/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 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/tmwa/beingrecv.h" #include "actormanager.h" #include "effectmanager.h" #include "guild.h" #include "party.h" #include "being/localplayer.h" #include "particle/particle.h" #include "input/keyboardconfig.h" #include "gui/windows/outfitwindow.h" #include "gui/windows/socialwindow.h" #include "net/beinghandler.h" #include "net/serverfeatures.h" #include "net/messagein.h" #include "net/ea/beingrecv.h" #include "net/tmwa/guildmanager.h" #include "net/tmwa/sprite.h" #include "resources/iteminfo.h" #include "resources/db/itemdb.h" #include "utils/stringutils.h" #include "utils/timer.h" #include "debug.h" extern int serverVersion; namespace TmwAthena { void BeingRecv::processBeingChangeLook(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingChangeLook") if (!actorManager) { BLOCK_END("BeingRecv::processBeingChangeLook") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); const uint8_t type = msg.readUInt8("type"); const int16_t id = static_cast<int16_t>(msg.readUInt8("id")); const int id2 = 1; if (!localPlayer || !dstBeing) { BLOCK_END("BeingRecv::processBeingChangeLook") return; } processBeingChangeLookContinue(msg, dstBeing, type, id, id2); BLOCK_END("BeingRecv::processBeingChangeLook") } void BeingRecv::processBeingChangeLook2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingChangeLook") if (!actorManager) { BLOCK_END("BeingRecv::processBeingChangeLook") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); const uint8_t type = msg.readUInt8("type"); int id2 = 0; const int16_t id = msg.readInt16("id1"); if (type == 2) { id2 = msg.readInt16("id2"); } else { msg.readInt16("id2"); id2 = 1; } if (!localPlayer || !dstBeing) { BLOCK_END("BeingRecv::processBeingChangeLook") return; } processBeingChangeLookContinue(msg, dstBeing, type, id, id2); BLOCK_END("BeingRecv::processBeingChangeLook") } void BeingRecv::processBeingChangeLookContinue(Net::MessageIn &msg, Being *const dstBeing, const uint8_t type, const int id, const int id2) { if (dstBeing->getType() == ActorType::Player) dstBeing->setOtherTime(); const std::string color; switch (type) { case 0: // change race dstBeing->setSubtype(fromInt(id, BeingTypeId), dstBeing->getLook()); break; case 1: // eAthena LOOK_HAIR { const uint16_t look = static_cast<uint16_t>(id / 256); const int hair = id % 256; dstBeing->setHairStyle(SPRITE_HAIR_COLOR, hair * -1); dstBeing->setLook(look); break; } case 2: // Weapon ID in id, Shield ID in id2 dstBeing->setSprite(SPRITE_BODY, id, "", ItemColor_one, true); dstBeing->setSprite(SPRITE_FLOOR, id2); localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // Change lower headgear for eAthena, pants for us dstBeing->setSprite(SPRITE_WEAPON, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); break; case 4: // Change upper headgear for eAthena, hat for us dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); break; case 5: // Change middle headgear for eathena, armor for us dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR dstBeing->setHairColor(SPRITE_HAIR_COLOR, fromInt(id, ItemColor)); break; case 7: // Clothes color // ignoring it break; case 8: // eAthena LOOK_SHIELD dstBeing->setSprite(SPRITE_FLOOR, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_HAIR, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_SHOES, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_CAPE dstBeing->setSprite(SPRITE_SHIELD, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: dstBeing->setSprite(SPRITE_HEAD_MID, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: dstBeing->setSprite(SPRITE_ROBE, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: dstBeing->setSprite(SPRITE_EVOL2, id, color, ItemColor_one); localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); break; case 16: dstBeing->setLook(static_cast<uint16_t>(id)); break; default: UNIMPLIMENTEDPACKET; break; } } void BeingRecv::processPlayerUpdate1(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerMoveUpdate") if (!actorManager || !localPlayer) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } // An update about a player, potentially including movement. const