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|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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/beingrecv.h"
#include "actormanager.h"
#include "effectmanager.h"
#include "game.h"
#include "itemcolormanager.h"
#include "notifymanager.h"
#include "party.h"
#include "being/mercenaryinfo.h"
#include "enums/resources/notifytypes.h"
#include "particle/particle.h"
#include "input/keyboardconfig.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/outfitwindow.h"
#include "net/serverfeatures.h"
#include "net/ea/beingrecv.h"
#include "net/ea/eaprotocol.h"
#include "net/charserverhandler.h"
#include "net/character.h"
#include "net/messagein.h"
#include "net/eathena/maptypeproperty2.h"
#include "net/eathena/sprite.h"
#include "resources/iteminfo.h"
#include "resources/db/itemdb.h"
#include "resources/map/map.h"
#include "utils/timer.h"
#include "debug.h"
namespace EAthena
{
void BeingRecv::processBeingChangeLook2(Net::MessageIn &msg)
{
if (!actorManager)
return;
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
const uint8_t type = msg.readUInt8("type");
const int id = msg.readInt16("id1");
unsigned int id2 = msg.readInt16("id2");
if (type != 2)
id2 = 1;
if (!localPlayer || !dstBeing)
return;
processBeingChangeLookContinue(msg, dstBeing, type, id, id2, nullptr);
}
void BeingRecv::processBeingChangeLookCards(Net::MessageIn &msg)
{
Being *dstBeing = nullptr;
int cards[4];
if (!actorManager)
{ // here can be look from char server
if (!serverFeatures->haveAdvancedSprites())
return;
Net::Characters &chars = Net::CharServerHandler::mCharacters;
const BeingId id = msg.readBeingId("being id");
FOR_EACH (Net::Characters::iterator, it, chars)
{
Net::Character *character = *it;
if (character->dummy && character->dummy->getId() == id)
{
dstBeing = character->dummy;
break;
}
}
}
else
{
dstBeing = actorManager->findBeing(
msg.readBeingId("being id"));
}
const uint8_t type = msg.readUInt8("type");
const int id = msg.readInt16("id1");
unsigned int id2 = msg.readInt16("id2");
if (type != 2)
id2 = 1;
for (int f = 0; f < 4; f ++)
cards[f] = msg.readInt16("card");
if (!dstBeing)
return;
processBeingChangeLookContinue(msg, dstBeing, type, id, id2, &cards[0]);
}
void BeingRecv::processBeingChangeLookContinue(Net::MessageIn &msg,
Being *const dstBeing,
const uint8_t type,
const int id,
const int id2,
const int *cards)
{
if (dstBeing->getType() == ActorType::Player)
dstBeing->setOtherTime();
const ItemColor itemColor = ItemColorManager::getColorFromCards(cards);
const std::string color;
switch (type)
{
case 0: // change race
dstBeing->setSubtype(fromInt(id, BeingTypeId),
dstBeing->getLook());
break;
case 1: // eAthena LOOK_HAIR
dstBeing->setHairColor(fromInt(id, ItemColor));
dstBeing->setSpriteID(SPRITE_HAIR_COLOR, id * -1);
break;
case 2: // LOOK_WEAPON Weapon ID in id, Shield ID in id2
dstBeing->setSprite(SPRITE_BODY, id, "", itemColor, true);
dstBeing->setSprite(SPRITE_FLOOR, id2);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR);
break;
case 3: // LOOK_HEAD_BOTTOM
dstBeing->setSprite(SPRITE_WEAPON, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON);
break;
case 4: // LOOK_HEAD_TOP Change upper headgear for eAthena, hat for us
dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR);
break;
case 5: // LOOK_HEAD_MID Change middle headgear for eathena,
// armor for us
dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setHairColor(fromInt(id, ItemColor));
dstBeing->setSpriteColor(SPRITE_HAIR_COLOR,
ItemDB::get(dstBeing->getSpriteID(
SPRITE_HAIR_COLOR)).getDyeColorsString(
fromInt(id, ItemColor)));
break;
case 7: // Clothes color. Now used as look
dstBeing->setLook(static_cast<uint8_t>(id));
break;
case 8: // eAthena LOOK_SHIELD
dstBeing->setSprite(SPRITE_FLOOR, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(SPRITE_HAIR, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(SPRITE_SHOES, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES);
break;
case 11: // LOOK_FLOOR
dstBeing->setSprite(SPRITE_SHIELD, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 12: // LOOK_ROBE
dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP);
break;
case 13: // COSTUME_HEAD_TOP
dstBeing->setSprite(SPRITE_HEAD_MID, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID);
break;
case 14: // COSTUME_HEAD_MID
dstBeing->setSprite(SPRITE_ROBE, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE);
break;
case 15: // COSTUME_HEAD_LOW
dstBeing->setSprite(SPRITE_EVOL2, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2);
break;
case 16: // COSTUME_GARMENT
dstBeing->setSprite(SPRITE_EVOL3, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3);
break;
case 17: // ARMOR
