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authorAndrei Karas <akaras@inbox.ru>2012-06-24 19:34:08 +0300
committerAndrei Karas <akaras@inbox.ru>2012-06-24 21:41:20 +0300
commit3b537e109df901df3da4c706f827c8d3d39a7238 (patch)
treeae5a83f71954aaeb45ce3f8d609e6f4a8dc0678c /src/net/eathena/beinghandler.cpp
parent4ef35e9ef757da1db724c5d784048601144c934c (diff)
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Add basic support for eathena stable.
Can register, create char, connect to map server and get map info.
Diffstat (limited to 'src/net/eathena/beinghandler.cpp')
-rw-r--r--src/net/eathena/beinghandler.cpp898
1 files changed, 898 insertions, 0 deletions
diff --git a/src/net/eathena/beinghandler.cpp b/src/net/eathena/beinghandler.cpp
new file mode 100644
index 000000000..f7d2d3ea1
--- /dev/null
+++ b/src/net/eathena/beinghandler.cpp
@@ -0,0 +1,898 @@
+/*
+ * The ManaPlus Client
+ * Copyright (C) 2004-2009 The Mana World Development Team
+ * Copyright (C) 2009-2010 The Mana Developers
+ * Copyright (C) 2011-2012 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/beinghandler.h"
+
+#include "actorspritemanager.h"
+#include "being.h"
+#include "client.h"
+#include "effectmanager.h"
+#include "guild.h"
+#include "guildmanager.h"
+#include "keyboardconfig.h"
+#include "localplayer.h"
+#include "logger.h"
+#include "party.h"
+#include "playerrelations.h"
+#include "configuration.h"
+
+#include "gui/botcheckerwindow.h"
+#include "gui/outfitwindow.h"
+#include "gui/socialwindow.h"
+#include "gui/killstats.h"
+
+#include "utils/gettext.h"
+#include "utils/stringutils.h"
+
+#include "net/playerhandler.h"
+#include "net/net.h"
+
+#include "net/eathena/protocol.h"
+
+#include "resources/colordb.h"
+#include "resources/itemdb.h"
+#include "resources/iteminfo.h"
+
+#include <iostream>
+
+#include "debug.h"
+
+extern Net::BeingHandler *beingHandler;
+
+namespace EAthena
+{
+
+BeingHandler::BeingHandler(bool enableSync):
+ Ea::BeingHandler(enableSync)
+{
+ static const uint16_t _messages[] =
+ {
+ SMSG_BEING_VISIBLE,
+ SMSG_BEING_MOVE,
+ SMSG_BEING_MOVE2,
+ SMSG_BEING_REMOVE,
+ SMSG_SKILL_DAMAGE,
+ SMSG_BEING_ACTION,
+ SMSG_BEING_SELFEFFECT,
+ SMSG_BEING_EMOTION,
+ SMSG_BEING_CHANGE_LOOKS,
+ SMSG_BEING_CHANGE_LOOKS2,
+ SMSG_BEING_NAME_RESPONSE,
+ SMSG_BEING_NAME_RESPONSE2,
+ 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,
+ SMSG_SOLVE_CHAR_NAME,
+ SMSG_BEING_SPAWN,
+ SMSG_SKILL_CASTING,
+ SMSG_SKILL_CAST_CANCEL,
+ SMSG_SKILL_NO_DAMAGE,
+ SMSG_BEING_IP_RESPONSE,
+ SMSG_PVP_MAP_MODE,
+ SMSG_PVP_SET,
+ 0
+ };
+ handledMessages = _messages;
+ beingHandler = this;
+}
+
+void BeingHandler::requestNameById(int id)
+{
+ MessageOut outMsg(0x0094);
+ outMsg.writeInt32(id); //readLong(2));
+}
+
+void BeingHandler::handleMessage(Net::MessageIn &msg)
+{
+ switch (msg.getId())
+ {
+ case SMSG_BEING_VISIBLE: // changed
+ case SMSG_BEING_MOVE:
+ processBeingVisibleOrMove(msg, msg.getId() == SMSG_BEING_VISIBLE);
+ break;
