/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 .
*/
#include "net/eathena/playerhandler.h"
#include "being/localplayer.h"
#include "enums/being/attributes.h"
#include "gui/windows/statuswindow.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/eathena/inventoryhandler.h"
#include "debug.h"
extern Net::PlayerHandler *playerHandler;
namespace EAthena
{
PlayerHandler::PlayerHandler() :
MessageHandler(),
Ea::PlayerHandler()
{
static const uint16_t _messages[] =
{
SMSG_WALK_RESPONSE,
SMSG_PLAYER_WARP,
SMSG_PLAYER_STAT_UPDATE_1,
SMSG_PLAYER_STAT_UPDATE_2,
SMSG_PLAYER_STAT_UPDATE_3,
SMSG_PLAYER_STAT_UPDATE_4,
SMSG_PLAYER_STAT_UPDATE_5,
SMSG_PLAYER_STAT_UPDATE_6,
SMSG_PLAYER_ARROW_MESSAGE,
SMSG_PLAYER_SHORTCUTS,
SMSG_PLAYER_SHOW_EQUIP,
SMSG_PLAYER_GET_EXP,
SMSG_PVP_INFO,
SMSG_PLAYER_HEAL,
SMSG_PLAYER_SKILL_MESSAGE,
SMSG_MAP_MASK,
SMSG_MAP_MUSIC,
SMSG_ONLINE_LIST,
SMSG_PLAYER_NOTIFY_MAPINFO,
SMSG_PLAYER_FAME_BLACKSMITH,
0
};
handledMessages = _messages;
playerHandler = this;
}
void PlayerHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_WALK_RESPONSE:
processWalkResponse(msg);
break;
case SMSG_PLAYER_WARP:
processPlayerWarp(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_1:
processPlayerStatUpdate1(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_2:
processPlayerStatUpdate2(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute
processPlayerStatUpdate3(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack
processPlayerStatUpdate4(msg);
break;
// Updates stats and status points
case SMSG_PLAYER_STAT_UPDATE_5:
processPlayerStatUpdate5(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_6:
processPlayerStatUpdate6(msg);
break;
case SMSG_PLAYER_ARROW_MESSAGE:
processPlayerArrowMessage(msg);
break;
case SMSG_PLAYER_SHORTCUTS:
processPlayerShortcuts(msg);
break;
case SMSG_PLAYER_SHOW_EQUIP:
processPlayerShowEquip(msg);
break;
case SMSG_PLAYER_GET_EXP:
processPlayerGetExp(msg);
break;
case SMSG_PVP_INFO:
processPvpInfo(msg);
break;
case SMSG_PLAYER_HEAL:
processPlayerHeal(msg);
break;
case SMSG_PLAYER_SKILL_MESSAGE:
processPlayerSkillMessage(msg);
break;
case SMSG_MAP_MASK:
processMapMask(msg);
break;
case SMSG_MAP_MUSIC:
processMapMusic(msg);
break;
case SMSG_ONLINE_LIST:
processOnlineList(msg);
break;
case SMSG_PLAYER_NOTIFY_MAPINFO:
processNotifyMapInfo(msg);
break;
case SMSG_PLAYER_FAME_BLACKSMITH:
processPlayerFameBlacksmith(msg);
break;
default:
break;
}
}
void PlayerHandler::attack(const int id, const bool keep) const
{
createOutPacket(CMSG_PLAYER_CHANGE_ACT);
outMsg.writeInt32(id, "target id");
if (keep)
outMsg.writeInt8(7, "action");
else
outMsg.writeInt8(0, "action");
}
void PlayerHandler::stopAttack() const
{
createOutPacket(CMSG_PLAYER_STOP_ATTACK);
}
void PlayerHandler::emote(const uint8_t emoteId) const
{
createOutPacket(CMSG_PLAYER_EMOTE);
outMsg.writeInt8(emoteId, "emote id");
}
void PlayerHandler::increaseAttribute(const int attr) const
{
if (attr >= Attributes::STR && attr <= Attributes::LUK)
{
createOutPacket(CMSG_STAT_UPDATE_REQUEST);
outMsg.writeInt16(static_cast(attr), "attribute id");
outMsg.writeInt8(1, "increase");
}
}
void PlayerHandler::increaseSkill(const uint16_t skillId) const
{
if (PlayerInfo::getAttribute(Attributes::SKILL_POINTS) <= 0)
return;
createOutPacket(CMSG_SKILL_LEVELUP_REQUEST);
outMsg.writeInt16(skillId, "skill id");
}
void PlayerHandler::pickUp(const FloorItem *const floorItem) const
{
if (!floorItem)
return;
createOutPacket(CMSG_ITEM_PICKUP);
outMsg.writeInt32(floorItem->getId(), "object id");
EAthena::InventoryHandler *const handler =
static_cast(inventoryHandler);
if (handler)
handler->pushPickup(floorItem->getId());
}
void PlayerHandler::setDirection(const unsigned char direction) const