dstBeing->setSprite(SPRITE_EVOL4, id, color, itemColor);
if (localPlayer)
localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4);
break;
default:
UNIMPLIMENTEDPACKET;
break;
}
}
void BeingRecv::processBeingVisible(Net::MessageIn &msg)
{
if (!actorManager)
return;
msg.readInt16("len");
const BeingType::BeingType type = static_cast<BeingType::BeingType>(
msg.readUInt8("object type"));
// Information about a being in range
const BeingId id = msg.readBeingId("being id");
BeingId spawnId;
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");
// probably wrong effect usage
const uint32_t statusEffects = msg.readInt16("opt2");
msg.readInt32("option");
const int16_t job = msg.readInt16("class");
Being *dstBeing = actorManager->findBeing(id);
if (dstBeing && dstBeing->getType() == ActorType::Monster
&& !dstBeing->isAlive())
{
actorManager->destroy(dstBeing);
actorManager->erase(dstBeing);
dstBeing = nullptr;
}
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing2(msg, id, job, type);
if (!dstBeing)
return;
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == ActorType::Npc)
actorManager->undelete(dstBeing);
}
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;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(fromInt(job, BeingTypeId), 0);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
const int hairStyle = msg.readInt16("hair style");
const uint32_t weapon = static_cast<uint32_t>(msg.readInt32("weapon"));
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.readInt16("hair color"),
ItemColor);
const uint16_t shoes = msg.readInt16("shoes or clothes color?");
const uint16_t gloves = msg.readInt16("head dir / gloves");
// may be use robe as gloves?
msg.readInt16("robe");
msg.readInt32("guild id");
msg.readInt16("guild emblem");
dstBeing->setManner(msg.readInt16("manner"));
dstBeing->setStatusEffectBlock(32, static_cast<uint16_t>(
msg.readInt32("opt3")));
dstBeing->setKarma(msg.readUInt8("karma"));
uint8_t gender = static_cast<uint8_t>(msg.readUInt8("gender") & 3);
if (dstBeing->getType() == ActorType::Player)
{
dstBeing->setGender(Being::intToGender(gender));
dstBeing->setHairColor(hairColor);
// 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));
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())
{
dstBeing->setGender(Being::intToGender(gender));
}
uint8_t dir;
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
msg.readInt8("xs");
msg.readInt8("ys");
msg.readUInt8("action type");
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);
const int level = static_cast<int>(msg.readInt16("level"));
if (level)
dstBeing->setLevel(level);
msg.readInt16("font");
const int maxHP = msg.readInt32("max hp");
const int hp = msg.readInt32("hp");
dstBeing->setMaxHP(maxHP);
dstBeing->setHP(hp);
msg.readInt8("is boss");
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>(
statusEffects & 0xffffU));
}
void BeingRecv::processBeingMove(Net::MessageIn &msg)
{
if (!actorManager)
return;
msg.readInt16("len");
const BeingType::BeingType type = static_cast<BeingType::BeingType>(
msg.readUInt8("object type"));
// Information about a being in range
const BeingId id = msg.readBeingId("being id");
BeingId spawnId;
if (id == Ea::BeingRecv::mSpawnId)
spawnId = Ea::BeingRecv::mSpawnId;
else
spawnId = BeingId_zero;
Ea::BeingRecv::mSpawnId = BeingId_zero;
int16_t speed = msg.readInt16("speed");
// if (visible)
// {
const uint16_t stunMode = msg.readInt16("opt1");
// probably wrong effect usage
const uint32_t statusEffects = msg.readInt16("opt2");
// }
// else
// {
// commented for now, probably it can be removed after testing
// msg.readInt16("body state");
// msg.readInt16("health state");
// }
msg.readInt32("effect state");
const int16_t job = msg.readInt16("class");
Being *dstBeing = actorManager->findBeing(id);
if (dstBeing && dstBeing->getType() == ActorType::Monster
&& !dstBeing->isAlive())
{
actorManager->destroy(dstBeing);
actorManager->erase(dstBeing);
dstBeing = nullptr;
}
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing2(msg, id, job, type);
if (!dstBeing)
return;
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == ActorType::Npc)
actorManager->undelete(dstBeing);
}
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;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(fromInt(job, BeingTypeId), 0);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
const int hairStyle = msg.readInt16("hair style");
const uint32_t weapon = static_cast<uint32_t>(msg.readInt32("weapon"));
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.readInt16("hair color"), ItemColor);
const uint16_t shoes = msg.readInt16("shoes or clothes color?");
const uint16_t gloves = msg.readInt16("head dir / gloves");
// may be use robe as gloves?