+
+ case SMSG_BEING_MOVE2:
+ processBeingMove2(msg);
+ break;
+
+ case SMSG_BEING_SPAWN: // changed
+ processBeingSpawn(msg);
+ break;
+
+ case SMSG_BEING_REMOVE:
+ processBeingRemove(msg);
+ break;
+
+ case SMSG_BEING_RESURRECT:
+ processBeingResurrect(msg);
+ break;
+
+ case SMSG_SKILL_DAMAGE:
+ processSkillDamage(msg);
+ break;
+
+ case SMSG_BEING_ACTION:
+ processBeingAction(msg);
+ break;
+
+ case SMSG_BEING_SELFEFFECT:
+ processBeingSelfEffect(msg);
+ break;
+
+ case SMSG_BEING_EMOTION:
+ processBeingEmotion(msg);
+ break;
+
+ case SMSG_BEING_CHANGE_LOOKS:
+ case SMSG_BEING_CHANGE_LOOKS2:
+ processBeingChangeLook(msg,
+ msg.getId() == SMSG_BEING_CHANGE_LOOKS2);
+ break;
+
+ case SMSG_BEING_NAME_RESPONSE:
+ processNameResponse(msg);
+ break;
+
+ case SMSG_BEING_NAME_RESPONSE2:
+ processNameResponse2(msg);
+ break;
+
+ case SMSG_BEING_IP_RESPONSE:
+ processIpResponse(msg);
+ break;
+
+ case SMSG_SOLVE_CHAR_NAME:
+ break;
+
+ case SMSG_PLAYER_GUILD_PARTY_INFO:
+ processPlayerGuilPartyInfo(msg);
+ break;
+
+ case SMSG_BEING_CHANGE_DIRECTION:
+ processBeingChangeDirection(msg);
+ break;
+
+ case SMSG_PLAYER_UPDATE_1:
+ case SMSG_PLAYER_UPDATE_2:
+ case SMSG_PLAYER_MOVE:
+ int type;
+ switch (msg.getId())
+ {
+ case SMSG_PLAYER_UPDATE_1:
+ type = 1;
+ break;
+ case SMSG_PLAYER_UPDATE_2:
+ type = 2;
+ break;
+ case SMSG_PLAYER_MOVE:
+ type = 3;
+ break;
+ default:
+ return;
+ }
+ processPlayerMoveUpdate(msg, type);
+
+ break;
+ case SMSG_PLAYER_STOP:
+ processPlayerStop(msg);
+ break;
+
+ case SMSG_PLAYER_MOVE_TO_ATTACK:
+ processPlayerMoveToAttack(msg);
+ break;
+
+ case SMSG_PLAYER_STATUS_CHANGE:
+ processPlaterStatusChange(msg);
+ break;
+
+ case SMSG_BEING_STATUS_CHANGE:
+ processBeingStatusChange(msg);
+ break;
+
+ case SMSG_SKILL_CASTING:
+ processSkilCasting(msg);
+ break;
+
+ case SMSG_SKILL_CAST_CANCEL:
+ msg.readInt32(); // id
+ break;
+
+ case SMSG_SKILL_NO_DAMAGE:
+ processSkillNoDamage(msg);
+ break;
+
+ case SMSG_PVP_MAP_MODE:
+ processPvpMapMode(msg);
+ break;
+
+ case SMSG_PVP_SET:
+ processPvpSet(msg);
+ break;
+
+ default:
+ break;
+ }
+}
+
+void BeingHandler::undress(Being *being)
+{
+ being->setSprite(SPRITE_BOTTOMCLOTHES, 0);
+ being->setSprite(SPRITE_TOPCLOTHES, 0);
+ being->setSprite(SPRITE_HAT, 0);
+ being->setSprite(SPRITE_SHOE, 0);
+ being->setSprite(SPRITE_GLOVES, 0);
+// being->setSprite(SPRITE_WEAPON, 0, "", true);
+}
+
+void BeingHandler::processBeingChangeLook(Net::MessageIn &msg, bool look2)
+{
+ if (!actorSpriteManager)
+ return;
+
+ Being *dstBeing;
+ /*
+ * SMSG_BEING_CHANGE_LOOKS (0x00c3) and
+ * SMSG_BEING_CHANGE_LOOKS2 (0x01d7) do basically the same
+ * thing. The difference is that ...LOOKS carries a single
+ * 8 bit value, where ...LOOKS2 carries two 16 bit values.
+ *
+ * If type = 2, then the first 16 bit value is the weapon ID,
+ * and the second 16 bit value is the shield ID. If no
+ * shield is equipped, or type is not 2, then the second
+ * 16 bit value will be 0.