BeingId id = msg.readBeingId("account id"); const int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast<uint32_t>(msg.readInt16("options"))) << 16; const int16_t job = msg.readInt16("job"); int disguiseId = 0; if (toInt(id, int) < 110000000 && job >= 1000) disguiseId = job; Being *dstBeing = actorManager->findBeing(id); if (!dstBeing) { if (actorManager->isBlocked(id) == true) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } dstBeing = Ea::BeingRecv::createBeing(id, job); if (!dstBeing) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } } else if (disguiseId) { actorManager->undelete(dstBeing); if (serverVersion < 1) beingHandler->requestNameById(id); } uint8_t dir = dstBeing->getDirectionDelayed(); if (dir) { if (dir != dstBeing->getDirection()) dstBeing->setDirection(dir); } if (Party *const party = localPlayer->getParty()) { if (party->isMember(id)) dstBeing->setParty(party); } dstBeing->setWalkSpeed(Vector(speed, speed, 0)); const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); dstBeing->setSubtype(fromInt(job, BeingTypeId), look); const uint16_t weapon = msg.readInt16("weapon"); const uint16_t shield = msg.readInt16("shield"); const uint16_t headBottom = msg.readInt16("head bottom"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const ItemColor hairColor = fromInt( msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); msg.readInt32("unused"); const int guild = msg.readInt32("guild"); if (!guildManager || !GuildManager::getEnableGuildBot()) { if (guild == 0) dstBeing->clearGuilds(); else dstBeing->setGuild(Guild::getGuild(static_cast<int16_t>(guild))); } msg.readInt16("emblem"); dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, msg.readInt16("opt3")); dstBeing->setKarma(msg.readUInt8("karma")); // reserving bit for future usage dstBeing->setGender(Being::intToGender( static_cast<uint8_t>(msg.readUInt8("gender") & 3))); if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific dstBeing->updateSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); dstBeing->updateSprite(SPRITE_FLOOR, shield); dstBeing->updateSprite(SPRITE_WEAPON, headBottom); dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); } localPlayer->imitateOutfit(dstBeing); uint16_t x, y; msg.readCoordinates(x, y, dir, "position"); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); localPlayer->imitateDirection(dstBeing, dir); const uint16_t gmstatus = msg.readInt16("gm status"); if (gmstatus & 0x80) dstBeing->setGM(true); applyPlayerAction(msg, dstBeing, msg.readUInt8("action type")); const int level = static_cast<int>(msg.readUInt8("level")); if (level) dstBeing->setLevel(level); msg.readUInt8("unused"); dstBeing->setActionTime(tick_time); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); BLOCK_END("BeingRecv::processPlayerMoveUpdate") } void BeingRecv::processPlayerUpdate2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerMoveUpdate") if (!actorManager || !localPlayer) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } // An update about a player, potentially including movement. const BeingId id = msg.readBeingId("account id"); const int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast<uint32_t>(msg.readInt16("options"))) << 16; const int16_t job = msg.readInt16("job"); int disguiseId = 0; if (toInt(id, int) < 110000000 && job >= 1000) disguiseId = job; Being *dstBeing = actorManager->findBeing(id); if (!dstBeing) { if (actorManager->isBlocked(id) == true) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } dstBeing = Ea::BeingRecv::createBeing(id, job); if (!dstBeing) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } } else if (disguiseId) { actorManager->undelete(dstBeing); if (serverVersion < 1) beingHandler->requestNameById(id); } uint8_t dir = dstBeing->getDirectionDelayed(); if (dir) { if (dir != dstBeing->getDirection()) dstBeing->setDirection(dir); } if (Party *const party = localPlayer->getParty()) { if (party->isMember(id)) dstBeing->setParty(party); } dstBeing->setWalkSpeed(Vector(speed, speed, 0)); const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); dstBeing->setSubtype(fromInt(job, BeingTypeId), look); const uint16_t weapon = msg.readInt16("weapon"); const