/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <iostream>
#include <SDL_types.h>
#include "beinghandler.h"
#include "messagein.h"
#include "protocol.h"
#include "../being.h"
#include "../beingmanager.h"
#include "../effectmanager.h"
#include "../game.h"
#include "../localplayer.h"
#include "../log.h"
#include "../main.h"
#include "../npc.h"
#include "../particle.h"
#include "../player_relations.h"
#include "../sound.h"
const int EMOTION_TIME = 150; /**< Duration of emotion icon */
BeingHandler::BeingHandler(bool enableSync):
mSync(enableSync)
{
static const Uint16 _messages[] = {
SMSG_BEING_VISIBLE,
SMSG_BEING_MOVE,
SMSG_BEING_MOVE2,
SMSG_BEING_REMOVE,
SMSG_BEING_ACTION,
SMSG_BEING_SELFEFFECT,
SMSG_BEING_EMOTION,
SMSG_BEING_CHANGE_LOOKS,
SMSG_BEING_CHANGE_LOOKS2,
SMSG_BEING_NAME_RESPONSE,
SMSG_PLAYER_UPDATE_1,
SMSG_PLAYER_UPDATE_2,
SMSG_PLAYER_MOVE,
SMSG_PLAYER_STOP,
SMSG_PLAYER_MOVE_TO_ATTACK,
0x0119,
0
};
handledMessages = _messages;
}
void BeingHandler::handleMessage(MessageIn *msg)
{
Uint32 id;
Uint16 job, speed;
Uint16 headTop, headMid, headBottom;
Uint16 shoes, gloves, cape, misc1, misc2;
Uint16 weapon, shield;
Uint16 gmstatus;
Sint16 param1;
Sint8 type;
Being *srcBeing, *dstBeing;
int hairStyle, hairColor;
switch (msg->getId())
{
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
// Information about a being in range
id = msg->readInt32();
speed = msg->readInt16();
msg->readInt16(); // opt1
msg->readInt16(); // opt2
msg->readInt16(); // option
job = msg->readInt16(); // class
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
{
// Being with id >= 110000000 and job 0 are better
// known as ghosts, so don't create those.
if (job == 0 && id >= 110000000)
{
break;
}
dstBeing = beingManager->createBeing(id, job);
}
else if (msg->getId() == 0x0078)
{
dstBeing->clearPath();
dstBeing->mFrame = 0;
dstBeing->mWalkTime = tick_time;
dstBeing->setAction(Being::STAND);
}
// Prevent division by 0 when calculating frame
if (speed == 0) { speed = 150; }
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg->readInt16();
dstBeing->setSprite(Being::WEAPON_SPRITE, msg->readInt16());
headBottom = msg->readInt16();
if (msg->getId() == SMSG_BEING_MOVE)
{
msg->readInt32(); // server tick
}
dstBeing->setSprite(Being::SHIELD_SPRITE, msg->readInt16());
headTop = msg->readInt16();
headMid = msg->readInt16();
hairColor = msg->readInt16();
shoes = msg->readInt16();
gloves = msg->readInt16();
msg->readInt16(); // guild
msg->readInt16(); // unknown
msg->readInt16(); // unknown
msg->readInt16(); // manner
msg->readInt16(); // karma
msg->readInt8(); // unknown
dstBeing->setGender(1 - msg->readInt8()); // gender
// Set these after the gender, as the sprites may be gender-specific
dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
dstBeing->setSprite(Being::HAT_SPRITE, headTop);
dstBeing->setSprite(Being::SHOE_SPRITE, shoes);
dstBeing->setSprite(Being::GLOVES_SPRITE, gloves);
dstBeing->setHairStyle(hairStyle, hairColor);
if (msg->getId() == SMSG_BEING_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg->readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->setAction(Being::STAND);
dstBeing->mX = srcX;
dstBeing->mY = srcY;
dstBeing->setDestination(dstX, dstY);
}
else
{
Uint8 dir;
msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir);
dstBeing->setDirection(dir);
}
msg->readInt8(); // unknown
msg->readInt8(); // unknown
msg->readInt8(); // unknown / sit
break;
case SMSG_BEING_MOVE2:
/*
* A simplified movement packet, used by the
* later versions of eAthena for both mobs and
* players
*/
dstBeing = beingManager->findBeing(msg->readInt32());
Uint16 srcX, srcY, dstX, dstY;
msg->readCoordinatePair(srcX, srcY, dstX, dstY);
msg->readInt32(); // Server 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) {
dstBeing->setAction(Being::STAND);
dstBeing->mX = srcX;
dstBeing->mY = srcY;
dstBeing->setDestination(dstX, dstY);
}
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
dstBeing = beingManager->findBeing(msg->readInt32());
if (!dstBeing)
break;
// If this is player's current target, clear it.