msg.readInt16("robe");
msg.readInt32("guild id");
msg.readInt16("guild emblem");
dstBeing->setManner(msg.readInt16("manner"));
dstBeing->setStatusEffectBlock(32, static_cast<uint16_t>(
msg.readInt32("opt3")));
dstBeing->setKarma(msg.readUInt8("karma"));
uint8_t gender = static_cast<uint8_t>(msg.readUInt8("gender") & 3);
if (dstBeing->getType() == ActorType::Player)
{
dstBeing->setGender(Being::intToGender(gender));
dstBeing->setHairColor(hairColor);
// 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));
if (!serverFeatures->haveMove3())
{
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())
{
dstBeing->setGender(Being::intToGender(gender));
}
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
msg.readUInt8("(sx<<4) | (sy&0x0f)");
msg.readInt8("xs");
msg.readInt8("ys");
dstBeing->setAction(BeingAction::STAND, 0);
dstBeing->setTileCoords(srcX, srcY);
if (localPlayer)
localPlayer->followMoveTo(dstBeing, srcX, srcY, dstX, dstY);
if (!serverFeatures->haveMove3())
dstBeing->setDestination(dstX, dstY);
// because server don't send direction in move packet, we fixing it
uint8_t d = 0;
if (srcX == dstX && srcY == dstY)
{ // if player did one step from invisible area to visible,
// move path is broken
int x2 = localPlayer->getTileX();
int y2 = localPlayer->getTileY();
if (abs(x2 - srcX) > abs(y2 - srcY))
y2 = srcY;
else
x2 = srcX;
d = dstBeing->calcDirection(x2, y2);
}
else
{
d = dstBeing->calcDirection(dstX, dstY);
}
if (d && dstBeing->getDirection() != d)
dstBeing->setDirection(d);
const int level = static_cast<int>(msg.readInt16("level"));
if (level)
dstBeing->setLevel(level);
msg.readInt16("font");
const int maxHP = msg.readInt32("max hp");
const int hp = msg.readInt32("hp");
dstBeing->setMaxHP(maxHP);
dstBeing->setHP(hp);
msg.readInt8("is boss");
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>(
statusEffects & 0xffffU));
}
void BeingRecv::processBeingSpawn(Net::MessageIn &msg)
{
if (!actorManager)
return;
msg.readInt16("len");
const BeingType::BeingType type = static_cast<BeingType::BeingType>(
msg.readUInt8("object type"));
// Information about a being in range
const BeingId id = msg.readBeingId("being id");
Ea::BeingRecv::mSpawnId = id;
const BeingId spawnId = id;
int16_t speed = msg.readInt16("speed");
// if (visible)
// {
const uint16_t stunMode = msg.readInt16("opt1");
// probably wrong effect usage
const uint32_t statusEffects = msg.readInt16("opt2");
// }
// else
// {
// commented for now, probably it can be removed after testing
// msg.readInt16("body state");
// msg.readInt16("health state");
// }
msg.readInt32("effect state");
const int16_t job = msg.readInt16("class");
Being *dstBeing = actorManager->findBeing(id);
if (dstBeing && dstBeing->getType() == ActorType::Monster
&& !dstBeing->isAlive())
{
actorManager->destroy(dstBeing);
actorManager->erase(dstBeing);
dstBeing = nullptr;
}
if (!dstBeing)
{
if (actorManager->isBlocked(id) == true)
return;
dstBeing = createBeing2(msg, id, job, type);
if (!dstBeing)
return;
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == ActorType::Npc)
actorManager->undelete(dstBeing);
}
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;
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(fromInt(job, BeingTypeId), 0);
if (dstBeing->getType() == ActorType::Monster && localPlayer)
localPlayer->checkNewName(dstBeing);
const int hairStyle = msg.readInt16("hair style");
const uint32_t weapon = static_cast<uint32_t>(msg.readInt32("weapon"));
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.readInt16("hair color"), ItemColor);
const uint16_t shoes = msg.readInt16("shoes or clothes color?");
const uint16_t gloves = msg.readInt16("head dir / gloves");
// may be use robe as gloves?
