/*
* 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/ea/beinghandler.h"
#include "actormanager.h"
#include "configuration.h"
#include "effectmanager.h"
#include "game.h"
#include "party.h"
#include "being/localplayer.h"
#include "being/playerrelations.h"
#include "particle/particle.h"
#include "gui/windows/botcheckerwindow.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/killstats.h"
#include "resources/map/map.h"
#include "debug.h"
namespace Ea
{
BeingHandler::BeingHandler(const bool enableSync) :
mSync(enableSync),
mSpawnId(0),
mHideShield(config.getBoolValue("hideShield"))
{
}
Being *BeingHandler::createBeing(const int id, const int16_t job) const
{
if (!actorManager)
return nullptr;
ActorType::Type type = ActorType::Unknown;
if (job <= 25 || (job >= 4001 && job <= 4049))
type = ActorType::Player;
else if (job >= 46 && job <= 1000)
type = ActorType::Npc;
else if (job > 1000 && job <= 2000)
type = ActorType::Monster;
else if (job == 45)
type = ActorType::Portal;
Being *const being = actorManager->createBeing(id, type, job);
return being;
}
void BeingHandler::setSprite(Being *const being, const unsigned int slot,
const int id, const std::string &color,
const unsigned char colorId,
const bool isWeapon,
const bool isTempSprite) const
{
if (!being)
return;
being->updateSprite(slot, id, color, colorId, isWeapon, isTempSprite);
}
void BeingHandler::processBeingRemove(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processBeingRemove")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingHandler::processBeingRemove")
return;
}
// A being should be removed or has died
const int id = msg.readInt32("being id");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
{
msg.readUInt8("dead flag?");
BLOCK_END("BeingHandler::processBeingRemove")
return;
}
localPlayer->followMoveTo(dstBeing, localPlayer->getNextDestX(),
localPlayer->getNextDestY());
// If this is player's current target, clear it.
if (dstBeing == localPlayer->getTarget())
localPlayer->stopAttack(true);
if (msg.readUInt8("dead flag?") == 1U)
{
if (dstBeing->getCurrentAction() != BeingAction::DEAD)
{
dstBeing->setAction(BeingAction::DEAD, 0);
dstBeing->recalcSpritesOrder();
}
if (dstBeing->getName() == "Jack O" && killStats)
killStats->jackoDead(id);
}
else
{
if (dstBeing->getType() == ActorType::Player)
{
if (botCheckerWindow)
botCheckerWindow->updateList();
if (socialWindow)
socialWindow->updateActiveList();
}
actorManager->destroy(dstBeing);
}
BLOCK_END("BeingHandler::processBeingRemove")
}
void BeingHandler::processSkillDamage(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processSkillDamage")
if (!actorManager)
{
BLOCK_END("BeingHandler::processSkillDamage")
return;
}
const int id = msg.readInt16("skill id");
Being *const srcBeing = actorManager->findBeing(
msg.readInt32("src being id"));
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("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, Being::SKILL, id);
BLOCK_END("BeingHandler::processSkillDamage")
}
void BeingHandler::processBeingAction(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processBeingAction")
if (!actorManager)
{
BLOCK_END("BeingHandler::processBeingAction")
return;
}
Being *const srcBeing = actorManager->findBeing(
msg.readInt32("src being id"));
Being *const dstBeing = actorManager->findBeing(
msg.readInt32("dst being id"));
msg.readInt32("tick");
const int srcSpeed = msg.readInt32("src speed");
msg.readInt32("dst speed");
const int param1 = msg.readInt16("param1");
msg.readInt16("param 2");
const uint8_t type = msg.readUInt8("type");
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 (srcBeing)
{
if (srcSpeed && srcBeing->getType() == ActorType::Player)
srcBeing->setAttackDelay(srcSpeed);
// attackid=1, type
srcBeing->handleAttack(dstBeing, param1, 1);
if (srcBeing->getType() == ActorType::Player)
srcBeing->setAttackTime();
}
if (dstBeing)
{
dstBeing->takeDamage(srcBeing, param1,
static_cast<Being::AttackType>(type));
}
break;
case 0x01: // dead or pickup?
break;
// tmw server can send here garbage?
