/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "net/ea/beinghandler.h" #include "actormanager.h" #include "configuration.h" #include "effectmanager.h" #include "game.h" #include "guildmanager.h" #include "party.h" #include "being/localplayer.h" #include "being/playerrelations.h" #include "particle/particle.h" #include "gui/windows/botcheckerwindow.h" #include "gui/windows/socialwindow.h" #include "gui/windows/killstats.h" #include "resources/map/map.h" #include "debug.h" namespace Ea { BeingHandler::BeingHandler(const bool enableSync) : mSync(enableSync), mSpawnId(0), mHideShield(config.getBoolValue("hideShield")) { } Being *BeingHandler::createBeing(const int id, const int16_t job) const { if (!actorManager) return nullptr; ActorType::Type type = ActorType::Unknown; if (job <= 25 || (job >= 4001 && job <= 4049)) type = ActorType::Player; else if (job >= 46 && job <= 1000) type = ActorType::Npc; else if (job > 1000 && job <= 2000) type = ActorType::Monster; else if (job == 45) type = ActorType::Portal; Being *const being = actorManager->createBeing(id, type, job); return being; } void BeingHandler::setSprite(Being *const being, const unsigned int slot, const int id, const std::string &color, const unsigned char colorId, const bool isWeapon, const bool isTempSprite) const { if (!being) return; being->updateSprite(slot, id, color, colorId, isWeapon, isTempSprite); } void BeingHandler::processBeingRemove(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processBeingRemove") if (!actorManager || !localPlayer) { BLOCK_END("BeingHandler::processBeingRemove") return; } // A being should be removed or has died const int id = msg.readInt32("being id"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) { msg.readUInt8("dead flag?"); BLOCK_END("BeingHandler::processBeingRemove") return; } localPlayer->followMoveTo(dstBeing, localPlayer->getNextDestX(), localPlayer->getNextDestY()); // If this is player's current target, clear it. if (dstBeing == localPlayer->getTarget()) localPlayer->stopAttack(true); if (msg.readUInt8("dead flag?") == 1U) { if (dstBeing->getCurrentAction() != BeingAction::DEAD) { dstBeing->setAction(BeingAction::DEAD, 0); dstBeing->recalcSpritesOrder(); } if (dstBeing->getName() == "Jack O" && killStats) killStats->jackoDead(id); } else { if (dstBeing->getType() == ActorType::Player) { if (botCheckerWindow) botCheckerWindow->updateList(); if (socialWindow) socialWindow->updateActiveList(); } actorManager->destroy(dstBeing); } BLOCK_END("BeingHandler::processBeingRemove") } void BeingHandler::processSkillDamage(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processSkillDamage") if (!actorManager) { BLOCK_END("BeingHandler::processSkillDamage") return; } const int id = msg.readInt16("skill id"); Being *const srcBeing = actorManager->findBeing( msg.readInt32("src being id")); Being *const dstBeing = actorManager->findBeing( msg.readInt32("dst being id")); msg.readInt32("tick"); msg.readInt32("src speed"); msg.readInt32("dst speed"); const int param1 = msg.readInt32("damage"); const int level = msg.readInt16("skill level"); msg.readInt16("div"); msg.readUInt8("skill hit/type?"); if (srcBeing) srcBeing->handleSkill(dstBeing, param1, id, level); if (dstBeing) dstBeing->takeDamage(srcBeing, param1, Being::SKILL, id); BLOCK_END("BeingHandler::processSkillDamage") } void BeingHandler::processBeingAction(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processBeingAction") if (!actorManager) { BLOCK_END("BeingHandler::processBeingAction") return; } Being *const srcBeing = actorManager->findBeing( msg.readInt32("src being id")); Being *const dstBeing = actorManager->findBeing( msg.readInt32("dst being id")); msg.readInt32("tick"); const int srcSpeed = msg.readInt32("src speed"); msg.readInt32("dst speed"); const int param1 = msg.readInt16("param1"); msg.readInt16("param 2"); const uint8_t type = msg.readUInt8("type"); msg.readInt16("param 3"); switch (type) { case Being::HIT: // Damage case Being::CRITICAL: // Critical Damage case Being::MULTI: // Critical Damage case Being::REFLECT: // Reflected Damage case Being::FLEE: // Lucky Dodge if (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) { dstBeing->takeDamage(srcBeing, param1, static_cast(type)); } break; case 0x01: // dead or pickup? break; // tmw server can send here garbage? // if (srcBeing) // srcBeing->setAction(BeingAction::DEAD, 0); case 0x02: // Sit if (srcBeing) { srcBeing->setAction(BeingAction::SIT, 0); if (srcBeing->getType() == ActorType::Player) { srcBeing->setMoveTime(); if (localPlayer) localPlayer->imitateAction(srcBeing, BeingAction::SIT); } } break; case 