/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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 <http://www.gnu.org/licenses/>. */ #include "net/eathena/playerhandler.h" #include "being/attributes.h" #include "being/localplayer.h" #include "gui/windows/statuswindow.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/eathena/inventoryhandler.h" #include "debug.h" extern Net::PlayerHandler *playerHandler; namespace EAthena { PlayerHandler::PlayerHandler() : MessageHandler(), Ea::PlayerHandler() { static const uint16_t _messages[] = { SMSG_WALK_RESPONSE, SMSG_PLAYER_WARP, SMSG_PLAYER_STAT_UPDATE_1, SMSG_PLAYER_STAT_UPDATE_2, SMSG_PLAYER_STAT_UPDATE_3, SMSG_PLAYER_STAT_UPDATE_4, SMSG_PLAYER_STAT_UPDATE_5, SMSG_PLAYER_STAT_UPDATE_6, SMSG_PLAYER_ARROW_MESSAGE, SMSG_PLAYER_SHORTCUTS, SMSG_PLAYER_SHOW_EQUIP, SMSG_PLAYER_GET_EXP, SMSG_PVP_INFO, SMSG_PLAYER_HEAL, SMSG_PLAYER_SKILL_MESSAGE, SMSG_MAP_MASK, SMSG_MAP_MUSIC, 0 }; handledMessages = _messages; playerHandler = this; } void PlayerHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_WALK_RESPONSE: processWalkResponse(msg); break; case SMSG_PLAYER_WARP: processPlayerWarp(msg); break; case SMSG_PLAYER_STAT_UPDATE_1: processPlayerStatUpdate1(msg); break; case SMSG_PLAYER_STAT_UPDATE_2: processPlayerStatUpdate2(msg); break; case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute processPlayerStatUpdate3(msg); break; case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack processPlayerStatUpdate4(msg); break; // Updates stats and status points case SMSG_PLAYER_STAT_UPDATE_5: processPlayerStatUpdate5(msg); break; case SMSG_PLAYER_STAT_UPDATE_6: processPlayerStatUpdate6(msg); break; case SMSG_PLAYER_ARROW_MESSAGE: processPlayerArrowMessage(msg); break; case SMSG_PLAYER_SHORTCUTS: processPlayerShortcuts(msg); break; case SMSG_PLAYER_SHOW_EQUIP: processPlayerShowEquip(msg); break; case SMSG_PLAYER_GET_EXP: processPlayerGetExp(msg); break; case SMSG_PVP_INFO: processPvpInfo(msg); break; case SMSG_PLAYER_HEAL: processPlayerHeal(msg); break; case SMSG_PLAYER_SKILL_MESSAGE: processPlayerSkillMessage(msg); break; case SMSG_MAP_MASK: processMapMask(msg); break; case SMSG_MAP_MUSIC: processMapMusic(msg); break; default: break; } } void PlayerHandler::attack(const int id, const bool keep) const { createOutPacket(CMSG_PLAYER_CHANGE_ACT); outMsg.writeInt32(id, "target id"); if (keep) outMsg.writeInt8(7, "action"); else outMsg.writeInt8(0, "action"); } void PlayerHandler::stopAttack() const { createOutPacket(CMSG_PLAYER_STOP_ATTACK); } void PlayerHandler::emote(const uint8_t emoteId) const { createOutPacket(CMSG_PLAYER_EMOTE); outMsg.writeInt8(emoteId, "emote id"); } void PlayerHandler::increaseAttribute(const int attr) const { if (attr >= Attributes::STR && attr <= Attributes::LUK) { createOutPacket(CMSG_STAT_UPDATE_REQUEST); outMsg.writeInt16(static_cast<int16_t>(attr), "attribute id"); outMsg.writeInt8(1, "increase"); } } void PlayerHandler::increaseSkill(const uint16_t skillId) const { if (PlayerInfo::getAttribute(Attributes::SKILL_POINTS) <= 0) return; createOutPacket(CMSG_SKILL_LEVELUP_REQUEST); outMsg.writeInt16(skillId, "skill id"); } void PlayerHandler::pickUp(const FloorItem *const floorItem) const { if (!floorItem) return; createOutPacket(CMSG_ITEM_PICKUP); outMsg.writeInt32(floorItem->getId(), "object id"); EAthena::InventoryHandler *const handler = static_cast<EAthena::InventoryHandler*>(inventoryHandler); if (handler) handler->pushPickup(floorItem->getId()); } void PlayerHandler::setDirection(const unsigned char direction) const { createOutPacket(CMSG_PLAYER_CHANGE_DIR); outMsg.writeInt8(0, "head direction"); outMsg.writeInt8(0, "unused"); outMsg.writeInt8(direction, "player direction"); } void PlayerHandler::setDestination(const int x, const int y, const int direction) const { createOutPacket(CMSG_PLAYER_CHANGE_DEST); outMsg.writeCoordinates(static_cast<uint16_t>(x), static_cast<uint16_t>(y), static_cast<unsigned char>(direction), "destination"); } void PlayerHandler::changeAction(const BeingAction::Action &action) const { unsigned char type; switch (action) { case BeingAction::SIT: type = 2; break; case BeingAction::STAND: type = 3; break; default: case BeingAction::MOVE: case BeingAction::ATTACK: case BeingAction::DEAD: case BeingAction::HURT: case BeingAction::SPAWN: return; } createOutPacket(CMSG_PLAYER_CHANGE_ACT); outMsg.writeInt32(0, "unused"); outMsg.writeInt8(type, "action"); } void PlayerHandler::respawn() const { createOutPacket(CMSG_PLAYER_RESTART); outMsg.writeInt8(0, "action"); } void PlayerHandler::requestOnlineList() const { } void PlayerHandler::updateStatus(const uint8_t status A_UNUSED) const { } void PlayerHandler::setShortcut(const int idx, const uint8_t type, const int id, const int level) const { createOutPacket(CMSG_SET_SHORTCUTS); outMsg.writeInt16(static_cast<int16_t>(idx), "index"); outMsg.writeInt8(static_cast<int8_t>(type), "type"); outMsg.writeInt32(id, "id"); outMsg.writeInt16(static_cast<int16_t>(level), "level"); } void PlayerHandler::removeOption() const { createOutPacket(CMSG_REMOVE_OPTION); } void PlayerHandler::changeCart(const int type) const { createOutPacket(CMSG_CHANGE_CART); outMsg.writeInt16(static_cast<int16_t>(type), "type"); } void PlayerHandler::setMemo() const { createOutPacket(CMSG_PLAYER_SET_MEMO); } void PlayerHandler::processPlayerShortcuts(Net::MessageIn &msg) { msg.readUInt8("unused?"); for (int f = 0; f < 27; f ++) { msg.readUInt8("type 0: item, 1: skill"); msg.readInt32("item or skill id"); msg.readInt16("skill level"); } msg.skip(77, "unused"); } void PlayerHandler::processPlayerShowEquip(Net::MessageIn &msg) { msg.readUInt8("show equip"); // 1 mean need open "equipment" window } void PlayerHandler::processPlayerStatUpdate5(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate5") PlayerInfo::setAttribute(Attributes::CHAR_POINTS, msg.readInt16("char points")); unsigned int val = msg.readUInt8("str"); PlayerInfo::setStatBase(Attributes::STR, val); if (statusWindow) { statusWindow->setPointsNeeded(Attributes::STR, msg.readUInt8("str cost")); } else { msg.readUInt8("str need"); } val = msg.readUInt8("agi"); PlayerInfo::setStatBase(Attributes::AGI, val); if (statusWindow) { statusWindow->setPointsNeeded(Attributes::AGI, msg.readUInt8("agi cost")); } else { msg.readUInt8("agi cost"); } val = msg.readUInt8("vit"); PlayerInfo::setStatBase(Attributes::VIT, val); if (statusWindow) { statusWindow->setPointsNeeded(Attributes::VIT, msg.readUInt8("vit cost")); } else { msg.readUInt8("vit cost"); } val = msg.readUInt8("int"); PlayerInfo::setStatBase(Attributes::INT, val); if (statusWindow) { statusWindow->setPointsNeeded(Attributes::INT, msg.readUInt8("int cost")); } else { msg.readUInt8("int cost"); } val = msg.readUInt8("dex"); PlayerInfo::setStatBase(Attributes::DEX, val); if (statusWindow) { statusWindow->setPointsNeeded(Attributes::DEX, msg.readUInt8("dex cost")); } else { msg.readUInt8("dex cost"); } val = msg.readUInt8("luk"); PlayerInfo::setStatBase(Attributes::LUK, val); if (statusWindow) { statusWindow->setPointsNeeded(Attributes::LUK, msg.readUInt8("luk cost")); } else { msg.readUInt8("luk cost"); } PlayerInfo::setStatBase(Attributes::ATK, msg.readInt16("left atk"), false); PlayerInfo::setStatMod(Attributes::ATK, msg.readInt16("right atk")); PlayerInfo::updateAttrs(); val = msg.readInt16("right matk"); PlayerInfo::setStatBase(Attributes::MATK, val, false); val = msg.readInt16("left matk"); PlayerInfo::setStatMod(Attributes::MATK, val); PlayerInfo::setStatBase(Attributes::DEF, msg.readInt16("left def"), false); PlayerInfo::setStatMod(Attributes::DEF, msg.readInt16("right def")); PlayerInfo::setStatBase(Attributes::MDEF, msg.readInt16("left mdef"), false); PlayerInfo::setStatMod(Attributes::MDEF, msg.readInt16("right mdef")); PlayerInfo::setStatBase(Attributes::HIT, msg.readInt16("hit")); PlayerInfo::setStatBase(Attributes::FLEE, msg.readInt16("flee"), false); PlayerInfo::setStatMod(Attributes::FLEE, msg.readInt16("flee2/10")); PlayerInfo::setStatBase(Attributes::CRIT, msg.readInt16("crit/10")); PlayerInfo::setAttribute(Attributes::ATTACK_DELAY, msg.readInt16("attack speed")); msg.readInt16("plus speed = 0"); BLOCK_END("PlayerHandler::processPlayerStatUpdate5") } void PlayerHandler::processPlayerGetExp(Net::MessageIn &msg) { msg.readInt32("player id"); msg.readInt32("exp amount"); msg.readInt16("exp type"); msg.readInt16("is from quest"); // Being *dstBeing = actorManager->findBeing(id); // need show particle depend on isQuest flag, for now ignored } void PlayerHandler::processWalkResponse(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processWalkResponse") /* * This client assumes that all walk messages succeed, * and that the server will send a correction notice * otherwise. */ uint16_t srcX, srcY, dstX, dstY; msg.readInt32("tick"); msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); if (localPlayer) localPlayer->setRealPos(dstX, dstY); BLOCK_END("PlayerHandler::processWalkResponse") } void PlayerHandler::doriDori() const { createOutPacket(CMSG_DORI_DORI); } void PlayerHandler::explosionSpirits() const { createOutPacket(CMSG_EXPLOSION_SPIRITS); } void PlayerHandler::requestPvpInfo() const { createOutPacket(CMSG_PVP_INFO); outMsg.writeInt32(0, "char id"); outMsg.writeInt32(0, "account id"); } void PlayerHandler::processPvpInfo(Net::MessageIn &msg) { msg.readInt32("char id"); msg.readInt32("account id"); msg.readInt32("pvp won"); msg.readInt32("pvp lost"); msg.readInt32("pvp point"); } void PlayerHandler::revive() const { createOutPacket(CMSG_PLAYER_AUTO_REVIVE); } void PlayerHandler::setViewEquipment(const bool allow) const { createOutPacket(CMSG_PLAYER_SET_EQUIPMENT_VISIBLE); outMsg.writeInt32(0, "unused"); outMsg.writeInt32(allow ? 1 : 0, "allow"); } void PlayerHandler::processPlayerHeal(Net::MessageIn &msg) { // +++ probably need show effect or adjust hp/sp? // 5 - hp // 7 - sp msg.readInt16("var id"); msg.readInt16("value"); } void PlayerHandler::processPlayerSkillMessage(Net::MessageIn &msg) { // +++ need show this message msg.readInt32("type"); } void PlayerHandler::setStat(const int type, const int base, const int mod, const bool notify) const { Ea::PlayerHandler::setStat(type, base, mod, notify); } } // namespace EAthena