/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana 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 "game.h" #include "guild.h" #include "localplayer.h" #include "log.h" #include "party.h" #include "playerrelations.h" #include "net/net.h" #include "net/playerhandler.h" #include "net/tmwa/messagein.h" #include "net/tmwa/messageout.h" #include "net/tmwa/protocol.h" #include "resources/emotedb.h" #include "resources/hairdb.h" #include namespace TmwAthena { // Number of pixels where we decide that the position doesn't need to be reset. static const float POS_DEST_DIFF_TOLERANCE = 48.0f; BeingHandler::BeingHandler(bool enableSync): mSync(enableSync) { static const Uint16 _messages[] = { SMSG_BEING_VISIBLE, SMSG_BEING_MOVE, SMSG_BEING_SPAWN, SMSG_BEING_REMOVE, SMSG_SKILL_DAMAGE, SMSG_BEING_ACTION, SMSG_BEING_SELFEFFECT, SMSG_BEING_EMOTION, SMSG_BEING_CHANGE_LOOKS2, SMSG_BEING_NAME_RESPONSE, 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, 0 }; handledMessages = _messages; } static Being *createBeing(int id, short job) { ActorSprite::Type type = ActorSprite::UNKNOWN; if (job <= 25 || (job >= 4001 && job <= 4049)) type = ActorSprite::PLAYER; else if (job >= 46 && job <= 1000) type = ActorSprite::NPC; else if (job > 1000 && job <= 2000) type = ActorSprite::MONSTER; else if (job == 45) return nullptr; // Skip portals Being *being = actorSpriteManager->createBeing(id, type, job); if (type == ActorSprite::PLAYER || type == ActorSprite::NPC) { MessageOut outMsg(0x0094); outMsg.writeInt32(id);//readLong(2)); } return being; } static void handleMoveMessage(Map *map, Being *dstBeing, Uint16 srcX, Uint16 srcY, Uint16 dstX, Uint16 dstY) { // Avoid dealing with flawed destination if (map && dstBeing && srcX && srcY && dstX && dstY) { Vector pos = map->getTileCenter(srcX, srcY); Vector dest = map->getTileCenter(dstX, dstY); Vector beingPos = dstBeing->getPosition(); // Don't set the position as the movement algorithm // can guess it and it would break the animation played, // when we're close enough. if (std::abs(beingPos.x - pos.x) > POS_DEST_DIFF_TOLERANCE || std::abs(beingPos.y - pos.y) > POS_DEST_DIFF_TOLERANCE) dstBeing->setPosition(pos); dstBeing->setDestination(dest.x, dest.y); } } static void handlePosMessage(Map *map, Being *dstBeing, Uint16 x, Uint16 y, Uint8 dir = 0) { // Avoid dealing with flawed destination if (map && dstBeing && x && y) { Vector pos = map->getTileCenter(x, y); Vector beingPos = dstBeing->getPosition(); // Don't set the position as the movement algorithm // can guess it and it would break the animation played, // when we're close enough. if (std::abs(beingPos.x - pos.x) > POS_DEST_DIFF_TOLERANCE || std::abs(beingPos.y - pos.y) > POS_DEST_DIFF_TOLERANCE) dstBeing->setPosition(pos); // Set also the destination to the desired position. dstBeing->setDestination(pos.x, pos.y); if (dir) dstBeing->setDirection(dir); } } void BeingHandler::handleMessage(MessageIn &msg) { if (!actorSpriteManager) return; int id; short job, gender; float speed; Uint16 headTop, headMid, headBottom; Uint16 shoes, gloves; Uint16 weapon, shield; Uint16 gmstatus; int param1; int stunMode; Uint32 statusEffects; int type, guild; Uint16 status; Being *srcBeing, *dstBeing; int hairStyle, hairColor, flag; // Prepare useful translation variables Map *map = Game::instance()->getCurrentMap(); switch (msg.getId()) { case SMSG_BEING_VISIBLE: case SMSG_BEING_MOVE: // Information about a being in range id = msg.readInt32(); speed = (float)msg.readInt16(); stunMode = msg.readInt16(); // opt1 statusEffects = msg.readInt16(); // opt2 statusEffects |= ((Uint32)msg.readInt16()) << 16; // option job = msg.readInt16(); // class dstBeing = actorSpriteManager->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); if (!dstBeing) break; } if (msg.getId() == SMSG_BEING_VISIBLE) { dstBeing->clearPath(); dstBeing->setAction(Being::STAND); } // Prevent division by 0 when calculating frame if (speed == 0) speed = 150.0f; // In ticks per tile * 10 dstBeing->setMoveSpeed(Vector(speed / 10, speed / 10)); dstBeing->setSubtype(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 guild = msg.readInt32(); // guild if (guild == 0) { dstBeing->clearGuilds(); } else { dstBeing->addGuild(Guild::getGuild(guild)); } msg.readInt16(); // guild emblem msg.readInt16(); // manner dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3 msg.readInt8(); // karma gender = msg.readInt8(); if (dstBeing->getType() == ActorSprite::PLAYER) { dstBeing->setGender((gender == 0) ? GENDER_FEMALE : GENDER_MALE); // Set these after the gender, as the sprites may be gender-specific dstBeing->setSprite(SPRITE_HAIR, hairStyle * -1, hairDB.getHairColor(hairColor)); dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom); dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid); dstBeing->setSprite(SPRITE_HAT, headTop); dstBeing->setSprite(SPRITE_SHOE, shoes); dstBeing->setSprite(SPRITE_GLOVES, gloves); dstBeing->setSprite(SPRITE_WEAPON, weapon, "", true); dstBeing->setSprite(SPRITE_SHIELD, shield); } if (msg.getId() == SMSG_BEING_MOVE) { Uint16 srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY); handleMoveMessage(map, dstBeing, srcX, srcY, dstX, dstY); } else { Uint8 dir; Uint16 x, y; msg.readCoordinates(x, y, dir); handlePosMessage(map, dstBeing, x, y, 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_SPAWN: /* * TODO: This packet might need handling in the future. */ // Do nothing. break; case SMSG_BEING_REMOVE: // A being should be removed or has died id = msg.readInt32(); dstBeing = actorSpriteManager->findBeing(id); if (!dstBeing) break; // If this is player's current target, clear it. if (dstBeing == local_player->getTarget()) local_player->stopAttack(); if (msg.readInt8() == 1) dstBeing->setAction(Being::DEAD); else actorSpriteManager->destroyActor(dstBeing); break; case SMSG_BEING_RESURRECT: // A being changed mortality status id = msg.readInt32(); dstBeing = actorSpriteManager->findBeing(id); if (!dstBeing) break; // If this is player's current target, clear it. if (dstBeing == local_player->getTarget()) local_player->stopAttack(); if (msg.readInt8() == 1) dstBeing->setAction(Being::STAND); break; case SMSG_SKILL_DAMAGE: { msg.readInt16(); // Skill Id srcBeing = actorSpriteManager->findBeing(msg.readInt32()); dstBeing = actorSpriteManager->findBeing(msg.readInt32()); msg.readInt32(); // Server tick int attackSpeed = 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 (attackSpeed && srcBeing && srcBeing != local_player) srcBeing->setAttackSpeed(attackSpeed); 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); break; } case SMSG_BEING_ACTION: srcBeing = actorSpriteManager->findBeing(msg.readInt32()); dstBeing = actorSpriteManager->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); break; case 0x02: // Sit if (srcBeing) { srcBeing->setAction(Being::SIT); } break; case 0x03: // Stand up if (srcBeing) { srcBeing->setAction(Being::STAND); } break; } break; case SMSG_BEING_SELFEFFECT: { id = (Uint32)msg.readInt32(); Being* being = actorSpriteManager->findBeing(id); if (!being) break; int effectType = msg.readInt32(); effectManager->trigger(effectType, being); break; } case SMSG_BEING_EMOTION: if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) { break; } if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE)) { const int fx = EmoteDB::get(msg.readInt8() - 1).effectId; effectManager->trigger(fx, dstBeing); } break; case SMSG_BEING_CHANGE_LOOKS2: { if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) { break; } int