uint16_t shield = msg.readInt16("shield"); const uint16_t headBottom = msg.readInt16("head bottom"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const ItemColor hairColor = fromInt( msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); msg.readInt32("unused"); const int guild = msg.readInt32("guild"); if (!guildManager || !GuildManager::getEnableGuildBot()) { if (guild == 0) dstBeing->clearGuilds(); else dstBeing->setGuild(Guild::getGuild(static_cast<int16_t>(guild))); } msg.readInt16("emblem"); dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, msg.readInt16("opt3")); dstBeing->setKarma(msg.readUInt8("karma")); // reserving bit for future usage dstBeing->setGender(Being::intToGender( static_cast<uint8_t>(msg.readUInt8("gender") & 3))); if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific dstBeing->updateSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); dstBeing->updateSprite(SPRITE_FLOOR, shield); dstBeing->updateSprite(SPRITE_WEAPON, headBottom); dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); } localPlayer->imitateOutfit(dstBeing); uint16_t x, y; msg.readCoordinates(x, y, dir, "position"); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); localPlayer->imitateDirection(dstBeing, dir); const uint16_t gmstatus = msg.readInt16("gm status"); if (gmstatus & 0x80) dstBeing->setGM(true); applyPlayerAction(msg, dstBeing, msg.readUInt8("action type")); const int level = static_cast<int>(msg.readUInt8("level")); if (level) dstBeing->setLevel(level); dstBeing->setActionTime(tick_time); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); BLOCK_END("BeingRecv::processPlayerMoveUpdate") } void BeingRecv::processPlayerMove(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerMoveUpdate") if (!actorManager || !localPlayer) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } // An update about a player, potentially including movement. const BeingId id = msg.readBeingId("account id"); const int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast<uint32_t>(msg.readInt16("options"))) << 16; const int16_t job = msg.readInt16("job"); int disguiseId = 0; if (toInt(id, int) < 110000000 && job >= 1000) disguiseId = job; Being *dstBeing = actorManager->findBeing(id); if (!dstBeing) { if (actorManager->isBlocked(id) == true) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } dstBeing = Ea::BeingRecv::createBeing(id, job); if (!dstBeing) { BLOCK_END("BeingRecv::processPlayerMoveUpdate") return; } } else if (disguiseId) { actorManager->undelete(dstBeing); if (serverVersion < 1) beingHandler->requestNameById(id); } const uint8_t dir = dstBeing->getDirectionDelayed(); if (dir) { if (dir != dstBeing->getDirection()) dstBeing->setDirection(dir); } if (Party *const party = localPlayer->getParty()) { if (party->isMember(id)) dstBeing->setParty(party); } dstBeing->setWalkSpeed(Vector(speed, speed, 0)); const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); dstBeing->setSubtype(fromInt(job, BeingTypeId), look); const uint16_t weapon = msg.readInt16("weapon"); const uint16_t shield = msg.readInt16("shield"); const uint16_t headBottom = msg.readInt16("head bottom"); msg.readInt32("tick"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const ItemColor hairColor = fromInt( msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); msg.readInt32("unused"); const int guild = msg.readInt32("guild"); if (!guildManager || !GuildManager::getEnableGuildBot()) { if (guild == 0) dstBeing->clearGuilds(); else dstBeing->setGuild(Guild::getGuild(static_cast<int16_t>(guild))); } msg.readInt16("emblem"); dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, msg.readInt16("opt3")); dstBeing->setKarma(msg.readUInt8("karma")); // reserving bit for future usage dstBeing->setGender(Being::intToGender( static_cast<uint8_t>(msg.readUInt8("gender") & 3))); if (!disguiseId) { // Set these after the gender, as the sprites may be gender-specific dstBeing->updateSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); dstBeing->updateSprite(SPRITE_FLOOR, shield); dstBeing->updateSprite(SPRITE_WEAPON, headBottom); dstBeing->updateSprite(SPRITE_HEAD_BOTTOM, headMid); dstBeing->updateSprite(SPRITE_CLOTHES_COLOR, headTop); dstBeing->updateSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); } localPlayer->imitateOutfit(dstBeing); uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "moving