msg.readInt16("robe");
msg.readInt32("guild id");
msg.readInt16("guild emblem");
dstBeing->setManner(msg.readInt16("manner"));
dstBeing->setStatusEffectBlock(32, static_cast<uint16_t>(
msg.readInt32("opt3")));
dstBeing->setKarma(msg.readUInt8("karma"));
uint8_t gender = static_cast<uint8_t>(msg.readUInt8("gender") & 3);
if (dstBeing->getType() == ActorType::Player)
{
dstBeing->setGender(Being::intToGender(gender));
dstBeing->setHairColor(hairColor);
// 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));
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())
{
dstBeing->setGender(Being::intToGender(gender));
}
uint8_t dir;
uint16_t x, y;
msg.readCoordinates(x, y, dir, "position");
msg.readInt8("xs");
msg.readInt8("ys");
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);
const int level = static_cast<int>(msg.readInt16("level"));
if (level)
dstBeing->setLevel(level);
msg.readInt16("font");
const int maxHP = msg.readInt32("max hp");
const int hp = msg.readInt32("hp");
dstBeing->setMaxHP(maxHP);
dstBeing->setHP(hp);
msg.readInt8("is boss");
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
(statusEffects >> 16) & 0xffffU));
dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>(
statusEffects & 0xffffU));
}
void BeingRecv::processMapTypeProperty(Net::MessageIn &msg)
{
const int16_t type = msg.readInt16("type");
const int flags = msg.readInt32("flags");
if (type == 0x28)
{
// +++ need get other flags from here
MapTypeProperty2 props;
props.data = static_cast<uint32_t>(flags);
Game *const game = Game::instance();
if (!game)
return;
Map *const map = game->getCurrentMap();
if (!map)
return;
map->setPvpMode(props.bits.party | (props.bits.guild * 2));
}
}
void BeingRecv::processMapType(Net::MessageIn &msg)
{
const int16_t type = msg.readInt16("type");
if (type == 19)
NotifyManager::notify(NotifyTypes::MAP_TYPE_BATTLEFIELD);
else
UNIMPLIMENTEDPACKET;
}
void BeingRecv::processSkillCasting(Net::MessageIn &msg)
{
// +++ need use other parameters
const BeingId srcId = msg.readBeingId("src id");
const BeingId dstId = msg.readBeingId("dst id");
const int dstX = msg.readInt16("dst x");
const int dstY = msg.readInt16("dst y");
const int skillId = msg.readInt16("skill id");
msg.readInt32("property"); // can be used to trigger effect
msg.readInt32("cast time");
msg.readInt8("dispossable");
if (!effectManager)
return;
if (srcId == BeingId_zero)
{
UNIMPLIMENTEDPACKET;
return;
}
else if (dstId != BeingId_zero)
{ // being to being
Being *const srcBeing = actorManager->findBeing(srcId);
Being *const dstBeing = actorManager->findBeing(dstId);
skillDialog->playCastingSrcEffect(skillId, srcBeing);
skillDialog->playCastingDstEffect(skillId, dstBeing);
}
else if (dstX != 0 || dstY != 0)
{ // being to position
UNIMPLIMENTEDPACKET;
}
}
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);
msg.readInt32("total");
msg.readInt32("left");
msg.readInt32("val1");
msg.readInt32("val2");
msg.readInt32("val3");
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
dstBeing->setStatusEffect(status, flag);
BLOCK_END("BeingRecv::processBeingStatusChange")
}
void BeingRecv::processBeingStatusChange2(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);
msg.readInt32("left");
msg.readInt32("val1");
msg.readInt32("val2");
msg.readInt32("val3");
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"));
