/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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/beinghandler.h" #include "actorspritemanager.h" #include "client.h" #include "effectmanager.h" #include "guild.h" #include "guildmanager.h" #include "keyboardconfig.h" #include "localplayer.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 "net/playerhandler.h" #include "net/eathena/protocol.h" #include "resources/colordb.h" #include "resources/itemdb.h" #include "resources/iteminfo.h" #include #include "debug.h" extern Net::BeingHandler *beingHandler; namespace EAthena { BeingHandler::BeingHandler(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 (!actorSpriteManager) 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 = actorSpriteManager->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() == Being::PLAYER) dstBeing->setOtherTime(); if (!player_node) return; switch (type) { case 0: // change race dstBeing->setSubtype(static_cast(id)); 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(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(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(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(id2)); } player_node->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_SHOE, id, color, static_cast(id2)); player_node->imitateOutfit(dstBeing, SPRITE_SHOE); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_GLOVES, id, color, static_cast(id2)); player_node->imitateOutfit(dstBeing, SPRITE_GLOVES); break; case 11: // LOOK_CAPE dstBeing->setSprite(SPRITE_CAPE, id, color, static_cast(id2)); player_node->imitateOutfit(dstBeing, SPRITE_CAPE); break; case 12: dstBeing->setSprite(SPRITE_MISC1, id, color, static_cast(id2)); player_node->imitateOutfit(dstBeing, SPRITE_MISC1); break; case 13: dstBeing->setSprite(SPRITE_MISC2, id, color, static_cast(id2)); player_node->imitateOutfit(dstBeing, SPRITE_MISC2); break; case 14: dstBeing->setSprite(SPRITE_EVOL1, id, color, static_cast(id2)); player_node->imitateOutfit(dstBeing, SPRITE_EVOL1); break; case 15: dstBeing->setSprite(SPRITE_EVOL2, id, color, static_cast(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) const { if (!actorSpriteManager || !player_node) return; const int len = msg.readInt16(); const int beingId = msg.readInt32(); const std::string str = msg.readString(len - 8); Being *const dstBeing = actorSpriteManager->findBeing(beingId); if (dstBeing) { if (beingId == player_node->getId()) { player_node->pingResponse(); } else { dstBeing->setName(str); dstBeing->updateGuild(); dstBeing->addToCache(); if (dstBeing->getType() == Being::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 (!actorSpriteManager || !player_node) return; // An update about a player, potentially including movement. const int id = msg.readInt32(); const short speed = msg.readInt16(); const uint16_t stunMode = msg.readInt16(); // opt1 uint32_t statusEffects = msg.readInt16(); // opt2 statusEffects |= (static_cast(msg.readInt16())) << 16; // status.options; Aethyra uses this as misc2 const short job = msg.readInt16(); Being *dstBeing = actorSpriteManager->findBeing(id); if (!dstBeing) { if (actorSpriteManager->isBlocked(id) == true) return; dstBeing = createBeing(id, job); if (!dstBeing) return; } 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); 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(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(msg.readInt8() & 3)); // Set these after the gender, as the sprites may be gender-specific dstBeing->setSprite(SPRITE_WEAPON, weapon, "", 1, true); if (!mHideShield) dstBeing->setSprite(SPRITE_SHIELD, shield); dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom); dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid); dstBeing->setSprite(SPRITE_HAT, headTop); dstBeing->setSprite(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(d)); } if (player_node->getCurrentAction() != Being::STAND) player_node->imitateAction(dstBeing, Being::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(Being::STAND); player_node->imitateAction(dstBeing, Being::STAND); break; case 1: if (dstBeing->getCurrentAction() != Being::DEAD) { dstBeing->setAction(Being::DEAD); dstBeing->recalcSpritesOrder(); } break; case 2: dstBeing->setAction(Being::SIT); player_node->imitateAction(dstBeing, Being::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() != Being::PLAYER || msgType != 3) { dstBeing->setActionTime(tick_time); } dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); if (msgType == 3 && dstBeing->getType() == Being::PLAYER) dstBeing->setMoveTime(); } void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg, const bool visible) { if (!actorSpriteManager) 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; short speed = msg.readInt16(); const uint16_t stunMode = msg.readInt16(); // opt1 uint32_t statusEffects = msg.readInt16(); // opt2 statusEffects |= (static_cast(msg.readInt16())) << 16; // option const short job = msg.readInt16(); // class Being *dstBeing = actorSpriteManager->findBeing(id); if (dstBeing && dstBeing->getType() == Being::MONSTER && !dstBeing->isAlive()) { actorSpriteManager->destroy(dstBeing); actorSpriteManager->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 (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); 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() == ActorSprite::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 short gender = msg.readInt8(); if (dstBeing->getType() == ActorSprite::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() == ActorSprite::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(Being::STAND); 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( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); } } // namespace EAthena