path"); localPlayer->followMoveTo(dstBeing, srcX, srcY, dstX, dstY); dstBeing->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); // because server don't send direction in move packet, // we fixing it if (srcX != dstX || srcY != dstY) { const int d = dstBeing->calcDirection(dstX, dstY); if (d && dstBeing->getDirection() != d) dstBeing->setDirectionDelayed(static_cast<uint8_t>(d)); } if (localPlayer->getCurrentAction() != BeingAction::STAND) localPlayer->imitateAction(dstBeing, BeingAction::STAND); if (localPlayer->getDirection() != dstBeing->getDirection()) { localPlayer->imitateDirection(dstBeing, dstBeing->getDirection()); } const uint16_t gmstatus = msg.readInt16("gm status"); if (gmstatus & 0x80) dstBeing->setGM(true); msg.readUInt8("unused"); const int level = static_cast<int>(msg.readUInt8("level")); if (level) dstBeing->setLevel(level); msg.readUInt8("unused"); if (dstBeing->getType() != ActorType::Player) dstBeing->setActionTime(tick_time); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); BLOCK_END("BeingRecv::processPlayerMoveUpdate") } void BeingRecv::processBeingVisible(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingVisibleOrMove") if (!actorManager) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } BeingId spawnId; // Information about a being in range const BeingId id = msg.readBeingId("being id"); if (id == Ea::BeingRecv::mSpawnId) spawnId = Ea::BeingRecv::mSpawnId; else spawnId = BeingId_zero; Ea::BeingRecv::mSpawnId = BeingId_zero; int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast<uint32_t>(msg.readInt16("option"))) << 16; const int16_t job = msg.readInt16("class"); int disguiseId = 0; if (id == localPlayer->getId() && job >= 1000) disguiseId = job; Being *dstBeing = actorManager->findBeing(id); if (dstBeing && dstBeing->getType() == ActorType::Monster && !dstBeing->isAlive()) { actorManager->destroy(dstBeing); actorManager->erase(dstBeing); dstBeing = nullptr; } if (!dstBeing) { // Being with id >= 110000000 and job 0 are better // known as ghosts, so don't create those. if (job == 0 && toInt(id, int) >= 110000000) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } if (actorManager->isBlocked(id) == true) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } dstBeing = Ea::BeingRecv::createBeing(id, job); if (!dstBeing) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } } else { if (dstBeing->getType() == ActorType::Npc) { actorManager->undelete(dstBeing); if (serverVersion < 1) beingHandler->requestNameById(id); } } if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); if (spawnId != BeingId_zero) { dstBeing->setAction(BeingAction::SPAWN, 0); } else { dstBeing->clearPath(); dstBeing->setActionTime(tick_time); dstBeing->setAction(BeingAction::STAND, 0); } // Prevent division by 0 when calculating frame if (speed == 0) speed = 150; const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); dstBeing->setSubtype(fromInt(job, BeingTypeId), look); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); dstBeing->setWalkSpeed(Vector(speed, speed, 0)); const uint16_t weapon = msg.readInt16("weapon"); const uint16_t headBottom = msg.readInt16("head bottom"); const uint16_t shield = msg.readInt16("shield"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const ItemColor hairColor = fromInt(msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); const uint16_t shoes = msg.readInt16("shoes / clothes color"); uint16_t gloves; if (dstBeing->getType() == ActorType::Monster) { if (serverFeatures->haveServerHp()) { const int hp = msg.readInt32("hp"); const int maxHP = msg.readInt32("max hp"); if (hp && maxHP) { dstBeing->setMaxHP(maxHP); const int oldHP = dstBeing->getHP(); if (!oldHP || oldHP > hp) dstBeing->setHP(hp); } } else { msg.readInt32("unused"); msg.readInt32("unused"); } gloves = 0; } else { gloves = msg.readInt16("gloves / head dir"); msg.readInt32("guild"); msg.readInt16("guild emblem"); } dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, msg.readInt16("opt3")); if (serverFeatures->haveMonsterAttackRange() && dstBeing->getType() == ActorType::Monster) { const int attackRange = static_cast<int>( msg.readUInt8("attack range (was karma)")); dstBeing->setAttackRange(attackRange); } else { dstBeing->setKarma(msg.readUInt8("karma")); } uint8_t gender = msg.readUInt8("gender"); if (!disguiseId && dstBeing->getType() == ActorType::Player) { // reserving bits for future usage gender &= 3; dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes); Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves); Ea::BeingRecv::setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); Ea::BeingRecv::setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) { setServerGender(dstBeing, gender); } uint8_t dir; uint16_t x, y; msg.readCoordinates(x, y, dir, "position"); dstBeing->setTileCoords(x, y); if (job == 45 && socialWindow && outfitWindow) { const int num = socialWindow->getPortalIndex(x, y); if (num >= 0) { dstBeing->setName(keyboard.getKeyShortString( outfitWindow->keyName(num))); } else { dstBeing->setName(""); } } dstBeing->setDirection(dir); msg.readUInt8("unknown"); msg.readUInt8("unknown"); msg.readUInt8("unknown"); msg.readUInt8("unknown"); msg.readUInt8("unknown"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); BLOCK_END("BeingRecv::processBeingVisibleOrMove") } void BeingRecv::processBeingMove(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingVisibleOrMove") if (!actorManager) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } BeingId spawnId; // Information about a being in range const BeingId id = msg.readBeingId("being id"); if (id == Ea::BeingRecv::mSpawnId) spawnId = Ea::BeingRecv::mSpawnId; else spawnId = BeingId_zero; Ea::BeingRecv::mSpawnId = BeingId_zero; int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast<uint32_t>(msg.readInt16("option"))) << 16; const int16_t job = msg.readInt16("class"); int disguiseId = 0; if (id == localPlayer->getId() && job >= 1000) disguiseId = job; Being *dstBeing = actorManager->findBeing(id); if (dstBeing && dstBeing->getType() == ActorType::Monster && !dstBeing->isAlive()) { actorManager->destroy(dstBeing); actorManager->erase(dstBeing); dstBeing = nullptr; } if (!dstBeing) { // Being with id >= 110000000 and job 0 are better // known as ghosts, so don't create those. if (job == 0 && toInt(id, int) >= 110000000) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } if (actorManager->isBlocked(id) == true) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } dstBeing = Ea::BeingRecv::createBeing(id, job); if (!dstBeing) { BLOCK_END("BeingRecv::processBeingVisibleOrMove") return; } } else { if (dstBeing->getType() == ActorType::Npc) { actorManager->undelete(dstBeing); if (serverVersion < 1) beingHandler->requestNameById(id); } } if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); if (spawnId != BeingId_zero) dstBeing->setAction(BeingAction::SPAWN, 0); // Prevent division by 0 when calculating frame if (speed == 0) speed = 150; const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); dstBeing->setSubtype(fromInt(job, BeingTypeId), look); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); dstBeing->setWalkSpeed(Vector(speed, speed, 0)); const uint16_t weapon = msg.readInt16("weapon"); const uint16_t headBottom = msg.readInt16("head bottom"); msg.readInt32("tick"); const uint16_t shield = msg.readInt16("shield"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const ItemColor hairColor = fromInt( msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); const uint16_t shoes = msg.readInt16("shoes / clothes color"); uint16_t gloves; if (dstBeing->getType() == ActorType::Monster) { if (serverFeatures->haveServerHp()) { const int hp = msg.readInt32("hp"); const int maxHP = msg.readInt32("max hp"); if (hp && maxHP) { dstBeing->setMaxHP(maxHP); const int oldHP = dstBeing->getHP(); if (!oldHP || oldHP > hp) dstBeing->setHP(hp); } } else { msg.readInt32("unused"); msg.readInt32("unused"); } gloves = 0; } else { gloves = msg.readInt16("gloves / head dir"); msg.readInt32("guild"); msg.readInt16("guild emblem"); } dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, msg.readInt16("opt3")); if (serverFeatures->haveMonsterAttackRange() && dstBeing->getType() == ActorType::Monster) { const