/* * 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 "configuration.h" #include "game.h" #include "notifymanager.h" #include "being/beingflag.h" #include "being/localplayer.h" #include "being/playerinfo.h" #include "enums/resources/notifytypes.h" #include "gui/onlineplayer.h" #include "gui/windows/statuswindow.h" #include "gui/windows/whoisonline.h" #include "input/inputmanager.h" #include "net/ea/playerrecv.h" #include "net/eathena/messageout.h" #include "net/eathena/playerrecv.h" #include "net/eathena/protocol.h" #include "net/eathena/inventoryhandler.h" #include "resources/map/map.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, SMSG_PLAYER_FAME_ALCHEMIST, SMSG_PLAYER_UPGRADE_MESSAGE, SMSG_PLAYER_FAME_TAEKWON, SMSG_PLAYER_READ_BOOK, SMSG_PLAYER_EQUIP_TICK_ACK, SMSG_AUTOSHADOW_SPELL_LIST, SMSG_PLAYER_RANK_POINTS, SMSG_PLAYER_CLIENT_COMMAND, 0 }; handledMessages = _messages; playerHandler = this; } void PlayerHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_WALK_RESPONSE: PlayerRecv::processWalkResponse(msg); break; case SMSG_PLAYER_WARP: Ea::PlayerRecv::processPlayerWarp(msg); break; case SMSG_PLAYER_STAT_UPDATE_1: Ea::PlayerRecv::processPlayerStatUpdate1(msg); break; case SMSG_PLAYER_STAT_UPDATE_2: Ea::PlayerRecv::processPlayerStatUpdate2(msg); break; case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute Ea::PlayerRecv::processPlayerStatUpdate3(msg); break; case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack Ea::PlayerRecv::processPlayerStatUpdate4(msg); break; // Updates stats and status points case SMSG_PLAYER_STAT_UPDATE_5: PlayerRecv::processPlayerStatUpdate5(msg); break; case SMSG_PLAYER_STAT_UPDATE_6: Ea::PlayerRecv::processPlayerStatUpdate6(msg); break; case SMSG_PLAYER_ARROW_MESSAGE: Ea::PlayerRecv::processPlayerArrowMessage(msg); break; case SMSG_PLAYER_SHORTCUTS: PlayerRecv::processPlayerShortcuts(msg); break; case SMSG_PLAYER_SHOW_EQUIP: PlayerRecv::processPlayerShowEquip(msg); break; case SMSG_PLAYER_GET_EXP: PlayerRecv::processPlayerGetExp(msg); break; case SMSG_PVP_INFO: PlayerRecv::processPvpInfo(msg); break; case SMSG_PLAYER_HEAL: PlayerRecv::processPlayerHeal(msg); break; case SMSG_PLAYER_SKILL_MESSAGE: PlayerRecv::processPlayerSkillMessage(msg); break; case SMSG_MAP_MASK: PlayerRecv::processMapMask(msg); break; case SMSG_MAP_MUSIC: Ea::PlayerRecv::processMapMusic(msg); break; case SMSG_ONLINE_LIST: PlayerRecv::processOnlineList(msg); break; case SMSG_PLAYER_NOTIFY_MAPINFO: PlayerRecv::processNotifyMapInfo(msg); break; case SMSG_PLAYER_FAME_BLACKSMITH: PlayerRecv::processPlayerFameBlacksmith(msg); break; case SMSG_PLAYER_FAME_ALCHEMIST: PlayerRecv::processPlayerFameAlchemist(msg); break; case SMSG_PLAYER_UPGRADE_MESSAGE: PlayerRecv::processPlayerUpgradeMessage(msg); break; case SMSG_PLAYER_FAME_TAEKWON: PlayerRecv::processPlayerFameTaekwon(msg); break; case SMSG_PLAYER_READ_BOOK: PlayerRecv::processPlayerReadBook(msg); break; case SMSG_PLAYER_EQUIP_TICK_ACK: PlayerRecv::processPlayerEquipTickAck(msg); break; case SMSG_AUTOSHADOW_SPELL_LIST: PlayerRecv::processPlayerAutoShadowSpellList(msg); break; case SMSG_PLAYER_RANK_POINTS: PlayerRecv::processPlayerRankPoints(msg); break; case SMSG_PLAYER_CLIENT_COMMAND: PlayerRecv::processPlayerClientCommand(msg); break; default: break; } } void PlayerHandler::attack(const BeingId id, const Keep keep) const { createOutPacket(CMSG_PLAYER_CHANGE_ACT); outMsg.writeBeingId(id, "target id"); if (keep == Keep_true) 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 AttributesT 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.writeBeingId(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 BeingActionT &action) const { unsigned char type; switch (action) { case BeingAction::SIT: type = 2; break; case BeingAction::STAND: case BeingAction::PRESTAND: 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::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::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::setStat(Net::MessageIn &msg, const int type, const int base, const int mod, const Notify notify) const { Ea::PlayerHandler::setStat(msg, type, base, mod, notify); } } // namespace EAthena