{
createOutPacket(CMSG_PLAYER_CHANGE_DIR);
outMsg.writeInt8(0, "head direction");
outMsg.writeInt8(0, "unused");
outMsg.writeInt8(MessageOut::toServerDirection(direction),
"player direction");
}
void PlayerHandler::setDestination(const int x, const int y,
const int direction) const
{
createOutPacket(CMSG_PLAYER_CHANGE_DEST);
outMsg.writeCoordinates(static_cast(x),
static_cast(y),
static_cast(direction), "destination");
}
void PlayerHandler::changeAction(const BeingAction::Action &action) const
{
unsigned char type;
switch (action)
{
case BeingAction::SIT:
type = 2;
break;
case BeingAction::STAND:
type = 3;
break;
default:
case BeingAction::MOVE:
case BeingAction::ATTACK:
case BeingAction::DEAD:
case BeingAction::HURT:
case BeingAction::SPAWN:
return;
}
createOutPacket(CMSG_PLAYER_CHANGE_ACT);
outMsg.writeInt32(0, "unused");
outMsg.writeInt8(type, "action");
}
void PlayerHandler::respawn() const
{
createOutPacket(CMSG_PLAYER_RESTART);
outMsg.writeInt8(0, "action");
}
void PlayerHandler::requestOnlineList() const
{
createOutPacket(CMSG_ONLINE_LIST);
}
void PlayerHandler::updateStatus(const uint8_t status) const
{
createOutPacket(CMSG_SET_STATUS);
outMsg.writeInt8(status, "status");
outMsg.writeInt8(0, "unused");
}
void PlayerHandler::setShortcut(const int idx,
const uint8_t type,
const int id,
const int level) const
{
createOutPacket(CMSG_SET_SHORTCUTS);
outMsg.writeInt16(static_cast(idx), "index");
outMsg.writeInt8(static_cast(type), "type");
outMsg.writeInt32(id, "id");
outMsg.writeInt16(static_cast(level), "level");
}
void PlayerHandler::removeOption() const
{
createOutPacket(CMSG_REMOVE_OPTION);
}
void PlayerHandler::changeCart(const int type) const
{
createOutPacket(CMSG_CHANGE_CART);
outMsg.writeInt16(static_cast(type), "type");
}
void PlayerHandler::setMemo() const
{
createOutPacket(CMSG_PLAYER_SET_MEMO);
}
void PlayerHandler::processPlayerShortcuts(Net::MessageIn &msg)
{
// +++ player shortcuts ignored. It also disabled on server side.
// may be in future better use it?
msg.readUInt8("unused?");
for (int f = 0; f < 27; f ++)
{
msg.readUInt8("type 0: item, 1: skill");
msg.readInt32("item or skill id");
msg.readInt16("skill level");
}
msg.skip(77, "unused");
}
void PlayerHandler::processPlayerShowEquip(Net::MessageIn &msg)
{
// +++ for now server allow only switch this option but not using it.
msg.readUInt8("show equip"); // 1 mean need open "equipment" window
}
void PlayerHandler::processPlayerStatUpdate5(Net::MessageIn &msg)
{
BLOCK_START("PlayerHandler::processPlayerStatUpdate5")
PlayerInfo::setAttribute(Attributes::CHAR_POINTS,
msg.readInt16("char points"));
unsigned int val = msg.readUInt8("str");
PlayerInfo::setStatBase(Attributes::STR, val);
if (statusWindow)
{
statusWindow->setPointsNeeded(Attributes::STR,
msg.readUInt8("str cost"));
}
else
{
msg.readUInt8("str need");
}
val = msg.readUInt8("agi");
PlayerInfo::setStatBase(Attributes::AGI, val);
if (statusWindow)
{
statusWindow->setPointsNeeded(Attributes::AGI,
msg.readUInt8("agi cost"));
}
else
{
msg.readUInt8("agi cost");
}
val = msg.readUInt8("vit");
PlayerInfo::setStatBase(Attributes::VIT, val);
if (statusWindow)
{
statusWindow->setPointsNeeded(Attributes::VIT,
msg.readUInt8("vit cost"));
}
else
{
msg.readUInt8("vit cost");
}
val = msg.readUInt8("int");
PlayerInfo::setStatBase(Attributes::INT, val);
if (statusWindow)
{
statusWindow->setPointsNeeded(Attributes::INT,
msg.readUInt8("int cost"));
}
else
{
msg.readUInt8("int cost");
}
val = msg.readUInt8("dex");
PlayerInfo::setStatBase(Attributes::DEX, val);
if (statusWindow)
{
statusWindow->setPointsNeeded(Attributes::DEX,
msg.readUInt8("dex cost"));
}
else
{
msg.readUInt8("dex cost");
