/*
* 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