/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "net/ea/beinghandler.h" #include "being.h" #include "beingmanager.h" #include "effectmanager.h" #include "game.h" #include "localplayer.h" #include "log.h" #include "npc.h" #include "playerrelations.h" #include "gui/partywindow.h" #include "net/ea/protocol.h" #include "resources/colordb.h" #include namespace EAthena { 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_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_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, 0 }; handledMessages = _messages; } Being *createBeing(int id, short job) { Being::Type type = Being::UNKNOWN; if (job <= 25 || (job >= 4001 && job <= 4049)) type = Being::PLAYER; else if (job >= 46 && job <= 1000) type = Being::NPC; else if (job > 1000 && job <= 2000) { type = Being::MONSTER; job -= 1002; } Being *being = beingManager->createBeing(id, type, job); if (type == Being::PLAYER || type == Being::NPC) { MessageOut outMsg(0x0094); outMsg.writeInt32(id);//readLong(2)); } return being; } void BeingHandler::handleMessage(Net::MessageIn &msg) { int id; short job, speed, gender; Uint16 headTop, headMid, headBottom; Uint16 shoes, gloves; Uint16 weapon, shield; Uint16 gmstatus; int param1; int stunMode; Uint32 statusEffects; int type; Uint16 status; Being *srcBeing, *dstBeing; Player *player; int hairStyle, hairColor, flag; std::string player_followed; switch (msg.getId()) { case SMSG_BEING_VISIBLE: case SMSG_BEING_MOVE: if (!beingManager) return; // Information about a being in range id = msg.readInt32(); speed = msg.readInt16(); stunMode = msg.readInt16(); // opt1 statusEffects = msg.readInt16(); // opt2 statusEffects |= ((Uint32)msg.readInt16()) << 16; // 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 = createBeing(id, job); } player = dynamic_cast(dstBeing); // Fix monster jobs if (dstBeing->getType() == Being::MONSTER) { job -= 1002; } if (msg.getId() == 0x0078) { dstBeing->clearPath(); dstBeing->setFrame(0); dstBeing->setWalkTime(tick_time); dstBeing->setAction(Being::STAND); } // Prevent division by 0 when calculating frame if (speed == 0) { speed = 150; } dstBeing->setWalkSpeed(speed); dstBeing->setJob(job); hairStyle = msg.readInt16(); weapon = msg.readInt16(); headBottom = msg.readInt16(); if (msg.getId() == SMSG_BEING_MOVE) { msg.readInt32(); // server tick } shield = msg.readInt16(); headTop = msg.readInt16(); headMid = msg.readInt16(); hairColor = msg.readInt16(); shoes = msg.readInt16(); // clothes color - "abused" as shoes gloves = msg.readInt16(); // head dir - "abused" as gloves msg.readInt16(); // guild msg.readInt16(); // unknown msg.readInt16(); // unknown msg.readInt16(); // manner dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3 msg.readInt8(); // karma gender = msg.readInt8(); if (player) { player->setGender((gender == 0) ? GENDER_FEMALE : GENDER_MALE); // Set these after the gender, as the sprites may be gender-specific player->setSprite(SPRITE_HAIR, hairStyle * -1, ColorDB::get(hairColor)); player->setSprite(SPRITE_BOTTOMCLOTHES, headBottom); player->setSprite(SPRITE_TOPCLOTHES, headMid); player->setSprite(SPRITE_HAT, headTop); player->setSprite(SPRITE_SHOE, shoes); player->setSprite(SPRITE_GLOVES, gloves); player->setSprite(SPRITE_WEAPON, weapon, "", true); player->setSprite(SPRITE_SHIELD, shield); } if (msg.getId() == SMSG_BEING_MOVE) { Uint16 srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY); dstBeing->setAction(Being::STAND); dstBeing->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); } else { Uint8 dir; Uint16 x, y; msg.readCoordinates(x, y, dir); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); } msg.readInt8(); // unknown msg.readInt8(); // unknown msg.readInt8(); // unknown / sit dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); 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->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); } break; case SMSG_BEING_REMOVE: // A being should be removed or has died id = msg.readInt32(); dstBeing = beingManager->findBeing(id); if (!dstBeing) break; player_followed = player_node->getFollow(); if (!player_followed.empty()) { if (dstBeing->getName() == player_followed) { player_node->setDestination(player_node->getNextDestX(), player_node->getNextDestY()); } } // If this is player's current target, clear it. if (dstBeing == player_node->getTarget()) player_node->stopAttack(); if (msg.readInt8() == 1) dstBeing->setAction(Being::DEAD); else beingManager->destroyBeing(dstBeing); break; case SMSG_BEING_RESURRECT: // A being changed mortality status id = msg.readInt32(); dstBeing = beingManager->findBeing(id); if (!dstBeing) break; // If this is player's current target, clear it. if (dstBeing == player_node->getTarget()) player_node->stopAttack(); if (msg.readInt8() == 1) dstBeing->setAction(Being::STAND); break; case SMSG_SKILL_DAMAGE: msg.readInt16(); // Skill Id srcBeing = beingManager->findBeing(msg.readInt32()); dstBeing = beingManager->findBeing(msg.readInt32()); msg.readInt32(); // Server tick msg.readInt32(); // src speed msg.readInt32(); // dst speed param1 = msg.readInt32(); // Damage msg.readInt16(); // Skill level msg.readInt16(); // Div msg.readInt8(); // Skill hit/type (?) if (dstBeing) dstBeing->takeDamage(srcBeing, param1, Being::HIT); // Perhaps a new skill attack type should be created and used? if (srcBeing) srcBeing->handleAttack(dstBeing, param1, Being::HIT); 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 Being::HIT: // Damage case Being::CRITICAL: // Critical Damage case Being::MULTI: // Critical Damage case Being::REFLECT: // Reflected Damage case Being::FLEE: // Lucky Dodge if (dstBeing) dstBeing->takeDamage(srcBeing, param1, (Being::AttackType)type); if (srcBeing) srcBeing->handleAttack(dstBeing, param1, (Being::AttackType)type); break; case 0x02: // Sit if (srcBeing) { srcBeing->setFrame(0); srcBeing->setAction(Being::SIT); } break; case 0x03: // Stand up if (srcBeing) { srcBeing->setFrame(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, being); break; } case SMSG_BEING_EMOTION: if (!