type = msg.readInt8(); int id = msg.readInt16(); int id2 = msg.readInt16(); switch (type) { 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, "", true); dstBeing->setSprite(SPRITE_SHIELD, id2); break; case 3: // Change lower headgear for eAthena, pants for us dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id); break; case 4: // Change upper headgear for eAthena, hat for us dstBeing->setSprite(SPRITE_HAT, id); break; case 5: // Change middle headgear for eathena, armor for us dstBeing->setSprite(SPRITE_TOPCLOTHES, id); break; case 6: // eAthena LOOK_HAIR_COLOR dstBeing->setSpriteColor(SPRITE_HAIR, hairDB.getHairColor(id)); break; case 8: // eAthena LOOK_SHIELD dstBeing->setSprite(SPRITE_SHIELD, id); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_SHOE, id); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_GLOVES, id); break; case 11: // LOOK_CAPE dstBeing->setSprite(SPRITE_CAPE, id); break; case 12: dstBeing->setSprite(SPRITE_MISC1, id); break; case 13: dstBeing->setSprite(SPRITE_MISC2, id); break; default: logger->log("SMSG_BEING_CHANGE_LOOKS2: unsupported type: " "%d, id: %d", type, id); break; } } break; case SMSG_BEING_NAME_RESPONSE: if ((dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) { dstBeing->setName(msg.readString(24)); } break; case SMSG_PLAYER_GUILD_PARTY_INFO: if ((dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) { dstBeing->setPartyName(msg.readString(24)); dstBeing->setGuildName(msg.readString(24)); dstBeing->setGuildPos(msg.readString(24)); msg.readString(24); // Discard this } break; case SMSG_BEING_CHANGE_DIRECTION: { if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32()))) { break; } msg.readInt16(); // unused Uint8 dir = msg.readInt8(); if (dir) dstBeing->setDirection(dir); } 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 = actorSpriteManager->findBeing(id); if (!dstBeing) { dstBeing = createBeing(id, job); if (!dstBeing) break; } if (Party *party = local_player->getParty()) if (party->isMember(id)) dstBeing->setParty(party); // The original speed is ticks per tile * 10 if (speed) dstBeing->setMoveSpeed(Vector(speed / 10, speed / 10)); else dstBeing->setMoveSpeed(Net::getPlayerHandler()->getDefaultMoveSpeed()); dstBeing->setSubtype(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 dstBeing->setGender((msg.readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE); // Set these after the gender, as the sprites may be gender-specific dstBeing->setSprite(SPRITE_WEAPON, weapon, "", true); dstBeing->setSprite(SPRITE_SHIELD, shield); //dstBeing->setSprite(SPRITE_SHOE, shoes); 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, hairDB.getHairColor(hairColor)); if (msg.getId() == SMSG_PLAYER_MOVE) { Uint16 srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY); handleMoveMessage(map, dstBeing, srcX, srcY, dstX, dstY); } else { Uint8 dir; Uint16 x, y; msg.readCoordinates(x, y, dir); handlePosMessage(map, dstBeing, x, y, dir); } gmstatus = msg.readInt16(); if (gmstatus & 0x80) dstBeing->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->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 != local_player->getId()) { dstBeing = actorSpriteManager->findBeing(id); if (dstBeing) { Uint16 x, y; x = msg.readInt16(); y = msg.readInt16(); handlePosMessage(map, dstBeing, x, y); } } 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 = actorSpriteManager->findBeing(id); if (!dstBeing) break; stunMode = msg.readInt16(); statusEffects = msg.readInt16(); statusEffects |= ((Uint32) msg.readInt16()) << 16; msg.readInt8(); // Unused? 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 = actorSpriteManager->findBeing(id); if (dstBeing) dstBeing->setStatusEffect(status, flag); break; } } } // namespace TmwAthena