0x03: // Stand up if (srcBeing) { srcBeing->setAction(BeingAction::STAND, 0); if (srcBeing->getType() == ActorType::Player) { srcBeing->setMoveTime(); if (localPlayer) { localPlayer->imitateAction(srcBeing, BeingAction::STAND); } } } break; default: logger->log("QQQ1 SMSG_BEING_ACTION:"); if (srcBeing) logger->log("srcBeing:" + toString(srcBeing->getId())); if (dstBeing) logger->log("dstBeing:" + toString(dstBeing->getId())); logger->log("type: " + toString(type)); break; } BLOCK_END("BeingHandler::processBeingAction") } void BeingHandler::processBeingSelfEffect(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processBeingSelfEffect") if (!effectManager || !actorManager) { BLOCK_END("BeingHandler::processBeingSelfEffect") return; } const int id = static_cast(msg.readInt32("being id")); Being *const being = actorManager->findBeing(id); if (!being) { BLOCK_END("BeingHandler::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("BeingHandler::processBeingSelfEffect") } void BeingHandler::processBeingEmotion(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processBeingEmotion") if (!localPlayer || !actorManager) { BLOCK_END("BeingHandler::processBeingEmotion") return; } Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id")); if (!dstBeing) { BLOCK_END("BeingHandler::processBeingEmotion") return; } if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE)) { const uint8_t emote = msg.readUInt8("emote"); if (emote) { dstBeing->setEmote(emote, 0); localPlayer->imitateEmote(dstBeing, emote); } } if (dstBeing->getType() == ActorType::Player) dstBeing->setOtherTime(); BLOCK_END("BeingHandler::processBeingEmotion") } void BeingHandler::processNameResponse(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processNameResponse") if (!localPlayer || !actorManager) { BLOCK_END("BeingHandler::processNameResponse") return; } const int beingId = msg.readInt32("being id"); Being *const dstBeing = actorManager->findBeing(beingId); if (dstBeing) { if (beingId == localPlayer->getId()) { localPlayer->pingResponse(); } else { dstBeing->setName(msg.readString(24, "name")); 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("BeingHandler::processNameResponse") return; } } msg.readString(24, "name"); BLOCK_END("BeingHandler::processNameResponse") } void BeingHandler::processIpResponse(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processIpResponse") if (!actorManager) { BLOCK_END("BeingHandler::processIpResponse") return; } Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id")); if (dstBeing) dstBeing->setIp(ipToString(msg.readInt32("ip address"))); BLOCK_END("BeingHandler::processIpResponse") } void BeingHandler::processPlayerStop(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processPlayerStop") if (!actorManager || !localPlayer) { BLOCK_END("BeingHandler::processPlayerStop") return; } const int id = msg.readInt32("account id"); if (mSync || id != localPlayer->getId()) { Being *const dstBeing = actorManager->findBeing(id); if (dstBeing) { const uint16_t x = msg.readInt16("x"); const uint16_t y = msg.readInt16("y"); dstBeing->setTileCoords(x, y); if (dstBeing->getCurrentAction() == BeingAction::MOVE) dstBeing->setAction(BeingAction::STAND, 0); BLOCK_END("BeingHandler::processPlayerStop") return; } } msg.readInt16("x"); msg.readInt16("y"); BLOCK_END("BeingHandler::processPlayerStop") } void BeingHandler::processPlayerMoveToAttack(Net::MessageIn &msg A_UNUSED) const { BLOCK_START("BeingHandler::processPlayerStop") /* * This is an *advisory* message, telling the client that * it needs to move the character before attacking * a target (out of range, obstruction in line of fire). * We can safely ignore this... */ if (localPlayer) localPlayer->fixAttackTarget(); BLOCK_END("BeingHandler::processPlayerStop") } void BeingHandler::processSkillNoDamage(Net::MessageIn &msg) const { msg.readInt16("skill id"); msg.readInt16("heal"); msg.readInt32("dst id"); msg.readInt32("src id"); msg.readUInt8("fail"); } void BeingHandler::processPvpMapMode(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processPvpMapMode") const Game *const game = Game::instance(); if (!game) { BLOCK_END("BeingHandler::processPvpMapMode") return; } Map *const map = game->getCurrentMap(); if (map) map->setPvpMode(msg.readInt16("pvp mode")); BLOCK_END("BeingHandler::processPvpMapMode") } void BeingHandler::processPvpSet(Net::MessageIn &msg) const { BLOCK_START("BeingHandler::processPvpSet") const int id = msg.readInt32("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("BeingHandler::processPvpSet") } } // namespace Ea