/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 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/tmwa/beinghandler.h" #include "actorspritemanager.h" #include "being.h" #include "client.h" #include "effectmanager.h" #include "guild.h" #include "guildmanager.h" #include "keyboardconfig.h" #include "localplayer.h" #include "logger.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 "utils/stringutils.h" #include "net/playerhandler.h" #include "net/net.h" #include "net/tmwa/protocol.h" #include "resources/colordb.h" #include #include "debug.h" extern Net::BeingHandler *beingHandler; namespace TmwAthena { BeingHandler::BeingHandler(bool enableSync): Ea::BeingHandler(enableSync) { static const Uint16 _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(int id) { MessageOut outMsg(0x0094); outMsg.writeInt32(id); //readLong(2)); } void BeingHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_BEING_VISIBLE: case SMSG_BEING_MOVE: processBeingVisibleOrMove(msg, msg.getId() == SMSG_BEING_VISIBLE); break; case SMSG_BEING_MOVE2: processBeingMove2(msg); break; case SMSG_BEING_SPAWN: 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 *being) { 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, bool look2) { if (!actorSpriteManager) return; Being *dstBeing; /* * 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. */ if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) return; int type = msg.readInt8(); int id = 0; int id2 = 0; std::string color; if (!look2) { id = msg.readInt8(); id2 = 1; // default color } else { // SMSG_BEING_CHANGE_LOOKS2 id = msg.readInt16(); if (type == 2 || serverVersion > 0) id2 = msg.readInt16(); else id2 = 1; color = ""; } 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 (!config.getBoolValue("hideShield")) 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, ColorDB::getHairColor(id)); break; case 7: // Clothes color // ignoring it break; case 8: // eAthena LOOK_SHIELD if (!config.getBoolValue("hideShield")) { 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); if (dstBeing) { logger->log("ID: " + toString(dstBeing->getId())); logger->log("name: " + toString(dstBeing->getName())); } break; } } void BeingHandler::processNameResponse2(Net::MessageIn &msg) { if (!actorSpriteManager || !player_node) return; Being *dstBeing; int len = msg.readInt16(); int beingId = msg.readInt32(); std::string str = msg.readString(len - 8); if ((dstBeing = actorSpriteManager->findBeing(beingId))) { 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) { Party *party = player_node->getParty(); if (party && party->isMember(dstBeing->getId())) { PartyMember *member = party->getMember( dstBeing->getId()); if (member) member->setName(dstBeing->getName()); } player_node->checkNewName(dstBeing); } } } } void BeingHandler::processPlayerMoveUpdate(Net::MessageIn &msg, int msgType) { if (!actorSpriteManager || !player_node) return; Uint16 headTop, headMid, headBottom; Uint16 weapon, shield; Uint16 gmstatus; int level; int guild; Being *dstBeing; int hairStyle, hairColor; unsigned char colors[9]; // An update about a player, potentially including movement. int id = msg.readInt32(); short speed = msg.readInt16(); Uint16 stunMode = msg.readInt16(); // opt1; Aethyra use this as cape Uint32 statusEffects = msg.readInt16(); // opt2; Aethyra use this as misc1 statusEffects |= (static_cast(msg.readInt16())) << 16; // status.options; Aethyra uses this as misc2 short job = msg.readInt16(); dstBeing = actorSpriteManager->findBeing(id); if (!dstBeing) { if (actorSpriteManager->isBlocked(id) == true) return; dstBeing = createBeing(id, job); if (!dstBeing) return; } Uint8 dir = dstBeing->getDirectionDelayed(); if (dir) { if (dir != dstBeing->getDirection()) dstBeing->setDirection(dir); } if (Party *party = player_node->getParty()) { if (party->isMember(id)) dstBeing->setParty(party); } dstBeing->setWalkSpeed(Vector(speed, speed, 0)); dstBeing->setSubtype(job); hairStyle = msg.readInt16(); weapon = msg.readInt16(); shield = msg.readInt16(); headBottom = msg.readInt16(); if (msgType == 3) msg.readInt32(); // server tick headTop = msg.readInt16(); headMid = msg.readInt16(); hairColor = msg.readInt16(); colors[0] = msg.readInt8(); colors[1] = msg.readInt8(); colors[2] = msg.readInt8(); msg.readInt8(); //unused // shoes = msg.readInt16(); // gloves = msg.readInt16(); //sd->head_dir 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(((msg.readInt8() & 1) == 0) ? GENDER_FEMALE : GENDER_MALE); // Set these after the gender, as the sprites may be gender-specific dstBeing->setSprite(SPRITE_WEAPON, weapon, "", 1, true); if (!config.getBoolValue("hideShield")) dstBeing->setSprite(SPRITE_SHIELD, shield); //dstBeing->setSprite(SPRITE_SHOE, shoes); if (serverVersion > 0) { dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom, "", colors[0]); dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]); dstBeing->setSprite(SPRITE_HAT, headTop, "", colors[1]); } else { dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom); dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid); dstBeing->setSprite(SPRITE_HAT, headTop); } //dstBeing->setSprite(SPRITE_GLOVES, gloves); //dstBeing->setSprite(SPRITE_CAPE, cape); //dstBeing->setSprite(SPRITE_MISC1, misc1); //dstBeing->setSprite(SPRITE_MISC2, misc2); dstBeing->setSprite(SPRITE_HAIR, hairStyle * -1, ColorDB::getHairColor(hairColor)); player_node->imitateOutfit(dstBeing); if (msgType == 3) { Uint16 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) { 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 { // Uint8 dir; Uint16 x, y; msg.readCoordinates(x, y, dir); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); player_node->imitateDirection(dstBeing, dir); } gmstatus = msg.readInt16(); if (gmstatus & 0x80) dstBeing->setGM(true); if (msgType == 1 || msgType == 2) { int type = msg.readInt8(); switch (type) { case 0: dstBeing->setAction(Being::STAND); player_node->imitateAction(dstBeing, Being::STAND); break; case 1: dstBeing->setAction(Being::DEAD); 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)); if (dstBeing) { logger->log("dstBeing id:" + toString(dstBeing->getId())); logger->log("dstBeing name:" + dstBeing->getName()); } break; } } else if (msgType == 3) { msg.readInt8(); // unknown } level = msg.readInt8(); // Lv if (level) dstBeing->setLevel(level); msg.readInt8(); // unknown if (dstBeing->getType() != Being::PLAYER || msgType != 3) { dstBeing->setActionTime(tick_time); // dstBeing->reset(); } 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(); } } // namespace TmwAthena