(dstBeing = beingManager->findBeing(msg.readInt32()))) { break; } if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE)) { // only set emote if one doesnt already exist if (!dstBeing->getEmotion()) 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; } player = dynamic_cast(dstBeing); 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 player->setSpriteID(SPRITE_HAIR, id *-1); break; case 2: // Weapon ID in id, Shield ID in id2 player->setSprite(SPRITE_WEAPON, id, "", true); player->setSprite(SPRITE_SHIELD, id2); break; case 3: // Change lower headgear for eAthena, pants for us player->setSprite(SPRITE_BOTTOMCLOTHES, id); break; case 4: // Change upper headgear for eAthena, hat for us player->setSprite(SPRITE_HAT, id); break; case 5: // Change middle headgear for eathena, armor for us player->setSprite(SPRITE_TOPCLOTHES, id); break; case 6: // eAthena LOOK_HAIR_COLOR player->setSpriteColor(SPRITE_HAIR, ColorDB::get(id)); break; case 8: // eAthena LOOK_SHIELD player->setSprite(SPRITE_SHIELD, id); break; case 9: // eAthena LOOK_SHOES player->setSprite(SPRITE_SHOE, id); break; case 10: // LOOK_GLOVES player->setSprite(SPRITE_GLOVES, id); break; case 11: // LOOK_CAPE player->setSprite(SPRITE_CAPE, id); break; case 12: player->setSprite(SPRITE_MISC1, id); break; case 13: player->setSprite(SPRITE_MISC2, 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_BEING_CHANGE_DIRECTION: if (!(dstBeing = beingManager->findBeing(msg.readInt32()))) { break; } msg.readInt16(); // unused dstBeing->setDirection(msg.readInt8()); 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(); stunMode = msg.readInt16(); // opt1; Aethyra use this as cape statusEffects = msg.readInt16(); // opt2; Aethyra use this as misc1 statusEffects |= ((Uint32) msg.readInt16()) << 16; // status.options; Aethyra uses this as misc2 job = msg.readInt16(); dstBeing = beingManager->findBeing(id); if (!dstBeing) { dstBeing = createBeing(id, job); } player = dynamic_cast(dstBeing); { PartyMember *member = partyWindow->findMember(id); if (member && member->getAvatar()->getOnline()) { player->setInParty(true); } } dstBeing->setWalkSpeed(speed); dstBeing->setJob(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.readInt16(); // emblem msg.readInt16(); // manner dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3 msg.readInt8(); // karma player->setGender((msg.readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE); // Set these after the gender, as the sprites may be gender-specific player->setSprite(SPRITE_WEAPON, weapon, "", true); player->setSprite(SPRITE_SHIELD, shield); //player->setSprite(SPRITE_SHOE, shoes); player->setSprite(SPRITE_BOTTOMCLOTHES, headBottom); player->setSprite(SPRITE_TOPCLOTHES, headMid); player->setSprite(SPRITE_HAT, headTop); //player->setSprite(SPRITE_GLOVES, gloves); //player->setSprite(SPRITE_CAPE, cape); //player->setSprite(SPRITE_MISC1, misc1); //player->setSprite(SPRITE_MISC2, misc2); player->setSprite(SPRITE_HAIR, hairStyle * -1, ColorDB::get(hairColor)); if (msg.getId() == SMSG_PLAYER_MOVE) { Uint16 srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY); dstBeing->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); player_followed = player_node->getFollow(); if (!player_followed.empty()) { if (dstBeing->getName() == player_followed) { player_node->setNextDest(dstX, dstY); player_node->setDestination(srcX, srcY); } } } else { Uint8 dir; Uint16 x, y; msg.readCoordinates(x, y, dir); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); } gmstatus = msg.readInt16(); if (gmstatus & 0x80) player->setGM(true); if (msg.getId() == SMSG_PLAYER_UPDATE_1) { switch (msg.readInt8()) { case 1: 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->setWalkTime(tick_time); dstBeing->setFrame(0); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); 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) { Uint16 x, y; x = msg.readInt16(); y = msg.readInt16(); dstBeing->setTileCoords(x, y); if (dstBeing->getCurrentAction() == Being::WALK) { dstBeing->setFrame(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 SMSG_PLAYER_STATUS_CHANGE: // Change in players' flags id = msg.readInt32(); dstBeing = beingManager->findBeing(id); stunMode = msg.readInt16(); statusEffects = msg.readInt16(); statusEffects |= ((Uint32) msg.readInt16()) << 16; msg.readInt8(); if (dstBeing) { dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); } break; case SMSG_BEING_STATUS_CHANGE: // Status change status = msg.readInt16(); id = msg.readInt32(); flag = msg.readInt8(); // 0: stop, 1: start dstBeing = beingManager->findBeing(id); if (dstBeing) dstBeing->setStatusEffect(status, flag); break; } } } // namespace EAthena