uint16_t srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path");
msg.readUInt8("(sx<<4) | (sy&0x0f)");
msg.readInt32("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)
{
BLOCK_END("BeingRecv::processBeingMove2")
return;
}
dstBeing->setTileCoords(srcX, srcY);
if (localPlayer)
localPlayer->followMoveTo(dstBeing, srcX, srcY, dstX, dstY);
if (!serverFeatures->haveMove3())
dstBeing->setDestination(dstX, dstY);
if (dstBeing->getType() == ActorType::Player)
dstBeing->setMoveTime();
BLOCK_END("BeingRecv::processBeingMove2")
}
void BeingRecv::processBeingAction2(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processBeingAction2")
if (!actorManager)
{
BLOCK_END("BeingRecv::processBeingAction2")
return;
}
Being *const srcBeing = actorManager->findBeing(
msg.readBeingId("src being id"));
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("dst being id"));
msg.readInt32("tick");
const int srcSpeed = msg.readInt32("src speed");
msg.readInt32("dst speed");
const int param1 = msg.readInt32("damage");
msg.readInt16("count");
const AttackTypeT type = static_cast<AttackTypeT>(
msg.readUInt8("action"));
msg.readInt32("left damage");
switch (type)
{
case AttackType::HIT: // Damage
case AttackType::CRITICAL: // Critical Damage
case AttackType::MULTI: // Critical Damage
case AttackType::MULTI_REFLECT:
case AttackType::REFLECT: // Reflected Damage
case AttackType::FLEE: // Lucky Dodge
case AttackType::SPLASH:
case AttackType::SKILL:
case AttackType::REPEATE:
if (srcBeing)
{
if (srcSpeed && srcBeing->getType() == ActorType::Player)
srcBeing->setAttackDelay(srcSpeed);
// attackid=1, type
srcBeing->handleAttack(dstBeing, param1, 1);
if (srcBeing->getType() == ActorType::Player)
srcBeing->setAttackTime();
}
if (dstBeing)
{
// level not present, using 1
dstBeing->takeDamage(srcBeing, param1,
static_cast<AttackTypeT>(type), 1);
}
break;
case AttackType::PICKUP:
break;
case AttackType::TOUCH_SKILL:
break;
case AttackType::SIT:
if (srcBeing)
{
srcBeing->setAction(BeingAction::SIT, 0);
if (srcBeing->getType() == ActorType::Player)
{
srcBeing->setMoveTime();
if (localPlayer)
localPlayer->imitateAction(srcBeing, BeingAction::SIT);
}
}
break;
case AttackType::STAND:
if (srcBeing)
{
srcBeing->setAction(BeingAction::STAND, 0);
if (srcBeing->getType() == ActorType::Player)
{
srcBeing->setMoveTime();
if (localPlayer)
{
localPlayer->imitateAction(srcBeing,
BeingAction::STAND);
}
}
}
break;
default:
case AttackType::MISS:
case AttackType::SKILLMISS:
UNIMPLIMENTEDPACKET;
break;
}
BLOCK_END("BeingRecv::processBeingAction2")
}
void BeingRecv::processMonsterHp(Net::MessageIn &msg)
{
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("monster id"));
const int hp = msg.readInt32("hp");
const int maxHP = msg.readInt32("max hp");
if (dstBeing)
{
dstBeing->setHP(hp);
dstBeing->setMaxHP(maxHP);
}
}
void BeingRecv::processSkillAutoCast(Net::MessageIn &msg)
{
const int id = msg.readInt16("skill id");
msg.readInt16("inf");
msg.readInt16("unused");
const int level = msg.readInt16("skill level");
msg.readInt16("sp");
msg.readInt16("range");
msg.readString(24, "skill name");
msg.readInt8("unused");
if (localPlayer)
{
localPlayer->handleSkill(localPlayer, 0, id, level);
localPlayer->takeDamage(localPlayer, 0, AttackType::SKILL, id, level);
}
}
void BeingRecv::processRanksList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ here need window with rank tables.
