/* * 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 . */ #include "net/eathena/beinghandler.h" #include "actormanager.h" #include "guild.h" #include "guildmanager.h" #include "party.h" #include "being/localplayer.h" #include "input/keyboardconfig.h" #include "gui/windows/socialwindow.h" #include "gui/windows/killstats.h" #include "gui/windows/outfitwindow.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/eathena/sprite.h" #include "resources/iteminfo.h" #include "resources/db/itemdb.h" #include "utils/stringutils.h" #include "utils/timer.h" #include "debug.h" extern Net::BeingHandler *beingHandler; extern int serverVersion; namespace EAthena { BeingHandler::BeingHandler(const 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_ACTION2, 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_STATUS_CHANGE2, 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, SMSG_MAP_TYPE_PROPERTY2, SMSG_MONSTER_HP, SMSG_PLAYER_HP, SMSG_SKILL_AUTO_CAST, 0 }; handledMessages = _messages; beingHandler = this; } void BeingHandler::requestNameById(const int id) const { MessageOut outMsg(CMSG_NAME_REQUEST); outMsg.writeInt32(id); // readLong(2)); } void BeingHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_BEING_VISIBLE: case SMSG_BEING_MOVE: case SMSG_BEING_SPAWN: processBeingVisibleOrMove(msg); break; case SMSG_BEING_MOVE2: processBeingMove2(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_SKILL_AUTO_CAST: processSkillAutoCast(msg); break; case SMSG_BEING_ACTION: processBeingAction(msg); break; case SMSG_BEING_ACTION2: processBeingAction2(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); 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: processPlayerMoveUpdate(msg); 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: case SMSG_BEING_STATUS_CHANGE2: processBeingStatusChange(msg); break; case SMSG_SKILL_CASTING: processSkillCasting(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; case SMSG_MAP_TYPE_PROPERTY2: processMapTypeProperty(msg); break; case SMSG_MONSTER_HP: case SMSG_PLAYER_HP: processMonsterHp(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 { if (!actorManager) 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 = actorManager->findBeing( msg.readInt32("being id")); const uint8_t type = msg.readUInt8("type"); int id = 0; unsigned int id2 = 0U; const std::string color; const bool look2 = msg.getId() == SMSG_BEING_CHANGE_LOOKS2; if (!look2) { id = static_cast(msg.readUInt8("id")); id2 = 1U; // default color } else { // SMSG_BEING_CHANGE_LOOKS2 id = msg.readInt16("id1"); id2 = msg.readInt16("id2"); if (type != 2) id2 = 1; } if (!dstBeing) return; if (dstBeing->getType() == ActorType::PLAYER) dstBeing->setOtherTime(); if (!localPlayer) return; switch (type) { case 0: // change race dstBeing->setSubtype(static_cast(id), 0); 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); localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 3: // Change lower headgear for eAthena, pants for us dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES); break; case 4: // Change upper headgear for eAthena, hat for us dstBeing->setSprite(SPRITE_HAT, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_HAT); break; case 5: // Change middle headgear for eathena, armor for us dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color, static_cast(id2)); localPlayer->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)); } localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_SHOE, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_SHOE); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_GLOVES, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_GLOVES); break; case 11: // LOOK_CAPE dstBeing->setSprite(SPRITE_CAPE, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_CAPE); break; case 12: dstBeing->setSprite(SPRITE_MISC1, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_MISC1); break; case 13: dstBeing->setSprite(SPRITE_MISC2, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_MISC2); break; case 14: dstBeing->setSprite(SPRITE_EVOL1, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL1); break; case 15: dstBeing->setSprite(SPRITE_EVOL2, id, color, static_cast(id2)); localPlayer->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) { if (!actorManager || !localPlayer) return; const int len = msg.readInt16("len"); const int beingId = msg.readInt32("being id"); const std::string str = msg.readString(len - 8, "name"); Being *const dstBeing = actorManager->findBeing(beingId); if (dstBeing) { if (beingId == localPlayer->getId()) { localPlayer->pingResponse(); } else { dstBeing->setName(str); 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); } } } } void BeingHandler::processPlayerMoveUpdate(Net::MessageIn &msg) const { if (!actorManager || !localPlayer) return; int msgType; switch (msg.getId()) { case SMSG_PLAYER_UPDATE_1: msgType = 1; break; case SMSG_PLAYER_UPDATE_2: msgType = 2; break; case SMSG_PLAYER_MOVE: msgType = 3; break; default: return; } // An update about a player, potentially including movement. const int id = msg.readInt32("account id"); const int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast(msg.readInt16("options"))) << 16U; const int16_t job = msg.readInt16("class"); int disguiseId = 0; if (id < 110000000 && job >= 1000) disguiseId = job; Being *dstBeing = actorManager->findBeing(id); if (!dstBeing) { if (actorManager->isBlocked(id) == true) return; dstBeing = createBeing(id, job); if (!dstBeing) return; } else if (disguiseId) { actorManager->undelete(dstBeing); if (serverVersion < 1) 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(Vector(speed, speed, 0)); dstBeing->setSubtype(job, 0); const int hairStyle = msg.readInt16("hair style"); const uint16_t weapon = msg.readInt16("weapon"); const uint16_t shield = msg.readInt16("shield"); const uint16_t headBottom = msg.readInt16("head bottom"); if (msgType == 3) msg.readInt32("tick"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const int hairColor = msg.readInt16("hair color"); msg.readUInt8("unused?"); msg.readUInt8("unused?"); msg.readUInt8("unused?"); msg.readUInt8("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.readUInt8("karma"); // reserving bit for future usage dstBeing->setGender(Being::intToGender(msg.readUInt8("gender"))); if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific dstBeing->updateSprite(SPRITE_WEAPON, weapon, "", 1, true); if (!mHideShield) dstBeing->updateSprite(SPRITE_SHIELD, shield); dstBeing->updateSprite(SPRITE_BOTTOMCLOTHES, headBottom); dstBeing->updateSprite(SPRITE_TOPCLOTHES, headMid); dstBeing->updateSprite(SPRITE_HAT, headTop); dstBeing->updateSprite(SPRITE_HAIR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); } localPlayer->imitateOutfit(dstBeing); if (msgType == 3) { uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); 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(static_cast(d)); } if (localPlayer->getCurrentAction() != BeingAction::STAND) localPlayer->imitateAction(dstBeing, BeingAction::STAND); if (localPlayer->getDirection() != dstBeing->getDirection()) { localPlayer->imitateDirection(dstBeing, dstBeing->getDirection()); } } else { 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); if (msgType == 1 || msgType == 2) { const uint8_t type = msg.readUInt8("action type"); switch (type) { case 0: dstBeing->setAction(BeingAction::STAND, 0); localPlayer->imitateAction(dstBeing, BeingAction::STAND); break; case 1: if (dstBeing->getCurrentAction() != BeingAction::DEAD) { dstBeing->setAction(BeingAction::DEAD, 0); dstBeing->recalcSpritesOrder(); } break; case 2: dstBeing->setAction(BeingAction::SIT, 0); localPlayer->imitateAction(dstBeing, BeingAction::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.readUInt8("unknown?"); } const int level = static_cast(msg.readUInt8("level")); if (level) dstBeing->setLevel(level); msg.readUInt8("unknown"); if (dstBeing->getType() != ActorType::PLAYER || msgType != 3) { dstBeing->setActionTime(tick_time); } dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffffU)); if (msgType == 3 && dstBeing->getType() == ActorType::PLAYER) dstBeing->setMoveTime(); } void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg) { if (!actorManager) return; const bool visible = msg.getId() == SMSG_BEING_VISIBLE; const bool spawn = msg.getId() == SMSG_BEING_SPAWN; msg.readInt16("len"); msg.readUInt8("object type"); // Information about a being in range const int id = msg.readInt32("being id"); int spawnId; if (spawn) { mSpawnId = id; spawnId = id; } else { if (id == mSpawnId) spawnId = mSpawnId; else spawnId = 0; mSpawnId = 0; } int16_t speed = msg.readInt16("speed"); // if (visible) // { const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage uint32_t statusEffects = msg.readInt16("opt2"); // } // else // { // commented for now, probably it can be removed after testing // msg.readInt16("body state"); // msg.readInt16("health state"); // } if (visible) msg.readInt32("option"); else msg.readInt32("effect state"); const int16_t job = msg.readInt16("class"); 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 && id >= 110000000) return; if (actorManager->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() == ActorType::NPC) actorManager->undelete(dstBeing); } if (dstBeing->getType() == ActorType::PLAYER) dstBeing->setMoveTime(); if (spawnId) { dstBeing->setAction(BeingAction::SPAWN, 0); } else if (visible) { dstBeing->clearPath(); dstBeing->setActionTime(tick_time); dstBeing->setAction(BeingAction::STAND, 0); } // Prevent division by 0 when calculating frame if (speed == 0) speed = 150; dstBeing->setWalkSpeed(Vector(speed, speed, 