Ea::BeingRecv::mSpawnId = msg.readBeingId("being id");
msg.readInt16("speed");
msg.readInt16("opt1");
msg.readInt16("opt2");
msg.readInt16("option");
msg.readInt16("disguise");
msg.skip(25, "unused");
BLOCK_END("BeingRecv::processBeingSpawn")
}
void BeingRecv::processSkillCasting(Net::MessageIn &msg)
{
msg.readInt32("src id");
msg.readInt32("dst id");
msg.readInt16("dst x");
msg.readInt16("dst y");
msg.readInt16("skill num");
msg.readInt32("skill get p1");
msg.readInt32("cast time");
}
void BeingRecv::processBeingStatusChange(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingStatusChange")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingStatusChange")
return;
}
// Status change
const uint16_t status = msg.readInt16("status");
const BeingId id = msg.readBeingId("being id");
const Enable flag = fromBool(
msg.readUInt8("flag: 0: stop, 1: start"), Enable);
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
dstBeing->setStatusEffect(status, flag);
BLOCK_END("BeingRecv::processBeingStatusChange")
}
void BeingRecv::processBeingMove2(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingMove2")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingMove2")
return;
}
/*
* A simplified movement packet, used by the
* later versions of eAthena for both mobs and
* players
*/
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
/*
* 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("BeingRecv::processBeingMove2")
return;
}
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
msg.readInt32("tick");
dstBeing->setAction(BeingAction::STAND, 0);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
BLOCK_END("BeingRecv::processBeingMove2")
}
void BeingRecv::processBeingChangeDirection(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingChangeDirection")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingChangeDirection")
return;
}
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
if (!dstBeing)
{
DEBUGLOGSTR("invisible player?");
msg.readInt16("unused");
msg.readUInt8("direction");
BLOCK_END("BeingRecv::processBeingChangeDirection");
return;
}
msg.readInt16("unused");
const uint8_t dir = Net::MessageIn::fromServerDirection(
CAST_U8(msg.readUInt8("direction") & 0x0FU));
dstBeing->setDirection(dir);
if (localPlayer)
localPlayer->imitateDirection(dstBeing, dir);
BLOCK_END("BeingRecv::processBeingChangeDirection")
}
void BeingRecv::processPlayerStatusChange(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPlayerStop")
if (!actorManager)
{
BLOCK_END("BeingRecv::processPlayerStop")
return;
}
// Change in players' flags
const BeingId id = msg.readBeingId("account id");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
DEBUGLOGSTR("invisible player?");
msg.readInt16("stun mode");
msg.readInt16("status effect");
msg.readInt16("opt?");
msg.readUInt8("Unused?");
return;
}
const uint32_t opt1 = msg.readInt16("opt1");
const uint32_t opt2 = msg.readInt16("opt2");
const uint32_t option = msg.readInt16("option");
msg.readUInt8("Unused?");
dstBeing->setStatusEffectOpitons(option,
opt1,
opt2);
BLOCK_END("BeingRecv::processPlayerStop")
}
void BeingRecv::processBeingResurrect(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingResurrect")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingRecv::processBeingResurrect")
return;
}
// A being changed mortality status
const BeingId id = msg.readBeingId("being id");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
DEBUGLOGSTR("insible player?");
msg.readInt16("flag?");
BLOCK_END("BeingRecv::processBeingResurrect")
return;
}
// If this is player's current target, clear it.
if (dstBeing == localPlayer->getTarget())
localPlayer->stopAttack();
if (msg.readInt16("flag?") == 1)
dstBeing->setAction(BeingAction::STAND, 0);
BLOCK_END("BeingRecv::processBeingResurrect")
}
void BeingRecv::processPlayerGuilPartyInfo(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPlayerGuilPartyInfo")
if (!actorManager)
{
BLOCK_END("BeingRecv::processPlayerGuilPartyInfo")
return;
}
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
if (dstBeing)
{
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();
msg.readString(24, "?");
}
else
{
msg.readString(24, "party name");
msg.readString(24, "guild name");
msg.readString(24, "guild pos");
msg.readString(24, "?");
}
BLOCK_END("BeingRecv::processPlayerGuilPartyInfo")
}
void BeingRecv::processBeingSelfEffect(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingSelfEffect")
if (!effectManager || !actorManager)
{
BLOCK_END("BeingRecv::processBeingSelfEffect")
return;
}
const BeingId id = msg.readBeingId("being id");
Being *const being = actorManager->findBeing(id);
if (!being)
{
DEBUGLOGSTR("insible player?");
msg.readInt32("effect type");
BLOCK_END("BeingRecv::processBeingSelfEffect")
return;
}
const int effectType = msg.readInt32("effect type");
if (ParticleEngine::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());
}
BLOCK_END("BeingRecv::processBeingSelfEffect")
}
void BeingRecv::processSkillCastCancel(Net::MessageIn &msg)
{
msg.readInt32("skill id");
}
void BeingRecv::processIpResponse(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processIpResponse")
if (!actorManager)
{
BLOCK_END("BeingRecv::processIpResponse")
return;
}
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
const std::string ip = ipToString(msg.readInt32("ip address"));
if (dstBeing)
dstBeing->setIp(ip);
else
DEBUGLOGSTR("invisible player?");
BLOCK_END("BeingRecv::processIpResponse")
}
void BeingRecv::processPvpSet(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPvpSet")
const BeingId id = msg.readBeingId("being id");
const int rank = msg.readInt32("rank");
int teamId = 0;
if (serverFeatures->haveTeamId())
teamId = msg.readInt32("team");
else
msg.readInt32("num");
if (actorManager)
{
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
{
dstBeing->setPvpRank(rank);
dstBeing->setTeamId(CAST_U16(teamId));
dstBeing->addToCache();
}
}
BLOCK_END("BeingRecv::processPvpSet")
}
void BeingRecv::applyPlayerAction(Net::MessageIn &msg,
Being *const being,
const uint8_t type)
{
if (!being)
return;
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:
UNIMPLIMENTEDPACKETFIELD(type);
break;
}
}
void BeingRecv::processSkillDamage(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processSkillDamage")
if (!actorManager)
{
BLOCK_END("BeingRecv::processSkillDamage")
return;
}
const int id = msg.readInt16("skill id");
Being *const srcBeing = actorManager->findBeing(
msg.readBeingId("src being id"));
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("dst being id"));
msg.readInt32("tick");
msg.readInt32("src speed");
msg.readInt32("dst speed");
const int param1 = msg.readInt32("damage");
const int level = msg.readInt16("skill level");
msg.readInt16("div");
msg.readUInt8("skill hit/type?");
if (srcBeing)
srcBeing->handleSkill(dstBeing, param1, id, level);
if (dstBeing)
dstBeing->takeDamage(srcBeing, param1, AttackType::SKILL, id, level);
BLOCK_END("BeingRecv::processSkillDamage")
}
void BeingRecv::setServerGender(Being *const being,
const uint8_t gender)
{
if (!being)
return;
switch (gender)
{
case 2:
being->setGender(Gender::FEMALE);
break;
case 3:
being->setGender(Gender::MALE);
break;
case 4:
being->setGender(Gender::OTHER);
break;
default:
being->setGender(Gender::UNSPECIFIED);
break;
}
}
} // namespace TmwAthena