msg.readInt16("rank type");
for (int f = 0; f < 10; f ++)
msg.readString(24, "name");
for (int f = 0; f < 10; f ++)
msg.readInt32("points");
msg.readInt32("my points");
}
void BeingRecv::processBlacksmithRanksList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ here need window with rank tables.
for (int f = 0; f < 10; f ++)
msg.readString(24, "name");
for (int f = 0; f < 10; f ++)
msg.readInt32("points");
}
void BeingRecv::processAlchemistRanksList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ here need window with rank tables.
for (int f = 0; f < 10; f ++)
msg.readString(24, "name");
for (int f = 0; f < 10; f ++)
msg.readInt32("points");
}
void BeingRecv::processTaekwonRanksList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ here need window with rank tables.
for (int f = 0; f < 10; f ++)
msg.readString(24, "name");
for (int f = 0; f < 10; f ++)
msg.readInt32("points");
}
void BeingRecv::processPkRanksList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ here need window with rank tables.
for (int f = 0; f < 10; f ++)
msg.readString(24, "name");
for (int f = 0; f < 10; f ++)
msg.readInt32("points");
}
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"));
msg.readInt16("head direction");
const uint8_t dir = Net::MessageIn::fromServerDirection(
static_cast<uint8_t>(msg.readUInt8("player direction") & 0x0FU));
if (!dstBeing)
{
BLOCK_END("BeingRecv::processBeingChangeDirection")
return;
}
dstBeing->setDirection(dir);
if (localPlayer)
localPlayer->imitateDirection(dstBeing, dir);
BLOCK_END("BeingRecv::processBeingChangeDirection")
}
void BeingRecv::processBeingSpecialEffect(Net::MessageIn &msg)
{
if (!effectManager || !actorManager)
return;
const BeingId id = msg.readBeingId("being id");
Being *const being = actorManager->findBeing(id);
if (!being)
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());
}
}
void BeingRecv::processBeingSpecialEffectNum(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ need somhow show this effects.
// type is not same with self/misc effect.
msg.readBeingId("account id");
msg.readInt32("effect type");
msg.readInt32("num"); // effect variable
}
void BeingRecv::processBeingSoundEffect(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ need play this effect.
msg.readString(24, "sound effect name");
msg.readUInt8("type");
msg.readInt32("unused");
msg.readInt32("source being id");
}
void BeingRecv::processSkillGroundNoDamage(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt16("skill id");
msg.readInt32("src id");
msg.readInt16("val");
msg.readInt16("x");
msg.readInt16("y");
msg.readInt32("tick");
}
void BeingRecv::processSkillEntry(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt16("len");
msg.readInt32("accound id");
msg.readInt32("creator accound id");
msg.readInt16("x");
msg.readInt16("y");
msg.readInt32("job");
msg.readUInt8("radius");
msg.readUInt8("visible");
msg.readUInt8("level");
}
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.readInt32("opt?"))) << 16;
dstBeing->setKarma(msg.readUInt8("karma"));
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::processPlaterStatusChange2(Net::MessageIn &msg)
{
if (!actorManager)
return;
const BeingId id = msg.readBeingId("account id");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
return;
uint32_t statusEffects = msg.readInt32("status effect");
dstBeing->setLevel(msg.readInt32("level"));
msg.readInt32("showEFST");
dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
(statusEffects >> 16) & 0xffff));
dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>(
statusEffects & 0xffff));
}
void BeingRecv::processPlaterStatusChangeNoTick(Net::MessageIn &msg)
{
const uint16_t status = msg.readInt16("index");
const BeingId id = msg.readBeingId("account id");
const Enable flag = fromBool(msg.readUInt8("state")
? true : false, Enable);
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
return;
dstBeing->setStatusEffect(status, flag);
}
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");
msg.readInt16("unused");
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();
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->setName(msg.readString(24, "char name"));