int attackRange = static_cast<int>( msg.readUInt8("attack range (was karma)")); dstBeing->setAttackRange(attackRange); } else { dstBeing->setKarma(msg.readUInt8("karma")); } uint8_t gender = msg.readUInt8("gender"); if (!disguiseId && dstBeing->getType() == ActorType::Player) { // reserving bits for future usage gender &= 3; dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); dstBeing->setHairColor(hairColor); Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes); Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves); Ea::BeingRecv::setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); Ea::BeingRecv::setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) { setServerGender(dstBeing, gender); } uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); if (!disguiseId) { dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(srcX, srcY); if (!serverFeatures->haveMove3()) dstBeing->setDestination(dstX, dstY); } msg.readUInt8("unknown"); msg.readUInt8("unknown"); msg.readUInt8("unknown"); msg.readUInt8("unknown"); msg.readUInt8("unknown"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); BLOCK_END("BeingRecv::processBeingVisibleOrMove") } void BeingRecv::processBeingSpawn(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingSpawn") // skipping this packet Ea::BeingRecv::mSpawnId = msg.readBeingId("being id"); msg.readInt16("speed"); msg.readInt16("opt1"); msg.readInt16("opt2"); msg.readInt16("option"); msg.readInt16("disguise"); msg.skip(25, "unused"); BLOCK_END("BeingRecv::processBeingSpawn") } void BeingRecv::processSkillCasting(Net::MessageIn &msg) { msg.readInt32("src id"); msg.readInt32("dst id"); msg.readInt16("dst x"); msg.readInt16("dst y"); msg.readInt16("skill num"); msg.readInt32("skill get p1"); msg.readInt32("cast time"); } void BeingRecv::processBeingStatusChange(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingStatusChange") if (!actorManager) { BLOCK_END("BeingRecv::processBeingStatusChange") return; } // Status change const uint16_t status = msg.readInt16("status"); const BeingId id = msg.readBeingId("being id"); const Enable flag = fromBool( msg.readUInt8("flag: 0: stop, 1: start"), Enable); Being *const dstBeing = actorManager->findBeing(id); if (dstBeing) dstBeing->setStatusEffect(status, flag); BLOCK_END("BeingRecv::processBeingStatusChange") } void BeingRecv::processBeingMove2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingMove2") if (!actorManager) { BLOCK_END("BeingRecv::processBeingMove2") return; } /* * A simplified movement packet, used by the * later versions of eAthena for both mobs and * players */ Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); /* * 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) { BLOCK_END("BeingRecv::processBeingMove2") return; } uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readInt32("tick"); dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(srcX, srcY); dstBeing->setDestination(dstX, dstY); if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); BLOCK_END("BeingRecv::processBeingMove2") } void BeingRecv::processBeingChangeDirection(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingChangeDirection") if (!actorManager) { BLOCK_END("BeingRecv::processBeingChangeDirection") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); if (!dstBeing) { msg.readInt16("unused"); msg.readUInt8("direction"); BLOCK_END("BeingRecv::processBeingChangeDirection"); return; } msg.readInt16("unused"); const uint8_t dir = Net::MessageIn::fromServerDirection( static_cast<uint8_t>(msg.readUInt8("direction") & 0x0FU)); dstBeing->setDirection(dir); if (localPlayer) localPlayer->imitateDirection(dstBeing, dir); BLOCK_END("BeingRecv::processBeingChangeDirection") } void BeingRecv::processPlaterStatusChange(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerStop") if (!actorManager) { BLOCK_END("BeingRecv::processPlayerStop") return; } // Change in players' flags const BeingId id = msg.readBeingId("account id"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) return; const uint16_t stunMode = msg.readInt16("stun mode"); uint32_t statusEffects = msg.readInt16("status effect"); statusEffects |= (static_cast<uint32_t>(msg.readInt16("opt?"))) << 16; msg.readUInt8("Unused?"