+ */
+
+ if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
+ return;
+
+ int type = msg.readInt8();
+ int id = 0;
+ int id2 = 0;
+ std::string color;
+
+ if (!look2)
+ {
+ id = msg.readInt8();
+ id2 = 1; // default color
+ }
+ else
+ { // SMSG_BEING_CHANGE_LOOKS2
+ id = msg.readInt16();
+ if (type == 2 || serverVersion > 0)
+ id2 = msg.readInt16();
+ else
+ id2 = 1;
+ color = "";
+ }
+
+ if (dstBeing->getType() == Being::PLAYER)
+ dstBeing->setOtherTime();
+
+ if (!player_node)
+ return;
+
+ switch (type)
+ {
+ case 0: // change race
+ dstBeing->setSubtype(static_cast<uint16_t>(id));
+ break;
+ 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, "", 1, true);
+ if (!config.getBoolValue("hideShield"))
+ dstBeing->setSprite(SPRITE_SHIELD, id2);
+ player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
+ break;
+ case 3: // Change lower headgear for eAthena, pants for us
+ dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES);
+ break;
+ case 4: // Change upper headgear for eAthena, hat for us
+ dstBeing->setSprite(SPRITE_HAT, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_HAT);
+ break;
+ case 5: // Change middle headgear for eathena, armor for us
+ dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES);
+ break;
+ case 6: // eAthena LOOK_HAIR_COLOR
+ dstBeing->setSpriteColor(SPRITE_HAIR, ItemDB::get(
+ dstBeing->getSpriteID(SPRITE_HAIR)).getDyeColorsString(id));
+ break;
+ case 7: // Clothes color
+ // ignoring it
+ break;
+ case 8: // eAthena LOOK_SHIELD
+ if (!config.getBoolValue("hideShield"))
+ {
+ dstBeing->setSprite(SPRITE_SHIELD, id, color,
+ static_cast<unsigned char>(id2));
+ }
+ player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
+ break;
+ case 9: // eAthena LOOK_SHOES
+ dstBeing->setSprite(SPRITE_SHOE, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_SHOE);
+ break;
+ case 10: // LOOK_GLOVES
+ dstBeing->setSprite(SPRITE_GLOVES, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_GLOVES);
+ break;
+ case 11: // LOOK_CAPE
+ dstBeing->setSprite(SPRITE_CAPE, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_CAPE);
+ break;
+ case 12:
+ dstBeing->setSprite(SPRITE_MISC1, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_MISC1);
+ break;
+ case 13:
+ dstBeing->setSprite(SPRITE_MISC2, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_MISC2);
+ break;
+ case 14:
+ dstBeing->setSprite(SPRITE_EVOL1, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_EVOL1);
+ break;
+ case 15:
+ dstBeing->setSprite(SPRITE_EVOL2, id, color,
+ static_cast<unsigned char>(id2));
+ player_node->imitateOutfit(dstBeing, SPRITE_EVOL2);
+ break;
+ default:
+ logger->log("QQQ3 CHANGE_LOOKS: unsupported type: "
+ "%d, id: %d", type, id);
+ if (dstBeing)
+ {
+ logger->log("ID: " + toString(dstBeing->getId()));
+ logger->log("name: " + toString(dstBeing->getName()));
+ }
+ break;
+ }
+}
+
+void BeingHandler::processNameResponse2(Net::MessageIn &msg)
+{
+ if (!actorSpriteManager || !player_node)
+ return;
+
+ Being *dstBeing;
+
+ int len = msg.readInt16();
+ int beingId = msg.readInt32();
+ std::string str = msg.readString(len - 8);
+ if ((dstBeing = actorSpriteManager->findBeing(beingId)))
+ {
+ if (beingId == player_node->getId())
+ {
+ player_node->pingResponse();
+ }
+ else
+ {
+ dstBeing->setName(str);
+ dstBeing->updateGuild();
+ dstBeing->addToCache();
+
+ if (dstBeing->getType() == Being::PLAYER)
+ dstBeing->updateColors();
+
+ if (player_node)
+ {
+ Party *party = player_node->getParty();
+ if (party && party->isMember(dstBeing->getId()))
+ {
+ PartyMember *member = party->getMember(
+ dstBeing->getId());
+
+ if (member)
+ member->setName(dstBeing->getName());
+ }
+ player_node->checkNewName(dstBeing);
+ }
+ }
+ }
+}
+
+void BeingHandler::processPlayerMoveUpdate(Net::MessageIn &msg, int msgType)
+{
+ if (!actorSpriteManager || !player_node)
+ return;
+
+ uint16_t headTop, headMid, headBottom;
+ uint16_t weapon, shield;
+ uint16_t gmstatus;
+ int level;
+ int guild;
+ Being *dstBeing;
+ int hairStyle, hairColor;
+ unsigned char colors[9];
+
+
+ // An update about a player, potentially including movement.