dstBeing->setPartyName(msg.readString(24, "party name"));
dstBeing->setGuildName(msg.readString(24, "guild name"));
dstBeing->setGuildPos(msg.readString(24, "guild pos"));
dstBeing->addToCache();
}
BLOCK_END("BeingRecv::processPlayerGuilPartyInfo")
}
void BeingRecv::processBeingRemoveSkil(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ if skill unit was added, here need remove it from actors
msg.readInt32("skill unit id");
}
void BeingRecv::processBeingFakeName(Net::MessageIn &msg)
{
const BeingType::BeingType type = static_cast<BeingType::BeingType>(
msg.readUInt8("object type"));
const BeingId id = msg.readBeingId("npc id");
msg.skip(8, "unused");
const uint16_t job = msg.readInt16("class?"); // 111
msg.skip(30, "unused");
uint16_t x, y;
uint8_t dir;
msg.readCoordinates(x, y, dir, "position");
msg.readUInt8("sx");
msg.readUInt8("sy");
msg.skip(4, "unsued");
Being *const dstBeing = createBeing2(msg, id, job, type);
if (!dstBeing)
return;
dstBeing->setSubtype(fromInt(job, BeingTypeId), 0);
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
}
void BeingRecv::processBeingStatUpdate1(Net::MessageIn &msg)
{
const BeingId id = msg.readBeingId("account id");
const int type = msg.readInt16("type");
const int value = msg.readInt32("value");
Being *const dstBeing = actorManager->findBeing(id);
if (!dstBeing)
return;
if (type != Ea::MANNER)
{
UNIMPLIMENTEDPACKET;
return;
}
dstBeing->setManner(value);
}
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);
BLOCK_END("BeingRecv::processBeingSelfEffect")
}
void BeingRecv::processMobInfo(Net::MessageIn &msg)
{
const int len = msg.readInt16("len");
if (len < 12)
return;
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("monster id"));
const int attackRange = msg.readInt32("range");
if (dstBeing)
dstBeing->setAttackRange(attackRange);
}
void BeingRecv::processBeingAttrs(Net::MessageIn &msg)
{
const int len = msg.readInt16("len");
if (len < 12)
return;
Being *const dstBeing = actorManager->findBeing(
msg.readBeingId("player id"));
const int gmLevel = msg.readInt32("gm level");
if (dstBeing && gmLevel)
{
if (dstBeing == localPlayer)
localPlayer->setGMLevel(gmLevel);
dstBeing->setGM(true);
}
else
{
if (dstBeing == localPlayer)
localPlayer->setGMLevel(0);
if (dstBeing)
dstBeing->setGM(false);
}
}
void BeingRecv::processMonsterInfo(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt16("class");
msg.readInt16("level");
msg.readInt16("size");
msg.readInt32("hp");
msg.readInt16("def");
msg.readInt16("race");
msg.readInt16("mdef");
msg.readInt16("ele");
}
void BeingRecv::processClassChange(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("being id");
msg.readUInt8("type");
msg.readInt32("class");
}
void BeingRecv::processSpiritBalls(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("being id");
msg.readInt16("spirits amount");
}
void BeingRecv::processSpiritBallSingle(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("being id");
msg.readInt16("spirits amount");
}
void BeingRecv::processBladeStop(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("src being id");
msg.readInt32("dst being id");
msg.readInt32("flag");
}
void BeingRecv::processComboDelay(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("being id");
msg.readInt32("wait");
}
void BeingRecv::processWddingEffect(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("being id");
}
void BeingRecv::processBeingSlide(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("being id");
msg.readInt16("x");
msg.readInt16("y");
}
void BeingRecv::processStarsKill(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readString(24, "map name");
msg.readInt32("monster id");
msg.readUInt8("start");
msg.readUInt8("result");
}
void BeingRecv::processGladiatorFeelRequest(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readUInt8("which");
}
void BeingRecv::processBossMapInfo(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readUInt8("info type");
msg.readInt32("x");
msg.readInt32("y");
msg.readInt16("min hours");
msg.readInt16("min minutes");
msg.readInt16("max hours");
msg.readInt16("max minutes");
msg.readString(24, "monster name"); // really can be used 51 byte?
