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Diffstat (limited to 'src/net/ea/beinghandler.cpp')
-rw-r--r-- | src/net/ea/beinghandler.cpp | 820 |
1 files changed, 820 insertions, 0 deletions
diff --git a/src/net/ea/beinghandler.cpp b/src/net/ea/beinghandler.cpp new file mode 100644 index 000000000..91c83a4e9 --- /dev/null +++ b/src/net/ea/beinghandler.cpp @@ -0,0 +1,820 @@ +/* + * The ManaPlus Client + * Copyright (C) 2004-2009 The Mana World Development Team + * Copyright (C) 2009-2010 The Mana Developers + * Copyright (C) 2011 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/ea/beinghandler.h" + +#include "net/ea/eaprotocol.h" + +#include "actorspritemanager.h" +#include "being.h" +#include "client.h" +#include "effectmanager.h" +#include "guild.h" +#include "keyboardconfig.h" +#include "localplayer.h" +#include "log.h" +#include "party.h" +#include "playerrelations.h" +#include "configuration.h" + +#include "gui/botcheckerwindow.h" +#include "gui/outfitwindow.h" +#include "gui/socialwindow.h" +#include "gui/killstats.h" + +#include "utils/gettext.h" +#include "utils/stringutils.h" + +#include "net/playerhandler.h" +#include "net/net.h" + +#include "resources/colordb.h" + +#include <iostream> + +namespace Ea +{ +const int EMOTION_TIME = 500; /**< Duration of emotion icon */ + +BeingHandler::BeingHandler(bool enableSync): + mSync(enableSync), + mSpawnId(0) +{ +} + +Being *BeingHandler::createBeing(int id, short job) +{ + if (!actorSpriteManager) + return 0; + + ActorSprite::Type type = ActorSprite::UNKNOWN; + if (job <= 25 || (job >= 4001 && job <= 4049)) + type = ActorSprite::PLAYER; + else if (job >= 46 && job <= 1000) + type = ActorSprite::NPC; + else if (job > 1000 && job <= 2000) + type = ActorSprite::MONSTER; + else if (job == 45) + type = ActorSprite::PORTAL; + + Being *being = actorSpriteManager->createBeing(id, type, job); + + if (type == ActorSprite::PLAYER || type == ActorSprite::NPC) + { + if (!being->updateFromCache()) + { + requestNameById(id); + } + else + { + if (player_node) + player_node->checkNewName(being); + } + } + if (type == Being::PLAYER) + { + if (botCheckerWindow) + botCheckerWindow->updateList(); + if (socialWindow) + socialWindow->updateActiveList(); + } + return being; +} + +void BeingHandler::setSprite(Being *being, unsigned int slot, int id, + std::string color, unsigned char colorId, + bool isWeapon, bool isTempSprite) +{ + if (!being) + return; + being->setSprite(slot, id, color, colorId, isWeapon, isTempSprite); +} + +void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg, bool visible) +{ + if (!actorSpriteManager) + return; + + int id; + short job, speed, gender; + Uint16 headTop, headMid, headBottom; + Uint16 shoes, gloves; + Uint16 weapon, shield; + Uint16 stunMode; + Uint32 statusEffects; + int guild; + Being *dstBeing; + int hairStyle, hairColor; + int hp, maxHP, oldHP; + int spawnId; + + // Information about a being in range + id = msg.readInt32(); + if (id == mSpawnId) + spawnId = mSpawnId; + else + spawnId = 0; + mSpawnId = 0; + speed = msg.readInt16(); + stunMode = msg.readInt16(); // opt1 + statusEffects = msg.readInt16(); // opt2 + statusEffects |= (static_cast<Uint32>( + msg.readInt16())) << 16; // option + job = msg.readInt16(); // class + + dstBeing = actorSpriteManager->findBeing(id); + + if (dstBeing && dstBeing->getType() == Being::MONSTER + && !dstBeing->isAlive()) + { + actorSpriteManager->destroy(dstBeing); + actorSpriteManager->erase(dstBeing); + dstBeing = 0; + } + + 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 (actorSpriteManager->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() == Being::NPC) + actorSpriteManager->undelete(dstBeing); + } + + if (dstBeing->getType() == Being::PLAYER) + dstBeing->setMoveTime(); + + if (spawnId) + { + dstBeing->setAction(Being::SPAWN); + } + else if (visible) + { + dstBeing->clearPath(); + dstBeing->setActionTime(tick_time); + dstBeing->setAction(Being::STAND); + } + + // Prevent division by 0 when calculating frame + if (speed == 0) + speed = 150; + + dstBeing->setWalkSpeed(Vector(speed, speed, 0)); + dstBeing->setSubtype(job); + if (dstBeing->getType() == ActorSprite::MONSTER && player_node) + player_node->checkNewName(dstBeing); + + hairStyle = msg.readInt16(); + weapon = msg.readInt16(); + headBottom = msg.readInt16(); + + if (!visible) + msg.readInt32(); // server tick + + shield = msg.readInt16(); + headTop = msg.readInt16(); + headMid = msg.readInt16(); + hairColor = msg.readInt16(); + shoes = msg.readInt16(); // clothes color - "abused" as shoes + + if (dstBeing->getType() == ActorSprite::MONSTER) + { + hp = msg.readInt32(); + maxHP = msg.readInt32(); + if (hp && maxHP) + { + oldHP = dstBeing->getHP(); + if (!oldHP || oldHP > hp) + dstBeing->setHP(hp); + dstBeing->setMaxHP(maxHP); + } + gloves = 0; + guild = 0; + } + else + { + gloves = msg.readInt16(); // head dir - "abused" as gloves + guild = msg.readInt32(); // guild + msg.readInt16(); // guild emblem + } +// logger->log("being guild: " + toString(guild)); +/* + if (guild == 0) + dstBeing->clearGuilds(); + else + dstBeing->setGuild(Guild::getGuild(static_cast<short>(guild))); +*/ + + msg.readInt16(); // manner + dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3 + msg.readInt8(); // karma + gender = msg.readInt8(); + + if (dstBeing->getType() == ActorSprite::PLAYER) + { + dstBeing->setGender((gender == 0) + ? GENDER_FEMALE : GENDER_MALE); + // Set these after the gender, as the sprites may be gender-specific + setSprite(dstBeing, EA_SPRITE_HAIR, hairStyle * -1, + ColorDB::getHairColor(hairColor)); + setSprite(dstBeing, EA_SPRITE_BOTTOMCLOTHES, headBottom); + setSprite(dstBeing, EA_SPRITE_TOPCLOTHES, headMid); + setSprite(dstBeing, EA_SPRITE_HAT, headTop); + setSprite(dstBeing, EA_SPRITE_SHOE, shoes); + setSprite(dstBeing, EA_SPRITE_GLOVES, gloves); + setSprite(dstBeing, EA_SPRITE_WEAPON, weapon, "", true); + if (!config.getBoolValue("hideShield")) + setSprite(dstBeing, EA_SPRITE_SHIELD, shield); + } + else if (dstBeing->getType() == ActorSprite::NPC) + { + switch (gender) + { + case 2: + dstBeing->setGender(GENDER_FEMALE); + break; + case 3: + dstBeing->setGender(GENDER_MALE); + break; + default: + dstBeing->setGender(GENDER_UNSPECIFIED); + break; + } + } + + + if (!visible) + { + Uint16 srcX, srcY, dstX, dstY; + msg.readCoordinatePair(srcX, srcY, dstX, dstY); + dstBeing->setAction(Being::STAND); + dstBeing->setTileCoords(srcX, srcY); + dstBeing->setDestination(dstX, dstY); +// if (player_node && player_node->getTarget() == dstBeing) +// player_node->targetMoved(); + } + else + { + Uint8 dir; + Uint16 x, y; + msg.readCoordinates(x, y, dir); + dstBeing->setTileCoords(x, y); + + + if (job == 45 && socialWindow && outfitWindow) + { + 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(); // unknown +// msg.readInt8(); // unknown / sit + msg.readInt16(); + + dstBeing->setStunMode(stunMode); + dstBeing->setStatusEffectBlock(0, static_cast<Uint16>( + (statusEffects >> 16) & 0xffff)); + dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); + +} + +void BeingHandler::processBeingMove2(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + /* + * A simplified movement packet, used by the + * later versions of eAthena for both mobs and + * players + */ + Being *dstBeing = actorSpriteManager->findBeing(msg.readInt32()); + + /* + * 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) + return; + + Uint16 srcX, srcY, dstX, dstY; + msg.readCoordinatePair(srcX, srcY, dstX, dstY); + msg.readInt32(); // Server tick + + dstBeing->setAction(Being::STAND); + dstBeing->setTileCoords(srcX, srcY); + dstBeing->setDestination(dstX, dstY); + if (dstBeing->getType() == Being::PLAYER) + dstBeing->setMoveTime(); +} + +void BeingHandler::processBeingSpawn(Net::MessageIn &msg) +{ + // skipping this packet + mSpawnId = msg.readInt32(); // id + msg.readInt16(); // speed + msg.readInt16(); // opt1 + msg.readInt16(); // opt2 + msg.readInt16(); // option + msg.readInt16(); // disguise +} + +void BeingHandler::processBeingRemove(Net::MessageIn &msg) +{ + if (!actorSpriteManager || !player_node) + return; + + // A being should be removed or has died + + int id = msg.readInt32(); + Being *dstBeing = actorSpriteManager->findBeing(id); + if (!dstBeing) + return; + + player_node->followMoveTo(dstBeing, player_node->getNextDestX(), + player_node->getNextDestY()); + + // 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); + if (dstBeing->getName() == "Jack O" && killStats) + killStats->jackoDead(id); + } + else + { + if (dstBeing->getType() == Being::PLAYER) + { + if (botCheckerWindow) + botCheckerWindow->updateList(); + if (socialWindow) + socialWindow->updateActiveList(); + } + actorSpriteManager->destroy(dstBeing); + } +} + +void BeingHandler::processBeingResurrect(Net::MessageIn &msg) +{ + if (!actorSpriteManager || !player_node) + return; + + // A being changed mortality status + + int id = msg.readInt32(); + Being *dstBeing = actorSpriteManager->findBeing(id); + if (!dstBeing) + return; + + // If this is player's current target, clear it. + if (dstBeing == player_node->getTarget()) + player_node->stopAttack(); + + if (msg.readInt8() == 1) + dstBeing->setAction(Being::STAND); +} + + +void BeingHandler::processSkillDamage(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + Being *srcBeing; + Being *dstBeing; + int param1; + + msg.readInt16(); // Skill Id + srcBeing = actorSpriteManager->findBeing(msg.readInt32()); + dstBeing = actorSpriteManager->findBeing(msg.readInt32()); + msg.readInt32(); // Server tick + msg.readInt32(); // src speed + msg.readInt32(); // dst speed + param1 = msg.readInt32(); // Damage + msg.readInt16(); // Skill level + msg.readInt16(); // Div + msg.readInt8(); // Skill hit/type (?) + if (dstBeing) + { + // Perhaps a new skill attack type should be created and used? +// if (dstSpeed) +// dstBeing->setAttackDelay(dstSpeed); + dstBeing->takeDamage(srcBeing, param1, Being::HIT); + } + if (srcBeing) + { +// if (srcSpeed) +// srcBeing->setAttackDelay(srcSpeed); + srcBeing->handleAttack(dstBeing, param1, Being::HIT); + } +} + +void BeingHandler::processBeingAction(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + Being *srcBeing; + Being *dstBeing; + int param1; + int type; + + srcBeing = actorSpriteManager->findBeing(msg.readInt32()); + dstBeing = actorSpriteManager->findBeing(msg.readInt32()); + + msg.readInt32(); // server tick + int srcSpeed = 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) + { +// if (dstSpeed) +// dstBeing->setAttackDelay(dstSpeed); + dstBeing->takeDamage(srcBeing, param1, + static_cast<Being::AttackType>(type)); + } + if (srcBeing) + { + if (srcSpeed && srcBeing->getType() == Being::PLAYER) + srcBeing->setAttackDelay(srcSpeed); + srcBeing->handleAttack(dstBeing, param1, + static_cast<Being::AttackType>(type)); + if (srcBeing->getType() == Being::PLAYER) + srcBeing->setAttackTime(); + } + break; + + case 0x02: // Sit + if (srcBeing) + { + srcBeing->setAction(Being::SIT); + if (srcBeing->getType() == Being::PLAYER) + { + srcBeing->setMoveTime(); + if (player_node) + { + player_node->imitateAction( + srcBeing, Being::SIT); + } + } + } + break; + + case 0x03: // Stand up + if (srcBeing) + { + srcBeing->setAction(Being::STAND); + if (srcBeing->getType() == Being::PLAYER) + { + srcBeing->setMoveTime(); + if (player_node) + { + player_node->imitateAction( + srcBeing, Being::STAND); + } + } + } + break; + default: + break; +/* + logger->log("QQQ1 SMSG_BEING_ACTION:"); + if (srcBeing) + logger->log("srcBeing:" + toString(srcBeing->getId())); + if (dstBeing) + logger->log("dstBeing:" + toString(dstBeing->getId())); + logger->log("type: " + toString(type)); +*/ + } +} + +void BeingHandler::processBeingSelfEffect(Net::MessageIn &msg) +{ + if (!effectManager || !actorSpriteManager) + return; + + int id; + + id = static_cast<Uint32>(msg.readInt32()); + Being* being = actorSpriteManager->findBeing(id); + if (!being) + return; + + int effectType = msg.readInt32(); + + effectManager->trigger(effectType, being); + + //+++ need dehard code effectType == 3 + if (being && effectType == 3 + && being->getType() == Being::PLAYER + && socialWindow) + { //reset received damage + socialWindow->resetDamage(being->getName()); + } +} + +void BeingHandler::processBeingEmotion(Net::MessageIn &msg) +{ + if (!player_node || !actorSpriteManager) + return; + + Being *dstBeing; + + if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) + return; + + if (player_relations.hasPermission(dstBeing, + PlayerRelation::EMOTE)) + { + unsigned char emote = msg.readInt8(); + if (emote) + { + dstBeing->setEmote(emote, EMOTION_TIME); + player_node->imitateEmote(dstBeing, emote); + } + } + if (dstBeing->getType() == Being::PLAYER) + dstBeing->setOtherTime(); +} + +void BeingHandler::processNameResponse(Net::MessageIn &msg) +{ + if (!player_node || !actorSpriteManager) + return; + + Being *dstBeing; + + int beingId = msg.readInt32(); + if ((dstBeing = actorSpriteManager->findBeing(beingId))) + { + if (beingId == player_node->getId()) + { + player_node->pingResponse(); + } + else + { + dstBeing->setName(msg.readString(24)); + dstBeing->updateGuild(); + dstBeing->addToCache(); + + if (dstBeing->getType() == Being::PLAYER) + dstBeing->updateColors(); + + if (player_node) + { + Party *party = player_node->getParty(); + if (party && party->isMember(dstBeing->getId())) + { + PartyMember *member = party->getMember( + dstBeing->getId()); + + if (member) + member->setName(dstBeing->getName()); + } + player_node->checkNewName(dstBeing); + } + } + } +} + +void BeingHandler::processIpResponse(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + Being *dstBeing; + + if ((dstBeing = actorSpriteManager->findBeing( + msg.readInt32()))) + { + dstBeing->setIp(ipToString(msg.readInt32())); + } +} + +void BeingHandler::processPlayerGuilPartyInfo(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + Being *dstBeing; + + if ((dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) + { + dstBeing->setPartyName(msg.readString(24)); + dstBeing->setGuildName(msg.readString(24)); + dstBeing->setGuildPos(msg.readString(24)); + dstBeing->addToCache(); + msg.readString(24); // Discard this + } +} + +void BeingHandler::processBeingChangeDirection(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + Being *dstBeing; + + if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) + return; + + msg.readInt16(); // unused + + unsigned char dir = msg.readInt8(); + dstBeing->setDirection(dir); + if (player_node) + player_node->imitateDirection(dstBeing, dir); +} + +void BeingHandler::processPlayerStop(Net::MessageIn &msg) +{ + if (!actorSpriteManager || !player_node) + return; + + /* + * 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. + */ + + int id = msg.readInt32(); + + if (mSync || id != player_node->getId()) + { + Being *dstBeing = actorSpriteManager->findBeing(id); + if (dstBeing) + { + Uint16 x, y; + x = msg.readInt16(); + y = msg.readInt16(); + dstBeing->setTileCoords(x, y); + if (dstBeing->getCurrentAction() == Being::MOVE) + dstBeing->setAction(Being::STAND); + } + } +} + +void BeingHandler::processPlayerMoveToAttack(Net::MessageIn &msg _UNUSED_) +{ + /* + * 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... + */ + if (player_node) + player_node->fixAttackTarget(); +} + +void BeingHandler::processPlaterStatusChange(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + // Change in players' flags + + int id = msg.readInt32(); + Being *dstBeing = actorSpriteManager->findBeing(id); + if (!dstBeing) + return; + + Uint16 stunMode = msg.readInt16(); + Uint32 statusEffects = msg.readInt16(); + statusEffects |= (static_cast<Uint32>(msg.readInt16())) << 16; + msg.readInt8(); // Unused? + + dstBeing->setStunMode(stunMode); + dstBeing->setStatusEffectBlock(0, static_cast<Uint16>( + (statusEffects >> 16) & 0xffff)); + dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); +} + +void BeingHandler::processBeingStatusChange(Net::MessageIn &msg) +{ + if (!actorSpriteManager) + return; + + // Status change + Uint16 status = msg.readInt16(); + int id = msg.readInt32(); + int flag = msg.readInt8(); // 0: stop, 1: start + + Being *dstBeing = actorSpriteManager->findBeing(id); + if (dstBeing) + dstBeing->setStatusEffect(status, flag); +} + +void BeingHandler::processSkilCasting(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 pl + msg.readInt32(); // cast time +} + +void BeingHandler::processSkillNoDamage(Net::MessageIn &msg) +{ + msg.readInt16(); // skill id + msg.readInt16(); // heal + msg.readInt32(); // dst id + msg.readInt32(); // src id + msg.readInt8(); // fail +} + +void BeingHandler::processPvpMapMode(Net::MessageIn &msg) +{ + Game *game = Game::instance(); + if (!game) + return; + + Map *map = game->getCurrentMap(); + if (map) + map->setPvpMode(msg.readInt16()); +} + +void BeingHandler::processPvpSet(Net::MessageIn &msg) +{ + int id = msg.readInt32(); // id + int rank = msg.readInt32(); // rank + msg.readInt32(); // num + if (actorSpriteManager) + { + Being *dstBeing = actorSpriteManager->findBeing(id); + if (dstBeing) + dstBeing->setPvpRank(rank); + } +} + +} // namespace Ea |