+ int id = msg.readInt32();
+ short speed = msg.readInt16();
+ uint16_t stunMode = msg.readInt16(); // opt1; Aethyra use this as cape
+ uint32_t statusEffects = msg.readInt16(); // opt2;
+ // Aethyra use this as misc1
+ statusEffects |= (static_cast<uint32_t>(msg.readInt16()))
+ << 16; // status.options; Aethyra uses this as misc2
+ short job = msg.readInt16();
+
+ dstBeing = actorSpriteManager->findBeing(id);
+
+ if (!dstBeing)
+ {
+ if (actorSpriteManager->isBlocked(id) == true)
+ return;
+
+ dstBeing = createBeing(id, job);
+
+ if (!dstBeing)
+ return;
+ }
+
+ uint8_t dir = dstBeing->getDirectionDelayed();
+ if (dir)
+ {
+ if (dir != dstBeing->getDirection())
+ dstBeing->setDirection(dir);
+ }
+
+ if (Party *party = player_node->getParty())
+ {
+ if (party->isMember(id))
+ dstBeing->setParty(party);
+ }
+
+ dstBeing->setWalkSpeed(Vector(speed, speed, 0));
+ dstBeing->setSubtype(job);
+ hairStyle = msg.readInt16();
+ weapon = msg.readInt16();
+ shield = msg.readInt16();
+ headBottom = msg.readInt16();
+
+ if (msgType == 3)
+ msg.readInt32(); // server tick
+
+ headTop = msg.readInt16();
+ headMid = msg.readInt16();
+ hairColor = msg.readInt16();
+
+ colors[0] = msg.readInt8();
+ colors[1] = msg.readInt8();
+ colors[2] = msg.readInt8();
+
+ msg.readInt8(); //unused
+// shoes = msg.readInt16();
+// gloves = msg.readInt16(); //sd->head_dir
+
+ guild = msg.readInt32(); // guild
+
+ if (!guildManager || !GuildManager::getEnableGuildBot())
+ {
+ if (guild == 0)
+ dstBeing->clearGuilds();
+ else
+ dstBeing->setGuild(Guild::getGuild(static_cast<short>(guild)));
+ }
+
+ msg.readInt16(); // emblem
+ msg.readInt16(); // manner
+ dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
+ msg.readInt8(); // karma
+ // reserving bit for future usage
+ dstBeing->setGender(Being::intToGender(msg.readInt8() & 3));
+
+ // Set these after the gender, as the sprites may be gender-specific
+ dstBeing->setSprite(SPRITE_WEAPON, weapon, "", 1, true);
+ if (!config.getBoolValue("hideShield"))
+ dstBeing->setSprite(SPRITE_SHIELD, shield);
+ //dstBeing->setSprite(SPRITE_SHOE, shoes);
+ if (serverVersion > 0)
+ {
+ dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom,
+ "", colors[0]);
+ dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]);
+ dstBeing->setSprite(SPRITE_HAT, headTop, "", colors[1]);
+ }
+ else
+ {
+ 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,
+ ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
+
+ player_node->imitateOutfit(dstBeing);
+
+ if (msgType == 3)
+ {
+ uint16_t srcX, srcY, dstX, dstY;
+ msg.readCoordinatePair(srcX, srcY, dstX, dstY);
+
+ player_node->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)
+ {
+ int d = dstBeing->calcDirection(dstX, dstY);
+
+ if (d && dstBeing->getDirection() != d)
+ dstBeing->setDirectionDelayed(static_cast<uint8_t>(d));
+ }
+
+ if (player_node->getCurrentAction() != Being::STAND)
+ player_node->imitateAction(dstBeing, Being::STAND);
+ if (player_node->getDirection() != dstBeing->getDirection())
+ {
+ player_node->imitateDirection(dstBeing,
+ dstBeing->getDirection());
+ }
+ }
+ else
+ {
+// uint8_t dir;
+ uint16_t x, y;
+ msg.readCoordinates(x, y, dir);
+ dstBeing->setTileCoords(x, y);
+ dstBeing->setDirection(dir);
+
+ player_node->imitateDirection(dstBeing, dir);
+ }
+
+ gmstatus = msg.readInt16();
+
+ if (gmstatus & 0x80)
+ dstBeing->setGM(true);
+
+ if (msgType == 1 || msgType == 2)
+ {
+ int type = msg.readInt8();
+ switch (type)
+ {
+ case 0:
+ dstBeing->setAction(Being::STAND);
+ player_node->imitateAction(dstBeing, Being::STAND);
+ break;
+
+ case 1:
+ dstBeing->setAction(Being::DEAD);
+ break;
+
+ case 2:
+ dstBeing->setAction(Being::SIT);
+ player_node->imitateAction(dstBeing, Being::SIT);
+ break;
+
+ default:
+ //need set stay state?