}
void BeingRecv::processBeingFont(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("account id");
msg.readInt16("font");
}
void BeingRecv::processBeingMilleniumShield(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("account id");
msg.readInt16("shields");
msg.readInt16("unused");
}
void BeingRecv::processBeingCharm(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readBeingId("account id");
msg.readInt16("charm type");
msg.readInt16("charm count");
}
void BeingRecv::processBeingViewEquipment(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
const int count = (msg.readInt16("len") - 45) / 31;
msg.readString(24, "name");
msg.readInt16("job");
msg.readInt16("head");
msg.readInt16("accessory");
msg.readInt16("accessory2");
msg.readInt16("accessory3");
msg.readInt16("robe");
msg.readInt16("hair color");
msg.readInt16("body color");
msg.readUInt8("gender");
for (int f = 0; f < count; f ++)
{
msg.readInt16("index");
msg.readInt16("item id");
msg.readUInt8("item type");
msg.readInt32("location");
msg.readInt32("wear state");
msg.readInt8("refine");
for (int d = 0; d < 4; d ++)
msg.readInt16("card");
msg.readInt32("hire expire date (?)");
msg.readInt16("equip type");
msg.readInt16("item sprite number");
msg.readUInt8("flags");
}
}
void BeingRecv::processPvpSet(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processPvpSet")
const BeingId id = msg.readBeingId("being id");
const int rank = msg.readInt32("rank");
msg.readInt32("num");
if (actorManager)
{
Being *const dstBeing = actorManager->findBeing(id);
if (dstBeing)
dstBeing->setPvpRank(rank);
}
BLOCK_END("BeingRecv::processPvpSet")
}
void BeingRecv::processNameResponse2(Net::MessageIn &msg)
{
BLOCK_START("BeingRecv::processNameResponse2")
if (!actorManager || !localPlayer)
{
BLOCK_END("BeingRecv::processNameResponse2")
return;
}
const int len = msg.readInt16("len");
const BeingId beingId = msg.readBeingId("account ic");
const std::string str = msg.readString(len - 8, "name");
Being *const dstBeing = actorManager->findBeing(beingId);
if (dstBeing)
{
if (beingId == localPlayer->getId())
{
localPlayer->pingResponse();
}
else
{
dstBeing->setName(str);
dstBeing->updateGuild();
dstBeing->addToCache();
if (dstBeing->getType() == ActorType::Player)
dstBeing->updateColors();
if (localPlayer)
{
const Party *const party = localPlayer->getParty();
if (party && party->isMember(dstBeing->getId()))
{
PartyMember *const member = party->getMember(
dstBeing->getId());
if (member)
member->setName(dstBeing->getName());
}
localPlayer->checkNewName(dstBeing);
}
}
}
BLOCK_END("BeingRecv::processNameResponse2")
}
Being *BeingRecv::createBeing2(Net::MessageIn &msg,
const BeingId id,
const int16_t job,
const BeingType::BeingType beingType)
{
if (!actorManager)
return nullptr;
ActorTypeT type = ActorType::Unknown;
switch (beingType)
{
case BeingType::PC:
type = ActorType::Player;
break;
case BeingType::NPC:
case BeingType::NPC_EVENT:
type = ActorType::Npc;
break;
case BeingType::MONSTER:
type = ActorType::Monster;
break;
case BeingType::MERSOL:
type = ActorType::Mercenary;
break;
case BeingType::PET:
type = ActorType::Pet;
break;
case BeingType::HOMUN:
type = ActorType::Homunculus;
break;
case BeingType::ITEM:
case BeingType::SKILL:
case BeingType::ELEMENTAL:
logger->log("not supported object type: %d, job: %d",
static_cast<int>(beingType), static_cast<int>(job));
break;
case BeingType::CHAT:
default:
UNIMPLIMENTEDPACKET;
type = ActorType::Monster;
logger->log("not supported object type: %d, job: %d",
static_cast<int>(beingType), static_cast<int>(job));
break;
}
if (job == 45 && beingType == BeingType::NPC_EVENT)
type = ActorType::Portal;
Being *const being = actorManager->createBeing(
id, type, fromInt(job, BeingTypeId));
if (beingType == BeingType::MERSOL)
{
MercenaryInfo *const info = PlayerInfo::getMercenary();
if (info && info->id == id)
PlayerInfo::setMercenaryBeing(being);
}
else if (beingType == BeingType::PET)
{
if (PlayerInfo::getPetBeingId() == id)
PlayerInfo::setPetBeing(being);
}
return being;
}
void BeingRecv::processSkillCancel(Net::MessageIn &msg)
{
msg.readInt32("id?");
}
void BeingRecv::processSolveCharName(Net::MessageIn &msg)
{
const int id = msg.readInt32("char id");
const std::string name = msg.readString(24, "name");
if (actorManager)
actorManager->addChar(id, name);
}
} // namespace EAthena
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