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); BLOCK_END("BeingRecv::processPlayerStop") } void BeingRecv::processBeingResurrect(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingResurrect") if (!actorManager || !localPlayer) { BLOCK_END("BeingRecv::processBeingResurrect") return; } // A being changed mortality status const BeingId id = msg.readBeingId("being id"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) { BLOCK_END("BeingRecv::processBeingResurrect") return; } // If this is player's current target, clear it. if (dstBeing == localPlayer->getTarget()) localPlayer->stopAttack(); if (msg.readUInt8("flag?") == 1U) dstBeing->setAction(BeingAction::STAND, 0); BLOCK_END("BeingRecv::processBeingResurrect") } void BeingRecv::processPlayerGuilPartyInfo(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerGuilPartyInfo") if (!actorManager) { BLOCK_END("BeingRecv::processPlayerGuilPartyInfo") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); if (dstBeing) { dstBeing->setPartyName(msg.readString(24, "party name")); if (!guildManager || !GuildManager::getEnableGuildBot()) { dstBeing->setGuildName(msg.readString(24, "guild name")); dstBeing->setGuildPos(msg.readString(24, "guild pos")); } else { msg.readString(24, "guild name"); msg.readString(24, "guild pos"); } dstBeing->addToCache(); msg.readString(24, "?"); } else { msg.readString(24, "party name"); msg.readString(24, "guild name"); msg.readString(24, "guild pos"); msg.readString(24, "?"); } BLOCK_END("BeingRecv::processPlayerGuilPartyInfo") } void BeingRecv::processBeingSelfEffect(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingSelfEffect") if (!effectManager || !actorManager) { BLOCK_END("BeingRecv::processBeingSelfEffect") return; } const BeingId id = msg.readBeingId("being id"); Being *const being = actorManager->findBeing(id); if (!being) { BLOCK_END("BeingRecv::processBeingSelfEffect") return; } const int effectType = msg.readInt32("effect type"); if (Particle::enabled) effectManager->trigger(effectType, being); // +++ need dehard code effectType == 3 if (effectType == 3 && being->getType() == ActorType::Player && socialWindow) { // reset received damage socialWindow->resetDamage(being->getName()); } BLOCK_END("BeingRecv::processBeingSelfEffect") } void BeingRecv::processSkillCastCancel(Net::MessageIn &msg) { msg.readInt32("skill id"); } void BeingRecv::processIpResponse(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processIpResponse") if (!actorManager) { BLOCK_END("BeingRecv::processIpResponse") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); if (dstBeing) dstBeing->setIp(ipToString(msg.readInt32("ip address"))); BLOCK_END("BeingRecv::processIpResponse") } void BeingRecv::processPvpSet(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPvpSet") const BeingId id = msg.readBeingId("being id"); const int rank = msg.readInt32("rank"); int teamId = 0; if (serverFeatures->haveTeamId()) teamId = msg.readInt32("team"); else msg.readInt32("num"); if (actorManager) { Being *const dstBeing = actorManager->findBeing(id); if (dstBeing) { dstBeing->setPvpRank(rank); dstBeing->setTeamId(static_cast<uint16_t>(teamId)); dstBeing->addToCache(); } } BLOCK_END("BeingRecv::processPvpSet") } void BeingRecv::applyPlayerAction(Net::MessageIn &msg, Being *const being, const uint8_t type) { if (!being) return; switch (type) { case 0: being->setAction(BeingAction::STAND, 0); localPlayer->imitateAction(being, BeingAction::STAND); break; case 1: if (being->getCurrentAction() != BeingAction::DEAD) { being->setAction(BeingAction::DEAD, 0); being->recalcSpritesOrder(); } break; case 2: being->setAction(BeingAction::SIT, 0); localPlayer->imitateAction(being, BeingAction::SIT); break; default: UNIMPLIMENTEDPACKET; break; } } void BeingRecv::setServerGender(Being *const being, const uint8_t gender) { if (!being) return; switch (gender) { case 2: being->setGender(Gender::FEMALE); break; case 3: being->setGender(Gender::MALE); break; case 4: being->setGender(Gender::OTHER); break; default: being->setGender(Gender::UNSPECIFIED); break; } } } // namespace TmwAthena