// if (srcBeing)
// srcBeing->setAction(BeingAction::DEAD, 0);
case 0x02: // Sit
if (srcBeing)
{
srcBeing->setAction(BeingAction::SIT, 0);
if (srcBeing->getType() == ActorType::Player)
{
srcBeing->setMoveTime();
if (localPlayer)
localPlayer->imitateAction(srcBeing, BeingAction::SIT);
}
}
break;
case 0x03: // Stand up
if (srcBeing)
{
srcBeing->setAction(BeingAction::STAND, 0);
if (srcBeing->getType() == ActorType::Player)
{
srcBeing->setMoveTime();
if (localPlayer)
{
localPlayer->imitateAction(srcBeing,
BeingAction::STAND);
}
}
}
break;
default:
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));
break;
}
BLOCK_END("BeingHandler::processBeingAction")
}
void BeingHandler::processBeingSelfEffect(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processBeingSelfEffect")
if (!effectManager || !actorManager)
{
BLOCK_END("BeingHandler::processBeingSelfEffect")
return;
}
const int id = static_cast<uint32_t>(msg.readInt32("being id"));
Being *const being = actorManager->findBeing(id);
if (!being)
{
BLOCK_END("BeingHandler::processBeingSelfEffect")
return;
}
const int effectType = msg.readInt32("effect type");
if (Particle::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("BeingHandler::processBeingSelfEffect")
}
void BeingHandler::processBeingEmotion(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processBeingEmotion")
if (!localPlayer || !actorManager)
{
BLOCK_END("BeingHandler::processBeingEmotion")
return;
}
Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id"));
if (!dstBeing)
{
BLOCK_END("BeingHandler::processBeingEmotion")
return;
}
if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE))
{
const uint8_t emote = msg.readUInt8("emote");
if (emote)
{
dstBeing->setEmote(emote, 0);
localPlayer->imitateEmote(dstBeing, emote);
}
}
if (dstBeing->getType() == ActorType::Player)
dstBeing->setOtherTime();
BLOCK_END("BeingHandler::processBeingEmotion")
}
void BeingHandler::processNameResponse(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processNameResponse")
if (!localPlayer || !actorManager)
{
BLOCK_END("BeingHandler::processNameResponse")
return;
}
const int beingId = msg.readInt32("being id");
Being *const dstBeing = actorManager->findBeing(beingId);
if (dstBeing)
{
if (beingId == localPlayer->getId())
{
localPlayer->pingResponse();
}
else
{
dstBeing->setName(msg.readString(24, "name"));
dstBeing->updateGuild();
dstBeing->addToCache();
if (dstBeing->getType() == ActorType::Player)
dstBeing->updateColors();
if (localPlayer)
{
const Party *const party = localPlayer->getParty();
if (party && party->isMember(dstBeing->getId()))
{
PartyMember *const member = party->getMember(
dstBeing->getId());
if (member)
member->setName(dstBeing->getName());
}
localPlayer->checkNewName(dstBeing);
}
BLOCK_END("BeingHandler::processNameResponse")
return;
}
}
msg.readString(24, "name");
BLOCK_END("BeingHandler::processNameResponse")
}
void BeingHandler::processIpResponse(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processIpResponse")
if (!actorManager)
{
BLOCK_END("BeingHandler::processIpResponse")
return;
}
Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id"));
if (dstBeing)
dstBeing->setIp(ipToString(msg.readInt32("ip address")));
BLOCK_END("BeingHandler::processIpResponse")
}
void BeingHandler::processPlayerStop(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processPlayerStop")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingHandler::processPlayerStop")
return;
}
const int id = msg.readInt32("account id");
if (mSync || id != localPlayer->getId())
{
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
{
const uint16_t x = msg.readInt16("x");
const uint16_t y = msg.readInt16("y");
dstBeing->setTileCoords(x, y);
if (dstBeing->getCurrentAction() == BeingAction::MOVE)
dstBeing->setAction(BeingAction::STAND, 0);
BLOCK_END("BeingHandler::processPlayerStop")
return;
}
}
msg.readInt16("x");
msg.readInt16("y");
BLOCK_END("BeingHandler::processPlayerStop")
}
void BeingHandler::processPlayerMoveToAttack(Net::MessageIn &msg A_UNUSED)
const
{
BLOCK_START("BeingHandler::processPlayerStop")
/*
* 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 (localPlayer)
localPlayer->fixAttackTarget();
BLOCK_END("BeingHandler::processPlayerStop")
}
void BeingHandler::processSkillNoDamage(Net::MessageIn &msg) const
{
msg.readInt16("skill id");
msg.readInt16("heal");
msg.readInt32("dst id");
msg.readInt32("src id");
msg.readUInt8("fail");
}
void BeingHandler::processPvpMapMode(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processPvpMapMode")
const Game *const game = Game::instance();
if (!game)
{
BLOCK_END("BeingHandler::processPvpMapMode")
return;
}
Map *const map = game->getCurrentMap();
if (map)
map->setPvpMode(msg.readInt16("pvp mode"));
BLOCK_END("BeingHandler::processPvpMapMode")
}
void BeingHandler::processPvpSet(Net::MessageIn &msg) const
{
BLOCK_START("BeingHandler::processPvpSet")
const int id = msg.readInt32("being id");
const int rank = msg.readInt32("rank");
msg.readInt32("num");
if (actorManager)
{
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
dstBeing->setPvpRank(rank);
}
BLOCK_END("BeingHandler::processPvpSet")
}
} // namespace Ea