+ logger->log("QQQ2 SMSG_PLAYER_UPDATE_1:"
+ + toString(id) + " " + toString(type));
+ if (dstBeing)
+ {
+ logger->log("dstBeing id:"
+ + toString(dstBeing->getId()));
+ logger->log("dstBeing name:"
+ + dstBeing->getName());
+ }
+ break;
+
+ }
+ }
+ else if (msgType == 3)
+ {
+ msg.readInt8(); // unknown
+ }
+
+ level = msg.readInt8(); // Lv
+ if (level)
+ dstBeing->setLevel(level);
+
+ msg.readInt8(); // unknown
+
+ if (dstBeing->getType() != Being::PLAYER
+ || msgType != 3)
+ {
+ dstBeing->setActionTime(tick_time);
+// dstBeing->reset();
+ }
+
+ dstBeing->setStunMode(stunMode);
+ dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
+ (statusEffects >> 16) & 0xffff));
+ dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
+
+ if (msgType == 3 && dstBeing->getType() == Being::PLAYER)
+ dstBeing->setMoveTime();
+}
+
+void BeingHandler::processBeingVisibleOrMove(Net::MessageIn &msg, bool visible)
+{
+ if (!actorSpriteManager)
+ return;
+
+ int id;
+ short job, speed, gender;
+ uint16_t headTop, headMid, headBottom;
+ uint16_t shoes, gloves;
+ uint16_t weapon, shield;
+ uint16_t stunMode;
+ uint32_t statusEffects;
+ Being *dstBeing;
+ int hairStyle, hairColor;
+ int spawnId;
+
+ if (visible)
+ msg.readInt8(); // padding?
+
+ // Information about a being in range
+ id = msg.readInt32();
+ if (id == mSpawnId)
+ spawnId = mSpawnId;
+ else
+ spawnId = 0;
+ mSpawnId = 0;
+ speed = msg.readInt16();
+ stunMode = msg.readInt16(); // opt1
+ statusEffects = msg.readInt16(); // opt2
+ statusEffects |= (static_cast<uint32_t>(msg.readInt16())) << 16; // option
+ job = msg.readInt16(); // class
+
+ dstBeing = actorSpriteManager->findBeing(id);
+
+ if (dstBeing && dstBeing->getType() == Being::MONSTER
+ && !dstBeing->isAlive())
+ {
+ actorSpriteManager->destroy(dstBeing);
+ actorSpriteManager->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 && id >= 110000000)
+ return;
+
+ if (actorSpriteManager->isBlocked(id) == true)
+ return;
+
+ dstBeing = createBeing(id, job);
+
+ if (!dstBeing)
+ return;
+
+ if (job == 1022 && killStats)
+ killStats->jackoAlive(dstBeing->getId());
+ }
+ else
+ {
+ // undeleting marked for deletion being
+ if (dstBeing->getType() == Being::NPC)
+ actorSpriteManager->undelete(dstBeing);
+ }
+
+ if (dstBeing->getType() == Being::PLAYER)
+ dstBeing->setMoveTime();
+
+ if (spawnId)
+ {
+ dstBeing->setAction(Being::SPAWN);
+ }
+ else if (visible)
+ {
+ dstBeing->clearPath();
+ dstBeing->setActionTime(tick_time);
+ dstBeing->setAction(Being::STAND);
+ }
+
+ // Prevent division by 0 when calculating frame
+ if (speed == 0)
+ speed = 150;
+
+ dstBeing->setWalkSpeed(Vector(speed, speed, 0));
+ dstBeing->setSubtype(job);
+ if (dstBeing->getType() == ActorSprite::MONSTER && player_node)
+ player_node->checkNewName(dstBeing);
+
+ hairStyle = msg.readInt16();
+ weapon = msg.readInt16();
+ headBottom = msg.readInt16();
+
+// if (!visible)
+// msg.readInt32(); // server tick
+
+ shield = msg.readInt16();
+ headTop = msg.readInt16();
+ headMid = msg.readInt16();
+ hairColor = msg.readInt16();
+ shoes = msg.readInt16(); // clothes color - "abused" as shoes
+
+ if (dstBeing->getType() == ActorSprite::MONSTER)
+ {
+ if (serverVersion > 0)