}
val = msg.readUInt8("luk");
PlayerInfo::setStatBase(Attributes::LUK, val);
if (statusWindow)
{
statusWindow->setPointsNeeded(Attributes::LUK,
msg.readUInt8("luk cost"));
}
else
{
msg.readUInt8("luk cost");
}
PlayerInfo::setStatBase(Attributes::ATK, msg.readInt16("left atk"), false);
PlayerInfo::setStatMod(Attributes::ATK, msg.readInt16("right atk"));
PlayerInfo::updateAttrs();
val = msg.readInt16("right matk");
PlayerInfo::setStatBase(Attributes::MATK, val, false);
val = msg.readInt16("left matk");
PlayerInfo::setStatMod(Attributes::MATK, val);
PlayerInfo::setStatBase(Attributes::DEF, msg.readInt16("left def"), false);
PlayerInfo::setStatMod(Attributes::DEF, msg.readInt16("right def"));
PlayerInfo::setStatBase(Attributes::MDEF,
msg.readInt16("left mdef"), false);
PlayerInfo::setStatMod(Attributes::MDEF, msg.readInt16("right mdef"));
PlayerInfo::setStatBase(Attributes::HIT, msg.readInt16("hit"));
PlayerInfo::setStatBase(Attributes::FLEE, msg.readInt16("flee"), false);
PlayerInfo::setStatMod(Attributes::FLEE, msg.readInt16("flee2/10"));
PlayerInfo::setStatBase(Attributes::CRIT, msg.readInt16("crit/10"));
PlayerInfo::setAttribute(Attributes::ATTACK_DELAY,
msg.readInt16("attack speed"));
msg.readInt16("plus speed = 0");
BLOCK_END("PlayerHandler::processPlayerStatUpdate5")
}
void PlayerHandler::processPlayerGetExp(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("player id");
msg.readInt32("exp amount");
msg.readInt16("exp type");
msg.readInt16("is from quest");
// Being *dstBeing = actorManager->findBeing(id);
// need show particle depend on isQuest flag, for now ignored
}
void PlayerHandler::processWalkResponse(Net::MessageIn &msg)
{
BLOCK_START("PlayerHandler::processWalkResponse")
/*
* This client assumes that all walk messages succeed,
* and that the server will send a correction notice
* otherwise.
*/
uint16_t srcX, srcY, dstX, dstY;
msg.readInt32("tick");
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
msg.readUInt8("(sx<<4) | (sy&0x0f)");
if (localPlayer)
localPlayer->setRealPos(dstX, dstY);
BLOCK_END("PlayerHandler::processWalkResponse")
}
void PlayerHandler::doriDori() const
{
createOutPacket(CMSG_DORI_DORI);
}
void PlayerHandler::explosionSpirits() const
{
createOutPacket(CMSG_EXPLOSION_SPIRITS);
}
void PlayerHandler::requestPvpInfo() const
{
createOutPacket(CMSG_PVP_INFO);
outMsg.writeInt32(0, "char id");
outMsg.writeInt32(0, "account id");
}
void PlayerHandler::processPvpInfo(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("char id");
msg.readInt32("account id");
msg.readInt32("pvp won");
msg.readInt32("pvp lost");
msg.readInt32("pvp point");
}
void PlayerHandler::revive() const
{
createOutPacket(CMSG_PLAYER_AUTO_REVIVE);
}
void PlayerHandler::setViewEquipment(const bool allow) const
{
createOutPacket(CMSG_PLAYER_SET_EQUIPMENT_VISIBLE);
outMsg.writeInt32(0, "unused");
outMsg.writeInt32(allow ? 1 : 0, "allow");
}
void PlayerHandler::processPlayerHeal(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ probably need show effect or adjust hp/sp?
// 5 - hp
// 7 - sp
msg.readInt16("var id");
msg.readInt16("value");
}
void PlayerHandler::processPlayerSkillMessage(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ need show this message
msg.readInt32("type");
}
void PlayerHandler::setStat(const int type,
const int base,
const int mod,
const bool notify) const
{
Ea::PlayerHandler::setStat(type, base, mod, notify);
}
void PlayerHandler::processNotifyMapInfo(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt16("type");
}
void PlayerHandler::processPlayerFameBlacksmith(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("points");
msg.readInt32("total points");
}
} // namespace EAthena