if (dstBeing == player_node->getTarget())
{
player_node->stopAttack();
}
if (dstBeing == current_npc)
current_npc = NULL;
if (msg->readInt8() == 1)
{
dstBeing->setAction(Being::DEAD);
}
else
{
beingManager->destroyBeing(dstBeing);
}
break;
case SMSG_BEING_ACTION:
srcBeing = beingManager->findBeing(msg->readInt32());
dstBeing = beingManager->findBeing(msg->readInt32());
msg->readInt32(); // server tick
msg->readInt32(); // src speed
msg->readInt32(); // dst speed
param1 = msg->readInt16();
msg->readInt16(); // param 2
type = msg->readInt8();
msg->readInt16(); // param 3
switch (type)
{
case 0x0a: // Critical Damage
if (dstBeing) {
dstBeing->showCrit();
}
case 0x00: // Damage
if (dstBeing) {
dstBeing->takeDamage(param1);
}
if (srcBeing) {
srcBeing->handleAttack(dstBeing, param1);
}
break;
case 0x02: // Sit
if (srcBeing) {
srcBeing->mFrame = 0;
srcBeing->setAction(Being::SIT);
}
break;
case 0x03: // Stand up
if (srcBeing) {
srcBeing->mFrame = 0;
srcBeing->setAction(Being::STAND);
}
break;
}
break;
case SMSG_BEING_SELFEFFECT: {
id = (Uint32)msg->readInt32();
if (!beingManager->findBeing(id))
break;
int effectType = msg->readInt32();
Being* being = beingManager->findBeing(id);
effectManager->trigger(effectType, (int) being->getPixelX(),
(int) being->getPixelY());
break;
}
case SMSG_BEING_EMOTION:
if (!(dstBeing = beingManager->findBeing(msg->readInt32())))
{
break;
}
if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE))
dstBeing->setEmote(msg->readInt8(), EMOTION_TIME);
break;
case SMSG_BEING_CHANGE_LOOKS:
case SMSG_BEING_CHANGE_LOOKS2:
{
/*
* 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 = beingManager->findBeing(msg->readInt32())))
{
break;
}
int type = msg->readInt8();
int id = 0;
int id2 = 0;
if (msg->getId() == SMSG_BEING_CHANGE_LOOKS) {
id = msg->readInt8();
} else { // SMSG_BEING_CHANGE_LOOKS2
id = msg->readInt16();
id2 = msg->readInt16();
}
switch (type) {
case 1: // eAthena LOOK_HAIR
dstBeing->setHairStyle(id, -1);
break;
case 2: // Weapon ID in id, Shield ID in id2
dstBeing->setSprite(Being::WEAPON_SPRITE, id);
dstBeing->setSprite(Being::SHIELD_SPRITE, id2);
break;
case 3: // Change lower headgear for eAthena, pants for us
dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, id);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(Being::HAT_SPRITE, id);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, id);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setHairStyle(-1, id);
break;
case 8: // eAthena LOOK_SHIELD
dstBeing->setSprite(Being::SHIELD_SPRITE, id);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(Being::SHOE_SPRITE, id);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(Being::GLOVES_SPRITE, id);
break;
case 11: // LOOK_CAPE
dstBeing->setSprite(Being::CAPE_SPRITE, id);
break;
case 12:
dstBeing->setSprite(Being::MISC1_SPRITE, id);
break;
case 13:
dstBeing->setSprite(Being::MISC2_SPRITE, id);
break;
default:
logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: "
"%d, id: %d", type, id);
break;
}
}
break;
case SMSG_BEING_NAME_RESPONSE:
if ((dstBeing = beingManager->findBeing(msg->readInt32())))
{
dstBeing->setName(msg->readString(24));
}
break;
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
// An update about a player, potentially including movement.