+ {
+ int hp = msg.readInt32();
+ int maxHP = msg.readInt32();
+ if (hp && maxHP)
+ {
+ dstBeing->setMaxHP(maxHP);
+ int oldHP = dstBeing->getHP();
+ if (!oldHP || oldHP > hp)
+ dstBeing->setHP(hp);
+ }
+ }
+ else
+ {
+ msg.readInt32();
+ msg.readInt32();
+ }
+ gloves = 0;
+ }
+ else
+ {
+ gloves = msg.readInt16(); // head dir - "abused" as gloves
+ msg.readInt32(); // guild
+ msg.readInt16(); // guild emblem
+ }
+// logger->log("being guild: " + toString(guild));
+/*
+ if (guild == 0)
+ dstBeing->clearGuilds();
+ else
+ dstBeing->setGuild(Guild::getGuild(static_cast<short>(guild)));
+*/
+
+ msg.readInt16(); // manner
+ dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
+ if (serverVersion > 0 && dstBeing->getType() == ActorSprite::MONSTER)
+ {
+ int attackRange = msg.readInt8(); // karma
+ dstBeing->setAttackRange(attackRange);
+ }
+ else
+ {
+ msg.readInt8(); // karma
+ }
+ gender = msg.readInt8();
+
+ // reserving bits for future usage
+
+ if (dstBeing->getType() == ActorSprite::PLAYER)
+ {
+ gender &= 3;
+ dstBeing->setGender(Being::intToGender(gender));
+ // Set these after the gender, as the sprites may be gender-specific
+ setSprite(dstBeing, SPRITE_HAIR, hairStyle * -1,
+ ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
+ setSprite(dstBeing, SPRITE_BOTTOMCLOTHES, headBottom);
+ setSprite(dstBeing, SPRITE_TOPCLOTHES, headMid);
+ setSprite(dstBeing, SPRITE_HAT, headTop);
+ setSprite(dstBeing, SPRITE_SHOE, shoes);
+ setSprite(dstBeing, SPRITE_GLOVES, gloves);
+ setSprite(dstBeing, SPRITE_WEAPON, weapon, "", true);
+ if (!config.getBoolValue("hideShield"))
+ setSprite(dstBeing, SPRITE_SHIELD, shield);
+ }
+ else if (dstBeing->getType() == ActorSprite::NPC)
+ {
+ switch (gender)
+ {
+ case 2:
+ dstBeing->setGender(GENDER_FEMALE);
+ break;
+ case 3:
+ dstBeing->setGender(GENDER_MALE);
+ break;
+ case 4:
+ dstBeing->setGender(GENDER_OTHER);
+ break;
+ default:
+ dstBeing->setGender(GENDER_UNSPECIFIED);
+ break;
+ }
+ }
+
+ if (!visible)
+ {
+ uint16_t srcX, srcY, dstX, dstY;
+ msg.readCoordinatePair(srcX, srcY, dstX, dstY);
+ dstBeing->setAction(Being::STAND);
+ dstBeing->setTileCoords(srcX, srcY);
+ dstBeing->setDestination(dstX, dstY);
+ }
+ else
+ {
+ uint8_t dir;
+ uint16_t x, y;
+ msg.readCoordinates(x, y, dir);
+ dstBeing->setTileCoords(x, y);
+
+ if (job == 45 && socialWindow && outfitWindow)
+ {
+ int num = socialWindow->getPortalIndex(x, y);
+ if (num >= 0)
+ {
+ dstBeing->setName(keyboard.getKeyShortString(
+ outfitWindow->keyName(num)));
+ }
+ else
+ {
+ dstBeing->setName("");
+ }
+ }
+
+ dstBeing->setDirection(dir);
+ }
+
+ msg.readInt8(); // unknown
+ msg.readInt8(); // state / sit
+ msg.readInt16(); // level
+
+ dstBeing->setStunMode(stunMode);
+ dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>(
+ (statusEffects >> 16) & 0xffff));
+ dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
+
+}
+
+void BeingHandler::processBeingSpawn(Net::MessageIn &msg)
+{
+ // skipping this packet
+ mSpawnId = msg.readInt32(); // id
+ msg.readInt16(); // speed
+ msg.readInt16(); // opt1
+ msg.readInt16(); // opt2
+ msg.readInt16(); // option
+ msg.readInt16(); // disguise
+}
+
+} // namespace EAthena