0)); dstBeing->setSubtype(job, 0); if (dstBeing->getType() == ActorType::MONSTER && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast(msg.readInt32("weapon")); const uint16_t headBottom = msg.readInt16("head bottom"); if (!visible && !spawn) msg.readInt32("tick"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const int hairColor = msg.readInt16("hair color"); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); uint16_t gloves = msg.readInt16("head dir / gloves"); // may be use robe as gloves? msg.readInt16("robe"); msg.readInt32("guild id"); msg.readInt16("guild emblem"); msg.readInt16("manner"); dstBeing->setStatusEffectBlock(32, msg.readInt32("opt3")); msg.readUInt8("karma"); uint8_t gender = msg.readUInt8("gender"); if (dstBeing->getType() == ActorType::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() == ActorType::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 && !spawn) { uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); msg.readInt8("xs"); msg.readInt8("ys"); dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); // because server don't send direction in move packet, // we fixing it int d = 0; if (srcX == dstX && srcY == dstY) { // if player did one step from invisible area to visible, //move path is broken int x2 = localPlayer->getTileX(); int y2 = localPlayer->getTileY(); if (abs(x2 - srcX) > abs(y2 - srcY)) y2 = srcY; else x2 = srcX; d = dstBeing->calcDirection(x2, y2); } else { d = dstBeing->calcDirection(dstX, dstY); } if (d && dstBeing->getDirection() != d) dstBeing->setDirection(d); } else { uint8_t dir; uint16_t x, y; msg.readCoordinates(x, y, dir, "position"); msg.readInt8("xs"); msg.readInt8("ys"); if (visible) msg.readUInt8("action type"); 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); } const int level = static_cast(msg.readInt16("level")); if (level) dstBeing->setLevel(level); msg.readInt16("font"); // here map hp/hp for PACKETVER >= 20150000 for now unsupported dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffffU)); } void BeingHandler::processMapTypeProperty(Net::MessageIn &msg) const { msg.readInt16("type"); // need get pvp and other flags from here msg.readInt32("flags"); } void BeingHandler::processSkillCasting(Net::MessageIn &msg) const { msg.readInt32("src id"); msg.readInt32("dst id"); msg.readInt16("dst x"); msg.readInt16("dst y"); msg.readInt16("skill id"); msg.readInt32("property"); // can be used to trigger effect msg.readInt32("cast time"); msg.readInt8("dispossable"); } void BeingHandler::processBeingStatusChange(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processBeingStatusChange") if (!actorManager) { BLOCK_END("BeingHandler::processBeingStatusChange") return; } const bool status1 = msg.getId() == SMSG_BEING_STATUS_CHANGE; // Status change const uint16_t status = msg.readInt16("status"); const int id = msg.readInt32("being id"); const bool flag = msg.readUInt8("flag: 0: stop, 1: start"); if (status1) msg.readInt32("total"); msg.readInt32("left"); msg.readInt32("val1"); msg.readInt32("val2"); msg.readInt32("val3"); Being *const dstBeing = actorManager->findBeing(id); if (dstBeing) dstBeing->setStatusEffect(status, flag); BLOCK_END("BeingHandler::processBeingStatusChange") } void BeingHandler::processBeingMove2(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processBeingMove2") if (!actorManager) { BLOCK_END("BeingHandler::processBeingMove2") return; } /* * A simplified movement packet, used by the * later versions of eAthena for both mobs and * players */ Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id")); uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); msg.readInt32("tick"); /* * 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("BeingHandler::processBeingMove2") return; } dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); if (dstBeing->getType() == ActorType::PLAYER) dstBeing->setMoveTime(); BLOCK_END("BeingHandler::processBeingMove2") } void BeingHandler::processBeingAction2(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.readInt32("damage"); msg.readInt16("count"); const uint8_t type = msg.readUInt8("action"); msg.readInt32("left damage"); 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(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::processMonsterHp(Net::MessageIn &msg) const { Being *const dstBeing = actorManager->findBeing( msg.readInt32("monster id")); const int hp = msg.readInt32("hp"); const int maxHP = msg.readInt32("max hp"); if (dstBeing) { dstBeing->setHP(hp); dstBeing->setMaxHP(maxHP); } } void BeingHandler::processSkillAutoCast(Net::MessageIn &msg) const { msg.readInt16("skill id"); msg.readInt16("inf"); msg.readInt16("unused"); msg.readInt16("skill level"); msg.readInt16("sp"); msg.readInt16("range"); msg.readString(24, "skill name"); msg.readInt8("unused"); } } // namespace EAthena