id = msg->readInt32();
speed = msg->readInt16();
cape = msg->readInt16();
misc1 = msg->readInt16();
misc2 = msg->readInt16();
job = msg->readInt16();
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
{
dstBeing = beingManager->createBeing(id, job);
}
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg->readInt16();
weapon = msg->readInt16();
shield = msg->readInt16();
headBottom = msg->readInt16();
if (msg->getId() == SMSG_PLAYER_MOVE)
{
msg->readInt32(); // server tick
}
headTop = msg->readInt16();
headMid = msg->readInt16();
hairColor = msg->readInt16();
shoes = msg->readInt16();
gloves = msg->readInt16();
msg->readInt32(); // guild
msg->readInt32(); // emblem
msg->readInt16(); // manner
msg->readInt8(); // karma
dstBeing->setGender(1 - msg->readInt8()); // gender
// Set these after the gender, as the sprites may be gender-specific
dstBeing->setSprite(Being::WEAPON_SPRITE, weapon);
dstBeing->setSprite(Being::SHIELD_SPRITE, shield);
dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
dstBeing->setSprite(Being::HAT_SPRITE, headTop);
dstBeing->setSprite(Being::SHOE_SPRITE, shoes);
// Compensation for the unpatched TMW server
if (gloves > 10)
dstBeing->setSprite(Being::GLOVES_SPRITE, gloves);
dstBeing->setSprite(Being::CAPE_SPRITE, cape);
dstBeing->setSprite(Being::MISC1_SPRITE, misc1);
dstBeing->setSprite(Being::MISC2_SPRITE, misc2);
dstBeing->setHairStyle(hairStyle, hairColor);
if (msg->getId() == SMSG_PLAYER_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg->readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->mX = srcX;
dstBeing->mY = srcY;
dstBeing->setDestination(dstX, dstY);
}
else
{
Uint8 dir;
msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir);
dstBeing->setDirection(dir);
}
gmstatus = msg->readInt16();
if (gmstatus & 0x80)
dstBeing->setGM();
if (msg->getId() == SMSG_PLAYER_UPDATE_1)
{
switch (msg->readInt8())
{
case 1:
if (dstBeing->getType() != Being::NPC)
dstBeing->setAction(Being::DEAD);
break;
case 2:
dstBeing->setAction(Being::SIT);
break;
}
}
else if (msg->getId() == SMSG_PLAYER_MOVE)
{
msg->readInt8(); // unknown
}
msg->readInt8(); // Lv
msg->readInt8(); // unknown
dstBeing->mWalkTime = tick_time;
dstBeing->mFrame = 0;
break;
case SMSG_PLAYER_STOP:
/*
* Instruction from server to stop walking at x, y.
*
* Some people like having this enabled. Others absolutely
* despise it. So I'm setting to so that it only affects the
* local player if the person has set a key "EnableSync" to "1"
* in their config.xml file.
*
* This packet will be honored for all other beings, regardless
* of the config setting.
*/
id = msg->readInt32();
if (mSync || id != player_node->getId()) {
dstBeing = beingManager->findBeing(id);
if (dstBeing) {
dstBeing->mX = msg->readInt16();
dstBeing->mY = msg->readInt16();
if (dstBeing->mAction == Being::WALK) {
dstBeing->mFrame = 0;
dstBeing->setAction(Being::STAND);
}
}
}
break;
case SMSG_PLAYER_MOVE_TO_ATTACK:
/*
* This is an *advisory* message, telling the client that
* it needs to move the character before attacking
* a target (out of range, obstruction in line of fire).
* We can safely ignore this...
*/
break;
case 0x0119:
// Change in players look
logger->log("0x0119 %i %i %i %x %i", msg->readInt32(),
msg->readInt16(), msg->readInt16(), msg->readInt16(),
msg->readInt8());
break;
}
}