/* * 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 "being/beingflag.h" #include "being/localplayer.h" #include "being/playerinfo.h" #include "gui/onlineplayer.h" #include "gui/windows/statuswindow.h" #include "gui/windows/whoisonline.h" #include "input/inputmanager.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/eathena/inventoryhandler.h" #include "utils/stringutils.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: 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; case SMSG_PLAYER_FAME_ALCHEMIST: processPlayerFameAlchemist(msg); break; case SMSG_PLAYER_UPGRADE_MESSAGE: processPlayerUpgradeMessage(msg); break; case SMSG_PLAYER_FAME_TAEKWON: processPlayerFameTaekwon(msg); break; case SMSG_PLAYER_READ_BOOK: processPlayerReadBook(msg); break; case SMSG_PLAYER_EQUIP_TICK_ACK: processPlayerEquipTickAck(msg); break; case SMSG_AUTOSHADOW_SPELL_LIST: processPlayerAutoShadowSpellList(msg); break; case SMSG_PLAYER_RANK_POINTS: processPlayerRankPoints(msg); break; case SMSG_PLAYER_CLIENT_COMMAND: 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::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"), Notify_false); PlayerInfo::setStatMod(Attributes::ATK, msg.readInt16("right atk")); PlayerInfo::updateAttrs(); val = msg.readInt16("right matk"); PlayerInfo::setStatBase(Attributes::MATK, val, Notify_false); val = msg.readInt16("left matk"); PlayerInfo::setStatMod(Attributes::MATK, val); PlayerInfo::setStatBase(Attributes::DEF, msg.readInt16("left def"), Notify_false); PlayerInfo::setStatMod(Attributes::DEF, msg.readInt16("right def")); PlayerInfo::setStatBase(Attributes::MDEF, msg.readInt16("left mdef"), Notify_false); PlayerInfo::setStatMod(Attributes::MDEF, msg.readInt16("right mdef")); PlayerInfo::setStatBase(Attributes::HIT, msg.readInt16("hit")); PlayerInfo::setStatBase(Attributes::FLEE, msg.readInt16("flee"), Notify_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) { if (!localPlayer) return; const BeingId id = msg.readBeingId("player id"); const int exp = msg.readInt32("exp amount"); const int stat = msg.readInt16("exp type"); const bool fromQuest = msg.readInt16("is from quest"); if (!fromQuest && id == localPlayer->getId()) { if (stat == 1) localPlayer->addXpMessage(exp); else if (stat == 2) localPlayer->addJobMessage(exp); else UNIMPLIMENTEDPACKET; } // 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.readBeingId("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) { if (!localPlayer) return; const int type = msg.readInt16("var id"); const int amount = msg.readInt16("value"); if (type == 5) localPlayer->addHpMessage(amount); else if (type == 7) localPlayer->addSpMessage(amount); } void PlayerHandler::processPlayerSkillMessage(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ need show this message msg.readInt32("type"); } 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); } void PlayerHandler::processNotifyMapInfo(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("type"); } void PlayerHandler::processPlayerFameBlacksmith(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("points"); msg.readInt32("total points"); } void PlayerHandler::processPlayerFameAlchemist(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("points"); msg.readInt32("total points"); } void PlayerHandler::processPlayerUpgradeMessage(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("result"); msg.readInt16("item id"); } void PlayerHandler::processPlayerFameTaekwon(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("points"); msg.readInt32("total points"); } void PlayerHandler::processPlayerReadBook(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("book id"); msg.readInt32("page"); } void PlayerHandler::processPlayerEquipTickAck(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("unused"); msg.readInt32("flag"); } void PlayerHandler::processPlayerAutoShadowSpellList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; const int count = (msg.readInt16("len") - 8) / 2; for (int f = 0; f < count; f ++) msg.readInt16("skill id"); } void PlayerHandler::processPlayerRankPoints(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("type"); msg.readInt32("points"); msg.readInt32("fame"); } void PlayerHandler::processPlayerClientCommand(Net::MessageIn &msg) { const int sz = msg.readInt16("len") - 4; std::string command = msg.readString(sz, "command"); std::string cmd; std::string args; if (!parse2Str(command, cmd, args)) { cmd = command; args.clear(); } inputManager.executeChatCommand(cmd, args, nullptr); } void PlayerHandler::processOnlineList(Net::MessageIn &msg) { if (!whoIsOnline) return; BLOCK_START("PlayerHandler::processOnlineList") const int size = msg.readInt16("len") - 4; std::vector arr; if (!size) { if (whoIsOnline) whoIsOnline->loadList(arr); BLOCK_END("PlayerHandler::processOnlineList") return; } char *const start = reinterpret_cast(msg.readBytes(size, "nicks")); if (!start) { BLOCK_END("PlayerHandler::processOnlineList") return; } const char *buf = start; int addVal = 3; while (buf - start + 1 < size && *(buf + static_cast(addVal))) { unsigned char status = *buf; buf ++; unsigned char level = *buf; buf ++; unsigned char ver = *buf; buf ++; GenderT gender = Gender::UNSPECIFIED; if (config.getBoolValue("showgender")) { if (status & BeingFlag::GENDER_MALE) gender = Gender::MALE; else if (status & BeingFlag::GENDER_OTHER) gender = Gender::OTHER; else gender = Gender::FEMALE; } arr.push_back(new OnlinePlayer(static_cast(buf), status, level, gender, ver)); buf += strlen(buf) + 1; } if (whoIsOnline) whoIsOnline->loadList(arr); delete [] start; BLOCK_END("PlayerHandler::processOnlineList") } void PlayerHandler::processMapMask(Net::MessageIn &msg) { const int mask = msg.readInt32("mask"); msg.readInt32("unused"); Map *const map = Game::instance()->getCurrentMap(); if (map) map->setMask(mask); } } // namespace EAthena